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 Truce or No Truce!!! 
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Unread post Truce or No Truce!!!
Truces seem to be ALL the Rage....
Are they prefered MORE or Less by YOU ?
 
SG....  I prefer no truces That are not enforced by the natural mechanics of the Game, So if there is a truce i prefer settings like 1 fig max ships with no armids or limpets .
Ofcourse Debris from planets and other things can cause disruptions but creative sysops can make that more difficult as well.
 


Last edited by Admin 1 on Tue Dec 18, 2007 9:15 am, edited 1 time in total.



Sun Dec 02, 2007 6:58 pm
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Hate truces. I can't stand seeing all those fig kill messages and not being able to blast them into space debris.

Then there's the side effect that truces have to be adjudicated by the sysop for problems. So some players can get away with breaking truces, or at least bending them a great deal, while other players can't do squat. You basically have to play like there is no truce and defend yourself, but just never attack other players... which is a sucky return on effort.

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Sun Dec 02, 2007 7:31 pm
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I agree with Sing, no truce, too many problems. How many truce games actually are truces anyway. Someone always breaks the rules, in one form or another.

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Sun Dec 02, 2007 10:21 pm
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I think this topic is funny, it always amuses me that the same people whom complain about truces are also the same people that lock down the SD and Terra and then sit on a CAP script 24/7. I don't know perhaps I just have a warped sense of logic?

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Sun Dec 02, 2007 10:48 pm
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Zang wrote:
I think this topic is funny, it always amuses me that the same people whom complain about truces are also the same people that lock down the SD and Terra and then sit on a CAP script 24/7. I don't know perhaps I just have a warped sense of logic?


What? I dont see where locking down a game and running a cap script (btw thats a bad thing as most cap scripts can be fooled) has anything to do with a truce game.

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Sun Dec 02, 2007 10:55 pm
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Think about it.  BTW, all public CAP scripts are completely worthless, and are not worth the bandwidth they were downloaded with.

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Sun Dec 02, 2007 11:07 pm
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Maybe you could explain... There is a couple of cap/kill scripts that are handy, and are public. Granted they are not near as good as a priv. one but you have to make do if your not a scripter. Besides when at keys i prefer good old f2-f6 depending on whats in the sector.

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Mon Dec 03, 2007 1:05 am
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Zang wrote:
I think this topic is funny, it always amuses me that the same people whom complain about truces are also the same people that lock down the SD and Terra and then sit on a CAP script 24/7. I don't know perhaps I just have a warped sense of logic?

The people that don't like truces are those that like to play the game straight up from the bang - win or lose.  If I have an advantage I should be able to use that.  For a solo player truces are really not playable against multiple players on a corp.  If I can catch 2 of 3 at the start, then the odds just became even.  Yes, I can go down in flames against multiple player corps very easily, but that is part of the game - not some artifical truce that was not designed into the game.  If truces were envisoned, then we would have x number of days where you could not attack someone or invade someone's planet enforced in the game code.
 

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Mon Dec 03, 2007 1:32 am
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We have both truce and non truce games on ICE9, and I have to think our truces are pretty sucessful... only rules are against blockades, and invading bases in x number of days... are there infractions sometimes?  Of course, but for the building games that the people on my server like to play, it allows people to get built up and play a long term game.
Different strokes for different folks.


Mon Dec 03, 2007 1:37 am
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I think of Fed Blockades as an inverted form of a truce.
If you have a croporate member on though getting around a blockade is easy, unless you are not Fed protected, then it can get tricky.

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Mon Dec 03, 2007 2:16 am
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V'Ger wrote:
We have both truce and non truce games on ICE9, and I have to think our truces are pretty sucessful... only rules are against blockades, and invading bases in x number of days... are there infractions sometimes?  Of course, but for the building games that the people on my server like to play, it allows people to get built up and play a long term game.
Different strokes for different folks.

As you say, different strokes for different folks.  I've played against some truce players in a normal game and usually got - hey why are you attacking the first day.  My response is usually along the lines of "because I can".   If it isn't prevented by game code or identified as bug usage by the developer then it should be played that way.  Truces, no blockading of fed or the other crutches put in do little to help the players advance.
 
 

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Mon Dec 03, 2007 2:44 am
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Promethius wrote:
Truces, no blockading of fed or the other crutches put in do little to help the players advance.

And killing some noob within 30 seconds of them entering the game because they entered a sector with a toll fig, or hit offensive figs in a blockade, just makes them frustrated and want to leave.
That is the real reason I think truces have their place, because it allows players to get familiar with the game, and learn how to do things, and start to like the game, before getting the stuffing beaten out of them.


Mon Dec 03, 2007 1:17 pm
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Personally I think variety is good for the community as a whole. If you don’t like one type of game , go find one you do like. I would love to see the game even more configurable than it is now to allow such things but it is what it is. Sysops who can push the limits of this game through tedit scripts and other configurations to come up with fresh ideas deserve a lot of credit.

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Mon Dec 03, 2007 4:21 pm
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V'Ger wrote:
Promethius wrote:
Truces, no blockading of fed or the other crutches put in do little to help the players advance.

And killing some noob within 30 seconds of them entering the game because they entered a sector with a toll fig, or hit offensive figs in a blockade, just makes them frustrated and want to leave.
That is the real reason I think truces have their place, because it allows players to get familiar with the game, and learn how to do things, and start to like the game, before getting the stuffing beaten out of them.

Actually getting killed quickly did frustrate me and make me want to learn how to play so I could  stay alive - it did not make me want to leave.  I asked questions and read everything I could find - which was not a lot at the time.  Funny thing happens, some of the people I thought were really good at the time, weren't - they died quickly about a year later in games.  Some however that I though were really good - were/are and I'm still tryng to figure out a way to take them out.
As far as letting players get familiar with a game, it does and when they hit a non-truce game expecting to be left alone to hit figs and build, they get a rude awakening most of the time.
The truce games are good for some and something for others to stay away from unless really bored - which happens sometimes.  At any rate, something for everyone's taste is available in game edits, truce / non-truce, and turn / unlim versions and that is the important thing.

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Mon Dec 03, 2007 5:10 pm
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Part of learning the ropes is learning how to pick smart games, too. If you get into a game that's been going for a week or 2, you can expect some resistance. I see new players all the time that get into games weeks, or even a month, into the game and expect to be able to make headway.

You can't expect the players that have put in effort that game to just sit idly by and let someone come in and blow it all away, and the "I'm just a newb" defense can't exactly be trusted.

If a new player just uses a truce to learn the menu commands, well ok. But a lot of them use truces as a crutch. End of truce, bam... they all log off or die and you never see them again. There's a whole crowd of players that just goes from truce to truce, never learning how to survive a real game. 2 years later they still play like a newb... waste of time much.

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1. TWGS server @ twgs.navhaz.com
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Mon Dec 03, 2007 5:21 pm
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