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 New Tournament edit 
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Unread post New Tournament edit
I'm going to create a well balanced tournament edit. This edit will be self explainatory about what ships and planets do what and what features they have. I'm going to base this edit of of stock game settings, but of course will be faster cits and a bit better ships and planets. The edit will be a low turn based edit and hopefully will reduce the chance of stalemate games in larger games.

I will take suggestions in this post about what most players would like to see concerning this edit. Please keep any responses civil. Debates are fine, but don't go past that point please. Thank you.


Fri Jan 30, 2009 1:55 pm
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Unread post Re: New Tournament edit
I want to give a suggestion to you, or whoever else decides to run a future tournament for a list of edits I'd like to see.

I preface by saying, I generally like stock, or "close to stock" edits, with low turns (2000 or less, no more than 72 hour turn bank). I also like edits where, in order to be successful, a corp needs to be well versed in all aspects of the game, and be required to setup bases, own multiple types of ships, etc. The Poker Run edit a lot of people (including myself) are playing in right now is definitely fun. But to me, it's a bit silly in terms of the ships since almost everyone has a Royal Flush since its so powerful and can accomplish almost any task, the same goes for planets, whereas of the many planet types, only 1 or 2 are really useful. So I like seeing, in the stock game for instance, that if you want defense, you need H planets, you want Organics, you need O planets, etc.

All the stock ships in the game should remain. Some should be slightly "enhanced". I.e., the Battleship and Constellation should get 50k and 35k figs, upped shields, loads of mines, twarp drives, carry photons, and generally be the "attacking/invading" ships. Missle frigate should be 10k or 15k figs. The "money making" ships (cargotran, mule, colonial) should all get more holds on them, in some decent ratio. maybe make the cargotran 3tpw or whatever, so a real decision needs to be made about which ones are best in what scenario's. Merchant freight /orion & scout should both be 1tpw, good for the first few days, and differentiate them a little, maybe give the orion a twarp or something. A few new types of ships that are well balanced (or even some that are blue only or red only) are always welcome. Again, the point being, that instead of everyone getting a merf on day one, then trading to the same predictable ships, people need to make choices and really weigh the trade-offs more closely.

As far as planets go, a similar concept applies, though I think the stock planets are pretty good in terms of diversifying usefulness. A few suggestions I'd have- a "baby" H, something that holds, say, 50% fuel ore of an H, but build time more in-line with an L or M. I'd also change the M planet to something like 20k collies per product, and lower the equip ratio to 3:1, so that equipment production from planets is doable and profitable. I'd also like to see that not ALL planets can have lvl6 or even lvl5 citadels. Maybe another new type of planet that produces everything at 2:1, holds 250k of each product, but you cant put any shields on it. I agree with your concept that in a tournament, all citadel build times should be half the normal, or even quicker.

Well, those are my thoughts, that's a tournament I'd love to partake in. If anyone wants to create an edit as I briefly outline above, I had a long time ago, created a txt file of all the various things I would do to balance ships, planets, etc if I was ever making a game, and I'd be happy to share all the details.

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Fri Jan 30, 2009 4:13 pm
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Unread post Re: New Tournament edit
Quote:
But to me, it's a bit silly in terms of the ships since almost everyone has a Royal Flush since its so powerful and can accomplish almost any task, the same goes for planets, whereas of the many planet types, only 1 or 2 are really useful. So I like seeing, in the stock game for instance, that if you want defense, you need H planets, you want Organics, you need O planets, etc.


A lot of that goes to early game timing. The RF is expensive, and you have to map the planets to find which ones to use. Means ppl have to explore the edit a bit. By midgame people should be focused more on gridding rather than building. If people are still building in the midgame then they're playing for a loss.

Quote:
. I'm going to base this edit of of stock game settings, but of course will be faster cits and a bit better ships and planets.


Stockish games are so overplayed. Everybody does the same thing, half cits, slightly better ships, slightly better planets, red battleship, blah.

I say go all out. Make it wierd, make it difficult. Have 1 planet, goes lv4 in 0 days, takes 2 weeks to go shielded, and never goes IG. 10k universe. No planet production, holds like 1k cols, maybe 500k max ore, 500k max figs. MBBS or Gold, whatever. That way ppl can grid, and ppl can defend, but there's a risk every time you do. That way there's absolutely no point in building a big base or milking terra. People either play aggressive or they die. Rip the turtle's throat out.

Balance? You want balance? Balance is in the eye of the beholder. Balance is for wimps. Balance is what you think about as you watch your colonists produce yet another unit of ore you never plan to use.

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Fri Jan 30, 2009 5:12 pm
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Unread post Re: New Tournament edit
No actually that's not the settings I had in mind Sing. But I'm listening.


Fri Jan 30, 2009 5:52 pm
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Unread post Re: New Tournament edit
100 Day Truce?

E flat 8)

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Fri Jan 30, 2009 6:36 pm
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Unread post Re: New Tournament edit
Sage wrote:
100 Day Truce?

E flat 8)


Yes, that would be a good setting if UTW ever gets asked to host a tournament again. You can do that pretty easy yourself however, you don't need me to do that part.


Fri Jan 30, 2009 6:56 pm
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Unread post Re: New Tournament edit
It's always rough to run a tournament when your server has a heavy player load. Last year, UTW ran 3 very successful tournaments but at the expense of not being able to run the popular but resource intensive games such as Subzero. Tournaments are better suited for the servers with lower player participation where new games are not being rebanged on a daily basis. Good luck with your tournament. I'm sure you'll do well.

E flat 8)

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Fri Jan 30, 2009 7:48 pm
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Unread post Re: New Tournament edit
Just wen i thought it was safe to come out of the smack threads. :roll:

I agree with raju. Post your txt file.

Another concept i'd like to see in an edit is CTF (capture the flag, or planet in this case).
Target planet to hold enough ore for 4 hops. Max. Low figs.
No death delay. (Kill fest.) No creds on regen.
only 1 planet per corp. No pwarp. No photons. Low turns. Lol.
Something like that. All the killing will keep every1 at keys.
Cheap cashing ship. High tpw. Expensive combat ship low tpw. Etc... Etc...

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Fri Jan 30, 2009 8:35 pm
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Unread post Re: New Tournament edit
Well you have to consider what exactly you are trying to Balance...Ship edits?? Anything too big for red and u throw off the balance of red able to make lots of cash . Anything too small and after the first week you eliminate the RED from strategic ship to ship combat. Planets that go too fast to citadel put bwarp photons or bwarp attacks too soon..Makem go level 4 too quick and pdrops and pwarp photons...Sure there are some strategies against all of those.But those are your biggest obstacles...Make it mbbs with early level 4's and ur mega robbing early...Make ships small TPW and you can never make any base without being discovered....Gridding is easy in a 1tpw...I think that to "balance" the game edit you should consider how long you want the game to last and how you can best prevent a stalemate.....To help prevent a stalemate dont have turn banks...Dont have unlimited time...Use both time limits and min login time to prevent entering exiting bots....Max ship and planet amounts to discourage a buy out. also decide up front how your going to determine a winner for the game....What happens when exturn runs twice and the other teams want to quit??? What happens if a Buy out occurs and the rest of the players are unhappy about it....Decide up front what your policies will be regarding "cycling the server upon request" and Crashes ...If your internet crashes whats the policy for restarting the game ? I've found in all my years and years of playing tournaments that the Tourny Game rules have more to do with wether a game is fun or succesfull then the actual game edit or particular game settings.

I agree with Raj stockish add time limits and really good ground rules....Then add in Sound Judgement by the Host ( sysop ) when the preverbial dung hits the oscillating air mover.Because almost always..Something Happens.


Fri Jan 30, 2009 9:13 pm
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Unread post Re: New Tournament edit
I see many suggestions, however, some of the suggestions I've heard would be up to the sysop running the tournament. I'm just going to create an edit that would be good settings for the TWA itself. The ground rules and type of game (turns, time limits, death limits, etc.) would need to be decided by the players and the sysop.

Mainly I'm looking for settings such as ship types, planet types, product and cit times, things like that. I have gotten several suggestions that will help me decide these things and thank everyone for the input. I'm still listening :P


Fri Jan 30, 2009 9:20 pm
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Unread post Re: New Tournament edit
My suggestion to any sysop considering running a tournament,..

Don't do it :wink:

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Fri Jan 30, 2009 10:10 pm
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Unread post Re: New Tournament edit
Actually this tourny that is running right now seems to be going fine. Other then a few minor anoyances its actually going great. Everyone is being a good sport and doing some pretty good playing. Even corp 1 who has been its own worst enemy, they havent quit yet and are going strong. I say good job to everyone playing for being fairly good sports. Ok now back on topic. D im all for it. I like your idea. For gods sakes please do not... i beg you do not but a time limit in it. Also atleast one ship to sdt in. I agree with Sing though. I kninda like wakky edits, do something outta the box. Dont stray to far but keep it fresh.

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Fri Jan 30, 2009 10:15 pm
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Unread post Re: New Tournament edit
I've made a few edits like that Big D. In fact, those were my favorite to make. Its a shame most players can't appreciate "weird" edits. Everything has to be either easy or super balanced. Heaven forbid you make people have to think about things. :roll:

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Fri Jan 30, 2009 10:36 pm
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Unread post Re: New Tournament edit
Kane, C1 hasn't quit becasue there isn't one corp in this game that is gonna quit till they actually lose something.

As it is, there has not been one single "real" offensive to speak of. This is why I still think this game is going to stale, and why I believe Sing stated edits to the exact opposite of what we have been playing.

I personally think a bit more balance to the Colonists versus the Cashing(and obviously this should reflect in the ship and planet edits) is in order for any future tourney.

Also, a much, MUCH smaller uni, as honestly.... This isn't 4 or 5 corps of "elite" players here.


Sat Jan 31, 2009 2:02 am
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Unread post Re: New Tournament edit
I cant attach .txt files, so I copy pasted. If anyone wants, I can email them the txt file, but I guess you can just copy paste this with ease.

Anyhow, these are edits I thought of a long time ago. I've always liked the stock settings in TW, but felt that many of the elements (certain ships, planets, etc) dont get used (who honestly buys a Constellation or Cargotran or Thasi Orion), and my goal was to make it so that players have more legitimate and important choices they must make. Certain ships get better offensive odds or more shields, but more tpw, or vice versa, or whatever. Just the point being so you dont see every single blue player in an ISS 100% of the time, and every red player in a cflag or havoc or whatever. And of course, same with the planets.

I'm sure for "tournament" purposes, some of these should be modified, I havent made any changes at all for tournament purposes, and anyone who wants to use all, or some of these ideas in any bang of a game is more than free to do whatever they want with them. I just want to know about it so I can play there! :)

PLANETS:
M Planet produces figs faster, at 1 to 1 ratio,
M planet holds 250k of each product, 20k collies allowed for each product
K Planet produces figs faster (2 to 1 ratio)
K Planet holds 750k ore
K planet can hold 40k collies in ore production
E planet (new) holds 500k equipment, produces equip at 2:1, no lvl 5 or 6
E planet (new) does not produce figs (or at very very slow rate)
E planet holds max of 100k ore, 10k org, cannot produce either
C planet can hold 50k collies in each product category, super fast citadels, no lvl6
C planet can hold 500k ore, 100k of other products, max of only 250k figs
C planet production is 3:1 ore, cannot produce other products
U planet remains a junker planet
H planet and O planet production/capacity remain
All citadel level build times cut down
L planet goes to lvl 3 citadel in 1 day, lvl 4 in 2, lvl 5 in 3, lvl 6 in 4



GAME RULES:
2,000 turns
10k sectors
max Ports: 90% of sectors
Ports Open initially: 90% of below
Port Density: 66%
Photon Duration 2 Second
Max Planets/Sector: 4
Max Corp Members: 5
Clear Busts: 2 days
Port Regen Rate: 50% (2 days back 100% from 0%)
Turn Accumlation: 2 days (max of 4,000 turns)
NavHaz Cleanup: 25%
Max command cycle: 25
Max port production 32760
Death Delay: 1
Radiation Lifetime: 3 days


Existing SHIPS:
Battleship: 50k figs, Yes Photons, 5k shields, twarp drive, , 150 holds, 250 mines, 1.8 off, 1.5 def odds, 5tpw
Constellation: 40k figs, yes photons, 3k shields, twarp drive, 125 holds, 200 mines, 1.80 off, 1.8 def odds, 4tpw
Corp Flagship: 40k figs, 175 holds, 2k shields, 2tpw, yes photon!
Havoc Gunstar: 30k figs, 75 holds, RED ONLY (if possible?)
Starmaster: 25k figs, 85 holds, 5000 shields, make it much more expensive to buy, yes twarp, 2.2 offensive odds
T'Khasi Orion: 2.5k figs, twarp drive, 3k shields, 1 tpw
Merchant Freighter: 75 holds, 1 tpw
Scout: 1tpw
Taurean Mule: 200 holds
CargoTran: 175 holds, 3tpw
Thaloian Sentinal: 25k figs, 25k shields, 6tpw, 4:1 def odds, no scanners, 25 holds max
Interdictor: 12k shields

NEW SHIPS: (if possible, neither should be able to land on a planet!)
Warbird: 60k figs, 4k shields, 75 holds max, 200 mines, no twarp, yes photon, 6tpw, odds similar to ISS, YES Interdiction! RED ONLY
BattleCruiser: 65k figs, 5k shields, no twarp, 85 holds max, 150 mines, yes photon, 5tpw, 1.7 off, 1.7 def, BLUE ONLY (need commission + min of 5000 exp!)
Kazon Raider: 35k figs, 2k shields, YES twarp, 120 holds max, 3tpw, no photon, 2.1 offensive, 1.1 def odds RED ONLY (min exp of 5000 required!)

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Sat Jan 31, 2009 12:50 pm
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