
Re: New Bangs on TWGS.GAME-HOST.ORG
GEEDAWG71 wrote:
Truce Rules
No player vs player combat.
Once an alien planet has been captured it cannot be recaptured until truce is over.
No capturing player controlled planets is forbidden until truce is over.
No filling sectors with NavHaz.
No blockading Federation space, Stardock, or Class 0 ports.
No more then 1 deployed fighter per sector until after truce is over.
No destroying ports.
No interdictor generators may be active until truce is over.
Quasar Cannons may be active but only at atmospheric levels.
Not to be picky, but I know how truce players will bend the rules, or skew the view of rules:
"Once an alien planet has been captured it cannot be recaptured until truce is over."
This could be viewed that if a player caps a planet, and an alien in the sector recaps it before you can get it out, then the planet can no longer be captured until truce is over.
"No filling sectors with NavHaz."
Impossible not to do when creating planets. This could be viewed as once a planet is created, it can't be ZDY'd to make room for a better class planet or when fueling a planet.
"No blockading Federation space, Stardock, or Class 0 ports."
Some will cry about a single fig surrounding these locations as being a blockade. I think this should be covered by the 1 fig per sector allowance.
"No interdictor generators may be active until truce is over."
Makes capping aliens a bit more interesting.
Nothing on armid mine deployment so I can drop from 1 to 250 mines per sector. Also nothing about photoning players - should be a given that you can't, but....
I would address alien farming as either allowed or not allowed.
Intent should be easy to understand, but sadly sometimes it gets bent.
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."