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 New Bangs on TWGS.GAME-HOST.ORG 
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Gameop

Joined: Sat Apr 11, 2009 10:39 pm
Posts: 41
Location: Chicago. IL USA
Unread post New Bangs on TWGS.GAME-HOST.ORG
We'll be running two turn based edits and three unlimited edits. Have tweaked server settings and alien settings to things should run smoother and be a bit more of a challenge. To see the current settings the test games with the settings we'll be using is up and running as we speak, if you see anything out of the ordinary please let me know so I can make adjustments before bang day.

Game List
A) Stock Game (Citadel upgrade time cut in half). 1200 turns per day with a 3 day turn bank. 5000 sectors with active Ferrengi. MBBS compatible.. 3 man corps. No Truce.

B) Pirates Final Edit. 1200 turns per day with 3 day turn bank. 5000 sectors no aliens. MBBS compatible. 3 man corps. No Truce.

C) SubZero. Unlimited Turns. 20K sectors. Active aliens. 1 man corps. No Truce.

D) SubZero. Unlimited Turns. 20K sectors. Active aliens. 3 man corps. No truce.

E) SubZero. Unlimited Turns. 20K sectors. Active aliens. 1 man corps. 3 day truce (When days on v=4).

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.

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Fri Jul 31, 2009 6:13 am
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Gameop

Joined: Sat Apr 11, 2009 10:39 pm
Posts: 41
Location: Chicago. IL USA
Unread post Re: New Bangs on TWGS.GAME-HOST.ORG
Sorry still half asleep. Game bangs will happen on this saturday. 4pm CST.

Thanks.

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Email: twgsadmin@gmail.com


Fri Jul 31, 2009 6:14 am
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Joined: Mon Feb 09, 2004 3:00 am
Posts: 3141
Location: Kansas
Unread post 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.

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Fri Jul 31, 2009 12:56 pm
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Gameop
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Joined: Mon Aug 25, 2003 2:00 am
Posts: 233
Location: USA
Unread post Re: New Bangs on TWGS.GAME-HOST.ORG
I will be in on Game A thanks for hosting it

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Fri Jul 31, 2009 2:31 pm
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Gameop

Joined: Sat Apr 11, 2009 10:39 pm
Posts: 41
Location: Chicago. IL USA
Unread post Re: New Bangs on TWGS.GAME-HOST.ORG
Thanks for the feedback Pro.

Updated Truce Rules Are As Follows

No player vs player combat.
Once an alien planet has been captured it cannot be recaptured by a non-alien until truce is over.
No capturing player controlled planets is forbidden until truce is over.
No sector will be permitted to have over 15% NavHaz.
No blockading Federation space, Stardock, or Class 0 ports. Blockades would be described as a sector with more then 1 deployed fighter, or any amount of armid mines, or a planet with an active sector level quasar cannon.
No armid mines are allowed until truce is over.
No more then 1 deployed fighter per sector until after truce is over.
No destroying ports.
No interdictor generators may be activated on non-aliens until truce is over.
Quasar Cannons may be active but only at atmospheric levels.
Alien planet farming is forbidden.

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Server Address: telnet://twgs.game-host.org:2002
Email: twgsadmin@gmail.com


Fri Jul 31, 2009 3:24 pm
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