John Pritchett wrote:
I will definitely look at what causes the slowdown with hundreds of planets, but I also want to look at ways to limit these kinds of extremes. The limit on the number of ships and planets allowed in a game is an artificial limit. You say if there's a limit on the number in a sector, people will max out the sector in order to lock others out. Well, how's that different from the game-wide limits?
Game-wide limits are big. A 1000 ship limit in the game is very costly to do and move, and then there's a
huge security problem... how do you keep those ships secure? If they fall into enemy hands, you've just
given them a game-winning advantage. A 20 ship sector limit is not costly, easy to do, not hard to move,
but not worth the effort to cap and move. That's the difference. People do buyouts as an extreme measure,
and they can be a headache to everyone (even those w/ the buyout). They aren't very common for that
reason.
But, a 20 planet limit or a 30 ship limit... that's different. It's a lot easier to pop 20 planets or buy 30
scouts in a macro burst than it is to buy and move 1000 ships or pop 8000 planets. That's how it's
different. It takes a lot of turns to move 1000 ships from dock.
Buyouts do not happen very often. Why waste your time on that when the sysop is perfectly able to ban
those kind of practices should he/she choose? This thread did not start as a buyout or tactic discussion,
it started as a bug fix discussion. Prome is right, there's a planet-landing related bug. Actually, it happens
even on very small numbers of planets. I see it all the time, some guy runs a macro'd resource mover and
the core they're on goes from 2% CPU to 100% CPU for a few seconds. The more planets, the longer the
recovery time. Happens on big xport lists too, tho.
John Pritchett wrote:
And just because there are extreme cashing methods that rely on hundreds of planets doesn't mean that it's in the best interest of the game.
Yes, but these are not generic game settings. These are not the settings that everyone plays. These are
special settings that only a handful of ppl play, and that have a very specialized niche of play. This style
of play has nothing to do with old school play.
John Pritchett wrote:
Nothing about the game today is sacred, because the game just isn't fun for most people. But of course we're talking about settings, not hard rules, so that gameops who agree that certain tactics should be avoided will have the option of disabling those tactics. Right now, they don't have any option but to state and enforce rules of conduct, and that's difficult.
Some rules are difficult, some are not. Duping is easy to catch, but difficult to enforce. Cross-podding
is easy to catch, semi-difficult to enforce, but not worth it because it doesn't mean anything. Buyouts
are easy to catch, easy to enforce. Some things are not difficult, others are.
Yeh, ok so you make a player and corp based planet limit. But what would that limit be? Are you then
going to consider the personal planets of corped people to be corp planets? if not, then people will just
make stuff personal to bypass the limit. What about if we start cycling people in and out of the corp?
Bring in a player, have them make a bunch of planets personal, then drop corp. Repeat ad nauseum.
If people are determined to do a buyout, they're going to do it regardless of the technical limitations
imposed upon them. The ONLY way to enforce a buyout rule is for a human being to make a rule, and
to use his/her discretion to enforce it. Anything else is just a cheap trick.
If you REALLY want to make planet and ship buyouts impossible, or next to impossible, just make the
limits massive. 32767 or 65535 or whatever, that would certainly do it. Back in "the old days" there
wasn't enough ram for that. There is now. 65k planets... that's insane. Who's going to want to deal
with that? Doubly true if the sysop makes a rule about it.
If you want a sector by sector planet limit, just expand the current definition. Right now there's a
soft limit, make a hard limit too. That way the sysop can set both. The soft limit is cleared at extern,
the hard limit is determined when people make a planet (ignore pwarps, better that way). I wouldn't
waste my time with a ship limit, too easy to abuse and does nothing to solve buyouts.