Using port reports to track player activity
| Author |
Message |
|
Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
|
 Re: Using port reports to track player activity
John Pritchett wrote: The main goal of this formula is to estimate a maximum possible cashing rate, and based on that, set a reasonable eprobe cost. It doesn't need to estimate the actual likely cashing rate for any given game. That rate depends on player skill, etc. The proposed eProbe cost could be based on something like 70% of maximum cashing rate to make it less restrictive. We can balance that percentage as we go. Then in general... corp size, turn base, planet speed, MBBS, ptrade %, steal from buy, planet production, and what planets pop with. Add in the price of alien ships too, I guess. You could get a general settings-based approximation of a "cash base" and then use that to determine the suggested values of hardware.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
|
| Sat Jun 12, 2010 12:19 am |
|
 |
|
the reverend
Gameop
Joined: Thu Mar 08, 2001 3:00 am Posts: 886 Location: USA
|
 Re: Using port reports to track player activity
just a word of caution - don't do the math *too* precisely or you can take away a strategic decision point in the game. if there aren't moments in the game where the economics of eprobes can provide an advantage, then why have them? after that it just becomes play style to eprobe, because the pricing makes the decision to probe a 50-50 proposition and winning becomes a matter of luck rather than strategy.
_________________ twgs : telnet://twgs.thereverend.org:5023 web : http://www.thereverend.org games : http://www.thestardock.com/twgssearch/i ... verend.org helper : http://svn.thereverend.org:8080/revhelper/
|
| Sun Jun 13, 2010 12:49 am |
|
 |
|
John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
|
 Re: Using port reports to track player activity
Fighters and shields using a long-period cyclic cost formula. Maybe something similar might work well with eProbes?
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
|
| Sun Jun 13, 2010 1:57 am |
|
 |
|
Vid Kid
Commander
Joined: Sun Feb 25, 2001 3:00 am Posts: 1838 Location: Guam USA
|
 Re: Using port reports to track player activity
John Pritchett wrote: Fighters and shields using a long-period cyclic cost formula. Maybe something similar might work well with eProbes? or just make it simple , those sysops who don't like eprobing .. can just set the eprobe price to 65k each and watch the players walk and holo to get the data. It doesn't get any simpler.
_________________ TWGS V2 Vids World on Guam Port 2002 Telnet://vkworld.ddns.net:2002 Discord @ DiverDave#8374 Vid's World Discord
Founding Member -=[Team Kraaken]=- Ka Pla
 Winners of Gridwars 2010 MBN Fall Tournament 2011 winners Team Kraaken Undisputed Champions of 2019 HHT Just for showing up!
The Oldist , Longist Running , Orginal Registered Owner of a TWGS server : Vids World On Guam
|
| Sun Jun 13, 2010 2:26 am |
|
 |
|
The Mad Hatter
Chief Warrant Officer
Joined: Wed Nov 07, 2001 3:00 am Posts: 116 Location: Canada
|
 Re: Using port reports to track player activity
Vid Kid wrote: John Pritchett wrote: Fighters and shields using a long-period cyclic cost formula. Maybe something similar might work well with eProbes? or just make it simple , those sysops who don't like eprobing .. can just set the eprobe price to 65k each and watch the players walk and holo to get the data. It doesn't get any simpler. Give me a day and I'll hack together an edit that can do this, so people can experiment. Wayne
_________________ The Mad Hatter Website http://madhatter.ca
|
| Mon Jun 14, 2010 5:55 pm |
|
 |
|
Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
|
 Re: Using port reports to track player activity
John Pritchett wrote: Fighters and shields using a long-period cyclic cost formula. Maybe something similar might work well with eProbes? It would make some sense if everything did that actually. Periods of inflation and deflation of the markets.
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
|
| Mon Jun 14, 2010 8:26 pm |
|
 |
|
Wifi Xeihof
Gameop
Joined: Sun Jun 22, 2008 3:51 pm Posts: 21 Location: Denver, CO
|
 Re: Using port reports to track player activity
John Pritchett wrote: Fighters and shields using a long-period cyclic cost formula. Maybe something similar might work well with eProbes? Would you be open to adding a configurable setting, as someone mentioned earlier, that would charge x turns per etherprobe use? This would make you choose between one activity (making money) and another activity (probing) with the same, limited supply of turns. As a way of making it Simple for the sysop's sake, what about this: Tie the e-probe turn cost value to the Etherprobe Delay setting. I use Ship Delay to make ship choice matter in live, manual game play (i.e. a T'khasi can actually outrun an ISS when being chased) and I like how it interacts with turns per warp and turns per day in conjunction with max time online. Why not have the same tradeoffs in probe use? I use Etherprobe Delay to keep people from going totally nuts with Etherprobes, in conjunction with a time limit in the game, but I like the idea of having it cost turns too. What about something like this: Etherprobe Turn Cost Setting: Auto (if Etherprobe delay is off, 0 turns are charged. If Etherprobe delay is on, charge EtherProbeDelay*0.5 turns per sector that the probe travels; round up any fractions) (the default) Etherprobe Turn Cost Setting: Manual (allow sysop to manually set the Turns per Sector Travelled by the probe - it should allow decimals, like .30 or 1.1)
_________________ http://www.ontheheater.net/
|
| Wed Jun 23, 2010 11:10 am |
|
 |
|
Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
|
 Re: Using port reports to track player activity
John Pritchett wrote: I'm curious how this tactic is viewed. Is it too easy to locate players using port analysis? At the very least, I think this is a tactic that favors a helper user over a manual player because the helper can crunch so much more data. I know the game was not originally designed with this tactic in mind. Port reports are supposed to be used for planning trade activities, not hunting players. Is this generally accepted, or could it be improved? What I see with the gridding players do now, e-probs are ineffective. In order for a player today to get a port report is to have actually visited the sector, for the most part. I don't see that a change is needed. They are still tracking players with port reports, but the cost is actually having to have visited the port. Team mates can still pull CIM reports and I'm assuming today's helpers can synchronize those CIM reports. So, port report hunting will still happen, but the price paid is the turns to visit the ports. I feel that's fair.
_________________
BOTE 1998 Champs: Team Fament HHT 2015 Champs: Cloud09 Big Game 2016 Champs: Draft team HHT 2018 Champs: Rock Stars Big Game 2019 Champs: Draft Team
Classic Style Games Here: telnet://crunchers-twgs.com:2002 Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm Blog with current server info: http://cruncherstw.blogspot.com Discord: https://discord.gg/4dja5Z8 E-mail: Cruncherstw@gmail.com FaceBook: http://www.facebook.com/CrunchersTW
|
| Wed Jun 23, 2010 1:03 pm |
|
 |
|
Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
|
 Re: Using port reports to track player activity
Cruncher wrote: What I see with the gridding players do now, e-probs are ineffective. In order for a player today to get a port report is to have actually visited the sector, for the most part. I don't see that a change is needed. Eprobes are enormously effective early on. Once the grid is locked, they become useless. This means you need to roughly figure out how much grid will exist over time, and probe appropriately. Cruncher wrote: They are still tracking players with port reports, but the cost is actually having to have visited the port. Team mates can still pull CIM reports and I'm assuming today's helpers can synchronize those CIM reports. Eprobes mark sectors as "explored" and thus they show up on CIM. Cruncher wrote: So, port report hunting will still happen, but the price paid is the turns to visit the ports. I feel that's fair. Everyone who visits a port will put a fig down, provided they have even a modicum brains about them. This converts CIM hunting into traditional grid warfare, making CIM hunting useless. There's no reason to do that when you can simply rebalance eprobes cost. I've already gone into how you can do that.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
|
| Wed Jun 23, 2010 1:43 pm |
|
 |
|
Who is online |
Users browsing this forum: No registered users and 505 guests |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|