View unanswered posts | View active topics It is currently Sat Apr 25, 2026 8:00 am



Reply to topic  [ 39 posts ]  Go to page Previous  1, 2, 3
 Using port reports to track player activity 
Author Message
Veteran Op
User avatar

Joined: Thu Jun 02, 2005 2:00 am
Posts: 5558
Location: USA
Unread post 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
Image


Sat Jun 12, 2010 12:19 am
Profile ICQ WWW
Gameop
User avatar

Joined: Thu Mar 08, 2001 3:00 am
Posts: 886
Location: USA
Unread post 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
Profile
Site Admin
User avatar

Joined: Sun Dec 24, 2000 3:00 am
Posts: 3151
Location: USA
Unread post 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
Profile WWW
Commander

Joined: Sun Feb 25, 2001 3:00 am
Posts: 1838
Location: Guam USA
Unread post 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

Image
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
Profile WWW
Chief Warrant Officer
User avatar

Joined: Wed Nov 07, 2001 3:00 am
Posts: 116
Location: Canada
Unread post 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
Profile ICQ WWW
Ambassador
User avatar

Joined: Mon Feb 09, 2004 3:00 am
Posts: 3141
Location: Kansas
Unread post 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
Profile ICQ
Gameop
User avatar

Joined: Sun Jun 22, 2008 3:51 pm
Posts: 21
Location: Denver, CO
Unread post 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
Profile WWW
Ambassador
User avatar

Joined: Fri Feb 23, 2001 3:00 am
Posts: 4016
Location: USA
Unread post 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
Profile ICQ WWW
Veteran Op
User avatar

Joined: Thu Jun 02, 2005 2:00 am
Posts: 5558
Location: USA
Unread post 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
Image


Wed Jun 23, 2010 1:43 pm
Profile ICQ WWW
Display posts from previous:  Sort by  
Reply to topic   [ 39 posts ]  Go to page Previous  1, 2, 3

Who is online

Users browsing this forum: No registered users and 406 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

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by wSTSoftware.