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 3 New Games on Beta Just Opened for Business! 
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
The ship delay is configurable already.


Sortof is, sortof isn't. But that wasn't what I was talking about.

Planet delay should be individually configurable if it's ever added.
It shouldn't be tied to anything.

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Fri Jul 16, 2010 12:06 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Singularity wrote:
Big D wrote:
The ship delay is configurable already.


Sortof is, sortof isn't. But that wasn't what I was talking about.

Planet delay should be individually configurable if it's ever added.
It shouldn't be tied to anything.


You aren't understanding what I'm saying evidently.
0 ship delay = 0 planet delay (Same way it is now)
1/4 or above ship delay is pretty much useless the way it exists because it just gets everyone torped and pdropped.
Solution = Make planets as slow as ships are and ship delay WILL be worth something.

It could be a seperate configuration, but that just puts it in the hands of some sysops that don't know what each configuration will do, and the results can be WAY out of balance. KISS is the simplest approach, and seems like it would be much less work for JP also.


Fri Jul 16, 2010 12:14 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
You aren't understanding what I'm saying evidently.


I understood that's what you were talking about, unfortunately it's wrong.

Big D wrote:
0 ship delay = 0 planet delay (Same way it is now)
1/4 or above ship delay is pretty much useless the way it exists because it just gets everyone torped and pdropped.
Solution = Make planets as slow as ships are and ship delay WILL be worth something.


Except it's not that simple. Right now, 0 ship delay ISN'T 0 ship delay. It's
a quarter ship delay, flat. Yet in today's game, there's a very tight balance
between the two. Start forcing weird things and the balance goes another
way, and if that happens nobody will use the setting.

Consider this:
Edit is stock, average TPW is 3 tpw. You base a planet delay off that. But
there's a 2 tpw merf. It can walk around at 500ms per sector. Meanwhile,
planet delay, plus ping, plus fighit msg delay, means you aren't getting there
till 900ms at the best. Add in a little packet fun and you can plow thru a
person's grid before they ever have a chance to kill you. Yeh, that's going to
go over real well.

Big D wrote:
It could be a seperate configuration, but that just puts it in the hands of some sysops that don't know what each configuration will do, and the results can be WAY out of balance. KISS is the simplest approach, and seems like it would be much less work for JP also.


Yes, because naturally we have to protect the very small number of people
that love to run settings without knowing what they do. Even tho it basically
makes the setting entirely unusable because it screws up the game for everyone
that does know what they're doing.

What you think is "the simplest approach" is not always the best approach.
We've been trying "simple approaches" for years and it hasn't gotten us
anywhere. Maybe simple isn't the answer. Maybe we should just expect sysops
to either a) know what they're doing, or b) use edits made by people that do.

If the setting isn't flexible, it won't be used.

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Fri Jul 16, 2010 12:23 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
I'll have to disagree
0 ship delay does NOT = 1/4 ship delay
1/4 ship delay = 1/4 ship delay (Easy to tell the difference in the game)

Yes. JP would have to sync the delay times to match and be compatable. (Shouldn't be too hard to do)
As it is the ship delay options ARE unusable in it's current state.


Fri Jul 16, 2010 12:38 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
why not make the planet delay equal to the ship that is driving the planet (i.e. person is driving planet in ISS, the planet has the delay of the ISS).

If other ships are present on the planet, then the planet should assume the delay of the highest TPW ship that is on it.

just a thought...


Fri Jul 16, 2010 12:38 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Night Hawk wrote:
why not make the planet delay equal to the ship that is driving the planet (i.e. person is driving planet in ISS, the planet has the delay of the ISS).

If other ships are present on the planet, then the planet should assume the delay of the highest TPW ship that is on it.

just a thought...


That may be an idea.

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Fri Jul 16, 2010 12:39 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Night Hawk wrote:
why not make the planet delay equal to the ship that is driving the planet (i.e. person is driving planet in ISS, the planet has the delay of the ISS).

If other ships are present on the planet, then the planet should assume the delay of the highest TPW ship that is on it.

just a thought...


That would be a thought. That way the sysop can configure the killer ships and foton ships to be higher tpw if he wished.


Fri Jul 16, 2010 12:40 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
Night Hawk wrote:
why not make the planet delay equal to the ship that is driving the planet (i.e. person is driving planet in ISS, the planet has the delay of the ISS).

If other ships are present on the planet, then the planet should assume the delay of the highest TPW ship that is on it.

just a thought...


That would be a thought. That way the sysop can configure the killer ships and foton ships to be higher tpw if he wished.


Good thing the IDC can't land on the planet (opps, unless it is edited to do so). Otherwise you could get out and walk faster. :)

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Fri Jul 16, 2010 12:44 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
I'll have to disagree


Disagree with fact if you want, but 0 ship delay means there's
a 250 ms delay on every move. I've timed it.

Big D wrote:
Yes. JP would have to sync the delay times to match and be compatable. (Shouldn't be too hard to do)


Yeh, good luck with that.

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Fri Jul 16, 2010 12:48 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Night Hawk wrote:
why not make the planet delay equal to the ship that is driving the planet (i.e. person is driving planet in ISS, the planet has the delay of the ISS).


I thought part of the point of this was to make scripting a little less powerful?

Couldn't I just have the lightest possible ship run the pdropper, then? Doesn't
that give scripted bot play like a HUGE advantage?

Night Hawk wrote:
If other ships are present on the planet, then the planet should assume the delay of the highest TPW ship that is on it.


LOL, that's even funner. Have one guy do the pdrop and hold w/ the IG, then
call a 2nd planet in for the kill. I could automate that.

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Fri Jul 16, 2010 12:50 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
There's also the option that the planet delay could be configured by the amount of warps you are moving the planet.
1 hop away = no delay
2 hops away = 100 ms
3 hopes away = 150 ms

etc...


Fri Jul 16, 2010 12:50 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
There's also the option that the planet delay could be configured by the amount of warps you are moving the planet.


Why not just have "planet delay: none, quarter, half, full, double" like normal, but
base it on cycle instead of TPW? Then a sysop can customize it however they want.

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Fri Jul 16, 2010 12:52 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Singularity wrote:
a 250 ms delay on every move. I've timed it..


1/4 ship delay isn't = to 250 ms. With 1/4 ship delay, the ship delay is determined by the amount of twp the ship is. Haven't tested it, but more than likely a 1 tpw ship does have a 250 ms delay, but higher tpw ships will be longer delay.


Fri Jul 16, 2010 12:55 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
1/4 ship delay isn't = to 250 ms. With 1/4 ship delay, the ship delay is determined by the amount of twp the ship is. Haven't tested it, but more than likely a 1 tpw ship does have a 250 ms delay, but higher tpw ships will be longer delay.


That's why I said "quarter ship delay flat" isn't it?

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Fri Jul 16, 2010 12:58 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Singularity wrote:
Big D wrote:
1/4 ship delay isn't = to 250 ms. With 1/4 ship delay, the ship delay is determined by the amount of twp the ship is. Haven't tested it, but more than likely a 1 tpw ship does have a 250 ms delay, but higher tpw ships will be longer delay.


That's why I said "quarter ship delay flat" isn't it?


Yes 0 delay is 1/4 ship delay across the board, but 0 ship delay <> 1/4 ship delay. And that's what I said.


Fri Jul 16, 2010 1:01 pm
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