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 Keeping MSLs clear 
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Unread post Re: Keeping MSLs clear
John Pritchett wrote:
@Booger, that's interesting. Maybe a setting of how many hops out from FedSpace and MSLs to include in protected space. Maybe call this the Demilitarized Zone, or DMZ. This could be an independent setting, "Depth of DMZ". So you'd have FedSpace, MSLs, and a buffer of DMZ sectors around these. I don't think that would be an issue to support. I could tag sectors during Bigbang so there would be no additional overhead during gameplay.



and that could solve sings concern also... i dig it

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Fri Dec 10, 2010 5:52 pm
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Unread post Re: Keeping MSLs clear
The path from terra to dock would work fine, yea.
Anything else gets hairy.

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Fri Dec 10, 2010 5:53 pm
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Unread post Re: Keeping MSLs clear
booger wrote:
and that could solve sings concern also... i dig it


But it doesn't really. Most people like to colo
near fedspace, or build adj to fed. It's very
popular, especially in games where this option
would be used. I think sysops would generally
use a 0 dmz option, and that would still leave
the route from terra to dock a problem.

So that issue needs dealt with separately.

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Fri Dec 10, 2010 5:54 pm
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Unread post Re: Keeping MSLs clear
Ok, so if you have a 3 sector DMZ depth, that adds 3 sectors to the distance from a "near FedSpace" sector to FedSpace. Is that a major issue? I guess, again, it would have to be a trade-off between which is more desirable. If blockades aren't a problem, then why use a DMZ. If they are, then having one might slow down blockading enough to allow players to get established before lockdown, making it a worthwhile tradeoff.

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Fri Dec 10, 2010 6:00 pm
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Unread post Re: Keeping MSLs clear
John Pritchett wrote:
Ok, so if you have a 3 sector DMZ depth, that adds 3 sectors to the distance from a "near FedSpace" sector to FedSpace. Is that a major issue? I guess, again, it would have to be a trade-off between which is more desirable. If blockades aren't a problem, then why use a DMZ. If they are, then having one might slow down blockading enough to allow players to get established before lockdown, making it a worthwhile tradeoff.


are we hindering the RED player who needs to drop a fig next to a class 0 as a warp point?? will the RED player still be able to have a "jump point" next to stardock or TERRA if you have a DMZ of 3 or 4 or whatever?

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Fri Dec 10, 2010 6:03 pm
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Unread post Re: Keeping MSLs clear
Maybe limit to a certain level of figs, etc, rather than a hard restriction in this zone?

Hmmm, but the issue probably isn't so much the count of figs in the area, but the event that they generate allowing scripts to react and smack anyone who enters. So there's a bit of a conflict there between wanting to allow Reds to use figs for navigation and allowing others to use them as events for aggressive scripts. Something to think about.

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Fri Dec 10, 2010 6:05 pm
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Unread post Re: Keeping MSLs clear
John Pritchett wrote:
Maybe limit to a certain level of figs, etc, rather than a hard restriction in this zone?

it only takes 1 fig in each sector to make a blockade.....I'm not sure what the answer is but we need to consider that REDS need jump points to utilise stardock and terra...

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Fri Dec 10, 2010 6:08 pm
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Unread post Re: Keeping MSLs clear
Space Ghost wrote:
John Pritchett wrote:
Maybe limit to a certain level of figs, etc, rather than a hard restriction in this zone?

it only takes 1 fig in each sector to make a blockade.....I'm not sure what the answer is but we need to consider that REDS need jump points to utilise stardock and terra...


heres a question- why cant reds lock on to stardock? i mean, theres an underground there and all... and a red player can go all around the dock...

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Fri Dec 10, 2010 6:11 pm
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Unread post Re: Keeping MSLs clear
The reason why MSLs are such an issue is that
people, trying to get to dock, can't scan as they
go.

If we had a way to give starter ships a holo or
density scanner, that would solve a lot of this.

The path from terra to dock can also be kept
open, that would allow people to get to dock
and plan their next move. Doing a full DMZ
around fed would change a lot of tactics, it would
mess with colonizers, builders, reds cashing, red
colonizers, red gridders, etc. I don't really think
it would get much use because of this.

If you do make a DMZ, it needs to be optional
and in the * settings. That way players can make
an informed choice before playing.

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Fri Dec 10, 2010 6:15 pm
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Unread post Re: Keeping MSLs clear
booger wrote:
heres a question- why cant reds lock on to stardock? i mean, theres an underground there and all... and a red player can go all around the dock...


It's a benefit given to commissioned blues only,
as a way to justify going blue over red. Reds
cash, blues can travel in fed safely. It's about
trade-offs. Give reds that capability and you
remove most of the reason to be blue.

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Fri Dec 10, 2010 6:16 pm
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Unread post Re: Keeping MSLs clear
Ok, suppose the limit is on how many fighters, and also on what kinds of attacks are allowed. Sort of an extension of Fedsafe rules. So even if a player has a fig there and he could warp in to attack you when you enter, the Fedsafe rule might preclude him from actually attacking you. So the fig could be there, but would not necessarily be useful as a way to blockade.

Just as an example, the rule could be

a) No more than 1000 figs in a DMZ sector
b) Fedsafe rules apply, so Fedsafe players have a free fly zone
c) No use of PIG or Quasar Cannons in these sectors
d) No use of GenTorp in these sectors

Anything else?

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Fri Dec 10, 2010 6:16 pm
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Unread post Re: Keeping MSLs clear
Singularity wrote:
booger wrote:
heres a question- why cant reds lock on to stardock? i mean, theres an underground there and all... and a red player can go all around the dock...


It's a benefit given to commissioned blues only,
as a way to justify going blue over red. Reds
cash, blues can travel in fed safely. It's about
trade-offs. Give reds that capability and you
remove most of the reason to be blue.


you still couldnt warp to earth tho...

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Fri Dec 10, 2010 6:17 pm
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Unread post Re: Keeping MSLs clear
John Pritchett wrote:
Ok, suppose the limit is on how many fighters, and also on what kinds of attacks are allowed. Sort of an extension of Fedsafe rules. So even if a player has a fig there and he could warp in to attack you when you enter, the Fedsafe rule might preclude him from actually attacking you. So the fig could be there, but would not necessarily be useful as a way to blockade.

Just as an example, the rule could be

a) No more than 1000 figs in a DMZ sector
b) Fedsafe rules apply, so Fedsafe players have a free fly zone
c) No use of PIG or Quasar Cannons in these sectors
d) No use of GenTorp in these sectors

Anything else?


photon into from adjacent and OFFENSIVE Fig attack.....If i know my fig cant be protected why wouldnt i make it offensive? a 1k off fig can kill a lot of newbies

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Fri Dec 10, 2010 6:19 pm
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Unread post Re: Keeping MSLs clear
@Sing, definitely talking options here. Heck, I'm even still weighing the decision about whether some of these things belong in v3 or should just be held over to a v4 where the door's open to many more changes to address these kinds of issues. In general, if players on this forum find a setting interesting, I'll include it in v3, but definitely as an option.

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Fri Dec 10, 2010 6:20 pm
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Unread post Re: Keeping MSLs clear
I have heard it ask a few times just not sure it was ever addressed. I can remove Haz, Planet, Figs, Mines and more from a sector in t-edit, but not limpets?

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