View unanswered posts | View active topics It is currently Thu Apr 23, 2026 1:34 am



Reply to topic  [ 123 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8, 9  Next
 What about gridding? 
Author Message
Commander
User avatar

Joined: Wed May 03, 2006 2:00 am
Posts: 1722
Location: USA
Unread post Re: What about gridding?
If you want peeps to be able to move without a helper then build a mower into the game.

We could type in a macro string into cnsettings...or just use a canned macro.

_________________
Coconut Telegraph (ICQ)#586137616
Team Speak3@ 220.244.125.70:9987
Founding Member -=[Team Kraaken]=- Winner of Gridwars 2010 - Ka Pla
Image
Jesus wounldn't Subspace Crawl


Sat Dec 11, 2010 3:37 pm
Profile ICQ YIM
Veteran Op
User avatar

Joined: Thu Jun 02, 2005 2:00 am
Posts: 5558
Location: USA
Unread post Re: What about gridding?
Parrothead wrote:
If you want peeps to be able to move without a helper then build a mower into the game.
We could type in a macro string into cnsettings...or just use a canned macro.


Just modify ewarp to mow instead.

I mean who in their right mind uses ewarp
when a mower works better?

_________________
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 Dec 11, 2010 3:43 pm
Profile ICQ WWW
Veteran Op
User avatar

Joined: Sat Dec 29, 2007 5:06 pm
Posts: 2059
Location: Oklahoma
Unread post Re: What about gridding?
Space Ghost wrote:
John Pritchett wrote:
What do I avoid?


I use avoids to find the Back door...As stardock is listed in the V screen i plot course FROM Stardock TO TERRA and avoid the surrounding sectors of Stardock.Once i have all 6 avoided i can plot a course TO stardock FROM terra and it will use the Back Door AKA the One way into Stardock.This avoids most Blockades set up that early in the game. With out course plotting and Avoids this couldnt be done.


Interesting Idea.... never considered looking for it that way.

_________________
T0yman (Permanently Retired since 2012)
Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.


Sat Dec 11, 2010 5:34 pm
Profile ICQ YIM WWW
Gameop

Joined: Wed Aug 20, 2008 1:42 pm
Posts: 77
Unread post Re: What about gridding?
What you should be worrying about is the fact the fighter hit disco problem is STILL there, its not fixed, if anything its worse. People like me enjoy grid wars. I find more fun in that than any aspect of the game. Were gonna do it no matter how expensive it is lol. TV

_________________
Image
Image


Sat Dec 11, 2010 10:26 pm
Profile ICQ
Veteran Op
User avatar

Joined: Thu Jun 02, 2005 2:00 am
Posts: 5558
Location: USA
Unread post Re: What about gridding?
Trader_Vic wrote:
What you should be worrying about is the fact the fighter hit disco problem is STILL there, its not fixed, if anything its worse. People like me enjoy grid wars. I find more fun in that than any aspect of the game. Were gonna do it no matter how expensive it is lol. TV


You're thinking unlims, not turn games.

_________________
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 Dec 11, 2010 11:03 pm
Profile ICQ WWW
Veteran Op

Joined: Tue Nov 28, 2006 4:04 pm
Posts: 5025
Unread post Re: What about gridding?
Singularity wrote:
Trader_Vic wrote:
What you should be worrying about is the fact the fighter hit disco problem is STILL there, its not fixed, if anything its worse. People like me enjoy grid wars. I find more fun in that than any aspect of the game. Were gonna do it no matter how expensive it is lol. TV


You're thinking unlims, not turn games.


So you're saying that you won't grid in a turn game if these changes are made?


Sun Dec 12, 2010 3:07 pm
Profile
Commander
User avatar

Joined: Wed May 03, 2006 2:00 am
Posts: 1722
Location: USA
Unread post Re: What about gridding?
Singularity wrote:
In a turns game, with a grid decay rate, it would
be too costly in TURNS to regrid the universe
every 3 days. You can't do what's impossible.


You would soon have no grid at all if the decay rate was that high.
What's the purpose in that?

_________________
Coconut Telegraph (ICQ)#586137616
Team Speak3@ 220.244.125.70:9987
Founding Member -=[Team Kraaken]=- Winner of Gridwars 2010 - Ka Pla
Image
Jesus wounldn't Subspace Crawl


Sun Dec 12, 2010 4:15 pm
Profile ICQ YIM
Veteran Op
User avatar

Joined: Thu Jun 02, 2005 2:00 am
Posts: 5558
Location: USA
Unread post Re: What about gridding?
Parrothead wrote:
You would soon have no grid at all if the decay rate was that high.
What's the purpose in that?


33% grid decay with a max of 1000 figs per sector.
You could then put 10k figs in the sectors you
wanted to keep.

That would reduce grid down to only those sectors
you needed to keep, while eliminating the rest.

Yes, this would leave people's bases exposed.
Yes, the edit would have to carefully balance
this to prevent a complete blow-out. Yes, there
are ways to make this benefit scripters.

But...

Since people want to be able to move around
the universe w/o having to run into figs all the
time, even if the game is 3 months old, I don't
see any other way to accomplish this.

If you limit the grid down to a percentage, then
you still give people the ability to setup shop
around dock and terra and block access to the
universe, which is the big complaint here. If you
then setup a "DMZ" then you prevent people from
being able to colonize around fed, which is also
something many of these people enjoy doing.

So I see no other way to give people free wondering
ability than to make grid decay. Anything else just
won't do as well.

Yes it makes most grid useless. That's the point, it
makes all players have essentially no grid at all.

_________________
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


Sun Dec 12, 2010 4:34 pm
Profile ICQ WWW
Veteran Op

Joined: Tue Nov 28, 2006 4:04 pm
Posts: 5025
Unread post Re: What about gridding?
Wouldn't higher tpw grid ships also accomplish keeping the grid down? That we already have the means to implement.


Sun Dec 12, 2010 4:40 pm
Profile
Veteran Op
User avatar

Joined: Thu Jun 02, 2005 2:00 am
Posts: 5558
Location: USA
Unread post Re: What about gridding?
Big D wrote:
Wouldn't higher tpw grid ships also accomplish keeping the grid down? That we already have the means to implement.


No, it wouldn't.

_________________
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


Sun Dec 12, 2010 5:29 pm
Profile ICQ WWW
Commander
User avatar

Joined: Wed May 03, 2006 2:00 am
Posts: 1722
Location: USA
Unread post Re: What about gridding?
Singularity wrote:
33% grid decay with a max of 1000 figs per sector.
You could then put 10k figs in the sectors you
wanted to keep.


I can see the value in the feature but 33% seems excessive .
And sector figs guarding base would be worthless.

_________________
Coconut Telegraph (ICQ)#586137616
Team Speak3@ 220.244.125.70:9987
Founding Member -=[Team Kraaken]=- Winner of Gridwars 2010 - Ka Pla
Image
Jesus wounldn't Subspace Crawl


Sun Dec 12, 2010 5:30 pm
Profile ICQ YIM
Veteran Op
User avatar

Joined: Thu Jun 02, 2005 2:00 am
Posts: 5558
Location: USA
Unread post Re: What about gridding?
Parrothead wrote:
I can see the value in the feature but 33% seems excessive .
And sector figs guarding base would be worthless.


2 things...

1) The % should be sysop configurable and on the *
so you know in advance...

2) That's why there's an "up to" level. If it's, say, 20%
up to 1000 loss, then the figs at base would be fine.

_________________
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


Sun Dec 12, 2010 5:37 pm
Profile ICQ WWW
Veteran Op

Joined: Tue Nov 28, 2006 4:04 pm
Posts: 5025
Unread post Re: What about gridding?
Singularity wrote:
Parrothead wrote:
I can see the value in the feature but 33% seems excessive .
And sector figs guarding base would be worthless.


2 things...

1) The % should be sysop configurable and on the *
so you know in advance...

2) That's why there's an "up to" level. If it's, say, 20%
up to 1000 loss, then the figs at base would be fine.


So I'm guessing that there will be an "OFF" setting or 0%?


Sun Dec 12, 2010 5:39 pm
Profile
Commander
User avatar

Joined: Wed May 03, 2006 2:00 am
Posts: 1722
Location: USA
Unread post Re: What about gridding?
so
100 figs => 80 figs => 64 ==> 51 ==> 40 ==> 32 ==> 25 ==> 20 ==> 16 ==> 12 ==> 9 ==> 7 ==> 5 ==> 4 ==> 3 ==> 2 ==> 1 ==> Zero figs

GRId decay in 17 days @ 20%


That seems reasonable.

_________________
Coconut Telegraph (ICQ)#586137616
Team Speak3@ 220.244.125.70:9987
Founding Member -=[Team Kraaken]=- Winner of Gridwars 2010 - Ka Pla
Image
Jesus wounldn't Subspace Crawl


Sun Dec 12, 2010 5:43 pm
Profile ICQ YIM
Lieutenant Commander
User avatar

Joined: Sat Feb 27, 2010 7:59 pm
Posts: 782
Unread post Re: What about gridding?
this makes sense to me. anyone who looks at fleet operations- boats, cars, planes, tanks, w/e- knows that at any given time only a percentage will be available... and stuff breaks down. but it shouldnt be fixed should it? could we put a randomizer in? so it would be like 'up to 20%' instead of '20%'?

_________________
I was immortal, for a little while...
http://www.youtube.com/watch?v=5ZY2mRG5mzg


Sun Dec 12, 2010 5:47 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 123 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8, 9  Next

Who is online

Users browsing this forum: No registered users and 430 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.