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 Enhanced Limpets 
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Unread post Re: Enhanced Limpets
Singularity wrote:

Here's the thing you aren't understanding. Unless there is
a shift the balance of the game to make grid play less
useful, it will always dominate the game. This particular
setting will not change that, thus it will have no impact
on grid play at all.

People will always do what's in their own best interest
in the game to do. To that end, there's a sustainable
equilibrium that arises dependent upon the settings. In
the vast majority of those settings, grid war is that
equilibrium. And while it's possible to adjust the settings
so that isn't the case, very very few people actually
play those settings and thus sysops don't bang many
of those games.


What I’m not understanding, or you’re not recalling is during my competitive playing years, never once did the term gridwars ever come into play. I’d never heard of such a thing until returning now. There were too many players in a tightly packed 5k universe for anyone to have any sort of grid to dominate with. Just was not possible at all.

You CAN actually play this game without making a grid your key offense.

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Tue Dec 21, 2010 8:57 pm
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Unread post Re: Enhanced Limpets
Cruncher wrote:
What I’m not understanding, or you’re not recalling is during my competitive playing years, never once did the term gridwars ever come into play. I’d never heard of such a thing until returning now. There were too many players in a tightly packed 5k universe for anyone to have any sort of grid to dominate with. Just was not possible at all.


Yes well, the dinosaurs didn't know about nuclear weapons
either, but they can still blow stuff up.

Cruncher wrote:
You CAN actually play this game without making a grid your key offense.


Yes, and you can fight an army with machine guns using
sticks and rocks, too. Doesn't mean you'll get very far,
but you can do it.

Superior tactics are superior. Your 5k "it wouldn't work
there" argument is BS. It did work there, people used
to do it all the time. It's just you didn't know how to
make it work there, that's all. Don't foist your confusions
onto others.

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Tue Dec 21, 2010 9:07 pm
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Unread post Re: Enhanced Limpets
If gridding is at all possible, the better players are going to grid, find your base, and invade your base. The players of yesteryear didn't have the grid scripts, mapping tools, and tactical scripts we have today to get the job done. Today, it is a fine art and a lot of players know how to use this art to thier advantage. That is exactly the reason you can't go back in time.


Tue Dec 21, 2010 9:18 pm
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Unread post Re: Enhanced Limpets
Big D wrote:
If gridding is at all possible, the better players are going to grid, find your base, and invade your base. The players of yesteryear didn't have the grid scripts, mapping tools, and tactical scripts we have today to get the job done. Today, it is a fine art and a lot of players know how to use this art to thier advantage. That is exactly the reason you can't go back in time.


D, the point is, the settings will be too "lame" for those players to want to play in at all. Some of the pace settings MAY or may NOT interfer with their tools, and they may NOT want to bother to revamp their "tools" for these "lame" settings.

I like TL turn games, I'm not going to play an unlim, it's my choice.

Why in the world would you want to play an edit you don't care for?

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Tue Dec 21, 2010 9:25 pm
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Unread post Re: Enhanced Limpets
Cruncher wrote:
Big D wrote:
If gridding is at all possible, the better players are going to grid, find your base, and invade your base. The players of yesteryear didn't have the grid scripts, mapping tools, and tactical scripts we have today to get the job done. Today, it is a fine art and a lot of players know how to use this art to thier advantage. That is exactly the reason you can't go back in time.


D, the point is, the settings will be too "lame" for those players to want to play in at all. Some of the pace settings MAY or may NOT interfer with their tools, and they may NOT want to bother to revamp their "tools" for these "lame" settings.

I like TL turn games, I'm not going to play an unlim, it's my choice.

Why in the world would you want to play an edit you don't care for?


So you think a corp of 5 can't grid in a time limit turn game? Let's say it's 6 hours per day time limit, 1200 turns per day, and a 10k sector universe. A corp of 5 can pretty much have someone online 24/7 if they manage it right to protect their grid. They can also grid at least 2000 sectors per day if they manage turns right. They will be gridding the doors to bubbles, doors to deep dead ends, and strategic locations. In 3 days they can have half the universe gridded and mined, and they will find you with a 50% grid in a short amount of time. If planets take 5 days to go L4, you will lose everything you spent buiding that base before they are mobile. That's just a fact, and there's not much that is going to change that style of play short of eliminating scripts somehow.


Tue Dec 21, 2010 9:33 pm
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Unread post Re: Enhanced Limpets
Big D wrote:
Cruncher wrote:

Why in the world would you want to play an edit you don't care for?


So you think a corp of 5 can't grid in a time limit turn game? Let's say it's 6 hours per day time limit, 1200 turns per day, and a 10k sector universe. A corp of 5 can pretty much have someone online 24/7 if they manage it right to protect their grid. They can also grid at least 2000 sectors per day if they manage turns right. They will be gridding the doors to bubbles, doors to deep dead ends, and strategic locations. In 3 days they can have half the universe gridded and mined, and they will find you with a 50% grid in a short amount of time. If planets take 5 days to go L4, you will lose everything you spent buiding that base before they are mobile. That's just a fact, and there's not much that is going to change that style of play short of eliminating scripts somehow.


My point exactly, there's a great many players who don't care to play that style, and why should they? It takes a lot of time and organization to perfect that style of play.

So we change one key element, the way limpets behave and that style is no longer a viable opton, in THAT setting. Does not mean there won't be plenty other games in which gridding is better suited.

Options, we're only discussing giving syops options to offer a different type of game, one that's not available right now.

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Tue Dec 21, 2010 11:03 pm
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Unread post Re: Enhanced Limpets
Cruncher wrote:
My point exactly, there's a great many players who don't care to play that style, and why should they? It takes a lot of time and organization to perfect that style of play.

So we change one key element, the way limpets behave and that style is no longer a viable opton, in THAT setting. Does not mean there won't be plenty other games in which gridding is better suited.

Options, we're only discussing giving syops options to offer a different type of game, one that's not available right now.


We're not on the same page here. Yes, there probably are many players that don't want to play that style of game, but the options JP is adding won't stop the basic strategy of this game. He can make it tougher, but scripters will eventually find ways to get around any changes that are being made, and will exploit any options that the sysop may choose to use. The best you can hope for is to even the playing field somewhat, but the good scripters will always triumph over those who can't or won't script.


Wed Dec 22, 2010 1:29 am
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Unread post Re: Enhanced Limpets
Big D wrote:
... The best you can hope for is to even the playing field somewhat, but the good scripters will always triumph over those who can't or won't script.


Or, the scripter will get tired of inconsistency between edits/servers, and the constant bickering of the forums, and say "that's all, and to all goodbye". Options are just that, and I know most of them I would not use, but some will. The "sticky" limpet is one I would never use on a server, nor would I remove exit/enter as a method of clearing, but others might.

What I see happening is each server will mirror the playing style of the Op with maybe a game or two setup differently. I can see players tending to play on a "home" server instead of roaming around as I do. This should prove interesting for a B.O.T.E. tourney with different players being used to different settings. It is possible that most servers will gravitate toward a common setting to maintain or try and increase their player base similar to removing ship move delay, rob delay, ISP on, and setting busts to 1 day clear.

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Wed Dec 22, 2010 1:53 am
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Unread post Re: Enhanced Limpets
Cruncher wrote:

My point exactly, there's a great many players who don't care to play that style, and why should they?

I keep hearing this but so far the only player I hear it from is you. Who else might want to play that way? There is an old school edit on navhaz.com, do you play that? If what you say is true, that game should be full of active players.

H

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Wed Dec 22, 2010 5:29 am
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Unread post Re: Enhanced Limpets
Promethius wrote:
Or, the scripter will get tired of inconsistency between edits/servers, and the constant bickering of the forums, and say "that's all, and to all goodbye". Options are just that, and I know most of them I would not use, but some will. The "sticky" limpet is one I would never use on a server, nor would I remove exit/enter as a method of clearing, but others might.

What I see happening is each server will mirror the playing style of the Op with maybe a game or two setup differently. I can see players tending to play on a "home" server instead of roaming around as I do. This should prove interesting for a B.O.T.E. tourney with different players being used to different settings. It is possible that most servers will gravitate toward a common setting to maintain or try and increase their player base similar to removing ship move delay, rob delay, ISP on, and setting busts to 1 day clear.


Once I have the settings I can work with to offer games I would like to offer, it's my intent to run a server or I've had offers from others who run the hardware for me to gameop with my TWGS licenses. What I envision are strategic levels of play. from the beginning "boot camp" to the kill'em all proabably a half a dozen steps of graduating difficulty. So to give players choices, if you find the game is too easy for you, move up to the next level, if you find yourself getting kicked down too often, move down a level for more practice. Only those who learn the skills to play the highest level go on to tourney play. And yes, that means script playing.

I see too many players today who don't understand the basics. And not enough games or players that offer to teach them.

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Wed Dec 22, 2010 5:58 pm
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Unread post Re: Enhanced Limpets
Helix wrote:
Cruncher wrote:

My point exactly, there's a great many players who don't care to play that style, and why should they?

I keep hearing this but so far the only player I hear it from is you. Who else might want to play that way? There is an old school edit on navhaz.com, do you play that? If what you say is true, that game should be full of active players.

H


Since I've come back many servers have put up old school edits, I'm only one player playing two games, that's all I have the time for. In one game I'm in at least 3 returning players have left for good again. They come back only to be disappointed and leave. Most don't come here to voice thier opinions, so I try to do my best in that respect as well, and as you can see, I don't win many friends here that way either, but I'm getting the message out.

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Wed Dec 22, 2010 6:01 pm
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Unread post Re: Enhanced Limpets
Cruncher wrote:
Since I've come back many servers have put up old school edits, I'm only one player playing two games, that's all I have the time for.


My old school edit, among other edits I've made in
with a similar approach, have been around for
a few years now, 2008 or so.

Yet, as you noticed, there aren't a lot of players
interested in them. I rarely bother to rebang it.

Yet there's a big demand for high speed scripting
games.

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Wed Dec 22, 2010 6:14 pm
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Unread post Re: Enhanced Limpets
Singularity wrote:
Cruncher wrote:
Since I've come back many servers have put up old school edits, I'm only one player playing two games, that's all I have the time for.


My old school edit, among other edits I've made in
with a similar approach, have been around for
a few years now, 2008 or so.

Yet, as you noticed, there aren't a lot of players
interested in them. I rarely bother to rebang it.

Yet there's a big demand for high speed scripting
games.


I have an old school edit called "The Cruncher" that I made 2 months ago and banged. I was thinking that I had 1 person log into it, but if there were that person was deleted of inactivity because there's none.


Wed Dec 22, 2010 10:28 pm
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Unread post Re: Enhanced Limpets
Big D wrote:
I have an old school edit called "The Cruncher" that I made 2 months ago and banged. I was thinking that I had 1 person log into it, but if there were that person was deleted of inactivity because there's none.


Yep. There isn't the overwhelming demand for old
school play that people say there is.

Sysops will bang any game if there's enough ppl
that want it. If there's nobody that wants it, then
what?

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Wed Dec 22, 2010 11:16 pm
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Unread post Re: Enhanced Limpets
Big D wrote:
I have an old school edit called "The Cruncher" that I made 2 months ago and banged. I was thinking that I had 1 person log into it, but if there were that person was deleted of inactivity because there's none.


I know you guys try, but trust me given the tools you have today the games are too "crippled" to be fun for anyone.

Besides that, once a noob friendly game becomes popular, along come the sharks to swim with the guppies just for grins and giggles.

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