Quote:
No new players will even bother their arse trying more than a few games if they get blown away an hour or so after the bang by the script kiddies high on twix, sorry.
Yeh, but I don't actually see a lot of that happening.
What I do see is a lot of people looking for team mates
to play with, and not finding them. They go in solo,
find they can't compete, and eventually stop playing
when life demands increase.
I could put together a standard TWXproxy package that
would contain all of the basic scripts a person needs
to survive today. From there, people just need to pick
the right games (week old unlims aren't good choices).
Quote:
You are missing a thought, no offense - the twixies feel empowered by the scripts and use them to frag players. You and writers dont, at least half the fun is writing them, laff.
All of the fun is writing them, LOL. Or I should say
finding a weakness in someone else's approach and
exploiting it with another script, or finding a new
way to approach an old problem.
And yes some people do run scripts to just frag
players, but I have all of those scripts too and they
aren't that great. Mow attack scripts can be beaten by
other mowers. Btorp scripts can be beaten by traps,
better patterns, mowers, and turn management. Pwarp
torpers can be beaten by xporting out. A tiny amount
of knowledge can beat all of those fancy attack scripts
and turn them on their head. Which, IMO, is 70% of
the fun.
The problem there isn't scripts, but a lack of knowledge.
If more people knew how to take advantage of AFK
killers, people wouldn't run them.
Quote:
We cant afford to keep losing new players. It is not as simple as a time commitment. If it were, eliminate bots and see how many turns the corpies play - they are, essentially, dupes if botted.
I think that's over simplifying the problem. I think
the problem is that people can lose their entire base
after hours of development while they're at work.
Combined with the "winner is the guy with all the
stuff, the losers are the ones that are dead" as the
only win criteria, and you end up with a game where
people actively seek to eliminate enemy corps while
they're sleeping or at work. This makes it very tough
for people without perfect keytime to compete. I have
decent keytime, so it's not a problem for me, but I
run into that issue a lot with my corpies and it has
been the biggest reason why I lose team mates.
Cruncher wrote:
But to keep time commitment manageable, keep the turns low and keep the time limit on. That will keep daily time commitment low and result in a long lasting strategy game.
Time limit is pretty easy to exploit tho. I'm thinking
more of a server-side script that disables the game
during non-game hours. Like the game is only open from
7pm to midnite, extern set to 11pm.
I think if you coupled that with a turn bank, decent
planets, not too many turns, and a win criteria other
than "take everything the enemy owns" then you'd end
up with a completely different game. I'm not yet sure
what win criteria I'd use, however, since a resource
win would stalemate and get old after the first month.
Or maybe the game would just count resources and auto
rebang after 30 days to keep it fresh.
Cruncher wrote:
The high script players have AFK attack/defend scripts, and keep them running 24/7, never logging off.
The high script players also monitor the CLV changes
and game logins, or have players that can login and
monitor fighits. Time limits aren't really an issue.
Scripts actually make it a lot easier to coordinate
this sort of thing, it'd be impossible without scripts.