Just to let ya know......
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Cruncher
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Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Just to let ya know......
Crosby wrote: Quote: Granted, this takes 82 turns per cycle, but I get my colos. Isn't the more cost effective route for a red to outcash the blues and then just take their colos? In a normal game, yes. This is my "Personal game" on my server. I have a couple of noobs playing blue there. I only play that game very part time and have natually outcashed them. I'm just there more as a built in guardian so these players can enjoy the game as they play it. If anyone comes to spoil their fun I'm more than happy to deal with them. Just ask Comet.  Of course, if anyone wants to invade me, they are more than welcome to try.
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| Sat Sep 10, 2011 6:56 am |
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Oso
Commander
Joined: Wed Apr 14, 2004 2:00 am Posts: 1324 Location: USA
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 Re: Just to let ya know......
Cruncher wrote: topper4125 wrote: oh ya... forgot about that...lol. I wonder though how hard would it be to have a colonizer script, and add a "Move to this sector ____ before warping home" option. It might add to turns, but if someone is that worried about being discovered.. that would cure it. I'm messing around as a solo red in a game. I just used Swath to record a macro string that will use a Corp Flag to tow a Colt to a jump next to Fed space, refuel, tow to Terra, transport into the Colt, grab 250 colos, transport back into Corp flag and twarp tow the loaded Colt back to base, transport to Colt, unload colos, transport to Corp Flag and refuel. Granted, this takes 82 turns per cycle, but I get my colos.  Why not just twarp tow the colt to the terra BD sector instead of to right outside fedspace?
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| Sat Sep 10, 2011 11:31 am |
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Cruncher
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Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Just to let ya know......
Oso wrote: Why not just twarp tow the colt to the terra BD sector instead of to right outside fedspace? I'll look again, but I don't beleive this bang has a BD to terra. That would work as well, I just wanted to see how fast the Swath macro string worked for this. And even though I didn't colonize while anyone was on, I'm pretty sure I was going too fast for anyone at the keys to attack me. When I first returned and saw the speed at which players colonized today, that was eye opening as well. The last time I played we could actually power up and hit someone who wasn't fed safe colonizing. Right now I have L4's, so just ewarping in the Colt.
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| Sat Sep 10, 2011 11:51 am |
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Oso
Commander
Joined: Wed Apr 14, 2004 2:00 am Posts: 1324 Location: USA
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 Re: Just to let ya know......
Cruncher wrote: Oso wrote: Why not just twarp tow the colt to the terra BD sector instead of to right outside fedspace? I'll look again, but I don't beleive this bang has a BD to terra. That would work as well, I just wanted to see how fast the Swath macro string worked for this. And even though I didn't colonize while anyone was on, I'm pretty sure I was going too fast for anyone at the keys to attack me. When I first returned and saw the speed at which players colonized today, that was eye opening as well. The last time I played we could actually power up and hit someone who wasn't fed safe colonizing. Right now I have L4's, so just ewarping in the Colt. I'm pretty sure Terra always has a backdoor, just like SD does. In previous games when I've been trying to kill colonizers, I would use a Swath macro string ay25000^M to try to hit. If that didn't work, then I would do it by hand, over multiple trips. Say for example the first time they get into the sector I would press A and it would say "attack player x" I would say yes and then put in the number of figs. The player would be long gone by then, but I would still be at the fig prompt. When I get the notice that they warp into the sector again I would press enter. Most of the time I would be fast enough to hit them. If not, I just start the process over again.
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Curing ignorance and terminal stupidity since 1999.
Questioning the intellectual abilities of three digit annual salary earners since 2015.
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| Sat Sep 10, 2011 11:56 am |
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Promethius
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Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Just to let ya know......
Oso wrote: Cruncher wrote: Oso wrote: Why not just twarp tow the colt to the terra BD sector instead of to right outside fedspace? I'll look again, but I don't beleive this bang has a BD to terra. That would work as well, I just wanted to see how fast the Swath macro string worked for this. And even though I didn't colonize while anyone was on, I'm pretty sure I was going too fast for anyone at the keys to attack me. When I first returned and saw the speed at which players colonized today, that was eye opening as well. The last time I played we could actually power up and hit someone who wasn't fed safe colonizing. Right now I have L4's, so just ewarping in the Colt. I'm pretty sure Terra always has a backdoor, just like SD does. In previous games when I've been trying to kill colonizers, I would use a Swath macro string ay25000^M to try to hit. If that didn't work, then I would do it by hand, over multiple trips. Say for example the first time they get into the sector I would press A and it would say "attack player x" I would say yes and then put in the number of figs. The player would be long gone by then, but I would still be at the fig prompt. When I get the notice that they warp into the sector again I would press enter. Most of the time I would be fast enough to hit them. If not, I just start the process over again. Not all games have a back door to Terra. Your attack mode is what a lot of players do as long as ISP is on, if it is off then you can't do that manually (at least effectively).
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| Sat Sep 10, 2011 1:37 pm |
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Cruncher
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Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Just to let ya know......
Promethius wrote: Oso wrote: I'm pretty sure Terra always has a backdoor, just like SD does. In previous games when I've been trying to kill colonizers, I would use a Swath macro string ay25000^M to try to hit. If that didn't work, then I would do it by hand, over multiple trips. Say for example the first time they get into the sector I would press A and it would say "attack player x" I would say yes and then put in the number of figs. The player would be long gone by then, but I would still be at the fig prompt. When I get the notice that they warp into the sector again I would press enter. Most of the time I would be fast enough to hit them. If not, I just start the process over again. Not all games have a back door to Terra. Your attack mode is what a lot of players do as long as ISP is on, if it is off then you can't do that manually (at least effectively). On my server ISP - "Interactive Sub-Prompts" are turned off. That's going to help foil most of the "script kiddies" who may want to ruin a game. More sophisticated script writters are now using private hails to send script/bot commands. We're still trying to decide how best to have messages process in the Off mode. When you play HVS MBBS mode and say you are colonizing while other players are chatting it up on fed com, all of your messages are put "on-hold". When your script stops, you get all of your messages flooding your screen at once. If you use a script that aborts display while running, then with ISP off you loose your messages entirely. I beleive JP is working on a way to keep messges "on hold" then give us a message prompt to read them when it's convenient.
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| Sat Sep 10, 2011 3:04 pm |
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Promethius
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Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Just to let ya know......
ISP really doesn't have much to do with bots, or it didn't in the previous version. ISP being off prevents/slows some tactics by eliminating messages when you are at certain prompts. Corps may work around ISP being off, but a solo can't - at least not as easily. As for foiling the script kiddies, it really shouldn't but it does elimnate the "social aspect" of fedcomm if you are sitting at certain prompts.
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| Sat Sep 10, 2011 4:36 pm |
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Micro
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Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 Re: Just to let ya know......
And why would you be sitting at a sub-prompt for an extended period of time anyway?
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| Sat Sep 10, 2011 4:38 pm |
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Promethius
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Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Just to let ya know......
Micro wrote: And why would you be sitting at a sub-prompt for an extended period of time anyway? Because certain tactics require it. Plock is pretty well known as one of the instances - you will still get fighter decay, but that is usually too late depending on what you are trying to do.
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| Sat Sep 10, 2011 4:57 pm |
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Micro
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Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 Re: Just to let ya know......
These tactics are using s design flaw in the game. IMO that's almost as bad as using a Bug.
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| Sat Sep 10, 2011 7:33 pm |
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Promethius
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Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Just to let ya know......
Micro wrote: These tactics are using s design flaw in the game. IMO that's almost as bad as using a Bug. Plock is a design flaw? The game provides a longer planet lock than a ship twarp lock for a reason. Plock is also done manually in some instances, but I won't say when it is effective to do it manually. You will not hit a lot of gridders unless you are running a plock in an unlim game. What about sitting on a port waiting for someone to hit the fighter in the sector? They hit the fighter, you drop from the port and attack.
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| Sat Sep 10, 2011 8:51 pm |
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Oso
Commander
Joined: Wed Apr 14, 2004 2:00 am Posts: 1324 Location: USA
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 Re: Just to let ya know......
Micro wrote: These tactics are using s design flaw in the game. IMO that's almost as bad as using a Bug. I'd disagree there. It's not a design flaw. Some things like JP mentioned earlier that were bugs are actually pretty darn useful and will stay in the game. An example of that being moving a planet other people are on will dump them to sector. That was the original programming, and it broke. So should they fix it as WAI, or keep it "bugged"? While you and I occupy a digital world, not everything out there can be reduced to 1's and 0's.
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| Sat Sep 10, 2011 9:24 pm |
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Kewlbreeze
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Joined: Sun Aug 27, 2006 2:00 am Posts: 1419 Location: USA
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 Re: Just to let ya know......
 Now we're talkin. Advanced BugWars... I'm starting to get it now..
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| Sat Sep 10, 2011 9:55 pm |
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Cruncher
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Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Just to let ya know......
Promethius wrote: Micro wrote: These tactics are using s design flaw in the game. IMO that's almost as bad as using a Bug. Plock is a design flaw? The game provides a longer planet lock than a ship twarp lock for a reason. Plock is also done manually in some instances, but I won't say when it is effective to do it manually. You will not hit a lot of gridders unless you are running a plock in an unlim game. What about sitting on a port waiting for someone to hit the fighter in the sector? They hit the fighter, you drop from the port and attack. That's exactly why I have figlock off and planets on a 5s delay. That's got to be my biggest pet peeve about today's game - using planets as ships! And that's NOT crippling the game, that's restoring it. - Turns games anyhow.
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Last edited by Cruncher on Sat Sep 10, 2011 10:28 pm, edited 1 time in total.
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| Sat Sep 10, 2011 10:18 pm |
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Cruncher
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Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Just to let ya know......
Oso wrote: An example of that being moving a planet other people are on will dump them to sector. That was the original programming, and it broke. So should they fix it as WAI, or keep it "bugged"?
The only time the planet would dump players to the sector was when you were "riding the shields". I move the planets with corpies on them, in the citadel online and off, they don't dump to the sector. The only time we've seen this happen was when we were moving IC's to the point of invasion - riding shields - aka Towing high turn ships with a planet! Some would frown upon that tactic, but it's one of those things the game allows and there does not seem to be a simple solution, or someone decided to leave this "bug" in.
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| Sat Sep 10, 2011 10:24 pm |
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