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 Ferrengi killed by Q-cannon? 
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Unread post Re: Ferrengi killed by Q-cannon?
Mongoose wrote:
sysops could simply limit the number of deployed fighters (or the number of sectors containing them) that any one player or corp can have.

This makes good sense. Not sure how hard it would be to implement, since a check would have to be done before each fig was dropped. It might make more sense to cleanup figged sectors greater than the specified limit at extern, or hourly maybe, rather than check during each fig drop attempt.

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Fri Sep 09, 2011 8:52 pm
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Unread post Re: Ferrengi killed by Q-cannon?
ElderProphet wrote:
Mongoose wrote:
sysops could simply limit the number of deployed fighters (or the number of sectors containing them) that any one player or corp can have.

This makes good sense. Not sure how hard it would be to implement, since a check would have to be done before each fig was dropped. It might make more sense to cleanup figged sectors greater than the specified limit at extern, or hourly maybe, rather than check during each fig drop attempt.

I know V'Ger and I both use scripts to manage the grid to 500 figged sectors per corp, but it would be so much easier if it was a T-Edit setting.

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Fri Sep 09, 2011 9:45 pm
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Unread post Re: Ferrengi killed by Q-cannon?
jaybird wrote:
Of course since they're talking in their own alien language, most of what you'd actually hear over their comms would be total gibberish.


I like the entire idea... but the line I quoted above caught my eye.

I don't know if you ever played the game AmericasArmy (MMOFPS created and maintained by the Actual US Army... great game.. and free to download/play)

ANYWAY... the way the game works is pretty unique... Each server can have up to 28 players... 14 on each team, no matter which team *you* are on.. your team is the US Army. the game engine displays the other team as a fictional NME fighter (They on the other hand see themselves as US Soldiers and you as an NME Fighter).

Long story short... there is comms in the game, as well as shoutouts (things like "Sniper in the clock tower" or "Medic" stuff like that" When you hear an NME fighter speaking, its in their own language that was designed by the game designers. All in all there's 50-75 phrases... maybe more

Some of the players have played it so often, they were actually able to make a NME --> English dictionary.

http://archive.forum.americasarmy.com/v ... 231&page=2

Same could happen to the TW Alien language..


-=-=-=-=-

Or better yet: StarDock >> Hardware Emporium >> BabbleFish 50k LOL Hitchhikers Guide... one of the best books ever.

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Sat Sep 10, 2011 1:25 am
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Unread post Re: Ferrengi killed by Q-cannon?
It's funny the mention of the thing of each player thinking he's on a certain team. There's a party game called Werewolf. A village, two werewolves who kill one villager per night, a seer who can tell if you're a werewolf or not, all the rest innocent villagers, and each day they lynch one of their own hoping to get a wolf, you get the idea. Anyway, I've played a multi-player computer implementation which has a ton of extra rolls. One of the rolls is that of "fool." If the computer picks you to be the fool, you are told you are the seer. If you then try to identify people, you are given random results, but if you try to identify the real seer, you are told he is a fool. So we have a situation where the seer thinks he is the seer, and someone else is the fool. Meanwhile, the fool thinks he's the seer, and is told the real seer is the fool. Of course, neither person knows whether to believe his own abilities until the game is over, one of them is killed, or one of their revealations turns out to be either true or false.


Sat Sep 10, 2011 8:09 am
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Unread post Re: Ferrengi killed by Q-cannon?
I really like the idea of the option to allow only X sectors per corp in t-edit. That would go far to allow ops to setup games that are totally taken over by gridding. Of course it will also make the strategic placement of your grid more important and won't help those who don't think in such ways. It will also make probing a bit easier. But I am for this option.

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Sat Sep 10, 2011 11:12 pm
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Unread post Re: Ferrengi killed by Q-cannon?
LoRD TaLoN wrote:
Of course it will also make the strategic placement of your grid more important and won't help those who don't think in such ways.


Yeah... I'm really curious what kinds of traffic analysis people would come up with to optimize their grids if they couldn't just put fighters everywhere they go.

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Sun Sep 11, 2011 4:38 pm
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Unread post Re: Ferrengi killed by Q-cannon?
My point is mostof these changes would benifit people like sing and Ph more then the average player.

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Mon Sep 12, 2011 2:42 pm
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Unread post Re: Ferrengi killed by Q-cannon?
I don't have a problem with certain very good players having an advantage, what I have a problem with is a tactic that makes the game less fun. I'll add that basic sector limit option to the features list. It'll be pretty easy to implement, so I'm sure it won't take long to get it in, especially if it gets some votes. But yeah, I do want to learn from the experience of T0yman, V'ger, etc, in their efforts to limit fig placement.

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Tue Sep 13, 2011 2:32 pm
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Unread post Re: Ferrengi killed by Q-cannon?
John Pritchett wrote:
I don't have a problem with certain very good players having an advantage, what I have a problem with is a tactic that makes the game less fun. I'll add that basic sector limit option to the features list. It'll be pretty easy to implement, so I'm sure it won't take long to get it in, especially if it gets some votes. But yeah, I do want to learn from the experience of T0yman, V'ger, etc, in their efforts to limit fig placement.

I ran a script once every 24 hours to check and remove anything over 500, if I found someone that was way over I would adjust and run a few days in a row. Once a corp lost a gate of figs they understood what the 500 limit was for. I figured if they did not care about the rule why should I go to the effort of adding a filter to not delete sectors with more than 1 fig. Only had to happen once and everyone paid closer attention, as my script also posted in the daily log of the corps that were not following the rules. Other players tend to frown on players that think they can get away with something. I prefer players policing the game themselves if possible.
If memory serves me correctly Ice9 only ran the script if requested, but his (at the time) did not remove them but you did get a warning and had 24 hours to clean up your mess. I prefer the auto method since everyone has a sector fig counting script and should be responsible for there own area. :)

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Tue Sep 13, 2011 2:54 pm
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Unread post Re: Ferrengi killed by Q-cannon?
Interesting.

What do you think about just not allowing fig deployments into the 501st (or whatever limit is set) sector? It doesn't take a lot to count a Corp or player's figged sectors. And if it does seem to be too much overhead, I can simply track a tally of deployments in the user and corp records. The advantage of a hard restriction is nobody will lose figs over it.

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Tue Sep 13, 2011 3:24 pm
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Unread post Re: Ferrengi killed by Q-cannon?
Yeah, a limit on figged sectors might be good. One idea I had which is an extension of the controller idea. Make it so only a certain number of sectors may contain figs just sitting there with nothing to protect. Most of your figs must be actually protecting something you or your corp as applicable owns. This could be one or more ships or planets, or maybe just a controller station which you have to buy for some price, more than the cost of just a few figs. If figs are in sectors without anything to protect, every night at Extern there's a chance of some of them either turning rogue or self-destructing.

Another idea would be to have the feds go through the entire galaxy nightly looking for excessive figs and destroying some of those that aren't actually serving any purpose. Of course we all know the federation has lots of secret technology, and one of their recent developments is an invisibility shield that makes them totally invisible to enemy figs, mines, quasar cannons, etc.


Tue Sep 13, 2011 3:39 pm
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Unread post Re: Ferrengi killed by Q-cannon?
While doing a fig limit , you might also look into a no figs adj to sectors
2 thru 10 and their adj's .. and around dock and those adj's.

That was part of the truce scripts functions.

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I don't have a problem with certain very good players having an advantage, what I have a problem with is a tactic that makes the game less fun.


Wow .. here is where I say .. take out all possible kill tactics .. then the game is fun ..
Who agrees with this ? .. mostly those who have been killed .. lol

Lets get a Trade Hugs version out there too ;p

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Tue Sep 13, 2011 7:15 pm
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Unread post Re: Ferrengi killed by Q-cannon?
Vid Kid wrote:
While doing a fig limit , you might also look into a no figs adj to sectors 2 thru 10 and their adj's .. and around dock and those adj's.


But not the backdoors. Evil needs a way to colo... even if they've gotta fight over it.

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Tue Sep 13, 2011 7:39 pm
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Unread post Re: Ferrengi killed by Q-cannon?
It amazes me that I even have to debate with someone that a game should be fun. Just... wow.

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Wed Sep 14, 2011 12:01 am
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Unread post Re: Ferrengi killed by Q-cannon?
John Pritchett wrote:
It amazes me that I even have to debate with someone that a game should be fun. Just... wow.


I'm thinking that he's referring to the definition of fun.
People who play this game are a varied bunch- I find it fun to build and support reds, but find it terribly boring to play red myself.
I find it fun to invade, and really fun to get a kill on someone.

On the opposite side of that coin, I hate dying, I hate gridding, and I hate sitting on photon duty. There are so many aspects of this game that anyone can find something fun to do in it. Heck, some people still play tri-cron...

I don't know vid very well- it's been years since I've spoken to him (cheers, mate) but I am guessing he feels you're taking his fun away by making it harder to kill people. Feel free to correct me if I'm wrong.

But this gets back to just how hard a task you have JP- you get to balance all the ways people enjoy the game, and decide what will be best for everyone. If all of the updates you make to the game are optional, then that task will reside with the sysops. They can customize the heck out of a game according to the needs of their userbase. I applaud you for this effort. I've tried programming, and couldn't find my way out of a paper bag. And that was when I only had one person to please (my instructor), you've got a wholly diverse bunch of people who want everything under the sun and a little bit more. :lol:

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