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 Stardock in Sector 2? 
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1st Sergeant

Joined: Sun Dec 24, 2000 3:00 am
Posts: 40
Location: USA
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OK, so there's alot of debate over blocking Stardock. Everyone seems to have their two cents in, so here's mine:

I consider Stardock blockades as a bug. Huh? A bug? That's right, a bug that needs fixing.

It might seem stupid to some, but let me ask you this. How do you define a bug? A fault in the game that someone can use to take advantage over other players? A programming error or oversight? Maybe you see a bug as being a loophole that someone discovers and tells a few friends about, you included.

The Trade Wars of old had lots of problems and loopholes that needed to be fixed. In one version, you could transfer a negative amount of credits to your corpmate, giving yourself a positive raise in cash on hand in the process and not affect their cash reserve. What about the infamous transwarp towing bug? These bugs gave an advantage to the few players who knew about them and exploited them, and handicapped everyone else who played the game. Thankfully, these and many others were fixed.

Blockading Stardock does the exact same thing. Everyone who plays Trade Wars understands how crucial this special starport is, and no one has won a game of Trade Wars without visiting Stardock at least once. After all, there is only one Stardock allowed per universe, and it is controlled under FedSpace law, right? So why is it always out in the middle of nowhere, but still "FedLaw Enforced"? Have you ever noticed that Rylos and Alpha Centauri are not?

Of course, placing Stardock in sector 2 surrounds it with FedSpace sectors, making it impossible to guard. On the other hand, a FedSpace ring becomes the problem. At least a FedSpace ring would be much more difficult to maintain, giving players the chance to get out of the way armed with scanners.

As it stands right now, there are more than a few game servers out there, and most of these run multiple games. I reason that there are more game universes than players. TW is becoming starved for players, and unless something is done to attract people to the game, rather than frustrate them into leaving for other pastures, we will see Trade Wars die a slow, agonizing death.

So that's my two cents, and I'll put away my soapbox...

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Tue Oct 08, 2002 8:55 pm
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Lieutenant J.G.

Joined: Sat Dec 22, 2001 3:00 am
Posts: 427
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quote:Originally posted by Paladyne

OK, so there's alot of debate over blocking Stardock. Everyone seems to have their two cents in, so here's mine:

I consider Stardock blockades as a bug. Huh? A bug? That's right, a bug that needs fixing.

It might seem stupid to some, but let me ask you this. How do you define a bug? A fault in the game that someone can use to take advantage over other players? A programming error or oversight? Maybe you see a bug as being a loophole that someone discovers and tells a few friends about, you included.

The Trade Wars of old had lots of problems and loopholes that needed to be fixed. In one version, you could transfer a negative amount of credits to your corpmate, giving yourself a positive raise in cash on hand in the process and not affect their cash reserve. What about the infamous transwarp towing bug? These bugs gave an advantage to the few players who knew about them and exploited them, and handicapped everyone else who played the game. Thankfully, these and many others were fixed.

Blockading Stardock does the exact same thing. Everyone who plays Trade Wars understands how crucial this special starport is, and no one has won a game of Trade Wars without visiting Stardock at least once. After all, there is only one Stardock allowed per universe, and it is controlled under FedSpace law, right? So why is it always out in the middle of nowhere, but still "FedLaw Enforced"? Have you ever noticed that Rylos and Alpha Centauri are not?

Of course, placing Stardock in sector 2 surrounds it with FedSpace sectors, making it impossible to guard. On the other hand, a FedSpace ring becomes the problem. At least a FedSpace ring would be much more difficult to maintain, giving players the chance to get out of the way armed with scanners.

As it stands right now, there are more than a few game servers out there, and most of these run multiple games. I reason that there are more game universes than players. TW is becoming starved for players, and unless something is done to attract people to the game, rather than frustrate them into leaving for other pastures, we will see Trade Wars die a slow, agonizing death.

So that's my two cents, and I'll put away my soapbox...


I think you are confusing bugs with lack of experience. Once you have experience, a stardock blockade should not affect you. Unless you are entering the game so late that someone has already locked the game down, there should be no reason you can't get to and from SD.

Strategy Session:
If you start the game 10 minutes after it opens, find the back door to SD and use it. To do this, plot a course from SD to sector 1. Avoid the first hop. Repeat this until there is no path. Then plot from 1 to SD. This is the back door. If the game has only been running 5-10 minutes, you are probably safe going in there.

If the game is several hours old begin by ppting in and around fedspace until you can get a decend number of fighters. Once you have 1000+ figs and some spare cash (assuming low turn stock) go through the back door to SD.

Once you are to SD, you will need to use a macro to get in and out of dock. I would suggest the following: m1234^many9999^m^mm1235^many9999^m^mm1235^many9999^m^m
^m = enter

As soon as possible get a commisioned player with a twarpable ship (should only take 2-3 days tops even solo).

If you do these things, you should be able to successfully avoid stardock blockades. As with all things, practice makes perfect.


Tue Oct 08, 2002 10:45 pm
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1st Sergeant

Joined: Thu Oct 03, 2002 2:00 am
Posts: 35
Location: USA
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Although I haven't had to implement it yet, my solution to cut down on SD blocking is simple, I put about a dozen or two dozen one way warps to SD using the Sector editor. Anyone that wants to block it will only block outgoing traffic. I haven't come up with a solution to that yet though[:(], besides placing SD next to the 1 thru 10 ring.

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Wed Oct 09, 2002 9:51 pm
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Lieutenant J.G.

Joined: Sat Dec 22, 2001 3:00 am
Posts: 427
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quote:Originally posted by Taz

Although I haven't had to implement it yet, my solution to cut down on SD blocking is simple, I put about a dozen or two dozen one way warps to SD using the Sector editor. Anyone that wants to block it will only block outgoing traffic. I haven't come up with a solution to that yet though[:(], besides placing SD next to the 1 thru 10 ring.

Taz's Underground

Once I played a game that eleq made where he put an invicible lvl 0 ferrengal at SD with 1 million ore. No one could zdy it so it provided a pretty good source of ore for anyone as soon as they bought a twarp. Alternately, you could make several of the planets start with 100 ore, which would be enough to get you out of SD.


Wed Oct 09, 2002 10:36 pm
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Lieutenant

Joined: Sat Mar 03, 2001 3:00 am
Posts: 592
Location: USA
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quote:Originally posted by Taz

Although I haven't had to implement it yet, my solution to cut down on SD blocking is simple, I put about a dozen or two dozen one way warps to SD using the Sector editor. Anyone that wants to block it will only block outgoing traffic. I haven't come up with a solution to that yet though[:(], besides placing SD next to the 1 thru 10 ring.

100 oneways in are still no good if a determined corp has put figs in them and is running ship drop or planet drop. You would have to be good at writing macro's or twx bursts to get through fast enough to live then. [V]

If you have a good lawnmower script and enough figs to fight through its possible to do it thataway too.


Thu Oct 10, 2002 2:12 pm
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1st Sergeant

Joined: Sun Sep 29, 2002 2:00 am
Posts: 39
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well i see the only thing to do is have it in the 1-10 ring but also u could have a sysop play as the police :D

basically he could destroy anything that was blockaded SD

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Tue Oct 15, 2002 5:00 pm
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Gunnery Sergeant

Joined: Mon Sep 30, 2002 2:00 am
Posts: 23
Location: USA
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actually drehmini is right that is the only way to protect your stardock is to put it in the ring the only porblem then is that you have corps with anogh figs to block ever way in or out of fed space period and that is just mean to all newbies. but it woiuld take days to come up with that many figs you would probley have a fighting chance if you get in early.

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Wed Oct 16, 2002 3:08 pm
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Lieutenant Commander
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Joined: Fri Apr 06, 2001 2:00 am
Posts: 727
Location: Arkansas
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quote:Originally posted by stargod

actually drehmini is right that is the only way to protect your stardock is to put it in the ring the only porblem then is that you have corps with anogh figs to block ever way in or out of fed space period and that is just mean to all newbies. but it woiuld take days to come up with that many figs you would probley have a fighting chance if you get in early.


I'm with Kemper on this one. Instead of having babysitter, why not learn how to play at a higher level? Why should the world regress to the weakest level as opposed to reward those that have taken the time and effort to improve. People will help you if you ask them.

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Wed Oct 16, 2002 5:14 pm
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1st Sergeant

Joined: Sun Sep 29, 2002 2:00 am
Posts: 39
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Well, this is true but I say my idea is great I mean just have a corp. act like the police and higher people lol sorta like babysitters but i think this is the only way to keep the game fair

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Sat Oct 19, 2002 4:58 am
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Chief Warrant Officer

Joined: Mon Oct 14, 2002 2:00 am
Posts: 122
Location: USA
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The game is fair.. It's War...hwo many times i heard this subject coem up... listen to kemper..Learn how to play the game instead of trying to find ways around them. Once you become a higher level player SD blocks are fun cause you get to play with the people ding them.. There's always a way around a script around a trap and around a newbie strategy.

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Mon Nov 04, 2002 12:01 am
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