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night_flyer
Staff Sergeant
Joined: Sat Jul 28, 2007 12:44 pm Posts: 11
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I had a game that ran for over 600 days and would like to do something similer again, the problem with the old game was there are a few guys on top and it was hard for new people to get situated. it wasnt a gold game so it only had 5000 sectors.
how would a 20,000 sector game with a limit of 2000 turns play out?
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| Thu Aug 02, 2007 2:30 pm |
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Runaway Proton
Gameop
Joined: Thu Aug 24, 2006 2:00 am Posts: 1737 Location: USA
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Really depends on the edits, ships, TPW, etc. Can last for weeks, can last for hours. Really hard to say.
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| Thu Aug 02, 2007 2:54 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Well there isn't an edit around that can go 600 days without giving the people at the start a big uberpowerful lead. You can stick dock next to fed, and after a few months people will just stop caring about the MSLs... but other than that, good luck.
If you want a longer game go with something stock-ish and keep the corp size small. Hope that no coordinated teams go in.
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| Thu Aug 02, 2007 10:21 pm |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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I can't imagine a game that would last that long and be of interest. Most games last anywhere from 30 minutes to a few weeks.
To create a long game, go with 20k sectors, dock next to fed as sing said, 800 moves, stock ships (give the reds a decent havoc though), 1/2 time build on the cits, starting cash around 5k, starting figs around 500 or so. Corp size should be no more than 3. If you get a corp of 5-6 in there that knows what they are doing the game won't last very long.
MBBS might add a little more fun to the game, otherwise it is team-SDT, grid, cloak or grid defense. With MBBS you have ports to rob and defend/destroy.
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| Fri Aug 03, 2007 2:07 am |
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Runaway Proton
Gameop
Joined: Thu Aug 24, 2006 2:00 am Posts: 1737 Location: USA
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If I get them going, the building games that I'm taking over from Ice9 are long standing games. Edit intensive, but they will last a while.
Stay tuned, I'm working on it.
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| Fri Aug 03, 2007 8:34 am |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Well long-standing in that they already have players or long-standing in that they're just designed to go forever?
Obviously no "long standing edit" can really stand up to players dedicated to making the game go short. There are too many ways to fubar such an edit.
IMO the trick will just be getting players that want it to take forever. I couldn't tolerate a game that went months...
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1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
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| Fri Aug 03, 2007 11:08 am |
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Vid Kid
Commander
Joined: Sun Feb 25, 2001 3:00 am Posts: 1838 Location: Guam USA
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Good luck on long running games.
Most players would not play that long.
TWGS has a inactive players after (max limit) of 255 days.
This will make it hard for those who started the game to keep their win without staying active.
Even if the winners did a ship buyout or heavy fig cloud
they still would have to come in occasionally.
SysOps should run games and give some way for his/her
players to contact them for when they think game is over.
But thats just me.
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| Sun Aug 05, 2007 9:58 am |
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