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Dealing with PGridders.
http://www.classictw.com/viewtopic.php?f=13&t=9512
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Author:  Traitor [ Mon Mar 14, 2005 6:18 am ]
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OK,
I've got a question. Usually I've either won or lost the game by the point people start running around with mobiles. So, what's the best way to stop/harrass planet gridders? Besides the obvious "Shoot them with photons, and invade!!! Yarr!!!" How do you go about getting something like that set up?

Bring on the noob jokes!

Author:  Draconis [ Mon Mar 14, 2005 1:46 pm ]
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Well, I'll take a stab. Alot depends on how they are planet gridding, and game edits.

1.) If they are automoving, and multi-fire photon is on, jump ahead and fire a torp every X ms into their next sector.

2.) If you know were they are going, get ahead of them and depending on edits, there are different things u can do.
- Sit on port, once u know they are in sector, land on planet.
- Bring your planet with you, land on planet.
- All options ending in "land on planet."

3.) Basically if they are gridding to a place, it is likely a 1-3 warper, so u can guess their path.

Does that help?

Jhereg

Author:  Harley Nuss [ Mon Mar 14, 2005 2:54 pm ]
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You have to figure that in a no ship delay game, there is a 250 ms move delay. So if they move in a random window of 5 seconds, a randomly shot photon at the sector they are moving from will hit them within 20 moves. Alternately, if you're shooting where yout hinkt hey're going like Jher said, they'll end up under your figs and their planet won't be able to follow. If you hvae someone else ready to follow up with a planet triggered on a limpet (or density change), you can get a pod/kill out of it.

Author:  Traitor [ Mon Mar 14, 2005 4:39 pm ]
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quote:Originally posted by Draconis

Well, I'll take a stab. Alot depends on how they are planet gridding, and game edits.
I didn't expect any short answers on this particular subject. heh.
quote:1.) If they are automoving, and multi-fire photon is on, jump ahead and fire a torp every X ms into their next sector.
nod, but...see below.
quote:2.) If you know were they are going, get ahead of them and depending on edits, there are different things u can do.
- Sit on port, once u know they are in sector, land on planet.
- Bring your planet with you, land on planet.
- All options ending in "land on planet."
nod, but...see below.
quote:3.) Basically if they are gridding to a place, it is likely a 1-3 warper, so u can guess their path.
Ok. Guess their path. Right. [?]
I've talked to you and K3 about path guessing in the past, and I got no problems writing something that will do just that. Where I have trouble is figuring out what methodology one should use for quickly determining their course, so that I could get ahead of them in the first place.
I assume that you have a script (the only thing fast enough to do the calculations in time) that tracks enemy fig hits. So, you wait for the first fig hit, and use that as a starting point. Then you get a 2nd fig hit, and from those two hits, you check for adjacent sectors to the 2nd hit that look like likely targets, such as 2 ways or 3 ways, then you jump to the adj sector to the two or three way and cross your fingers that they will show up?

so:

100 - 200 - 300 - 400 - 600
**********|
*********500

enemy hits 100 first, then 200. you know 200 is a 2 way, so you know their next sector is likely to be 300, so you jump to 400 and hope they are going that way? How do you weigh dead ends? what if there is a dead end off of 500? but 5 ways out of 600?
quote:Does that help?
yes. but keep it coming.

Author:  Traitor [ Mon Mar 14, 2005 4:58 pm ]
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quote:Originally posted by Harley Nuss (teamEIS)

You have to figure that in a no ship delay game, there is a 250 ms move delay. So if they move in a random window of 5 seconds, a randomly shot photon at the sector they are moving from will hit them within 20 moves.
Not sure I follow that one.
quote:Alternately, if you're shooting where yout hinkt hey're going like Jher said, they'll end up under your figs and their planet won't be able to follow. If you hvae someone else ready to follow up with a planet triggered on a limpet (or density change), you can get a pod/kill out of it.
Ok, you photon thier destination sector just before they arrive in the sector, then have one of your guys in an adj sector looking for dens change. When the enemy moves in, he won't be able to kill your fig, nor lay one. So he can't run a quick saveme. As soon as the dens changes your buddy shoots another photon (can you shoot a photon into a sector that's already been photoned before the duration on the first wave runs out? Without multifire, I know you can't shoot a 2nd photon, but can a corpie?) to nuke his turns so he can't xport and he'll be sitting in the sector waiting. Then you or your corpie warps in a planet or a ship to pod/kill him? I suppose as soon as your corpie sees the dens change, he could land on one of your planets and warp in the planet, since there is no move delay, then lift and kill.

Or I could be totally confused. [:D]

Author:  Draconis [ Mon Mar 14, 2005 5:13 pm ]
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Well there are a couple of approaches to the above. If someone is just Pgridding quickly with a automated script, u would need a script to guess location. But automated scripts are easy to screw with. I'll assume most good players don't auto pgrid, and hence I manually use my swath map to guess locations.

With Kempers idea, u simply guess when they are gonna move and fire. since a move delay is 250ms, and they move somewhere within 5 seconds. You get one ahead and fire, in theory you will hit 1/20 since you are random guessing when they will move.

As to my "guessing." Yah your above example is correct. I make educated guesses. I often get alot explored. I assume people are gridding for a reason. So they are heading towards DE's, tunnels, or ports. I kind of eyeball it, and I'm not 100% correct. Alot of it is play style, and knowing how an opponent will likely grid. The other option, is just run a lawnmower. Lawnmow to last fig hit, call planet, lift, land on theirs.

Jhereg

Author:  Slim Shady [ Mon Mar 14, 2005 6:09 pm ]
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people often dont like other's landing on their planets, heh.
lay limps everywhere, see where and when they hit your figs, put planet around where you think they are goin, run an adj photon or even prelock a sector if you feel lucky.
you can always try to hail their guy runnin saveme.
(hehe)

Author:  Zoso [ Mon Mar 14, 2005 6:29 pm ]
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quote:Originally posted by Draconis
I assume people are gridding for a reason. So they are heading towards DE's, tunnels, or ports

This is probable the best statement thus far. I have personally found that many player's griding tatics include a re-occuring "Criteria", be it D/E's, 2 ways, what have you.

Author:  Traitor [ Mon Mar 14, 2005 8:46 pm ]
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quote:Originally posted by Draconis

Well there are a couple of approaches to the above. If someone is just Pgridding quickly with a automated script, u would need a script to guess location. But automated scripts are easy to screw with. I'll assume most good players don't auto pgrid, and hence I manually use my swath map to guess locations.
Makes sense. Hmmm. I'll have to play around with some script ideas I got then.

OMG!!! Jhereg, did you just say that you would mess with other people's scripts? Please hand over your SS scanner to the TW Thought Police, and report to the Stardock for an immediate mindwipe [:P]
quote:With Kempers idea, u simply guess when they are gonna move and fire. since a move delay is 250ms, and they move somewhere within 5 seconds. You get one ahead and fire, in theory you will hit 1/20 since you are random guessing when they will move.
Makes sense now. thanks.
quote:As to my "guessing." Yah your above example is correct. I make educated guesses. I often get alot explored. I assume people are gridding for a reason. So they are heading towards DE's, tunnels, or ports. I kind of eyeball it, and I'm not 100% correct. Alot of it is play style, and knowing how an opponent will likely grid. The other option, is just run a lawnmower. Lawnmow to last fig hit, call planet, lift, land on theirs.
I see now. It's all smoke and mirrors and educated guesswork, with some blind luck tossed in for good measure.
Ok, so semi-random gridding (not going for only deads, or only 2 way tunnels, or only specific port types, etc) is gonna be harder to defend against.

Next question on the subject.
Suppose they got an L5 or L6 and 200+ shields. What's to prevent them from frying you with their cannon the second you try to land? A fully loaded H in a stock ship MBBS type game can dish out tons of pain. What do you do about those? Do you just die a lot? Or is there some reason why they would have their cannons turned down?

Author:  Silence [ Mon Mar 14, 2005 9:20 pm ]
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I dont think jher uses a ss scanner, he's only ever screwed with me through hails, and I'll tell ya, its annoying as all hell. :)

Author:  Speed Demon [ Mon Mar 14, 2005 9:35 pm ]
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I wouldn’t think someone would pgrid unless the planet they were using was at least L5 shielded anything lower would be placing both the grider and the driver in the position to lose there turns.

Typically when I pgrid I turn off sector canon and set atmosphere low enough to maybe kill most of there fighters or pod them it all depends on how much ore you have on the planet you really don’t want your enemy draining all your ore by mothing you while your griding I almost rather have him on my shields that way you can move to a blocked DE and pod or #SD# him when he drops from attack prompt.

If they have planet IG on you can drain the planet ore that way if your quick about it and there not to fast of a thinker.

Don’t know if this helps you or not but I hope it does.

Author:  Zoso [ Tue Mar 15, 2005 12:38 am ]
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Speaking of the swath map Jhereg, I'm sure that this question has been raised before, but i'm to Darn tired to search the threads. Is there anything outside of swath that would provide a non-swath user of a visual map? This would be an extremly helpful tool?

Author:  Kimsanee2 [ Tue Mar 15, 2005 1:26 am ]
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I think Earth was working on something for that.
Kimsanee

Author:  Harley Nuss [ Tue Mar 15, 2005 2:31 am ]
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Most people set their cannons to pod one person landing. So, you take two people, one moths in a junk ship, the second hops on the shields in a good ship, then your corpies swarm the planet while they know where you are. Unless you're willing to det your planet, you don't ever want someone on your shields. In terms of the photoning where they're going so they end up under your fig, you don't need to photon them again (although your corpie can), the idea is to warp in with planet and just kill them. By the time someone is pgridding, their pod won't flee anyway. By the time their script stops trying to land and they're capable of manually responding, they're dead.

Author:  Kavanagh [ Tue Mar 15, 2005 10:04 am ]
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quote:Originally posted by Zoso

Speaking of the swath map Jhereg, I'm sure that this question has been raised before, but i'm to Darn tired to search the threads. Is there anything outside of swath that would provide a non-swath user of a visual map? This would be an extremly helpful tool?


Tradewars Assistant (twassist), offline, has a very good visual map. http://www.filelibrary.com/Contents/DOS/5/67.html
The file you need is twast23.zip. Simplest way to load in data is import a twx warp extract, assuming you ztmed. You will need to edit the warpspec file by adding a first and last line which consists only of a colon, to enable twassist to read it. After you get it set up, you can load up your own sector and port cim data. The first time you do this it will warn you that your extract does not match previously "explored" data, just ignore the warnings.

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