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Kaus
Gameop
Joined: Tue Nov 19, 2002 3:00 am Posts: 1050 Location: USA
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 Planet Movement
Let's keep it civil
Moving a planet is nothing like moving a ship.
-You can't move adjacent without figs -You can't dock your planet -It cost's 400 ore a sector versus t1/t2 which in itself is a turn penalty (1.3ish turns at 255holds) -You can torp a non-l5 planet and exploit the purposed turn modification (safety in numbers) -A turn modification on a planet would imbalance the grid dynamics of the current game
The comparison between the two is like comparing a ferrari to a dump truck. They both can carry passengers but one gets there a hell of allot faster with less cost per gallon.
But hey there both vehicles so they should pay the same tolls.
_________________ Dark Dominion TWGS Telnet://twgs.darkworlds.org:23 ICQ#31380757, -=English 101 pwns me=- "This one claims to have been playing since 1993 and didn't know upgrading a port would raise his alignment."
Last edited by Kaus on Thu Dec 15, 2011 2:54 pm, edited 1 time in total.
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| Thu Dec 15, 2011 2:07 pm |
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Micro
Ambassador
Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 Re: Planet Movement
Kaus wrote: The comparison between the two is like comparing a ferrari to a dump truck. They both can carry passengers but one gets there a hell of allot faster with less cost per gallon. I am of the opinion that moving a planet should take Days, not Seconds. It would be nearly impossible to really move a planet, so there should also be a high probability that the planet gets destroyed during the process.
_________________ Regards, Micro Website: http://www.microblaster.net TWGS2.20b/TW3.34: telnet://twgs.microblaster.net:2002
ICQ is Dead Jim! Join us on Discord: https://discord.gg/zvEbArscMN
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| Thu Dec 15, 2011 2:14 pm |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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 Re: Planet Movement
I am not asking to make it a hard coded change, but I would prefer to have this incorporated as an option. It would make you think twice about us a planet as an offensive weapon if the risk of losing was made higher.
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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| Thu Dec 15, 2011 2:36 pm |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Planet Movement
This may be a mute subject. OK planet driver gets photoned, has no turns to drive the planet, but is still in a ship carrying photons.
His corpmate with turns can now take over "driving" the planet while the player with 0 turns shoots the photons. Or just swap ships in the citadel, no turns necessary.
I'm sure somone will write a scrpt for that. LOL
I think the planet delay option, when used will make a big difference in how players can be attacked, and we'll go back to more ship vs ship combat, rather than using planets as deadly weapons.
_________________
BOTE 1998 Champs: Team Fament HHT 2015 Champs: Cloud09 Big Game 2016 Champs: Draft team HHT 2018 Champs: Rock Stars Big Game 2019 Champs: Draft Team
Classic Style Games Here: telnet://crunchers-twgs.com:2002 Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm Blog with current server info: http://cruncherstw.blogspot.com Discord: https://discord.gg/4dja5Z8 E-mail: Cruncherstw@gmail.com FaceBook: http://www.facebook.com/CrunchersTW
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| Thu Dec 15, 2011 2:43 pm |
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Comet
Commander
Joined: Thu Oct 17, 2002 2:00 am Posts: 1159
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 Re: Planet Movement
I disagree. The whole point of having planets is so you can use it as a offensive and defensive weapon. I personally would say if you can keep a planet intact for let's say 30 some days in a standard edit then you should deserve to be able to use it as a weapon. If your in a unlimited game and there is 10k grid your afraid of hitting a fighter then go onto another game. It's unfair to those who take the time to build a mass amount of planets not to be able to use them. Sure they are a great defense but if those who attack you can't get through your defense shouldn't you be allowed to use them as a offensive. Also, if you are being invaded and you want to take DAYS to move a planet or face possible mass destruction of a planet evaporating then what is the point of having twarpable planets if you can't move them to a different sector for saftey?
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| Thu Dec 15, 2011 2:47 pm |
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Oso
Commander
Joined: Wed Apr 14, 2004 2:00 am Posts: 1324 Location: USA
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 Re: Planet Movement
Cruncher, if the planet driver gets photoned, it will be because he's not on a shielded planet, and will lose his turns anyway. So will everyone else on the planet. Again, not a good idea for a change.
_________________ Infecting others with a Polymorphic Virus since 1975.
Curing ignorance and terminal stupidity since 1999.
Questioning the intellectual abilities of three digit annual salary earners since 2015.
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| Thu Dec 15, 2011 2:48 pm |
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Micro
Ambassador
Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 Re: Planet Movement
Comet wrote: I disagree. The whole point of having planets is so you can use it as a offensive and defensive weapon. I personally would say if you can keep a planet intact for let's say 30 some days in a standard edit then you should deserve to be able to use it as a weapon. If your in a unlimited game and there is 10k grid your afraid of hitting a fighter then go onto another game. It's unfair to those who take the time to build a mass amount of planets not to be able to use them. Sure they are a great defense but if those who attack you can't get through your defense shouldn't you be allowed to use them as a offensive. Also, if you are being invaded and you want to take DAYS to move a planet or face possible mass destruction of a planet evaporating then what is the point of having twarpable planets if you can't move them to a different sector for saftey? IMO Planets should be resources, not weapons. They should have defensive capabilities, but no offensive uses. The only reason to move a planet should be to relocate your base to a safer location. Just my opinion. I doubt that JP plans on making any changes in this area.
_________________ Regards, Micro Website: http://www.microblaster.net TWGS2.20b/TW3.34: telnet://twgs.microblaster.net:2002
ICQ is Dead Jim! Join us on Discord: https://discord.gg/zvEbArscMN
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| Thu Dec 15, 2011 4:40 pm |
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Kaus
Gameop
Joined: Tue Nov 19, 2002 3:00 am Posts: 1050 Location: USA
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 Re: Planet Movement
Sounds like JP may give your idea some play, though I'm completely against no turns = no planet move. I am able to accept that if it's flagged it can be off and may add a challenge to the game that has not been explored yet.
IF Jp added the feature how would we want it to be implimented? Sysop controlled per planet? What would a planet cost to move, turnwise?
_________________ Dark Dominion TWGS Telnet://twgs.darkworlds.org:23 ICQ#31380757, -=English 101 pwns me=- "This one claims to have been playing since 1993 and didn't know upgrading a port would raise his alignment."
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| Mon Dec 19, 2011 8:54 am |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
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 Re: Planet Movement
I think there's a broader question about whether planets should have their movement delay configurable per-planet as well. Whichever we do, I think it should be consistent. So move delay and tpw would both be either game-wide or per-planet. Currently, the optional move delay is for all planets, not per-planet, so that might need to change. I could add a "planet-defined" setting to the planet move delay setting in the timings editor, then add a move delay and a tpw setting to the Gold planet editor.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Mon Dec 19, 2011 12:55 pm |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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 Re: Planet Movement
Yea, this might be more complicated than my original intent  I just thought if you get photon'd you can't move, but you can still use a planet to get around. It's ok, I just thought it would make a interesting change and it provoked some interesting conversation.
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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| Mon Dec 19, 2011 1:10 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
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 Re: Planet Movement
Well, of course a simple rule that you can't move if you have no turns would be an option. It wouldn't necessary require all of this other flexibility. I'm just looking at all of the possibilities related to planets and introducing turn movement.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Mon Dec 19, 2011 1:15 pm |
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Kaus
Gameop
Joined: Tue Nov 19, 2002 3:00 am Posts: 1050 Location: USA
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 Re: Planet Movement
John Pritchett wrote: I think there's a broader question about whether planets should have their movement delay configurable per-planet as well. Whichever we do, I think it should be consistent. So move delay and tpw would both be either game-wide or per-planet. Currently, the optional move delay is for all planets, not per-planet, so that might need to change. I could add a "planet-defined" setting to the planet move delay setting in the timings editor, then add a move delay and a tpw setting to the Gold planet editor. You may be onto something there, adding a per planer customizable delay would add some variation. As it stands in the older versions without a delay it's a eventual certainty that a pdropper will hit a griding player. I would favor as a sysop configuring farming planets with a higher delay vs. offensively designed planets.
_________________ Dark Dominion TWGS Telnet://twgs.darkworlds.org:23 ICQ#31380757, -=English 101 pwns me=- "This one claims to have been playing since 1993 and didn't know upgrading a port would raise his alignment."
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| Mon Dec 19, 2011 5:20 pm |
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Oso
Commander
Joined: Wed Apr 14, 2004 2:00 am Posts: 1324 Location: USA
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 Re: Planet Movement
Another possibility would be to add another level to the citadel that would remove the delay. An "Upgraded Planetary TWarp Drive" that takes advantage of new tech, blah blah blah to offer faster travel from sector to sector...?
_________________ Infecting others with a Polymorphic Virus since 1975.
Curing ignorance and terminal stupidity since 1999.
Questioning the intellectual abilities of three digit annual salary earners since 2015.
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| Mon Dec 19, 2011 5:55 pm |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Planet Movement
Oso wrote: Another possibility would be to add another level to the citadel that would remove the delay. An "Upgraded Planetary TWarp Drive" that takes advantage of new tech, blah blah blah to offer faster travel from sector to sector...? I don't think we need faster planets. They are as fast as ships now unless you use the planet warp delays.
_________________
BOTE 1998 Champs: Team Fament HHT 2015 Champs: Cloud09 Big Game 2016 Champs: Draft team HHT 2018 Champs: Rock Stars Big Game 2019 Champs: Draft Team
Classic Style Games Here: telnet://crunchers-twgs.com:2002 Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm Blog with current server info: http://cruncherstw.blogspot.com Discord: https://discord.gg/4dja5Z8 E-mail: Cruncherstw@gmail.com FaceBook: http://www.facebook.com/CrunchersTW
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| Mon Dec 19, 2011 6:23 pm |
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Master Blaster
Gameop
Joined: Mon Apr 16, 2001 2:00 am Posts: 419 Location: Denver Colorado
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 Re: Planet Movement
Micro wrote: Kaus wrote: The comparison between the two is like comparing a ferrari to a dump truck. They both can carry passengers but one gets there a hell of allot faster with less cost per gallon. I am of the opinion that moving a planet should take Days, not Seconds. It would be nearly impossible to really move a planet, so there should also be a high probability that the planet gets destroyed during the process. This would sure change the dynamics of the game. Start your planet move before extern, it completes after extern. Planet trading would be a thing of the past then eh? I like it.
_________________ twarbase.com:23
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| Mon Dec 19, 2011 6:40 pm |
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