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| Planet Movement http://www.classictw.com/viewtopic.php?f=14&t=32585 |
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| Author: | Kaus [ Thu Dec 15, 2011 2:07 pm ] |
| Post subject: | 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. |
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| Author: | Micro [ Thu Dec 15, 2011 2:14 pm ] |
| Post subject: | 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. |
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| Author: | T0yman [ Thu Dec 15, 2011 2:36 pm ] |
| Post subject: | 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. |
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| Author: | Cruncher [ Thu Dec 15, 2011 2:43 pm ] |
| Post subject: | 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. |
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| Author: | Comet [ Thu Dec 15, 2011 2:47 pm ] |
| Post subject: | 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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| Author: | Oso [ Thu Dec 15, 2011 2:48 pm ] |
| Post subject: | 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. |
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| Author: | Micro [ Thu Dec 15, 2011 4:40 pm ] |
| Post subject: | 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? |
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| Author: | Kaus [ Mon Dec 19, 2011 8:54 am ] |
| Post subject: | 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? |
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| Author: | John Pritchett [ Mon Dec 19, 2011 12:55 pm ] |
| Post subject: | 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. |
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| Author: | T0yman [ Mon Dec 19, 2011 1:10 pm ] |
| Post subject: | 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. |
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| Author: | John Pritchett [ Mon Dec 19, 2011 1:15 pm ] |
| Post subject: | 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. |
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| Author: | Kaus [ Mon Dec 19, 2011 5:20 pm ] |
| Post subject: | 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. |
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| Author: | Oso [ Mon Dec 19, 2011 5:55 pm ] |
| Post subject: | 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...? |
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| Author: | Cruncher [ Mon Dec 19, 2011 6:23 pm ] |
| Post subject: | 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. |
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| Author: | Master Blaster [ Mon Dec 19, 2011 6:40 pm ] |
| Post subject: | 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. |
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