Podless ship capture behavior
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: Podless ship capture behavior
Big D wrote: I'm not talking about unattended ships alone but also manned ships. Whenever someone attacks something or someone, there should be a chance that carbonite could be a factor. Combat scanners doesn't stop someone from running an attack loop script and attacking with 1 fighter until the ship is capped. Come to think of it, that would also put a kink in alien cashing which I consider a bug. Uhm, yeh. I know that. I'll say it again... If the sysop wants ppl to have a hard time capping ships then all they have to do is remove the combat scanner. That way it takes at least 2 waves to cap the ship. If you're slow enough to sit there for someone to send a ton of single wave shots at you, then frankly you deserve to get capped. I have no sympathy for idiots. If you do have a "capture randomness" then make it a sysop option that can exported with the TWA. Some people might want 0%, others might want a 1%, or a 50% or whatever. It'll vary. IMO, 60% is way too high. It actually takes a little skill to capture manned ships. As for alien capping, that's just your personal opinion. Everyone has one and we're all entitled to our own. Just because you feel it's a bug doesn't mean it should be eliminated from the game entirely. If a sysop doesn't want alien capping then they just have to make the ships worthless.
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| Fri Jun 04, 2010 11:41 pm |
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Big D
Veteran Op
Joined: Tue Nov 28, 2006 4:04 pm Posts: 5025
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 Re: Podless ship capture behavior
Well, the sysop option would be fine, however I would think even a 10% chance across board would be sufficient. The reason I think alien cashing is a bug, is that I'm sure J.P. didn't intend it to be a form of cashing when the idea came about. Plus the fact that in many games where ships are being captured and sold in such high numbers, it can cause file corruption. I've seen it happen quite often and can cause some really weird things to happen. I'm sure a change like this might effect a couple of people with alien cashing scripts, but they'll adapt and find real ways to cash.
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| Sat Jun 05, 2010 12:31 am |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: Podless ship capture behavior
Big D wrote: Well, the sysop option would be fine, however I would think even a 10% chance across board would be sufficient. The reason I think alien cashing is a bug, is that I'm sure J.P. didn't intend it to be a form of cashing when the idea came about. Plus the fact that in many games where ships are being captured and sold in such high numbers, it can cause file corruption. I've seen it happen quite often and can cause some really weird things to happen. I'm sure a change like this might effect a couple of people with alien cashing scripts, but they'll adapt and find real ways to cash. Yeh, but you're missing my point. Edits where people cap aliens for cashing work because the ships pay more than the cost of the figs lost. In an edit like subzero, this only works because the alien ships sell for like $9m a pop, and that one of the big ships has a gbonus that's massive. None of those would be possible if you either reduced the cost of the ship, or eliminated the gbonus. This is not a bug in the game, it's a feature of the edit. JP can't exactly prevent sysops from making edits that stretch the limits of the game, or result in unintended tactics. If sysops want to be free to do this, they should be able to. If the sysop of the game doesn't like alien cashing, he/she is free to change the edit. Remove the gbonus, reduce the value of the ships, whatever. Alien ship capping works as intended, it gives the sysop an opportunity to create a unique style of game. If a sysop believes that it corrupts files, then he/she is free to do something about it. But not everyone has that problem. If you don't like that people alien cash, then the answer is very easy: Don't let people do it on your server, and don't go into games where people do it. You can't just prevent others from doing it just because you don't like it. If you extend that logic, then stuff like megarobs and SDT could be considered "fake cashing" too. My only concern with changes like this goes to that philosophy. As long as changes are optional, then they improve the diversity of the game and appeal to a wider variety of players. If the changes become mandatory, then for each player you gain you risk losing another. IMO, the sysop should be free to make his/her edits do whatever he/she choses. That way we have a wide variety of sysop opinions, a wide variety of edits, a wide variety of appeal to a wider audience. If a sysop wants to make a game with alien ships that sell for 100m, then so be it. If a sysop wants to make a game that doesn't allow SDT, then so be it. To each their own. It's freedom baby, yeaaah.
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| Sat Jun 05, 2010 1:28 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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 Re: Podless ship capture behavior
Alien cashing might also be eliminated if the ship had no pod and was not capturable as well ?
Thus making the carbo real dangerous.
just a thought.
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| Sat Jun 05, 2010 5:17 am |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Podless ship capture behavior
Simple solutions are usually the best. Allow the Ops the ablity to configure if a ship can be capped or not, and players will either play or they won't. It would be nice if the ship and planet information that the game gives was actually useful and provided information about if a ship can be capped (and other tidbits).
Alien capping is a different subject really, but some people enjoy playing that strategy and since we are wanting this game to grow, then let them. Not everyone wants to pay a 900 turn game with stock ships/planet, and others stay away from unlim killfests with hyper ships and planets.
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| Sat Jun 05, 2010 10:44 am |
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Big D
Veteran Op
Joined: Tue Nov 28, 2006 4:04 pm Posts: 5025
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 Re: Podless ship capture behavior
What it all comes down to, is should capturing a ship be a science or a random chance. As far as alien cashing thing, I expect J.P can decide himself whether or not it was meant to be part of the game or is a bug in itself.
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| Sat Jun 05, 2010 11:29 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: Podless ship capture behavior
Good debate, guys. It's good to see the many sides of the issue. I'll give it some thought.
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| Sat Jun 05, 2010 5:28 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: Podless ship capture behavior
Big D wrote: What it all comes down to, is should capturing a ship be a science or a random chance. As far as alien cashing thing, I expect J.P can decide himself whether or not it was meant to be part of the game or is a bug in itself. Why not let that be something the sysop decides?
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| Sat Jun 05, 2010 6:14 pm |
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The Mad Hatter
Chief Warrant Officer
Joined: Wed Nov 07, 2001 3:00 am Posts: 116 Location: Canada
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 Re: Podless ship capture behavior
Promethius wrote: Alien capping is a different subject really, but some people enjoy playing that strategy and since we are wanting this game to grow, then let them. Not everyone wants to pay a 900 turn game with stock ships/planet, and others stay away from unlim killfests with hyper ships and planets. Alien capping is only a problem, if the edit doesn't give the aliens enough muscle. I've seen a lot of edits where the aliens are creampuffs. If a ship is worth $9,000,000 you should have to fight like hell to get it. Wayne
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| Sun Jun 06, 2010 4:31 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: Podless ship capture behavior
The Mad Hatter wrote: Alien capping is only a problem, if the edit doesn't give the aliens enough muscle. I've seen a lot of edits where the aliens are creampuffs. If a ship is worth $9,000,000 you should have to fight like hell to get it. Nod. In this particular edit, the aliens are aggressive and well-armed. 280,000 figs, crazy offensive odds and a mean temper. The reason people can cap them is that the "Enterra" ship also holds a lot of figs, an IG, has like 4:1 defensive odds and gbonus to boot. So you go in, pop a planet, turn on IG and shoot like 17000 figs at the alien on the first shot to take out their shields. They will return fire with a full wave of figs. From that point you just shoot a bunch of 1 fig waves, and every time you do the alien will return fire w/ a full load. Against a gbonus like that, it's not even scratching the paint. Eventually the alien will have no figs, no shields. The next fig you shoot caps it. They're worth somewhere between 4m and 6m a piece, with millions in corbo too. So you end up with between 7pm and 10m per ship. Once you get the pattern down it's easy to do by hand, and some people have taken to scripting it. Given that it takes maybe 20k figs to cap the alien (often less), you're looking at costs of 4m or so max. That returns a net profit of several million per cap. Naturally, all of this requires specific settings in the edit. It wasn't just an accident, it was built as part of the edit. Otherwise any number of settings could be changed to eliminate this.
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| Sun Jun 06, 2010 5:02 pm |
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booger
Lieutenant Commander
Joined: Sat Feb 27, 2010 7:59 pm Posts: 782
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 Re: Podless ship capture behavior
i think all ships should be cap-able. but shouldnt everything be configurable if possible? i like the idea of it being a variable
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| Sun Jun 06, 2010 5:04 pm |
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The Mad Hatter
Chief Warrant Officer
Joined: Wed Nov 07, 2001 3:00 am Posts: 116 Location: Canada
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 Re: Podless ship capture behavior
Singularity wrote: The Mad Hatter wrote: Alien capping is only a problem, if the edit doesn't give the aliens enough muscle. I've seen a lot of edits where the aliens are creampuffs. If a ship is worth $9,000,000 you should have to fight like hell to get it. Nod. In this particular edit, the aliens are aggressive and well-armed. 280,000 figs, crazy offensive odds and a mean temper. The reason people can cap them is that the "Enterra" ship also holds a lot of figs, an IG, has like 4:1 defensive odds and gbonus to boot. So you go in, pop a planet, turn on IG and shoot like 17000 figs at the alien on the first shot to take out their shields. They will return fire with a full wave of figs. From that point you just shoot a bunch of 1 fig waves, and every time you do the alien will return fire w/ a full load. Against a gbonus like that, it's not even scratching the paint. Eventually the alien will have no figs, no shields. The next fig you shoot caps it. They're worth somewhere between 4m and 6m a piece, with millions in corbo too. So you end up with between 7pm and 10m per ship. Once you get the pattern down it's easy to do by hand, and some people have taken to scripting it. Given that it takes maybe 20k figs to cap the alien (often less), you're looking at costs of 4m or so max. That returns a net profit of several million per cap. Naturally, all of this requires specific settings in the edit. It wasn't just an accident, it was built as part of the edit. Otherwise any number of settings could be changed to eliminate this. Which indicates a problem with the AI, the alien should have gotten the hell out when the number of figs drops below a certain point (by Transwarp if the planet has an IG). Wayne
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| Sun Jun 06, 2010 5:14 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: Podless ship capture behavior
The Mad Hatter wrote: Which indicates a problem with the AI, the alien should have gotten the hell out when the number of figs drops below a certain point (by Transwarp if the planet has an IG). The planet you pop is level 0. No tpad, no pwarp. You use your ship's IG to hold the alien. It would leave, if it could. You get IG tug messages all the time. You do need to pull the fig from the sector, otherwise it will retreat off a defensive fig. Sometimes the alien does land, or port, and you have to wait for it to lift. But it won't sit and hide on the planet for long. The AI can be configured down to not attack players like this. As I was saying, this particular edit is configured to behave like this. It was intentionally engineered to make alien capping profitable. There's a dozen things you could change, if the sysop was so inclined, to eliminate it.
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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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| Sun Jun 06, 2010 5:19 pm |
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