Forum rules
This is not an area to debate the pros and cons of proposed features. It is an area for people to suggest new features for either TW or TWGS. I will either add the proposed feature to my planned features list, or explain my reasons for passing on the feature at this time. Features added to the list can be voted on so I can gauge people's interest.
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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
T0yman wrote: Micro wrote: Runaway Proton wrote: T0yman wrote: flying around on a L4 firing foton's like it's nobodies business Going back to the original question, should it not require turns to fire photons? IMO, Yes it should take a turn. Dunno since it doesn't use a turn to attack someone I can't see adding a turn for firing a foton. But if you are moving from 1 sector to another there should be 1 turn imposed. I know I and many others have used planets to get around protecting other assets when I had no turns. Just thought it might make a good discussion, seems so far most agree.... now we just need JP involved. Well, it seems to me that it should take a turn to attack someone as well.
_________________ 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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| Sun Dec 11, 2011 6:59 pm |
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Runaway Proton
Gameop
Joined: Thu Aug 24, 2006 2:00 am Posts: 1737 Location: USA
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 Re: Planet Movement
Oso wrote: what exactly are turns in the game? Perhaps we can define a turn as: "A movement or doing something in a sector that will result in a change to that sector." You read the CLV = nothing changed You fire a photon, you (hope to) incapacitate a ship (change). You move a planet, that sector has changed. You're causing "change" should result in a turn being used.
_________________ American soldiers don't fight because they hate what's in front of them...they fight because they love what's behind them. http://www.runawayproton.com <-- Expired telnet://runawayproton.dyndns.org:223 V2.20b Games <-- Expired http://www.twsubspace.com <-- Expired Teamspeak 3 50.23.212.53:4196 <-- Expired Just a has been now.
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| Sun Dec 11, 2011 7:01 pm |
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Runaway Proton
Gameop
Joined: Thu Aug 24, 2006 2:00 am Posts: 1737 Location: USA
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 Re: Planet Movement
Vid Kid wrote: Just for the record , I disagree .. I think .. no change is needed. I'm interested in hearing your reasons Vid, if you care to share.
_________________ American soldiers don't fight because they hate what's in front of them...they fight because they love what's behind them. http://www.runawayproton.com <-- Expired telnet://runawayproton.dyndns.org:223 V2.20b Games <-- Expired http://www.twsubspace.com <-- Expired Teamspeak 3 50.23.212.53:4196 <-- Expired Just a has been now.
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| Sun Dec 11, 2011 7:02 pm |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Planet Movement
Possibly require a turn balance, but not burn the turns to move. 0 turns, then no movement. To me the key is movement.
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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| Sun Dec 11, 2011 7:04 pm |
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Runaway Proton
Gameop
Joined: Thu Aug 24, 2006 2:00 am Posts: 1737 Location: USA
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 Re: Planet Movement
Promethius wrote: Possibly require a turn balance, but not burn the turns to move. 0 turns, then no movement. To me the key is movement. Would you include lifting and landing on a planet, or trading in your same sector movement?
_________________ American soldiers don't fight because they hate what's in front of them...they fight because they love what's behind them. http://www.runawayproton.com <-- Expired telnet://runawayproton.dyndns.org:223 V2.20b Games <-- Expired http://www.twsubspace.com <-- Expired Teamspeak 3 50.23.212.53:4196 <-- Expired Just a has been now.
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| Sun Dec 11, 2011 7:13 pm |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Planet Movement
Runaway Proton wrote: Promethius wrote: Possibly require a turn balance, but not burn the turns to move. 0 turns, then no movement. To me the key is movement. Would you include lifting and landing on a planet, or trading in your same sector movement? I would not change anything else. Trading in the same sector or pulling product from a planet require turns and should be left alone. The game is setup well on turn requirements except for possibly planet movement. A side effect is that you might not be able to save yourself on an L4 during an invasion, and it would also make the pdrop risky - esp for a solo. Risk is sometimes a good thing. An unlim game could require time to get movement back as it currently does for a player to move in a ship.
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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| Sun Dec 11, 2011 7:18 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
Promethius wrote: Possibly require a turn balance, but not burn the turns to move. 0 turns, then no movement. To me the key is movement. I could agree to that, only affects if the driver of the planet = 0 turns, otherwise no turn penalty. Ah the power of a civil discussion on the forum no less... 
_________________ 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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| Sun Dec 11, 2011 7:36 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
I agree with Caretaker, there is no real reason to charge a turn to move a planet if were charging gas. Exempting unlimited games, gas/colonists cost turns.
What your recommending is a change that would affect the game imo in a negative way, since your compounding the cost of planets.
Sure people can account for the turn/turns it would cost to move but wouldnt a planet move delay be much more effective?
_________________ 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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| Thu Dec 15, 2011 8:16 am |
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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
Kaus wrote: I agree with Caretaker, there is no real reason to charge a turn to move a planet if were charging gas. Exempting unlimited games, gas/colonists cost turns.
What your recommending is a change that would affect the game imo in a negative way, since your compounding the cost of planets.
Sure people can account for the turn/turns it would cost to move but wouldnt a planet move delay be much more effective? After all the conversations the proposed change requested would be as such. Player driving the planet has no turns (0) the planet can't move. If the player has turns then the planet can move but does not cost any turns to the player. Reasoning would be, player is more than likely using the planet as a weapon (P-Drop / Photon Delivery) but has no turns yet can move anywhere and everywhere they chose. If you have no turns then I feel you should not be moving around. Just my thoughts, I like a good 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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| Thu Dec 15, 2011 9:39 am |
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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
T0yman wrote: Kaus wrote: I agree with Caretaker, there is no real reason to charge a turn to move a planet if were charging gas. Exempting unlimited games, gas/colonists cost turns.
What your recommending is a change that would affect the game imo in a negative way, since your compounding the cost of planets.
Sure people can account for the turn/turns it would cost to move but wouldnt a planet move delay be much more effective? After all the conversations the proposed change requested would be as such. Player driving the planet has no turns (0) the planet can't move. If the player has turns then the planet can move but does not cost any turns to the player. Reasoning would be, player is more than likely using the planet as a weapon (P-Drop / Photon Delivery) but has no turns yet can move anywhere and everywhere they chose. If you have no turns then I feel you should not be moving around. Just my thoughts, I like a good conversation.  I disagree. I think it should actually cost a lot of turns to move a planet. You shouldn't be able to use a planet as a ship to drive around the universe in.
_________________ 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 1:26 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
Micro wrote: T0yman wrote: Kaus wrote: I agree with Caretaker, there is no real reason to charge a turn to move a planet if were charging gas. Exempting unlimited games, gas/colonists cost turns.
What your recommending is a change that would affect the game imo in a negative way, since your compounding the cost of planets.
Sure people can account for the turn/turns it would cost to move but wouldnt a planet move delay be much more effective? After all the conversations the proposed change requested would be as such. Player driving the planet has no turns (0) the planet can't move. If the player has turns then the planet can move but does not cost any turns to the player. Reasoning would be, player is more than likely using the planet as a weapon (P-Drop / Photon Delivery) but has no turns yet can move anywhere and everywhere they chose. If you have no turns then I feel you should not be moving around. Just my thoughts, I like a good conversation.  I disagree. I think it should actually cost a lot of turns to move a planet. You shouldn't be able to use a planet as a ship to drive around the universe in. In spirit of the large banner that says its not to debate I'll just say two things. If you want to continue this debate we should move to a more appropiate part of this forum and you can't use it as a ship. viewtopic.php?f=14&t=32585
_________________ 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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| Thu Dec 15, 2011 2:03 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: In spirit of the large banner that says its not to debate I'll just say two things. If you want to continue this debate we should move to a more appropiate part of this forum and you can't use it as a ship. http://www.classictw.com/viewtopic.php?f=14&t=32585OOPS, I didn't realize what forum this was in... Sorry JP...
_________________ 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 2:17 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
No problem. The spirit of the rule is to keep things civil, and this debate was very much so. I just wanted to avoid the kind of beat down that some people get for suggesting new ideas in other areas of the forums ;)
As usual, I think many of the objections to the idea assume that it would be a universal change, not an option. In the interest of allowing people to experiment, an option could include the "turns needed to move, but not used to move" setting as well as a setting to actually require turns and specify how many, or just keep it as-is.
_________________ 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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| Fri Dec 16, 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
I think it should be configurable at the planet level. For example, a class H planet might use more turns to move than a class M.
_________________ 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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| Fri Dec 16, 2011 10:48 pm |
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Runaway Proton
Gameop
Joined: Thu Aug 24, 2006 2:00 am Posts: 1737 Location: USA
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 Re: Planet Movement
Micro wrote: I think it should be configurable at the planet level. For example, a class H planet might use more turns to move than a class M. Now that may not be a bad idea! I do however like the idea that if a person has no moves, he can't "move".
_________________ American soldiers don't fight because they hate what's in front of them...they fight because they love what's behind them. http://www.runawayproton.com <-- Expired telnet://runawayproton.dyndns.org:223 V2.20b Games <-- Expired http://www.twsubspace.com <-- Expired Teamspeak 3 50.23.212.53:4196 <-- Expired Just a has been now.
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| Sat Dec 17, 2011 8:29 am |
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