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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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 Planet Movement 
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Unread post 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.

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Sun Dec 11, 2011 6:59 pm
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Unread post 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.

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Unread post 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.

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Sun Dec 11, 2011 7:02 pm
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Unread post 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.

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Sun Dec 11, 2011 7:04 pm
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Unread post 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?

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Sun Dec 11, 2011 7:13 pm
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Unread post 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.

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Sun Dec 11, 2011 7:18 pm
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Unread post 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... :lol:

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Unread post 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?

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Thu Dec 15, 2011 8:16 am
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Unread post 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. :)

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Thu Dec 15, 2011 9:39 am
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Unread post 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.

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Thu Dec 15, 2011 1:26 pm
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Unread post 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

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Thu Dec 15, 2011 2:03 pm
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Unread post 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=32585

OOPS, I didn't realize what forum this was in... Sorry JP...

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Unread post 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.

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Fri Dec 16, 2011 2:07 pm
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Unread post 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.

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Unread post 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".

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