Subj : Re: USO Intial Planet Edits Released To : All From : Father Cajone Date : Thu Dec 19 2002 05:58 am Heh! Skilled corpies has nothing to do with making decision between taking kid who fell out of top bunk to hospital if they fell out of a top bunk rough housing with syblings and quit breathing! Obviously the decison to play goes out the window! Once Amtrak is set then obviously a decision is made in favor of family! That is just one example of real life decisions. I have seen it and what does that have to do with skill and ability? Personal things for me and a couple corpies in past revolved on having to leave town for work training and also making decisons based on playing or sacrificing work because of schedules that fluctuated with unexpected overtime in jobs totally unrelated to computer access. Got to remember that many of us are not employed in 9-5 work assignments working as computer techies with access to keys both at work and at home. Perhaps a formula for reducing Fedsafe parking could be worked up after 1st week or 2 so that at end of 1st month it is zero? >From a message by Kemper3 about Re: USO Intial Planet Edits Released: > Those with the more skilled corp will have more of an advantage than those without. The skilled corpies will clear a way out for their corpie that isn't showing up. The skilled corpies will also be ready to save their mate who was towed. While it may be some luck, the advantage is towards those who are move skilled. On 18 Dec 2002 at 11:39, Cherokee wrote: > > It's also worth mentioning that even players who can make extern and/or > have 24/7 connections can also be seriously affected by fed parking 0. > > How many of you have been towed and killed because of an emergency > where you just couldn't make it home to log on? It's happened to me > once. > > How many of you have been towed and killed because of an ISP outage? > It's happened to me twice. > > Fed Parking is one of the few really important edits that can skew the > outcome of a game towards luck and away from skill. > > > --- Cherokee wrote: > > > > I've never been a fan of extern kills; as Kavanagh said, the ability > > to > > make extern has nothing to do with playing ability. > > > > That said, extern kills are very useful in tying up loose ends after > > an > > outcome has already been decided. > > > > I'd vote for fed parking = 100 for the first month, and fed parking > 0 > > thereafter. > > > > Fed Parking = 0 on day 8 of a game basically means that a player who > > cannot stay connected 24/7 and cannot stay up late is at a > > competitive > > disadvantage for no good reason. > > > > > > --- Kemper3 wrote: > > > > > > If you are unable to make extern, you just need to make sure you > > have > > > > > > some place secure in space to stay. With no time limit, I don't > > see > > > that it should make much of a difference anyway. > > > > > > On 18 Dec 2002 at 11:01, Kavanagh wrote: > > > > > > > > > > > What has the ability to stay up half the night got to do with > > skill > > > at playing tradewars anyway. Always baffled me. > > > > > > > > >From a message by Father Cajone about Re: USO Intial Planet > > Edits > > > Released: > > > > > Actually my feelings about Fed Parking is that after 1st week > > > maybe reduce Parking to 3-4 instead of zero? Sometimes real life > > > situations happen like kids getting sick, family accidents, having > > > work schedules interfere forcing choice between game and making a > > > couple hundred bucks toward real > > > life expenses, car breaking down on way home from work, unexpected > > > guests, mandatory out of town company training seminars, personal > > > illness, mad late night attempt to complete term paper due in the > > > morning, etc ad nauseum. Can anybody add more to this partial > > list? > > > > > > > > > > >From a message by Silver Dragon about Re: USO Intial Planet > > > Edits Released: > > > > > > Ya those descriptions were there and then I played a bit > > with > > > the settings and havent updated it yet. But youre right hehe. > > > > > > Midnight EST extern=YES > > > > > > 1st week 100 fed parking after that 0=YES > > > > > > TWA file=YES > > > > > > Info sharing allowed?=YES > > > > > > Mega corping allowed?=NO > > > > > > Time Limit=NONE > > > > > > All this will be revealed when I get the web page done. It > > is > > > two months away so bare with me while I get the page together. > > > > > > Silver Dragon (Moderator USO 2003!) > > > > > > >From a message by prestone about Re: USO Intial Planet > > Edits > > > Released: > > > > > > > good job on planet edits. only confusing thing i see is > > in > > > the planet descriptions where it says 2 planets have the 2nd > > fastest > > > cits. looks like the black mountain is the 2nd fastest, plains of > > war > > > is 3rd. > > > > > > > > > > > > > > here are my suggestions for some of the other settings > > for > > > the game: > > > > > > > midnight EST extern. > > > > > > > 1st week Fed parking 100, after that 0 Fed parking. > > > > > > > release .twa file ahead of time, if some of the edits > > are > > > > > > > not as advertised, this will allow edit/web changes to > > be > > > made before the game starts. > > > > > > > info sharing should be allowed, megacorping shouldn't. > > > > > > > no time limit until time limit issues have been resolved > > > > > > > in twgs. > > > > > > > > > > > > > > >From a message by Silver Dragon about USO Intial Planet > > > Edits Released: > > > > > > > > Ok these are the edits I am toying with. These are not > > > set in stone but I want to release them so people can get a flavor > > of > > > what I am thinking. Plus I am looking for some input. Please only > > > constructive comments. > > > > > > > > Keep in mind I am limiting planets per sector to just > > 3 > > > > > > > > > > > > > > > > **Important Notice about planet edits** > > > > > > > > > > > > > > > > THE FIGHTER PRODUCTIONS LISTED ARE NOT EXACT NUMBERS. > > > IT VARRIES DEPENDING WHERE YOU PUT > > > > > > > > > > > > > > > > YOUR COLONISTS ON YOUR PLANET. THE NUMBER YOU SEE > > HERE > > > IS WHAT WENT INTO TEDIT AND REFLECTS > > > > > > > > > > > > > > > > WHAT IT WOULD BE UNDER IDEAL CONDITIONS. I STATED FOR > > > EACH PLANET WHAT THE FIGHTER > > > > > > > > > > > > > > > > PRODUCTION LEVEL IS WHEN EACH PRODUCT IS AT OPTIMUM > > > POPULATION. OTHER CONFIGURATIONS MAY > > > > > > > > > > > > > > > > LEAD TO HIGHER PRODUCTIONS BUT THIS IS TO GIVE YOU AN > > > IDEA. > > > > > > > > > > > > > > > > Planet Edits > > > > > > > > > > > > > > > > Plains of War > > > > > > > > This planet is the second fastest to upgrade and has > > > generally good production. > > > > > > > > > > > > > > > > FUel 2:1 (Max Colonists 100,000) > > > > > > > > Organics 3:1 (Max Colonists 100,000) > > > > > > > > Equipment 5:1 (Max Colonists 100,000 > > > > > > > > Fighters 10:1 (Optimum population= 5,000 per day) > > > > > > > > > > > > > > > > Capacity > > > > > > > > Fuel= 500,000 > > > > > > > > Organics= 500,000 > > > > > > > > Equipment= 500,000 > > > > > > > > Fighters= 1,000,000 > > > > > > > > > > > > > > > > Citadel > > > > > > > > 0-1= 1 day > > > > > > > > 1-2= 2 days > > > > > > > > 2-3= 2 days > > > > > > > > 3-4= 4 days (Total 9 days to reach lvl 4) > > > > > > > > 4-5= 3 days > > > > > > > > 5-6= 7 days (Total 19 days to reach lvl 6) > > > > > > > > > > > > > > > > Arid Desert > > > > > > > > Planet has Poor Production with the exception of FUel > > > ore. Colonists have mined these > > > > > > > > > > > > > > > > worlds for much valued Fuel. > > > > > > > > > > > > > > > > Fuel 1:1 (Max Colonists 60,000) > > > > > > > > Organics 100:1 (Max Colonists 40,000) > > > > > > > > Equipment 500:1 (Max Colonists 40,000) > > > > > > > > Fighters 15:1 (Optimum population 2,000 per day) > > > > > > > > > > > > > > > > Capacity > > > > > > > > Fuel= 800,000 > > > > > > > > Organics= 50,000 > > > > > > > > Equipment= 10,000 > > > > > > > > Fighters= 1,000,000 > > > > > > > > > > > > > > > > Citadel > > > > > > > > 0-1= 3 Days > > > > > > > > 1-2= 3 Days > > > > > > > > 2-3= 4 Days > > > > > > > > 3-4= 2 Days (Total 12 Days to reach level 4) > > > > > > > > 4-5= 2 Days > > > > > > > > 5-6= 8 Days (Total 22 Days to reach level 6) > > > > > > > > > > > > > > > > Titanic Aquafina > > > > > > > > A large planet mostly covered with water, slow to > > > upgrade but Farms well. Also is the > > > > > > > > > > > > > > > > second best fighter producer out of the classes due > > to > > > its expansive open spaces. > > > > > > > > > > > > > > > > Fuel 5:1 (Max Colonists 200,000) > > > > > > > > Organics 1:1 (Max Colonists 200,000) > > > > > > > > Equipment 20:1 (Max Colonists 200,000) > > > > > > > > fighters 6:1 (Optimum population 20,000) > > > > > > > > > > > > > > > > Capacity > > > > > > > > Fuel= 300,000 > > > > > > > > Organics= 1,000,000 > > > > > > > > Equipment= 100,000 > > > > > > > > Fighters= 2,000,000 > > > > > > > > > > > > > > > > Citadel > > > > > > > > 0-1 (3 Days) > > > > > > > > 1-2 (3 Days) > > > > > > > > 2-3 (6 Days) > > > > > > > > 3-4 (4 Days) (Total 16 days to reach lvl 4) > > > > > > > > 4-5 (2 Days) > > > > > > > > 5-6 (4 Days) (Total 22 days to reach lvl 6) > > > > > > > > > > > > > > > > Black Mountains > > > > > > > > The black coloration comes from a strange alloy which > > > yields a good amount of metal ore for > > > > > > > > > > > > > > > > equipment production. Because of this, citadel > > > constructions are second fastest, the only > > > > > > > > > > > > > > > > planet that upgrades faster is the USO proto-Type. > > > > > > > > > > > > > > > > Fuel 2:1 (Max Colonists 80,000) > > > > > > > > Organics 5:1 (Max Colonists 80,000) > > > > > > > > Equipment 5:1 (Max Colonists 80,000) > > > > > > > > Fighters 7:1 (Optimum Population 5,000 per day) > > > > > > > > > > > > > > > > Capacity > > > > > > > > Fuel 300,000 > > > > > > > > Organics 200,000 > > > > > > > > Equipment 500,000 > > > > > > > > Fighters 3,000,000 > > > > > > > > > > > > > > > > Citadel > > > > > > > > 0-1 (1 Day) > > > > > > > > 1-2 (2 Days) > > > > > > > > 2-3 (3 Days) > > > > > > > > 3-4 (2 Days) (Total 8 Days to reach level 4) > > > > > > > > 4-5 (5 Days) > > > > > > > > 5-6 (6 Days) (Total 19 Days to reach level 6) > > > > > > > > > > > > > > > > Glacial > > > > > > > > THis planet has a cold climate, so cold any > > production > > > is very expensive and slow. Building > > > > > > > > > > > > > > > > any type of structures is also slow going. This > > Planet > > > is not much use to the federation. > > > > > > > > > > > > > > > > Fuel 50:1 (Max Colonists 100,000) > > > > > > > > Organics 100:1 (Max Colonists 100,000) > > > > > > > > Equipment 500:1 (Max Colonists 100,000) > > > > > > > > Fighters 25:1 > > > > > > > > > > > > > > > > Capacity > > > > > > > > Fuel= 20,000 > > > > > > > > Organics= 50,000 > > > > > > > > Equipment= 10,000 > > > > > > > > FIghters 1,000,000 > > > > > > > > > > > > > > > > Citadel > > > > > > > > 0-1 (5 Days) > > > > > > > > 1-2 (5 Days) > > > > > > > > 2-3 (7 Days) > > > > > > > > 3-4 (5 Days) (Total 22 days to reach level 4) > > > > > > > > 4-5 (4 Days) > > > > > > > > 5-6 (8 Days) (Total 34 days to reach level 6) > > > > > > > > > > > > > > > > DIABLO > > > > > > > > A fiercly hostile planet. Extreme heat and volcanic > > > ativity make it hard to live there. > > > > > > > > > > > > > > > > This is the primary planet used by the federation > > fleet > > > for defense of territory. Its rich > > > > > > > > > > > > > > > > Fuel ore base give a quasar canon a nice punch. It > > > produces little if anything else but is > > > > > > > > > > > > > > > > used to defend weaker more productive planet classes. > > > > > > > > > > > > > > > > Fuel= 1:1 (Max Colonists 150,000) > > > > > > > > Organics= No Production > > > > > > > > Equipment= 500:1 (Max Colonists 100,000) > > > > > > > > Fighters= 50:1 > > > > > > > > > > > > > > > > Capacity > > > > > > > > Fuel= 2,000,000 > > > > > > > > Organics= 10,000 > > > > > > > > Equipment= 100,000 > > > > > > > > Fighters= 3,000,000 > > > > > > > > > > > > > > > > Citadel > > > > > > > > 0-1 (3 Days) > > > > > > > > 1-2 (3 Days) > > > > > > > > 2-3 (4 Days) > > > > > > > > 3-4 (6 Days) (Total 16 Days to reach level 4) > > > > > > > > 4-5 (3 Days) > > > > > > > > 5-6 (5 Days) (Total 24 days to reach level 6) > > > > > > > > > > > > > > > > Gas Giant > > > > > > > > This planet is also of little use to the federation, > > it > > > is mostly used for testing of > > > > > > > > > > > > > > > > anti-matter weapons for the fleet. > > > > > > > > > > > > > > > > Fuel= No Production > > > > > > > > Organics= No Production > > > > > > > > Equipment= No Production > > > > > > > > Fighters= No Production > > > > > > > > > > > > > > > > Capacity > > > > > > > > Fuel= 10,000 > > > > > > > > Organics= 10,000 > > > > > > > > Equipment= 10,000 > > > > > > > > Fighters= 1,000,000 > > > > > > > > > > > > > > > > Citadel > > > > > > > > 0-1 (8 Days) > > > > > > > > 1-2 (4 Days) > > > > > > > > 2-3 (5 Days) > > > > > > > > 3-4 (5 Days) (Total 22 days to reach level 4) > > > > > > > > 4-5 (4 Days) > > > > > > > > 5-6 (8 Days) (34 Days to reach level 6) > > > > > > > > > > > > > > > > USO > > > > > > > > This is an experimental Planet. It is the first > > planet > > > type to be created in a lab. It was > > > > > > > > > > > > > > > > designed after the DIABLO but with a more mild > > climate > > > allowing easier construction of > > > > > > > > > > > > > > > > buildings and fighters. As a result its quasar canon > > is > > > far weaker but it ability to > > > > > > > > > > > > > > > > control a huger fighter squadron makes up for it. > > Also > > > advances in shield generation allows > > > > > > > > > > > > > > > > this planet to carry a heavier shield generator. > > > > > > > > > > > > > > > > Fuel 1:1 (Max Colonists 100,000) > > > > > > > > Organics 5:1 (Max Colonists 100,000) > > > > > > > > Equipment 5:1 (Max Colonists 100,000) > > > > > > > > Fighters 5:1 (Optimum population 14,000 per day) > > > > > > > > > > > > > > > > Capacity > > > > > > > > Fuel= 1,000,000 > > > > > > > > Organics= 500,000 > > > > > > > > Equipment= 500,000 > > > > > > > > Fighters= 5,000,000 > > > > > > > > *Shields*= 60,000 > > > > > > > > > > > > > > > > Citadel > > > > > > > > 0-1 (1 Day) > > > > > > > > 1-2 (2 Days) > > > > > > > > 2-3 (2 Days) > > > > > > > > 3-4 (1 Day) (Total 6 days to reach level 4) > > > > > > > > 4-5 (4 Days) > > > > > > > > 5-6 (5 Days) (Total 15 days to reach level 6) > > > > > > > > > > > > > > > > What do we think? Goal in mind is to keep the game as > > > active and dynamic as possible. Remember game only lasts for 60 > > days. > > > > > > > > Silver Dragon (Moderator USO 2003!) > > > > > > > > www.planettw.com > > > > > > > > Telnet://hardcoded.dnsalias.org > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > --- FEddy 1.4.03/modPHX * Origin: http://www.twgs.org -- THE Trade Wars web forum! (1:229/522.0) .