Subj : Re: USO Intial Planet Edits Released To : All From : Kemper3 Date : Thu Dec 19 2002 02:27 pm Skilled corpies have nothing to do with the decision, but skilled corpies can compensate for things like that happening. On 19 Dec 2002 at 5:59, Father Cajone wrote: > > 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) .