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from: Warchild
date: 2002-12-18 16:38:50
subject: Re: USO Intial Planet Edits Released

I have always said having to live your life around extern in a 15 year
old text game is Bull! Why should a player have
to rush home or get
up after being in bed for 2 hours just to log in and then log right back
out? So I say free Fed parking. Don't penalize players that have to be
at work at 5am or players on the other side of the U.S. for wanting to
go out and have some fun!  Hehe just my .02 ;P

WarChild

-----Original Message-----
From: Silver Dragon [mailto:twgsdotorg{at}twgs.org] 
Sent: Wednesday, December 18, 2002 11:33 AM
To: warchild{at}mchsi.com
Subject: [twgsdotorg] Re: USO Intial Planet Edits Released


This issue has crossed my mind. The setting is like it is now because
thats how its always been. But I to never understood why a game should
be decided on if you can make it every night by midnight. There have
been nights were I raced home in my car to get on my comp at 12:01 just
in time to read in the logs I was photoned and killed. So I am debating
allowing fed parking. Anyone else have a feeling on this?
Silver Dragon (Moderator USO 2003)
>From a message by Kemper3 about Re: USO Intial Planet Edits Released:
> 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
>  >  >  > 
>  >  >  > 
>  >  > 
>  >  > 
>  > 
>  > 
> 
> 
>

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