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to: All
from: Timberwolf
date: 2002-12-18 16:53:04
subject: Re: USO Intial Planet Edits Released

Not to mention players that work graveyard like myself, Warchild.

I work 10pm-6:30am daily so never making extern was an issue for me.

----- Original Message ----- 
From: "Warchild" 
To: 
Sent: Wednesday, December 18, 2002 3:39 PM
Subject: [twgsdotorg] 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
> >  >  >  > 
> >  >  >  > 
> >  >  > 
> >  >  > 
> >  > 
> >  > 
> > 
> > 
> >
> ---
> [This E-mail scanned for viruses by Declude Virus]
> 
>

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