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echo: trade_wars
to: All
from: Kemper3
date: 2002-12-19 14:27:32
subject: Re: USO Intial Planet Edits Released

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
> > > > >  >  >  > 
> > > > >  >  >  > 
> > > > >  >  > 
> > > > >  >  > 
> > > > >  > 
> > > > >  > 
> > > > > 
> > > > > 
> > > > >
> >
> 
> 
>

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