Ted
Hi all.
I decided to start this thread here to combine a few of the issues concerning some players.IMO the other threads were getting spread out across the forum and/or getting too long! biggrin.gif

As you all know there has been a lot of discussion about the percived flaws in the game system and how they are unbalancing the whole game.
Also there have been a few comments about certain styles of game play which are again precived to be unbalancing the game!

I put forward the idea of a daily movement scheme whereby ships would only use 60 TUs of orders per day instead of moving a whole 300 Tus.My reasoning for this is that if a ship hasn't moved for awhile it can't get back lost time! biggrin.gif
let me combine this with the daily combat that happens in this game.

In the old BSE days if a ship was attacked the turn was stopped and the player informed that a battle would occur at the end of the week.Said player would contact his/her mates who would then pile in a lot of warships to help out if possible.
Nowadays a fleet of ships can jump a target and be away before reinforcments arrive to help.
The amount of battles each week has been increased from one to a possible five(yes I know ships can last longer than one day if they're lucky),but the movement part of the game has remained unchanged from the old days.This gives an unfair advantage to the warlike affiliations.Yes it does encourage hit and run raids,but not patrolling.IMO the game is still slightly unbalanced because the attacked party can't react as they did in the old game.

As Frabby pointed out on the other thread concerning limited movement.A lot of players haven't got real world time to sort out all their ships each day.
This got me thinking about something Tony H mentioned about the older players(as in been playing longer! biggrin.gif )having a lot of the game sewn up and there's not a lot for newer players to do.

If some of the older players have to many assets to handle why not give some of them to newer players.Ok the mundane stuff such as standard cargo runs between bases would soon get boring,but delegating some of this work to newbies and paying them will help them feel more part of the game and the affiliation family and encourage them to take a more active role in other areas.Plus it would take some pressure off the older players who could concentrate more on the areas that interest them.

Older players should trust new players more,with the small things at first,then more important stuff later on.

None of my comments are in no way a criticism of game play style.


Dan Reed
To be honest, I'm not convinced that the "answer" is trusting your newer players with ships etc. - because we already do! The FEL had the smallest contingent of ships (from the Consortium) in the recent Acropolis battle - but eight FEL players participated. Equally, bases are spread out widely between the playerbase, with each of them having a large amount of autonomy. Some people view the result as "weak" leadership, but I like it, and I believe (hope!) that my players do, too. I agree that delegation is a very good thing - it makes the game much more interesting for the newer players, for one, and means that the aff leadership needs to LEAD not just direct and put orders in for their personal fleets. But it's not a universal solution for every perceived weakness in the game setup

Having ships move daily would merely lead to people writing routines and "bots" to move the ships - giving the advantage to those with (or with access to) RL computing skills. Just taking a look at what's already been written for multi-ship GPI'ing (including my own efforts) at the December pubmeet is enough to convince me of that. If you have multiple ships doing the same thing - even non-squadron orders - on a regular basis, it's easy to automate it with some rudimentary visual basic skills or equivalent ph34r.gif

The BSE warning happened very rarely (in my experience) - it usually meant that the orders for an attack only went in at the end of the week instead of any day like it can now... no longer warning for reinforcements to arrive! But now you can get those reinforcements there in a day... It won't stop a hit and run force having a day's free attack, but it does minimise the chances of a second day's combat...

Hit and run in space is difficult to counter - is that necessarily a bad thing? Hit and run against an organised enemy within a planetary orbit is very hard to get away with...as the FLZ found out a few months ago

Perhaps there are ways to encourage patroling without changing the fundamental structure of time (which would affect the traders and explorers as well) - I vaguely remember discussion on some kind of combat readiness concept, where ships that were just sat still waiting to respond might lose their edge a little (a small drop in combat efficiency, not counterable with added crew). Not sure how best to implement it, but I'm sure we could think of something workable...

Dan
Sjaak
QUOTE (Ted @ Apr 3 2006, 06:35 PM)
I put forward the idea of a daily movement scheme whereby ships would only use 60 TUs of orders per day instead of moving a whole 300 Tus.My reasoning for this is that if a ship hasn't moved for awhile it can't get back lost time! biggrin.gif
let me combine this with the daily combat that happens in this game.style.

At this moment the biggest danger for an dead game is the lack of trade possibilities.
We have way too many dead starter ships lying in our docks, and way too many players who play for an month and drop out.. simple because there is NOTHING for them to do.

I think we should upgrade the old courier to an 20 Light with at least double the current cargo capacity because the trade which is available for new players (who need those few weeks to get into the game) is simple not present.

Why give them 800 us cargo?? Because players got very small ships, they must concentrade on getting more expensive shipment in which they made at least 0.5 stellars per mu profit.. in a week, otherwise they will see an gain of only 200 stellars per week.. but often enough there is not much on the market that will generate that many profit.
I still remember my first weeks of Phoenix, I managed to keep my ships active just inside yank/acropoplis and solo.. which are the main routes for traders.. but nowedays, I wouldn't be able to sustain that long enough.

New players don't start running warships right away.. they need to get used to the way things work, and the best way is just by simply trading.
Wraith
One general point: I see a lot of players with their own problems, ideas and solutions.
It seems to be newer players especially (I am one) who differ, whereas older players agree more on the game system and concept.

I think it would be beneficial to keep lists of perceived problems and solutions seperate, this would mean you can see whether anyone else agrees with the problem, without having them criticise only your solution.

To a large extent, our needs as players are different so we need to identify our needs and then see how the game meets or fails to meet them.


Anyhow, in terms of my personal experience

My satisfactions upon joining all came from players:
1. Invites and welcomes from several Affs with some background/ethos on the game.
2. Instant contact from my chosen Aff (DTR as it happens), including missions/tasks, offers of ships, equipment, help etc.
3. Short and Medium term goals came into focus once I had this information.

My let-downs were all about how difficult it is to learn the game and software, but I am learning that slowly using the online resources.

My one suggestion would be to send out a newbie pack explaining the basics of how to get moving/trading, and then to improve the online rules/guides.

Don't forget that from the outside this game looks like it will appeal to lots of people, in reality this simply isn't the game that many people (esp. some youngsters?) will be looking for.
HPSimms
QUOTE (Sjaak @ Apr 3 2006, 10:54 PM)
I think we should upgrade the old courier to an 20 Light with at least double the current cargo capacity because the trade which is available for new players (who need those few weeks to get into the game) is simple not present.

Why give them 800 us cargo?? Because players got very small ships, they must concentrade on getting more expensive shipment in which they made at least 0.5 stellars per mu profit.. in a week, otherwise they will see an gain of only 200 stellars per week..  but often enough there is not much on the market that will generate that many profit.

Why would having a larger ship increase the opportunities for trade? It would more likely mean that there were more ships chasing what trade there is.

IMP do give new players a larger trading ship, or two, once they have shown that they are comitted to playing more than a couple of weeks. There are a considerable number of players seeded to the IMP with their ships in Macedonia SP who have never responded to the welcome e-mails and have never done anything. The ones that really want to play not only respond but ask a lot of pertinent questions and get stuck in.

I don't know what the answer is to the "Why did I join this game" set of players who do nothing, but I suspect that a larger start-up ship is unlikely to solve the problem.

Geoff
Ted
QUOTE
Perhaps there are ways to encourage patroling without changing the fundamental structure of time (which would affect the traders and explorers as well) - I vaguely remember discussion on some kind of combat readiness concept, where ships that were just sat still waiting to respond might lose their edge a little (a small drop in combat efficiency, not counterable with added crew). Not sure how best to implement it, but I'm sure we could think of something workable...


Although I'm not happy with the use of 300 TUs in a day I can live with it! biggrin.gif
Something along the lines of combat readiness would be good.
Ship crews if left to their own devices over a long period of inactivity should lose their edge slightly.
Isn't that the case in the real world?That's why armed forces are always on exercise so as to keep the troops trained up and ready for battle.

Maybe different states of combat readiness each with different levels of combat efficiency.
For Example:
Battle Stations:(100% combat effciency)But overall effeciency drops off rapidly due to high stress levels.

Alert Status:(lower combat effciency)Can be sustained longer.

Normal Status(even lower combat efficiency)but can be sustained indefinitely

Maybe other levels??
For a ship to go from say Normal to Battle Stations would cost for sake of arguement 100 Tus(50 to Alert and another 50 to Battle)

So players have the option of running warships at different levels of combat readiness.
Constantly running at Battle Stations would mean more Rec visits to maintain overall ship efficiency,while running at Normal status will mean less visits but at the cost of combat efficiency.
Then if a player wants to change the status it costs Tus.
So fleets of warships sitting around waiting for something to happen would be set to normal status,but when a battle crops up somewhere or the fleet is to attack somewhere the player increases to status to Battle stations at a TU cost and has to get the job done quickly before overall efficiency drops.
Don't think I've explained this too well!! huh.gif

Fox
Hi all, I thought I would post up my personal experiance as a new player. I have been going for about two weeks.

First of all you start with the courier and some cargo. I found this ship fine for zipping about and getting used to the rules. When you sell the start up cargo you earn a reasonable amount of stellars, but then you get on the market lists and realise that this is not the normal occurance. Most of the public trade info from starbases available on the Phoenix site means you will be earning very little on a weekly basis. There is a good and bad side to this. On the good side it encourages communication with other players to make private trade deals. On the bad side you think blimey, its going to take me ages to get anywhere.

Lets be realistic though. Many players run a large number of ships and probably a starbase so as a newbie you do need help from other more experianced players if you are to get anywhere, rather than running around earning a hundred stellars or such per week.

I have personally found my affiliation to be very helpful, although I have been concerned at times when asking what I feel are probably stupid questions.

Overall my main points are that when starting you do feel very small in a big universe and it does at first appearance look like it is going to take ages to get anywhere. For the veteran players however this is fair, they have probably invested lots of time and money to get to the places where they are.

I am not sure there is a way round this. At least it means you have to be keen to stick at it.

I have just started my political biggrin.gif . So now I've got an even bigger wage bill to fund blink.gif .

Richard (waffle over)
Dan Reed
Hi Richard - welcome to the game!

One thing to be very clear on, is that no question a new player asks should be regarded as stupid - if your aff makes you feel that way (and I sincerely hope none of the affs do) then seriously consider moving aff...

It can certainly seem like you're a small cog in a very big machine at first - the realisation of just how big the game is can often be the thing that puts a new player off... But it is surprising how quickly you can amass a reasonable amount of "power" yourself with some help from your aff and some effort smile.gif

Dan
HPSimms
Dan is right. The only stupid questions are the ones that are not asked.

Geoff

PS Check you financial status tomorrow Richard, IMP Politicals get a bonus on start-up biggrin.gif
Fox
QUOTE (Dan Reed @ Apr 5 2006, 09:30 AM)
Hi Richard - welcome to the game!

One thing to be very clear on, is that no question a new player asks should be regarded as stupid - if your aff makes you feel that way (and I sincerely hope none of the affs do) then seriously consider moving aff...

Dan

Dan. My aff did not make the questions seem silly, I just thought they were.

Personally I have enjoyed the game so far and found my affiliation very helpful.

We all have to start somewhere. I just feel that new players may be intimidated by the size and complexity. Much as I'd like to have an answer to this I don't feel that there is.

At least you know that the players who stick around are keen and not just messing about.

Richard
Howellers
What about we bash heads together and come up with a different order editors or even just order set for newer players. A lot of the orders could be removed as they aren't quite needed for a startup vessel just yet...

Rather than having dozens of unwanted or unused orders there simply to confuse a new player we could point them towards an order file that would have the bare essentials that a new captain should need.

Thoughts?

Pete
Wraith
QUOTE (Howellers @ Apr 5 2006, 12:14 PM)
What about we bash heads together and come up with a different order editors or even just order set for newer players. A lot of the orders could be removed as they aren't quite needed for a startup vessel just yet...

Rather than having dozens of unwanted or unused orders there simply to confuse a new player we could point them towards an order file that would have the bare essentials that a new captain should need.

Thoughts?

Pete

I think that's a really good idea.
Not sure you need to actually edit the order editor, but at least provide a step-by-step guide to some of the basic manouveres and routines.

e.g.
1. Moving from one starbase location to an unknown starbase (move to OQ + enter orbit)
2. Sale and Purchase transactions
3. Advice on using Wait for TUs
4. Authorisations: How to pickup, install and deliver

Maybe with colours and screenshots, but not necessary. instead you could provide a sample turn result from those orders.
Ted
I think along with the up and coming Infrastructure rules custom orders are also to be introduced.
Orders to interact with something that certain players who have discovered something special or certain locations where custom orders are needed.

So Pete's idea could fit well into this catagory.
New players have a limited amount of orders they can use and as the progress they can discover new ones either through playing or obtained from their affiliations or KJC on request.

All the exploration type orders for example can be removed from new positions,until such time as they show an interest in such activity.

Wow Pete had a good idea.Won't say that's rare,but I've just seen a flock/herd?? of flying pigs go past my window!! tongue.gif

Just joking Pete!! biggrin.gif

Wraith
I don't like the idea of only allowing limited orders to new players!

All the orders should be available, since many people will want to explore and experiement on their own.

The simple orders should be highlighted in an easy-to-use manner so the large number don't seem daunting.
Oranguutan
I don't use the off-linr editor, so perhaps what I'm saying is irrelevant to it. But... The on-line editor has a set of orders called "Basic". Presumably that is the ideal place for a reduced set of orders that are most likely to be used by new players. So if anything is missing from that list or should be removed, perhaps it could be edited and redone.

If the offline editor doesn't have similar sets to the on-line, could it?

Peter E
<IC>Oran Guutan, Soothsayer to the Wimble Nation
Dan Reed
the offline editor has "basic" as a submenu too - but there's possibly more on there than a new player would need? In earlier versions of the editor we could pick and choose which orders went in which submenu - unfortunately, this isn't possible any more (perhaps due to the need for an enhanced order download facility?)

The other thing is, the "common" orders that we all use vary slightly, by player and by aff... My new players use "enter wormhole" a lot more than most affs, I'd wager....

Dan
HPSimms
Who decides when a new player needs more orders? Or are you suggesting a "Really Basic" order set in addition to those already on the turn editors.


Geoff
Sees With Knowledge
The offline editor does have a similar feature, whereby orders are grouped into different categories.
One that has always seemed strange to me though is that the "Jump" order isn't in the basic list.

Phil

EDIT: That'll teach me to not notice that there is a page 2 - lol
Smokes In Mountains
There also used to be functionality in the offline editor to add or remove orders from a given sub-list, such as adding 'enter wormhole' to the 'normal' order set - think it got removed around version 1.4.3 or so?
Ted
QUOTE
Who decides when a new player needs more orders? Or are you suggesting a "Really Basic" order set in addition to those already on the turn editors.


I'm not saying some orders should be with held from new players.
Just as you say give them a "Really Basic" order list to get them going.If they then want to expand their activities they can either request the rest of the orders from KJC or just download them from the website.
Although I suspect most would download the full set anyway.

Another problem is that a lot of new rules/coding has been added to the game that aren't explained.Yes we have this forum and the newish rules list,but even that's not completely up to date.
Even a few older players don't realise how some things have changed until I've explained it to them.
I know it's up to players to keep tabs on changes,but as I've said we have rules here,there and everywhere.
They need to be put on the rules forum as and when they are introduced and that all players are notified of the changes and where they can be found.

HPSimms
The updated rule book was last spotted passing through the orbit of saturn tongue.gif

Geoff
Auld Nick
QUOTE (HPSimms @ Apr 7 2006, 10:06 AM)
The updated rule book was last spotted passing through the orbit of saturn 



And I had not realised the IMP had access to the SOL system, you have kept that rather quite
Archangel
QUOTE (Sees With Knowledge @ Apr 6 2006, 02:17 PM)
The offline editor does have a similar feature, whereby orders are grouped into different categories.
One that has always seemed strange to me though is that the "Jump" order isn't in the basic list.

Phil

EDIT: That'll teach me to not notice that there is a page 2 - lol

LOL:

Yes it is.....

Look again.....

If the jump orders are still missing....


Get a new orders file
Sees With Knowledge
Guess it's anew orders file needed then...

From where?

Phil
Phoenix Hawk
Couple of comments on things already mentioned...

New
When I rejoined Phoenix, I was given a couple of "newbie" missions that accorded me with some decent (not great, but decent) training in movement, scanning, pickups, deliveries etc.... And at the end, there was suspose to be a cash reward.

I feel that all new-commers should take advantage of this training. Upon completion, they are in a much better position to benefit from an Affs viewpoint and even carry-on as a Ind if so desired.

300 tus / week vs 60 / day
60 won't even let you jump, so you end up moving to an area that is very unsafe. let along the though on 60 = no jumps <g>. Seriously, I prefer the current method because I can set into motion the moves I want and when. This enables those who cannot get to the computer every day the capability of writting week long orders for those ahemmm reoccuring boring trade routes <bg>

Assisting New Players
The QNG does this of rote. This includes a much larger ship and training missions. However, our training missions are not "make-work", but things we really need done. Additionally, detailed instructions are given and the player is encouraged to ask questions.
--- Much like the FET did/does when I was with them as a new player. Very helpful!!!

New Players and Orders/Order Editor
I agree that there should not be a limitation on what orders a new player can use, however, adding a "new catagory" -- NewPlayer to the editor and then assigning orders that they would commonly use (updated version of the basic which is lacking a few major things <g>). This I feel would give them a better jump-start. Also, whilst on the subject.... An orders rule book (just orders) with a description and example of usage would be very nice..
ex:
Order --- Catagory -- Description -- Example

Where Catagory would be such as Combat, Movement, etc...


Phoenix Hawk
aka
Larry Lawrence
COH_Gord
I think most aff.'s do this.

Our new FEL players are given much responsibility and we never interfere with them. We actively encourage our players to participate in all parts of the FEL Tyranny including combat missions i.e. no single player controls the bulk of the FEL fleet. Some of us have fair size fleets but that is due to us running many bases with ship building capability rather than a deliberate attempt at control. Recently a new player wanted to take part in some pear pealing without having ships nearby and was immediately handed one of our newer warships.

Most f the time I think the problem with new players is not so much those who join and are active within aff's, but rather those who join expecting to make their way in Phoenix without (or minimal) contact to other players. Lets face it, not everyone has time to email, irc and msn about the game every day and those players will be disappointed because 75% of the game is the player interaction. I don't think much can be done about that type of player.

Another problem is the leadership in the aff's. Some aff's are slow in responding to emails from players and/or slow in handing over promised assets.

If affiliations are having trouble getting new players to join then maybe they should look at how they are marketing themselves. Let me put it this way, even bad publicity is good publicity. Get your aff in the news, blow some people up or whatever. Get in the news and make the new guys see that in aff XXX things are really happening.

Gordon
Wraith
I do agree that most of the new player problems can be solved by Affs helping them out, and that they seem to do so.

I wonder how many new players go IND? There seems to be a strong discouragement to do so from the info I got when I joined.

Possibly a new player school (run by GM via KST?) could help, with 'flight school' and 'combat school' missions to perform.

Obviously an updated rules website is essential.

This seems to be the major problem with Phoenix: attracting and retaining new players.
ptb
QUOTE (Wraith @ Apr 20 2006, 02:09 PM)
This seems to be the major problem with Phoenix: attracting and retaining new players.

Judging by the number of new people I see on my political print out attracting them isn't a problem. Of course judging by the number of them who never reply to any welcome message/query maybe phoenix is advertisted to the wrong group, or in the wrong way?

Retaining ones that reply isn't often a problem, most either stay or follow suggestions on affiliations they'd prefer. It's rare, but does happen, to get one reply that decided they didn't want to play at all (I imagine most of those that feel that way just don't reply, either that or they just don't like me happy.gif)
Ted
No one really commeted on the different types of alert status and using the extra TUs to bring a crew up to full battle readiness.

Any comments?? smile.gif
Rich Farry
QUOTE (Ted @ May 12 2006, 01:44 PM)
No one really commeted on the different types of alert status and using the extra TUs to bring a crew up to full battle readiness.

Any comments?? smile.gif

Its a solution looking for a problem. Why do you want this idea implemented? What are you hoping to achieve?

If you're trying to encourage patrolling this wont work. The problem with patrolling at the moment is that if you're likely to find a large force of enemy ships then all that is really being achieved most of the time is getting your own ships damaged/destroyed.

A large enemy force will defeat your patrol and be able to move away the next day without being pinned, suffering only parting shots from the remaining damaged patrol ships.

The most recent pining rules do encourage hit and run attacks. They also make it difficult to effectively engage a large force that is willing/able to keep moving.

The result? Less patrolling.

(Note I'm excluding intel gathering patrols here)
Ted
QUOTE
Its a solution looking for a problem. Why do you want this idea implemented? What are you hoping to achieve?


I'm not looking to get anything implemented at this time.Just throwing out a few ideas for discussion purposes.
My main problem about the game..and it's not really a problem as such is that ships can build up TUs then move vast distances in a single day.
Some players have massive fleets of warships that sit around for weeks on end doing nothing then move.Although that is ok and keeps the game relatively simple it's not realistic.
You can't get back time wasted sitting around doing nothing.
I would like to see something in place that limits the amount of TUs that positions can use in one day.Or limits the distance travelled in one day.

The same thing applies to trading ships(even I've been guilty of this)I scan the public markets looking for good deals.I see such a deal in Yank.I have a ship with a QD sitting in orbit of Dogleg in Capellan.I order that ship to move to Yank to buy the item and it uses 150TUs jumping plus a few more moving in system,lets say 30 Tus,for a total of 180Tus.
That's 3 days travel in one day!!!

What if another player goes after the same deal but had a ship in orbit of the base offering the deal,but because of the random order of processing my ship gets there first.
Is that fair?
IMHO no it isn't fair.

MasterTrader
Is it realistic to save up TU's? No.
Does it improve game play to save up TU's? Yes, very much so, in my opinion.

If TU's are not saved up, then when your ship gets to the end of its pending orders, you have to submit a turn that night or else lose TU's. Which would be extremely frustrating, especially as I am assuming that most people don't get the opportunity to do turns _every_ night.

You could argue that you just end up needing to submit new orders before you get to the end of your pending orders. Which is all very well, but means players have to work out how many TU's the pending orders will take, which I am sure that they would rather not do (and in any case can easily be thrown out by events).

With freighters, submitting additional orders before your pending orders have run out means that you have to target a particular market even further in advance, increasing the possibility that somebody else will have got there before you do, in a very frustrating fashion...

In any case, once you get beyond the publicly accessible areas of space, you are crossing distances that will take you rather more than a wek to cross even with saved up TU's. I do not think that stopping the storing of TU's would be a good idea.

Richard
AFT
Ted
That's two of my suggestions you don't agree with..I'm beginning to think you don't like me!! biggrin.gif


I agree that the total removal of TU build up would make for a very frustrating game.
But I think a balance has to be found.
The whole style of the game has changed from the old system,but some of the old rules,such as TU build up have remained.
Now that most activities are limited by the stellar(sticking with trade for the moment)we should be looking for a system where ships closer to a market should be able to have the chance to snap up bargains before ships coming from a greater distance.
Maybe processing could be ordered on a system by system basis??
As Yank is the central system for starting players and sits right of the nexus of several power blocs processing could start there and work outwards.But then again that wouldn't stop ships for example travelling from Yank to another system and again grabbing bargains before ships already there??? rolleyes.gif

Or the processing could be run along the lines of all positions not conducting jumps but only in system movement could be processed first.Then all the interstellar movement.This could encourage a lot of in system movement so as to avoid being hit by a large fleet.
HPSimms
How about we get the Infrastructure changes in first and see how they are going to impact on playing style before introducing yet another round of major changes.

One question that the "day at a timers" are ingnoring is activities that take over 60 TUs, jumps with normal engines and long scans to find asteroids to name but two. These would have to be changed as would the jump times for the researched types of JEs, to compensate for the effort put into acquiring same up to the change point.

Geoff
Ted
I've been thinking about the 60TU limit and have come to the conclusion that it won't work after all!! biggrin.gif

Here's a sugestion from Dave Smith.
Divide the days processing into 5 phases.

Positions using 1-60 TUs processed in phase one.
Positions using 61-120TUs processed in phase two.
Positions using 121-180 TUs processed in phase three.
Positions using 181-240 Tus processed in phase four.
Positions using 241-300 Tus processed in phase five.

This way the wait for TUs order stays in,there's no need to change the way players submit orders and position can still move as far as they want on the same day,just as they do now.
The only difference is the way the processing is done and would allow"local" traffic to move before "interstellar" traffic simulating the travel time more realistically.
Frabby
I like that suggestion a lot, assuming that you base it on TUs available and not on TUs used.

It does limit the effective range of standby fleets against hit-and-run strikes, but comes as a trade-off: Initiative vs. strategic range. It solves the TU timeshift problem but retains the possibility for players to store up TUs and still play the game when they can really only look after their turns once a week.
Dan Reed
it has some merit... but like Geoff I'd prefer to have the infrastructure updates implemented first before changing the nature of time!

Dan
FLZPD
QUOTE (Dan Reed @ May 14 2006, 04:00 PM)
it has some merit... but like Geoff I'd prefer to have the infrastructure updates implemented first before changing the nature of time!

Dan

Whilst the idea has merit, it could easily be exploited by those with HJD and QJD ships (who potentially still fall into the fastest/first processed positions) and has some major implications for warfare - a PIR one quad over is guaranteed to be able to hit a ship that is about to jump out (If it uses normal JDs), a hit-and-run fleet would just to need to move before it jumps and it will be guaranteed to escape a counter-force coming from another system, etc

It could also has some negative psychological impact on trade - would you travel for xxx tus to a location for a chance at a good trade, when the odds of you getting it have been dropped because someone closer is bound to have gotten there first? it will encourage trade to become localised rather than globalised (or is that galacticised??).

Yank is so trade-heavy that most traders would likely have ships/GPs sitting at each major planet and buy up goods and transfer them to a safe site on the same planet (outpost, cargo dump, whatever). Then they can move them elsewhere at leisure if they want.

Is it the nature of tus being stocked that you dislike, or is it the ability to jump big distances quickly? The Jump Issue is something Id like looked at, especially as there doesnt seem to be much Zionite for those newer affiliations...
MasterTrader
While the idea is reasonable, it has some practical problems to be overcome.

One is the significant implications for sequenced turns.

The other is implementation. The nature of the game means you couldn't do it on TU's used in the turn (with pickup item type orders, say, the program doesn't know in advance how long the order will take), which means you'd have to do it on TU's available. In which case, why should someone who moved yesterday and hence only has 60 TU's available get precedence over someone who has been waiting there for a week and hence has 300 stored up?

As for the ability to jump big distances quickly, the problem here is that the publicly accessible areas of space are too small. Once you include the restricted knowledge areas of space, it takes a long time to cross from one side of the Peripheries to the other...

Richard
AFT

PS. And ditto for agreement with Geoff's comment :-)
Ian Jordan
What I said to TED was a little different to what he said.
He is getting old and passed it.

What I mean is the turn split into 5 phases.
1-60
61-120
121-180
181-240
241-300

The first 60 tu's of the turn are moved in phase 1-60.
the secound batch of 60 tu's are moved in phase 61-120 etc.

So if you move for 60 tu's you move in the first phase only.

If you move for 300tu's you move 60 tu's in all of the 5 phases.

This means you can still store up 300 tu's. but you do not have a equall chance of
buy something which is 200 tu's away than a ship which is 60tu's away.
Hope this makes sense.

Dave
ABBA
A simpler and, imho better, aproach mentioned on anthother thread, was to have an automatic 'wait on TU's' after each jump into a system.

Would enable ships already in-system to grab sales bargains, and stop ships jumping across the entire universe in one day.

The pro's and cons of the proposal were voiced there, only a month or two ago... sounds like the same old ground is being gone over again, with no reference to what's gone before.

TonyH
Dan Reed
that would have massive implications to the underlying way the game is run....how would SA's be dealt with, would the game need to effectively run five times , in terms of the overhead processing (because I'm sure that the phoenix engine doesn't have all the positions "loaded" at the same time!)

and also to the in-game happenings:

- It causes similar difficulties with orders that are over 100 TU's to not stacking TU's - Would ships be spotted mid-jump?
- It also causes problems with sequenced turns - how would they work?

The nature of time is one of the underlying fundamentals in any game's universe - one needs to tread VERY carefully before changing it, because there could be potentially huge ramifications...ones which could totally derail the playability of the game.

Dan
ptb
QUOTE (Dan Reed @ May 14 2006, 09:07 PM)
in terms of the overhead processing (because I'm sure that the phoenix engine doesn't have all the positions "loaded" at the same time!)

Considering there was a case where positions with lots of orders made everything go wrong, I think it's safe to say that all the data is not in memory at the same time.

QUOTE (Dan Reed @ May 14 2006, 09:07 PM)
It causes similar difficulties with orders that are over 100 TU's to not stacking TU's - Would ships be spotted mid-jump?


Which leads to the whole, can you be attacked mid-jump....
Archangel
QUOTE (Ian Jordan @ May 14 2006, 08:35 PM)
What I said to TED was a little different to what he said.
He is getting old and passed it.

What I mean is the turn split into 5 phases.
1-60
61-120
121-180
181-240
241-300

The first 60 tu's of the turn are moved in phase 1-60.
the secound batch of 60 tu's are moved in phase 61-120 etc.

So if you move for 60 tu's you move in the first phase only.

If you move for 300tu's you move 60 tu's in all of the 5 phases.

This means you can still store up 300 tu's. but you do not have a equall chance of
buy something which is 200 tu's away than a ship which is 60tu's away.
Hope this makes sense.

Dave

This argument assumes that the ship with 300 TU's is more than 60 TU's away. Thiis not necessarily the case. It is quite possible to be in orbit of a starbase with 300 TU's saved (i.e. no travel time) and the just execute a purchase for 10 TU's before moving of to some destination.
ptb
QUOTE (Archangel @ May 16 2006, 05:09 PM)
This argument assumes that the ship with 300 TU's is more than 60 TU's away. Thiis not necessarily the case. It is quite possible to be in orbit of a starbase with 300 TU's saved (i.e. no travel time) and the just execute a purchase for 10 TU's before moving of to some destination.

Actually it accounts for that with the way he's described it.

If the ship that used 300tus was less than 60tus away it would be processed in the first step along with the other 60tu users.

Personally I think the main issue would be having to run the update six times a day and having to somehow link each update for longer order types (such as jump).

But to be honest I don't see what problem this system actually solves. Maybe it adds 'realism' but thats about it from how I understand it.
Wraith
yep, it sequences every position in the game to run 60 TU at a time.
Archangel
QUOTE (ptb @ May 17 2006, 09:01 AM)
Actually it accounts for that with the way he's described it.


Ptb you are quite correct, I should have read his last paragraph more correctly.

Thanks for the pointer.