Topic: SG6 Rules Discussion Thread  (Read 25874 times)

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Offline Capt_Bearslayer_XC

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Re: SG6 Rules Discussion Thread
« Reply #120 on: August 03, 2006, 10:06:16 am »
Don't care where they are from. It's still my view of them  ;D

And yet, you want to comment on others not caring about your words of wisdom?

IE:

But what do I know. I just make random comments and watch everyone ignore them  ;D

 :skeptic:
Political Correctness is really Political Censorship

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Offline Brezgonne

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Re: SG6 Rules Discussion Thread
« Reply #121 on: August 03, 2006, 10:23:34 am »
the link you listed goes to another post with a set of links that don't work. Very easy to ignore that  ;D

I ment I don't really care who came up with the rules Dizzy listed here. I still can think what I like about what is posted here and I said what I thought. Why are you being grumpy about me thinking what I think, I think I think?

And yes, most everyone ignores my random comments to whatever
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Offline Capt_Bearslayer_XC

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Re: SG6 Rules Discussion Thread
« Reply #122 on: August 03, 2006, 10:31:14 am »
Well, first, sorry about the dead links... didn't know they had be taken down...

Second, it is about respect.

It is a two way street.

You don't sit there and talk about how people ignore you then, when you are responded to, just blow it off.

It is listed some where in the book DH made called 'How to piss off friends and ignore enemies'. ;)
Political Correctness is really Political Censorship

A tax code should exist to procure the funds necessary for the operation of government, not to manipulate human or business behavior.

A nocens dies in loricatus est melior quam a bonus dies procul opus.

A bad peace is even worse than war."  --  Tacitus

"We thought we could resolve the system's problems by rationing services or injecting massive amounts of new money into it" -Claude Castonguay

Offline Brezgonne

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Re: SG6 Rules Discussion Thread
« Reply #123 on: August 03, 2006, 10:37:24 am »
well when your response basicly said I was full of crap because these rules are the same as some other set of rules, it's easy to blow off  ;D

If the rules Dizzy posted are from somewhere else I'd have had the same reaction to them to. Some things are just silly like that  ;D
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Offline Capt_Bearslayer_XC

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Re: SG6 Rules Discussion Thread
« Reply #124 on: August 03, 2006, 10:48:13 am »
Um... I didn't 'basicly say you were full of crap'

What I did say was this:

Actually, a lot of those rules come from the modified 3 ship fleet PBR rules that were played with fleet deployments.

You can find them in this thread: http://www.dynaverse.net/forum/index.php/topic,163348697.0.html


Seems I tried to point you in the direction of where the rules came from (even if the links are dead), ie I tried to INFORM you.

Not tell you that you are full of anything....
Political Correctness is really Political Censorship

A tax code should exist to procure the funds necessary for the operation of government, not to manipulate human or business behavior.

A nocens dies in loricatus est melior quam a bonus dies procul opus.

A bad peace is even worse than war."  --  Tacitus

"We thought we could resolve the system's problems by rationing services or injecting massive amounts of new money into it" -Claude Castonguay

Offline Dizzy

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Re: SG6 Rules Discussion Thread
« Reply #125 on: August 03, 2006, 11:15:04 am »
Im not getting into ya'lls tissy. However, keep it civil so we dont lock the thread, lol.

Ok Brez, yeah, some of the rules are silly. Be patient and eventually I or someone else will tell you how/why they came into being... they do have worthy aims and goals.

On the other hand, our rules have gotten so far 'out of the box' that mb a good look at them and reevaluation is in order. But no major changes b4 the server starts. All this far reaching stuff is good discussion for SG7.

For SG6, I'm looking at excorts for carriers, but thats usually what your wingman is for. Tell him to go get one.

Offline Brezgonne

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Re: SG6 Rules Discussion Thread
« Reply #126 on: August 03, 2006, 11:27:37 am »
*pokes Dizzy with big stick*
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Offline Lepton

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Re: SG6 Rules Discussion Thread
« Reply #127 on: August 03, 2006, 07:06:47 pm »
Some comments on the 7 hex ban rule.  It would seem to me that the implications of the rule are to make PvP battles have more impact on the map.  Moving on the premise that the heavy iron is meant to clear the way for hex-flippers, I think we are merely presented with a case of scale here.  The map is far too big.  The impact of this rule would be akin the impact of the regular ban rule on a normal sized map. More hexes to flip, more area to be banned from, I suppose.

My fear is that those wishing for PvP will find themselves penalized for engaging in PvP battles at all in that a single loss in a mission will have a profound effect on where they may operate.  A PvP loss will potentially ban a PvPer or one operating heavy iron from a whole theater of operations since offensive moves are usually planned around taking a specific set of hexes along a specific LOS.  Where in the past one might have been pushed out of a single hex and could still defend the next hex along or do an end-around or merely hold some sway in the area if flying a capital ship, that potential is extremely reduced with the 7 hex ban rule.

I am not in favor of the rule as I feel it will penalize PvPers too heavily for merely seeking a human player to fight against.


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Offline Dizzy

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Re: SG6 Rules Discussion Thread
« Reply #128 on: August 03, 2006, 07:33:51 pm »
I agree, Lepton. But Tool and Krueg both think this rule is worth giving a shot considering that the larger map affords more strategic options. More importantly, I think the rule ought not be called the 7 hex ban rule cuz some players arnt sure if its radius, diameter, what it is is the hex you drafted or were drafted in and all 6 hexes adjacent to you at the time of the draft.

PvP cravers will respond to attacks 2 hexes away Im sure. I will. And you can always draft or be drafted in the hex as you are moving out of the ban area. See the rules.

In the grand scheme of things it wont be that bad. Fly with a wing!

Offline KBFLordKrueg

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Re: SG6 Rules Discussion Thread
« Reply #129 on: August 03, 2006, 07:53:16 pm »
I agree, Lepton. But Tool and Krueg both think this rule is worth giving a shot considering that the larger map affords more strategic options. More importantly, I think the rule ought not be called the 7 hex ban rule cuz some players arnt sure if its radius, diameter, what it is is the hex you drafted or were drafted in and all 6 hexes adjacent to you at the time of the draft.

PvP cravers will respond to attacks 2 hexes away Im sure. I will. And you can always draft or be drafted in the hex as you are moving out of the ban area. See the rules.

In the grand scheme of things it wont be that bad. Fly with a wing!

For the record...
I was NOT in favor of the 7 hex rule in open space.
My proposal was around planets and bases only...
But, I was so venomously opposed, I consented in favor of getting the show on the road since the test server was up and we hadn't even finished hammering out a final draft of the rules.
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Offline Dizzy

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Re: SG6 Rules Discussion Thread
« Reply #130 on: August 03, 2006, 07:56:24 pm »
But u did say it was worth giving a shot to see if it works...

I am opposed to. Let's just see what happens...

Offline Dizzy

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Re: SG6 Rules Discussion Thread
« Reply #131 on: August 03, 2006, 08:00:21 pm »
Two things to keep in mind... the central Mosh pit area... and the black hole hexes ignore the DR rule. So whoop it up there...

Offline Lepton

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You don't feel it because you play differently than everyone else. You're a PvP glory hound. You just want fight after fight after fight and you don't care what the map looks like.

Step outside of that mindset for a minute. Do you have any idea how easy it is to get into a hex flipper, start working a hot zone and run around peeps that are trying to chase you down? Ask Chuut, he will tell you. Even I can do it, it fact I did it quite a bit on SG5. The reason its easy is the same reason I outlined above; the DR in its current form does not make it efficient to chase people down.

Now you're telling me the map area is going to be 4x as big. What do you think the ramifications of that are? Is it going to be easier for hex flippers to avoid PvP or harder?

The server needs to BALANCE between PvP and flipping. There are peeps who like both. Don't make the server all about one at the expense of the other.

FLIP FESTS ARE BORING. Make PvP count. ON THE MAP.

I don't understand your point here.  How are hex-flippers going to avoid PvP more if the capital ships are getting bumped out of a large area over the loss of merely one battle?  In fact, if a hex-flipper gets booted out of an area, he will be engaging in very little PvP as he will have to go elsewhere for an hour.  Most offensive operations are concentrated on a few set of hexes and establishing an LOS.  The one hex ban radius will reduce overall PvP.  If you want to increase PvP and stop flippers, I'd suggest doing a draft radius of one, not a ban radius of one.


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Offline KBF-Crim

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Re: SG6 Rules Discussion Thread
« Reply #133 on: August 03, 2006, 09:32:16 pm »
I agree, Lepton. But Tool and Krueg both think this rule is worth giving a shot considering that the larger map affords more strategic options. More importantly, I think the rule ought not be called the 7 hex ban rule cuz some players arnt sure if its radius, diameter, what it is is the hex you drafted or were drafted in and all 6 hexes adjacent to you at the time of the draft.

PvP cravers will respond to attacks 2 hexes away Im sure. I will. And you can always draft or be drafted in the hex as you are moving out of the ban area. See the rules.

In the grand scheme of things it wont be that bad. Fly with a wing!

This completly ignores the fact that most fronts arent in a straight line but are in fact wandering ebbs and flows....

A "mega hex ban"  will have the real effect of driving people off an entire front or push....

I'm not saying it's good or bad at this point...just pointing out reality....you ont have to go two hexes...you might have to switch fronts to find something effective to do...

If I read this right...and you are defending a planet running missions one hex north of the planet and disengage or are destroyed you cant even run missions on the planet...

In effect..you can push people two deep hexes into their own space, because they lost a mission in your space...

Thats a pretty big distance for a routed fleet or ship...

I dont understand how this helps defenders at all...