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- From: fadden@uts.amdahl.com (Andy McFadden)
- Newsgroups: rec.games.netrek
- Subject: Frequently Offered Clever Suggestions
- Message-ID: <89H=03SFc5zd00@amdahl.uts.amdahl.com>
- Date: 21 Dec 92 21:18:44 GMT
- Reply-To: fadden@amdahl.uts.amdahl.com (Andy McFadden)
- Organization: Amdahl Corporation, Sunnyvale CA
- Lines: 1187
-
- Here's the monthly FOCS posting. Nothing new here.
-
- --
- rec.games.netrek Frequently Offered Clever Suggestions list
-
- Maintained by Andy McFadden (fadden@uts.amdahl.com)
- Revised: (no changes)
- Last revision: 26-Oct-92
- Changes: (no changes)
-
-
- The same ideas get proposed over and over by people trying to enhance the
- game, and the same discussions come up again and again. This file is an
- attempt to stem the flow by presenting old discussions and arguments against
- the ideas.
-
- This assumes you are familiar with the game itself and some of the vocabulary
- (argot) involved (e.g. scum, ogg, LPS, Iggy). This is NOT intended to be a
- capsule summary of rec.games.netrek discussions; it is intended to help
- people trying to enhance the game understand why many of the obvious
- improvements won't work or won't be accepted by the Netrek community. As
- such, it contains one-sided and occasionally opinionated material. I welcome
- improvements and stronger arguments, but if you want to debate the value of
- something I will probably ignore you.
-
-
- REMEMBER: Netrek is not Star Trek. Netrek is not reality. Star Trek is not
- reality (despite my earlier assertions to the contrary). DO NOT suggest
- modifications purely to make the game "more realistic". ONLY consider ideas
- that will improve game play.
-
-
- CONTENTS:
-
- 1) How about team DI?
- 2) How about no DI at all (+ changes in general)?
- 3) All ships shouldn't fire 8 torps.
- 4) Let's make cloakers blind.
- 5) Let's allow cloakers to fire.
- 6) The DD needs to be improved.
- 7) Here's a neat idea for a new ship.
- 8) How about a ship design system?
- 9) Remove the kill restriction on army carrying.
- 10) Remove the kill restriction on plasma torps.
- 11) Get rid of LPSs.
- 12) Get rid of Iggy!
- 13) Combine all of the server processes into one.
- 14) Put the number of armies next to the planet.
- 15) Highlight ships with kills.
- 16) Prevent bombing/taking out of T-mode.
- 17) Stop 3rd race scumming.
- 18) Just have a two-race galaxy.
- 19) Add incentives for scout bombing.
- 20) Protect ships that are fully lagged.
- 21) Credit kills appropriately.
- 22) Get rid of borgs!
- 23) Change the names of the races or the planets.
- 24) Add ship collisions.
- 25) Give planets gravity or motion.
- 26) Show the list of players or a "rank weighting" on entry.
- 27) Set up an invitation-only clue server.
- 28) Allow ships to drop mines.
- 29) Have the client update the torps instead of the server.
- A1) Appendix: Sturgeon II changes
- A2) Appendix: Sturgeon II kill credit rules
-
-
- You can skip straight to the one you're interested in (say, chapter 2) by
- searching for the regular expression "^2)".
-
-
- 1) How about team DI?
-
- Problem:
- Too many rank scums out there for themselves. Need to add an incentive for
- team play, so that they will get more DI if their team does better.
-
- Proposal:
- Change the DI structure so that you get points for stuff your teammates do.
- Alternatively, change it so that you get points for different "team stuff",
- like taking strategically placed planets or killing carriers.
-
- Why not:
- Most "team DI" schemes will cause people to switch to the team that's
- winning, because that's where the points are. It is possible right now to
- see the players on each team before making the initial team selection; this
- would make unfair teams the rule.
-
- Changing the individual values of things is difficult when you consider how
- the current DI scheme works. "DI" is simply the sum of offense, bombing,
- and planet ranks, multiplied by the number of hours you have been playing,
- and then adjusted according to the global average. There are no fixed DI
- values for doing certain things; just your relationship to the rest of the
- people on the server.
-
- Killing people with armies gives you (5*armies) bombing credit, and taking
- core planets is worth more than other planets, so the incentives exist;
- people are simply unaware of them or feel it is easier to do things the
- scum way.
-
-
- 2) How about no DI at all?
-
- Problem:
- DI is a mistake. It is the reason for scumming.
-
- Proposal:
- Toss it. At least toss all the ranks above Captain.
-
- Why not:
- Many people like to advance in rank. DI was developed because the original
- Xtrek had nothing but win/loss stats, so ratio scumming was the only way to
- look impressive (you think DI is bad... heh). There are a large number of
- Admirals who like having their rank (hey, it took them a long time to get
- there), and some of them run servers. DI is like the USA's electoral voting
- system: it's not great, and the country might be better without it, but it's
- not going away without a major fight.
-
- Besides which, it's a good way to attract [scum] players to new servers.
-
- Any change to DI is simply going to shift scumming one way or the other.
- Most arcade games are centered around the accumulation of points; the object
- is to do certain things, for which you rewarded. The idea of Netrek, however,
- is to win the game; rank should be just an incidental feature. However,
- there will always be those who see the accumulation of points, rank, or
- whatever as the driving goal.
-
- The Holy Grail of DI changing is a system that rewards only non-scum
- activities. However, telling scumming from teamwork requires human
- intervention or artificial intelligence in most cases.
-
- Other interesting ideas:
- - Have players promote each other. Once you get to a certain rank, you can
- promote those beneath you. This has a chicken & egg problem which can be
- solved by importing a database or with some active administration at first.
- Note this is open to abuses (demoting people you don't like, promoting
- really lame players to embarass them, etc), and tends to trivialize rank.
- Tried on b62150.student.cwru.edu.
-
-
- 3) All ships shouldn't fire 8 torps.
-
- Problem:
- The game is unbalanced. SBs should be able to shoot more torps than others.
- Maybe SCs shouldn't be able to shoot as many.
-
- Proposal:
- Increase SB torps to 12, or scale all others accordingly.
-
- Why not:
- Going to 12 torps requires mods to both client and server. This will increase
- CPU time slightly, and will increase network usage. You can't just switch
- on the ship type, either, because a SB could fire 12 torps and then refit.
-
- Scaling all ships down (so that an SC would fire, say, three torps total)
- has been tried on Sturgeon; see appendix A1.
-
- Any change to the ship characteristics is going to be met with a great deal
- of resistance. The game is very carefully balanced, and any changes can
- result in drastic changes in the way it's played.
-
-
- 4) Let's make cloakers blind.
-
- Problem:
- Cloaking is too powerful. Ogging is getting out of hand.
-
- Proposal:
- Remove certain items from the tac display of a cloaked ship, like enemy
- ships, planets, torps, etc.
-
- Why not:
- Been done. Not very popular. Removing planets makes them hard to take
- (you just sit there watching your 'O' flag, hoping that nobody will kill
- you because they KNOW you are coming straight in). Removing torps is bad
- for the same reason.
-
- Removing other players to make ogging harder is bad because most players
- LIKE ogging. It's fun, and it's part of the game.
-
-
- 5) Let's allow cloakers to fire.
-
- Problem:
- Now that Star Trek VI is out, cloakers (esp. Kli) should be able to fire.
-
- Proposal:
- Allow ships to fire when cloaked, possibly with a higher fuel or wtemp cost.
-
- Why not:
- Gimme a break. Ogging would become trivial without changes to other parts
- of the game. See the Sturgeon changes in Appendix A1.
-
-
- 6) The DD needs to be improved.
-
- Problem:
- The DD is weak. It can't take bomb as well as an SC, and it can't fight as
- well as CA.
-
- Proposal:
- Give the DD bigger shields, or bigger torps (30 is too small), or more
- powerful phasers, and perhaps a bigger fuel tank.
-
- Why not:
- As Tom Holub put it (paraphrased), "The CA is weak. It can't bomb as well
- as a DD, and it can't fight as well as a BB." All ships have their place,
- it's just a question of finding the right niche. DDs can carry 5 armies,
- making them more of a threat to planets than the SC.
-
- Several discussions have raged over rec.games.netrek about what the One True
- Use of the DD is. None have been found. They can't be used as a big SC
- nor as a small CA; they require a different perspective. I won't offer
- them here, but will instead relegate it to the thrice-revised DD Players Guide.
-
- As a side note, the cooling rate on DDs was changed from 6 to 7, allowing
- them to go great distances without overheating. Many players who previously
- thought the DD fully worthless now consider it to be valuable in certain
- circumstances. For those of you who are beginning to think that I'm totally
- anti-change, let it be known that I sent private e-mail to about ten different
- server dieties asking them to make this change, and campaigned long and hard
- on rec.games.netrek.
-
- I detest the phrase, "Ship of Lose." It doesn't even make sense. Stop it.
-
-
- 7) Here's a neat idea for a new ship.
-
- Problem:
- There's a gap in Netrek that really needs to be filled.
-
- Proposal:
- I want a new ship X that can do Y and Z.
-
- Why not:
- KSU-Galaxy/Chaos servers are a prime example of ship design run amok. The
- GA had huge torps, fast phasers, an incredible refueling rate, and eventually
- they even boosted the manuverability on some servers. As a result, nobody
- played anything but GA (there were some DD holdouts, but once you could turn
- in GA at a reasonable warp most of those switched over).
-
- You may think your new design will fit perfectly into Netrek. You're
- probably wrong. Some examples from the past:
-
- - mini-starbase. Like your normal SB, but less filling. You'd get a couple
- on a team, or maybe just have them more often. Two of these together,
- pressoring each other out of danger, would be damn near invincible when
- guarding a repair planet. It's basically a Super Planet Defender, like
- a BB on steroids, and it really wouldn't add anything new to the game,
- since it's easier to ogg than an SB and slower than a BB.
-
- - fighters. SBs would launch these, perhaps they'd be robot-controlled.
- Again, neat idea, but so what? They would either have to occupy a player
- slot (reducing the number of other robots you can have) or require
- modifications to both client and server (which is a Bad Thing). Again,
- what do they add? Are they any different from plasma torps with a high
- tracking setting? See the Sturgeon changes, which implemented them as
- slow-moving tracking torps, which SBs could fire instead of normal torps.
-
- - floating fuel platform. Another pseudo-SB, which looks like an AS but
- has fuel like an SB. Easy ogg target; what good is it if you have to keep
- it sitting behind your home planet? One BB can off the thing, so it's
- not even valuable as a distraction.
-
- - ogger ship. Maybe it uncloaks fast (a la the old Calvin scheme), or it
- does 200 points of damage when it explodes, or it has small torps but a
- big phaser, or whatever. Anybody who thinks they need this has never been
- ogged by somebody in a CA who knows what they're doing. This would just
- make Ogging by Idiots that much easier.
-
- - super scout ship. Strip off most offensive weaponry, make it real fast.
- What's the point? Try stopping a good SC player, and THEN see if you
- really want to propose this.
-
- - big fat starbase. This one has the actual size increased, making it easier
- to hit, but is given better shields to compensate. So what's the point...?
- It would involve changing a lot of code in the server and client to special
- case the various options, plus new bitmaps (for shield/cloak as well),
- etc, etc.
-
- Many suggestions like these come from people trying to compensate for
- inadequacies in the ships (sounds vaguely Freudian, doesn't it?) It takes
- time and a lot of practice to become a really effective player; even
- the lowly SC can be a marvelous dogfighting ship when it's flown by a
- skilled player.
-
-
- 8) How about a ship design system?
-
- Problem:
- Other games (e.g. xtank) allow you to change the way your ship is set up. I
- want to be able to adjust my ship characteristics according to the way I play.
-
- Proposal:
- Allow ship characteristics to be adjusted by the player.
-
- Why not:
- This was implemented in a version of the original Xtrek game. The tendency
- was to do things like strip all torpedos, most of the hull, half of the
- engines, and all of the cloaking ability from the ship and get phasers that
- could do 40 points of damage to ships outside of visual range (but had to
- be orbiting a fuel planet to fire more than twice).
-
- Games quickly became ridiculous. Either your planets were being taken by
- someone completely invisible, or you were getting destroyed by ships you
- couldn't see. Nobody bothered dodging, because nobody fired torps.
-
- Any implementation will require carefully balanced limits and a lot of play
- time before it would become widespread. Anyone who wishes to try this will
- likely have to set up their own server and then try very hard to attract
- players to it.
-
- As a side note, Sturgeon has a feature somewhat like this: predefined ship
- upgrades after you get kills. Unfortunately this can encourage ratio
- scumming and runner scumming, because nobody with a nice big fat ship wants
- to die. (It also introduced "upgrade scumming" to the world: repeatedly
- killing a second login to get lots of upgrades.)
-
-
- 9) Remove the kill restriction on army carrying.
-
- Problem:
- Imposing a restriction based on kills is unrealistic and silly.
-
- Proposal:
- Allow any player to carry armies.
-
- Why not:
- If you allow this, you remove a big part of the challenge of the game.
- Getting a kill and staying alive while trying to move armies around is
- one of primary challenges in Netrek. If anybody can carry armies, then
- every player is a potential planet taker, and it's impossible to focus
- the defense of your space.
-
- You will also increase the instances of Ensign Fubar scampering about,
- picking up armies and dying with them. This is a Very Bad Thing when your
- team is low on armies. If a player can't get a kill, he probably doesn't
- have the skill or experience to take a planet without getting nailed.
-
- (People who need practice taking planets need to practice staying alive first!)
-
- For those who insist on reality, it can be argued that Star Fleet Command
- doesn't like to entrust armies with commanders who haven't proven themselves
- in battle (especially Kli!) It has also been suggested that the captains
- use the hull fragments of the enemy starships to build crew accommodations
- for the armies.
-
-
- 10) Remove the kill restriction on plasma torps.
-
- Problem:
- Requiring kills for plasmas is silly.
-
- Proposal:
- Allow plasmas for one and all.
-
- Why Not:
- While this is a trivial server change (quick alteration to .sysdef), it's
- there for a reason, namely that having 8 battleships with plasma torps makes
- taking planets impossible. LPSs would never end. Chaos servers allowed
- infinite plasmas, and plasma-wars became rather common. So did plasma-
- muggings (you can't shoot three incoming plasmas!) The ping-pong plasmas
- made life interesting, but then there's not much point in taking planets
- on a Chaos server anyway.
-
- The way things are now, players with 2+ kills can be ogged, which prevents
- them from firing more plasmas.
-
- While it's true that the rich become richer (or perhaps the deadly become
- more deadly), there's nothing wrong with elitism in Netrek. It's just a
- game. Deal with it.
-
-
- 11) Get rid of LPSs.
-
- Problem:
- LPSs suck. They're boring and they make my stats hurt.
-
- Proposal:
- Various ideas.
-
- Why Not:
- The Last Planet Stand is one of the few things in Netrek that absolutely
- REQUIRES teamwork. It is nearly impossible to break an LPS unless the
- attackers are organized or the defenders are largely clueless.
-
- A reasonable solution to the Indefinite LPS (one that drags on and on
- because all the clued players on the attacking side bailed) is the Bronco
- LPS timer. The attackers get 45 minutes to break it, at which point the
- galaxy resets. There are players who dislike the timer because it encourages
- the attackers to slack off ("oh, we'll just wait for the timer, we'll never
- break through), but it's proven to be a reasonable compromise.
-
- LPSs are here to stay. It is possible to come back from one, just as it is
- possible to genocide a race. If you are concerned about the damage to your
- stats, then set up your own server, scum your way to admiral, and get on
- with life.
-
- There are some ideas floating around about encouraging teams to go for the
- genocide, such as resetting the galaxy afterward instead of leaving a
- 20 planet vs 10 planet setup (whether that's a punishment or a reward
- depends on your point of view).
-
- Side note: LPSs with homeworld agris are monumentally unpopular. You can
- hold off against a fleet with greater numbers without too much difficulty.
- Many servers explicitly prevent the home world from being agri; if your
- favorite server doesn't, tell the server admin. (The other side of the
- coin is that, once taken, it's harder for the home team to retake. I don't
- think this balances the pain of taking it in the first place, however.)
-
-
- 12) Get rid of Iggy!
-
- Problem:
- Iggy is nothing but a pain.
-
- Proposal:
- Lose him.
-
- Why Not:
- Iggy is a Bronco server feature that adds a bit more randomness to the game.
- Opinions on Iggy are rather divided, but most everybody seems to have one
- (at this point I will plead neutrality so as not to start ANOTHER flame war).
-
- If you really dislike Iggy, either:
- - kill him as soon as he shows up,
- - ask the server god to remove him, or
- - play on servers that don't have him.
-
- Some people will argue that Iggy is "terrain", i.e. a part of the game like
- planets (only a bit more aggressive). A common phrase is, "if you're fighting
- Iggy, you don't understand him."
-
- Some servers have banned Iggy during t-mode; you might request this. It
- should be left to the individual admins however. Some servers (e.g. Calvin)
- have snakes instead, which don't really do much but get in your way (they
- look cool though).
-
-
- 13) Combine all of the server processes into one.
-
- Problem:
- My workstation can't handle all the context switches.
-
- Proposal:
- Merge all the ntserv processes into one, and maybe even combine them with
- daemonII, so instead of the Server Union we'd have the Unified Process.
-
- Why Not:
- Ray Jones is working on this. There are advantages and disadvantages to
- doing this, not the least of which is that it requires a complete rewrite
- of the server, a partial to full rewrite of the client, and will work best
- as a strictly UDP implementation (which requires a whole new protocol).
-
- Among the disadvantages are the possible loss of the shared memory segment
- (which kills the traditional tool interface), the need to bring the server
- down whenever changes are made, the inability to simply restart failed
- components (ex: restartable daemon), changes in CPU load possibly resulting
- in lower UNIX process priorities (and thus worse real-time performance),
- changes in the way the kernel sees Netrek (e.g. waiting for I/O), poorer
- performance on MP machines, the larger executable will be more likely to be
- swapped out under BSD, loss of memory firewalls between components, etc, etc.
-
- There are a number of advantages, but this file is meant to discourage you,
- not entice you. A reading of the process scheduling chapter in _The Design
- and Implementation of 4.3BSD UNIX_ should be required for anyone contemplating
- this.
-
-
- 14) Put the number of armies next to the planet.
-
- Problem:
- It's annoying to have to hit 'i' all the time to get army counts.
-
- Proposal:
- Put the number of armies on each planet next to the planet's bitmap on the
- galactic map.
-
- Why Not:
- This is the first step down the path to "Netrek for Morons(tm)". You can see
- when a planet pops by watching the galactic map; having ever-increasing army
- counts staring you in the face is like having a compass attached to your
- nose.
-
- It's true that the information is accessible, if somewhat inconvenient.
- However, players who aren't paying attention won't see the new army
- numbers, and are less likely to react to an army bitmap on the display than
- they are to seeing "15" next to Sir. If you aren't paying attention to
- armies, you lose. There are several places in Netrek where this is the
- case.
-
- Netrek rewards vigilance and a keen eye as well as intelligence and fast
- reflexes. Being constantly aware of everything around you is a challenge
- beyond the goals of the game itself; it requires the player to improve
- himself, and rewards experience. Doing all but say, "do this next" will
- make things too simple, and reduce the sense of accomplishment acquired
- from mastery of the game. Knowing exactly where the armies are and how many
- requires as much skill as holding a phaser lock, which is as it should be.
-
- There are those who think otherwise. I'm not presenting their opinions here,
- because if you are about to propose this then you share those opinions
- already. Suffice it to say that there is enough disagreement to keep this
- from becoming a standard feature of Netrek.
-
-
- 15) Highlight ships with kills.
-
- Problem:
- It's too annoying to have to look down at the player list, and relate that
- to the people flying around.
-
- Proposal:
- Mark players with kills somehow.
-
- Why Not:
- This is yet another stepping stone on the path to ButtHeadTrek. This would
- essentially stick a big "Ogg Me" sign on the engines of anybody with a kill.
- You don't even have to pay attention to the game to know what you should do
- when you encounter a ship with kills.
-
- While this is in the same vein as the army counts, it isn't really
- controversial, possibly because the guys who like the army counts also like
- to take planets and don't want to get swamped by "stupid oggers."
-
-
- 16) Prevent bombing/taking out of T-mode.
-
- Problem:
- Many players either don't know Netrek-etiquette about not messing with
- planets outside of T-mode, or they choose to ignore it.
-
- Proposal:
- Make the server enforce it.
-
- Why Not:
- Actually, I kind of like this one. Sickdog had a mod where trying to bomb
- or drop armies out of t-mode caused you to explode.
-
- The main problem with it is that sometimes its okay to bomb out of t-mode.
- If you've got a 2-on-2 "training" session and just want to practice trading
- planets, it's annoying to have it blocked. Making this policy work without
- getting in the way generally requires human intervention. You could do
- something fancy, counting how much time has elapsed since t-mode was lost
- and take into consideration #of players on a team, etc, etc, but you'd have
- to lean on a server deity to get this to happen.
-
- Another problem is that simple implementations don't give you enough warning
- (one minute you're dropping, the next BOOM!). Any solution will have to take
- a lot of stuff into account, and so far nobody has stepped forward to provide
- something that is widely accepted.
-
-
- 17) Stop 3rd race scumming.
-
- Problem:
- When players are unable to break an LPS, or they just want more armies, they
- may go over to a race with no players and take some planets. This happens
- often when a 20-on-10 game has slowed to an impenetrable impasse, and the
- team with 20 planets decides to reset the galaxy by capturing a 3rd race.
- It's also used to draw LPS defenders away from the planet, and make them
- try to defend 3rd race space.
-
- Proposal:
- Don't allow 3rd race planets to be taken over.
-
- Why Not:
- I really hate 3rd-space scumming, but I'll bite my tongue (ouch!) and try
- to give some reasons not to propose this.
-
- First of all, it's already been discussed several times, so unless you plan
- to undertake a direct-mail campaign to server dieties, forget it. It's been
- a part of Netrek for quite some time, and there are some dedicated 3rd-space
- scummers out there. It's also a viable (if cowardly) alternative to the
- genocide timer, especially on servers that don't have the timer.
-
- However, as one slightly opinionated player put it:
- >From: tom@soda.berkeley.edu (Tom Holub)
- >Subject: Re: 3rd space planet taking
- >Date: 11 Aug 92 07:49:12 GMT
- >
- >People are for it because they are fuckin' WEENIES who don't want to
- >play the game.
- > -Mojo
-
- If you propose it, you will have support, but you won't get anywhere unless
- you're willing to put your back into it.
-
- Some ideas from the past (other than "just don't allow it"):
- - Make war status permanent.
- - Force players to be peaceful against all races except their t-mode
- opponent.
- - Make more intelligent/stronger guardians (go after people with kills, etc).
- Unfortunately, a team which is about to perish will likely bomb the 3rd
- race to bring in a super-guardian to help defend their new territory
- after the genocide (this can be fixed, of course).
- - Have robot appear when hostile player ENTERS 3rd space, not just when he
- attacks it (presume guilt).
- - Make undefended planets do more damage to attackers.
- - The neutral race gets ticked, and some planets join the non-offending team
- for protection (interesting, but it's actually worse).
- - Add robots which actually attack the attacker's space (bombing/taking).
- The large number of armies on 3rd race planets makes this attractive.
- - Leave it legal for servers without a timer, but simply ban it from servers
- with an LPS timer.
- - Have a two-race galaxy (see next item).
-
-
- 18) Just have a two-race galaxy.
-
- Problem:
- Netrek is a descendant of Empire, which had four warring races. However,
- Netrek games typically have only two races fighting each other, so the rest
- of the planets are just worthless junk. This increases network/CPU overhead,
- and leads to 3rd-race scumming.
-
- Proposal:
- Remove two of the races. Leave Fed/Rom, or Rom/Kli (with a reorg of KLI
- space).
-
- Why Not:
- The other planets serve a variety of uses. They can be used by scout bombers
- and planet takers for refueling and repair, and allow cloaking near hostile
- space. It also allows 3rd-space scumming, but that's a different issue.
-
- Most importantly, the size of the galaxy increases the area which needs
- to be defended. If you reduce the galaxy to a two-way, it will be impossible
- to attack from or retreat to neutral space. All offensive actions will take
- place in a single corridor, making starbases and large ships much more
- important. Bombing and deep planet taking will become more difficult
- because there is a single path of attack.
-
- Whether you think this is a good idea or not, there's no denying that it
- will dramatically change game strategies. It is unlikely that such a
- proposal will be popular.
-
-
- 19) Add incentives for scout bombing.
-
- Problem:
- Very few people are willing to SC-bomb because of the drain on stats (too
- much time away from taking planets). Bombing 2 or 3 armies at a time doesn't
- really help the bombing stats much; ogging carriers may do more.
-
- Proposal:
- Change the amount of bombing credit based on the number of armies sitting
- on the planet when bombing began. So you'd get massive credit for bombing
- the last three armies, but not nearly as much for bombing it from 60 to 55.
-
- Alternate proposal:
- Start all planets out at 5 or 6 armies.
-
- Why Not:
- Both proposals suffer from the fact that average bombing stats have already
- been computed on most servers based on the "one army, one vote" scheme
- with 30 initial armies on each planet. Changing the setup mid-stream would
- make it nearly impossible to get a 1.0 bombing rating.
-
- It's also highly unlikely that anybody really concerned about rank is going
- to do much scout bombing anyway. Advancing bombing at the expense of
- offense and planets is not a good way to scum up to Admiral.
-
- The alternate proposal also affects the ability of a starbase to fill up
- with 25 armies at the start of a game. Overall, the second proposal will
- likely have a dramatic impact on the way the first few minutes of a game
- are played - something that isn't likely to go over too well with the "old
- timers."
-
-
- 20) Protect ships that are fully lagged.
-
- Problem:
- When a client becomes seriously lagged, the player usually ends up getting
- snuffed by the first bozo who comes within visual range.
-
- Proposal:
- Make a server mod so that ghostbusted players are invulnerable until the
- connection gets reestablished.
-
- Why Not:
- >From: jch+@cs.cmu.edu (Jonathan Hardwick)
- >Subject: Re: Playing with lag
- >Date: 11 Aug 92 01:24:29 GMT
- >
- >Last time it came up, one objection I remember is that it would become
- >trivial to abuse. Want to take that last planet? Lock on, cloak, max
- >warp, and then yank the ethernet connector out of your machine. Wait
- >30 seconds while the defenders waste all their fuel on you, and then
- >finally realize that you're in Protected Mode. Stick the ethernet
- >connector back in, beam down your armies, genocide the galaxy.
- >
- >Or if you're worth less when in Protected Mode, just yank the ethernet
- >connector whenever death seems inevitable.
-
- Depending on the implementation, you might be able to just hit ^Z and
- suspend your process. When the client host's buffers fill up it'll look
- just like a network storm to the server host. If all you want to handle
- is fully severed clients then you won't be solving the problem; the only
- time my client has been severed is when the server goes down (I can't do
- the "automatic reconnect" because I'm running through a firewall machine,
- so I *know* when I get completely dropped).
-
-
- 21) Credit kills appropriately.
-
- Problem:
- The person who causes deaths doesn't always get the credit (e.g. F1 fires
- torps at R2; R2 dets; F0 dies from the detted torps. Credit should go to
- R2 who did the detting, but currently goes to F1 who fired the torps.)
-
- Proposal:
- Implement some fixes to make it work out right.
-
- Why Not:
- This is actually a pretty good idea. It won't affect the game much, and
- it makes things fair. However...
-
- It will change the game. There were be situations where people who would
- have had kills will not got them, and vice versa. Exact impact on the game
- needs to be better understood.
-
- A similar idea is to have "kills" and "wins" be the same, for statistical
- purposes. So killing a ship with 5 armies would get you 1.5 wins as well
- as 1.5 kills. I don't know that this really does anything useful though.
-
- Sturgeon II has some new rules implemented; see appendix A2.
-
- If you would like to take it upon yourself to define a clear-cut set of rules
- AND modify a server, test it, AND THEN provide diffs for the rest of the
- world, you will probably see this change happen. However, it's probably
- more than your average server deity wants to deal with.
-
-
- 22) Get rid of borgs!
-
- Problem:
- Cyborgs are evil! They're for loser weenies!
-
- Proposal:
- Fully ban them.
-
- Why Not:
- Well, this isn't really a "clever suggestion", but it appears so frequently
- that I figured I ought to mumble a few words of pseudo-wisdom.
-
- Borgs are neat. You can sit back and watch them destroy everything around
- you without moving a finger. This is far more satisfying if the borg you
- are using is one that you have written yourself; you're testing your
- programming skills and algorithmic cleverness against others. The ultimate
- is to write a fully automated android, like SFOP.
-
- Some servers have "borg hours" so that people who want to use them can,
- and so that the authors can test them in battle. If you don't like playing
- against borgs, find out which servers support them and when, and don't play
- during those times.
-
- Generally speaking, people who use cyborgs are atrophying their own skills.
- Playing a borg and playing a regular client are two very different things;
- after a while you become accustomed to firing without aiming, and to having
- oggers snuffed by your auto-pressor and auto-phaser. Going back to being
- stricly human can be a difficult experience. For this reason, most
- experienced players don't use them.
-
- They do make for an interesting change of pace, and it can be fun to sign
- on to a clueless server and munch newbies without breaking a sweat.
- "Borgtrek" is also amusing from time to time (100% borg games).
-
- Cyborgs only become a problem when people sneak blessed borgs into human-only
- hours. Usually they'll turn most of the offensive weaponry off, but they
- usually leave on special features like the ability to determine which players
- are carrying armies or special highlights on players with kills. This gives
- them an advantage, as they can fight, fly, and be fully aware of what the
- other team is doing all at the same time (in some cases they can get
- information unavailable to the standard client).
-
- If you really dislike borgs, go play somewhere else, consoling yourself with
- the fact that, if they try to play a standard client, they will fare far
- worse for their cyborg experience.
-
-
- 23) Change the names of the races or the planets.
-
- Problem:
- Feds never fight Klingons, and who are these Orions, anyway? The names
- are outdated and don't reflect Trek stuff.
-
- Solution:
- Use Ferengi, Cardassians, or some other "real life" hostile races. Change
- the names of some of the planets to reflect Star Trek stuff, i.e. use
- names like "Farpoint" and "Vulcan".
-
- Why Not:
- The names of the races and the planets are ingrained into Netrek players.
- If somebody says "clear org", experienced players know where to go without
- even looking at the map.
-
- Races are the same way. Everyone who has played for a while is used to Rom
- being top left, Fed being lower right, etc. People don't write, "K3 is
- scumming in lower-left space". It's Fed space, and it always should be.
- Sure, people would get used to it after a while, but I don't think most
- people WANT to get used to it. In a few situations it can be a real pain,
- such as when the first letter changes. If you want to send a message to the
- other team, you have to use a different key. It's also used in a lot of
- places in the code, so it'd be a pain to change (and if you didn't change
- the code, but rather just the external appearance, it'd be very confusing
- for people prying into the source code).
-
- Remember what this document says up top: Netrek is not Star Trek, Netrek is
- not Real Life. It's a game, with names chosen as convenient points of
- reference. If you want to set up a server with California city names or
- campus buildings instead of star systems, feel free.
-
-
- 24) Add ship collisions.
-
- Problem:
- It would be neat to have ships collide.
-
- Proposal:
- Have ships either damage each other on collision or bounce off in some
- elastic manner.
-
- Why Not:
- Bouncing ships would be, well, weird. Crunching ships in a BB by rolling
- over them would be amusing, but probably wouldn't add much to the game.
-
- However, there are more serious considerations. First, consider what happens
- if you are cloaked ogging somebody, and collisions do damage. Now you don't
- even need to uncloak to kill the other guy; just run into him. Makes
- avoiding oggs nearly impossible, especially since you can't pressor the
- attacker away.
-
- Second, suppose you are cloaked taking a planet. As it is the defenders have
- to locate you and hit you with enough torps/phaser hits to blow you up.
- Escorts can det torps to keep their takers safe. Collisions make it far
- easier to defend planets: whether the collisions bounce or do damage, planet
- defenders can simply cloak and fly over the planet and have a good chance of
- destroying you or at least knocking you off. They don't even have to uncloak
- anymore, making it harder for the escorts to do something useful. And if
- collisions bounce, you can just knock the escorts into the planet takers.
- Heck, if you want to defend a planet, just sit right in the middle, and
- nobody else can orbit.
-
- This last issue is a strong reason for disallowing collisions between
- friendly players: you could never have more than about four people in orbit
- at once, and getting more than two in orbit would require a minor feat of
- coordination.
-
-
- 25) Give planets gravity or motion.
-
- Problem:
- Planets are boring.
-
- Proposal:
- Give planets a gravitational attraction. Also, make them move around, perhaps
- in some sort of localized circular pattern.
-
- Why Not:
- Gravity is really sort of silly. It won't do anything but make it harder
- to get away from a planet. Might be useful for dodging sideways or running,
- but you either need to make it too weak to be interesting or too strong
- to be playable.
-
- Moving planets is harder than it seems. The client wasn't designed to allow
- planets to move. You will also increase the amount of network traffic (by
- quite a bit, since planet positions are currently only sent right after you
- log on) and the CPU load, which are Bad Things. It really isn't all that
- exciting anyway. It can change the galaxy around making Kli or Ori space
- more "fair", but any serious amount of movement will have to be carefully
- tested so you don't end up with cluster-galaxies and huge neutral zones.
-
-
- 26) Show the list of players or a "rank weighting" on entry.
-
- Problem:
- Teams are often unbalanced, because people must blindly choose which team
- to join.
-
- Proposal:
- Display the list of players, or at least some sort of rank distribution,
- to players entering the game. That way they can choose teams to even them
- out.
-
- Why Not:
- People don't choose the less-clued team as a rule. Should they? Yes. Do
- they? No. Why? Well, they may be rank scums who want some easy targets
- (undefended planets, easy kills, etc), or they may just be sick and tired
- of playing on clueless teams. It gets frustrating after a while when you
- get killed with 6 armies behind your home planet by four oggers while your
- teammates do nothing but shoot torps at you because they think you're a
- bad guy (yes, this has happened to me).
-
- It's also difficult to force people onto one team or another; considering
- that rank is generally not a good indication of skill, solving the problem
- of "what team should I assign this person to" is about as hard as making
- DI meaningful.
-
- Incidentally, it IS possible to see a player list before you enter the game.
-
-
- 27) Set up an invitation-only clue server.
-
- Problem:
- There are so many clueless weenies flying around that I'm not having fun
- anymore.
-
- Proposal:
- Set up a clue-only server. Access would be by invitation only, with players
- selected by the admin or invited automatically after achieving a certain rank
- on certain servers.
-
- Why Not:
- It's been tried. auk.warp.cs.cmu.edu was run this way, and nobody ever
- played there.
-
- There are two fundamental problems with the proposal. First, the invitation
- mechanism is bad. Either the server admin has to spend a fair amount of time
- adding players and passwords, or it has to be done automatically. However, as
- discussed earlier, rank is a horrible indication of clue, talent, and skill.
- Automated systems will be prone to adding clueless players with lots of hours
- or missing clueful players who just don't care about rank (or reset their
- stats).
-
- Even if that were solved, there's another problem: it's not easy to get 16
- clueful players in one place at one time. Players come in and out constantly.
- I personally play whenever I (a) have the time and (b) feel like it; I'm
- not likely to turn up at a specified hour on a specified server on a
- specified day (if I could fit that into my week, I'd be on an INL team).
- Getting it organized is a pain and is just too inconvenient for the players
- to make it worth doing.
-
- auk failed miserably because nobody worked to get the players there (apparently
- it was also a bit on the slow side). If you propose this, be prepared to
- accept the burden of organizing it. Many people have said, "somebody should
- do this", but nothing will happen until "somebody" steps up and does it.
-
- If you want to set one up, feel free, but don't expect much UNLESS you are
- willing to spend a LOT of time massaging the player database, sending e-mail
- to players, and doing general organizational stuff.
-
-
- 28) Allow ships to drop mines.
-
- Problem:
- There just aren't enough ways to kill things.
-
- Proposal:
- Allow ships to drop mines which explode when you run into them.
-
- Why Not:
- The first thing to ask yourself is, what good are they? A new way to
- runner scum? Maybe it's supposed to garrison an SB or planet? Or is it
- just a new toy add for the hell of it?
-
- They aren't really all that useful unless you want to give them serious
- damage capability (say 150 points - otherwise I'll come by in an AS and soak
- up half a dozen), in which case they'll be used either while running away at
- maxwarp or during oggs, essentially giving you a single big torp. If you
- make them more expensive than torps, they won't get used here, but when will
- they be used?
-
- Guarding an SB? Just steer around them, or send a suicide minesweeper in.
- For a planet? Maybe. It might slow down SC-taking. If they can be destroyed
- with phaser shots though then they're pretty much worthless. On the other
- hand, during an LPS you could have everyone on your team drop a mine on the
- home planet, making it impossible to take.
-
- One proposal was to allow SBs to either fire torps or mines (i.e. you would
- choose on an individual basis whether what you fire is going to be a torp or
- a mine). This restricts the #of mines active by essentially crippling the
- starbase every time it drops one. It also requires that the team HAVE an SB
- for them to work at all. Something like this was tried on Calvin.
-
- At any rate, all mine proposals have one major flaw: how to display them.
- Unless you want to force a change to the client code, you have to represent
- them with a player's torps, plasmas, etc. Unfortunately these tend to look
- just like vestigal torps which were "forgotten" by a UDP connection, so
- remote players tend to slam into them (or end up swerving around bogus torps).
- If you want to get fancy (say, have two standard torps orbiting each other)
- you will be using two torps per mine (which might not be a bad thing).
-
- If you're going to propose this, you need to consider:
- - who gets them (ship type, #of kills, rank)
- - how many each person/team gets
- - how they are drawn (plasma, photon, phaser, Iggy?)
- - how they are removed (only on collision, at request of "owner", when
- phasered, when plasmaed, after n seconds)
- - how much damage they do (point-blank damage + blast radius)
- - whether or not they can be tractored/pressored/beamed
- - whether they can be dropped while cloaked (VERY bad idea)
- - who causes them to explode (other team, everyone, all != owner, non-cloakers,
- just cloakers, other exploding mines)
- - who takes damage (other team, everyone, all != owner)
-
- The really hard part is making them useful but not abuseable.
-
-
- 29) Have the client update the torps instead of the server.
-
- Problem:
- A lot of network traffic is spent sending torp updates.
-
- Proposal:
- This could be avoided by just sending the "start" packet with direction and
- speed, and sending an "end" packet when the torpedo dies.
-
- Why Not:
- The main difficulty is losing synchronization with the server. If a "torp
- death" packet is lost or delayed, the position of the torpedo will be
- inaccurate because of torp wobble or possible early expiration. It might
- reduce net traffic, but it could be really confusing.
-
- The biggest obstacle is "torp wobble", which is a random change in direction
- added every update. If the client misses an update, the torp will continue
- off in the previous direction until the next update arrives, at which point
- it will jerk back on course. This can be worked around by sending a random
- number seed to the client, and then having the client emulate the wobble,
- but this is just making more work for the client and creating the opportunity
- for borgs to accurately predict wobbling torps.
-
-
- A1) Appendix: Sturgeon II changes
-
- This comes from the motd (Message Of The Day) on sturgeon.cs.washington.edu,
- port 2592.
-
- -----
- * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
- The Experimental Server at the University of Washington, 24 hrs
-
- UDP 1.0 compatible.
- * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
-
- 9/14/92: NEW UPGRADES. Read on...
-
- Borgs : Allowed, but if others ask you not to, please comply.
- UDP : Supports UDP 1.0. Please use UDP clients, especially from the
- UW computers Wolf, Lynx, Hardy, Shelley.
- SCUM : T-mode scumming will not be tolerated. Upgrade-scumming is
- strongly discouraged (i.e., please don't bring in a second
- character to kill for upgrades, if you plan on playing with
- others, keeping your rank, etc).
-
- 'telnet sturgeon 2591' does a ck_players.
-
- Mail compliments (and complaints/bugreports) to tsang@cs.washington.edu
-
- TO ENTER GAME TYPE:
- [s] Scout [a] Assault Vessel (planetary)
- [d] Destroyer [b] Battleship
- [c] Cruiser [o] Outpost/Starbase
-
- Press 'R' in this screen to reset your stats.
- Press 'f' and 'b' to page through news and instructions.
-
-
- This server has a lot of changes. I shall try to describe all the ones
- I can remember making. There may be a couple more.
-
- (1) Phasers have longer range, but damage does not decrease linearly, but
- rather with the square of the range. They're faster on bigger ships.
-
- (2) Only starbases and battleships can fire a stream of 8 photon torps.
- Cruisers are limited to six, destroyers five, assault ships four,
- and scouts three. Starbases have fighters too (hit "C" to toggle)
-
- (3) Photon torpedos are identical for all ships, in terms of fuel cost,
- damage, fuse, and weapon temperature.
-
- (4) Phasers do double damage to shields, and photons double damage
- to "hull" (damage points). Example: 15 point phaser hit to shields
- of 20 will reduce the shields to 0 with the first 10 pts, and do 5
- hull points with the remainder. Not many ships can take more than
- one torp hit to downed shields.
-
- (5) All ships can fire torps while cloaked, at 5x normal cost (300 x 5)
-
- (6) Cloaking enemies will be revealed for a short time if (a) they get
- hit by a torpedo, (b) they get hit by phasers with their shields up,
- or (c) you detonate your own torpedos, to show them in a radius.
-
- (7) Upgrades. If you refit to the same ship type, you can "upgrade"
- some aspects of your ship, in return for kills. If you refit
- to another ship type, you regain most of your "used up" kills.
-
- (8) Plasma torps now "cost" 2.0 kills. They only take two seconds
- to upgrade. They are "upgrade 2", and are *not* automatic for
- refits from ships with 2+ kills.
-
- (9) Scouts don't bomb; they strafe. While this is much less time
- efficient, the advantage is that they can strafe until a planet
- has less than TWO armies.
-
- (A) Planets now have variable resources. Home planets (Ear, Rom, Kli, Ori)
- are always Fuel/Repair/Agri, and Core planets are always Agri. Any
- planet with less than 10 armies is Agri; from 10-19 it is Fuel, from
- 20-39 Repair, and Fuel/Repair from 40 on up.
-
- (B) Phasers can be fired before they fully recharge. This costs the same
- amount of fuel, but does less damage.
-
- (C) The base number of kills received is equal to (Hull points of victim) /
- (Your hull points). Thus, a scout destroyed by a cruiser is only worth
- 0.75 kills, while the cruiser is worth 1.33 to the scout.
-
-
- UPGRADES
- --------
-
- To upgrade, have available kills and orbit your home planet. Refit to
- the same ship type, and a menu will come up on your messages display.
- Press the number corresponding to the upgrade you want. The kills will
- be deducted from the number available, and your ship will be upgraded
- (with some amount of refit time, depending on the upgrade).
-
- In all menus, press 0 (or a non-number) to abort.
-
- From the Main Menu, 1 works the same as the classic refit (fixes damage,
- shields, fuel, wtemp, etemp).
-
- Upgrades cost k1 + k2 * (previous upgrades of same type) kills, listed
- as (k1/+k2), and your ship will be nonresponsive for that many seconds.
-
- Upgrades include:
-
- - Shields +10 pts to your shield maximum (1.0/ 0.0)
- - Fuel capacity +250 fuel maximum (0.5/ 0.0)
- - Fuel recharge +10 fuel/sec (0.5/+0.5)
- - Max Speed +1 to maximum warp speed (2.0/+1.0)
- - Acceleration +0.1 warp/sec acceleration (0.5/+0.1)
- - Deceleration +0.1 warp/sec deceleration (0.5/ 0.0)
- - Engine Cooling +10 engine temp cooling/sec (1.0/+0.5)
- - Phasers +3 to point-blank damage (1.0/+1.0)
- - Photons +1 to photon torpedo *speed* (base is 15) (3.0/+2.0)
- - Weapon Cooling +10 weapon temp cooling/sec (2.0/+2.0)
- - Cloaking Device halve the fuel cost (round up) (2.0/+1.0)
- - Tractor/Pressor +100 tractor/pressor strength (1.0/+0.5)
- - Damage Control +1 damage repair/sec (1.0/+1.0)
-
- Commodities: upgrades that are "no deposit, no return"...
-
- - Overload shields +50 pts to your current shields, one use only (1.0/ 0.0)
-
- - Pseudoplasma 0 pt plasma (12) (1.0/ 0.0)
- - Type 1 Plasma 50 pt plasma (12) All plasmas cost: (2.0/ 0.0)
- - Type 2 Plasma 75 pt plasma ( 6)
- - Type 3 Plasma 100 pt plasma ( 4)
- - Type 4 Plasma 125 pt plasma ( 3)
- - Type 5 Plasma 150 pt plasma ( 2)
-
- - 10 megaton nuke Just like in Nuclear War (1 army = 1 million) (1.0/ 0.0)
- - 20 megaton nuke The tables have been duplicated, except for (2.0/ 0.0)
- - 50 megaton nuke the "destroy the solar system", which may (4.0/ 0.0)
- - 100 megaton nuke later... (8.0/ 0.0)
-
- Plasmas cost no fuel to fire. Nukes take up (1/2/3/4) army bays until used.
-
- Switch between special weapons with the "C" key.
- -----
-
-
- A2) Appendix: Sturgeon II kill credit rules
-
- -----
- (a) You can get credit, but never actual kills, for killing your teammates.
-
- Example: F0 phasers R1, who explodes on F2. F0 gets credit for killing
- both R1 and F2, but only actually gets kills for R1.
-
- (b) Except in the case of a point-blank plasma explosion, you never get
- credit for killing yourself. In that exceptional case, refer to (a).
-
- Example: F0 oggs R1. R1 explodes, and takes F0 with him. Each gets
- credit and kills for the other (posthumously)
-
- (c) If you det someone's torp, or phaser someone's plasma, any deaths
- that result are credited to you, except your own. Your own death
- is credited to the person who fired the torp or plasma.
-
- (d) If you are credited with someone's death, anyone who dies as a
- direct result of that explosion is credited to you (except
- yourself, as above)
- -----
-
- --
- fadden@uts.amdahl.com (Andy McFadden)
- [ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
-