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Unread 13 Sep 2006, 19:26   #1
Appocomaster
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Speedgames

As mentioned previously, I'd like to spend tomorrow (when not pwning java in my new degree thingy) setting up game.planetarion.com for a speedgame type thing starting at the weekend. It will involve new features which (I'm 90% sure..) will be working fine.

I have 2 (ish) questions that I'd like answered by tomorrow morning (or, perhaps, evening :P)

1) how long should it go on for?
options:
- 24/48 hours (@1/2 mins)
1 week (@5-10 mins)
2 weeks (@??)

2) what code/stats setup should it be?
I'm aiming for a more conservative set of stats than jer's current ones. I'd like to bring true cloak back in, and should have the new features to reset / delete your own account coded. We should also have an alliance merging system working, and the new alliance limits (suitably adjusted).

Anything else that's easy to do I could maybe squeeze in.

Anyway, discuss etc!
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Unread 13 Sep 2006, 19:35   #2
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Re: Speedgames

1 week, 5 minute ticks would end up a little under 2000 ticks I think. I think 24 hours is probably a bit short, 48 hours with 1/2 minutes always seemed to fall dead by the second day I found.
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Unread 13 Sep 2006, 19:36   #3
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Re: Speedgames

what does more conservative mean? if you mean r14 type, it won't work. a speedgame should never be more than 2 minutes, and also 24hrs long is good enough. though 2 x 18 or something would be better.
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Unread 13 Sep 2006, 19:49   #4
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Re: Speedgames

i like it to be 1min ticks and 24h game 48 = to long
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Unread 13 Sep 2006, 19:55   #5
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Re: Speedgames

Quote:
Originally Posted by jerome
a speedgame should never be more than 2 minutes, and also 24hrs long is good enough. though 2 x 18 or something would be better.
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Unread 13 Sep 2006, 20:15   #6
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Re: Speedgames

yeah you're right I was thinking more about testing. A 'speedgame' shouldn't be more than a day.
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Unread 13 Sep 2006, 20:24   #7
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Re: Speedgames

actually using a more conservative set than mine might be a nice idea for people to warm up to use mine for the real round.
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Unread 13 Sep 2006, 20:49   #8
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Re: Speedgames

Whatever, I have no plans all weekend. It might be a nice idea to keep it running friday-sunday so I won't waste all my money on alcohol.

And if the ticks are longer than 2 minutes you take the speed out of the speedgame and that's not cool.
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Unread 13 Sep 2006, 20:55   #9
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Re: Speedgames

Quote:
Originally Posted by add100
i like it to be 1min ticks and 24h game 48 = to long
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Unread 13 Sep 2006, 21:26   #10
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Re: Speedgames

1 minute, 24 hour. All research and some buildings done.

then

2 minutes 48 hours. Also all research and buildings, etc.

Then 1 week @ 5 minutes with nothing done.
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Unread 13 Sep 2006, 22:07   #11
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Re: Speedgames

I really don't like those new stats with old skool stuff
And the idea for military scans also not.

If I wanted to play plane*ia, I would have been on another website right now
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Unread 13 Sep 2006, 22:34   #12
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Re: Speedgames

24 hour with 2 min ticks gets my vote - preferably all day Sunday so it doesn't interfere with footy
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Unread 13 Sep 2006, 22:48   #13
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Re: Speedgames

Only 50ppl or so will end up playing anyway.. so why bother discussing it?
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Unread 13 Sep 2006, 23:16   #14
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Re: Speedgames

instead of catering to the 50 with 1 min ticks for 24 hrs , play 5min ticks for a week
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Unread 13 Sep 2006, 23:58   #15
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Re: Speedgames

Quote:
Originally Posted by gzambo
instead of catering to the 50 with 1 min ticks for 24 hrs , play 5min ticks for a week
i agree, i think more people would play as oppossed to just the 50
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Unread 14 Sep 2006, 00:19   #16
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Re: Speedgames

Quote:
Originally Posted by gzambo
instead of catering to the 50 with 1 min ticks for 24 hrs , play 5min ticks for a week
I agree.
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Unread 14 Sep 2006, 03:09   #17
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Re: Speedgames

3 speed games:

sat - roughly 22hr game (depending how long it takes to reset) at 2min ticks (all tech and some buildings)
sun - same again (all tech and some buildings)
mon-fri - 5 min ticks (1000+ useful ticks, ie being awake) with freebie players equivelent tech, no buildings)

Code/Stats setup? suprise us
Starting resources wise? something useful to play with

Edit:
I meant friday 21:00 GMT not saturday. I am an aussie so friday 21:00 is sat for me . my bad

Last edited by zmaster; 15 Sep 2006 at 00:55.
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Unread 14 Sep 2006, 05:36   #18
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Re: Speedgames

Game 1 starting at 21:00 GMT on Friday, September 15, 2006 - 20:00 GMT on Saturday, September 16, 2006

Game 2 starting at 21:00 GMT on Saturday, September 16, 2006 - 20:00 GMT on Sunday, September 17, 2006

- PA Team and Community at Large Discuss the Two Speed Ticks that were at 1 Minute Ticks -

Game 3 starting at 20:00 GMT on Monday, September 18, 2006 - 21:00 GMT on Friday, September 22, 2006.

- PA Team and Community at Large Discuss the Weeklong Testing at 5 minute Ticks -

And sprinkle the different incentives and freebies along the way, until the final testing that doesn't need major rehaul can be done during the weeklong simulation fight. Therefore it is closest to regular PA.
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Unread 14 Sep 2006, 05:44   #19
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Re: Speedgames

imo it needs to be over the weekend. I (and probably others) have no time during the week. Especially at 5 minute ticks. I was hoping for something to occupy me on my time off

Quote:
Originally Posted by qebab
Whatever, I have no plans all weekend. It might be a nice idea to keep it running friday-sunday so I won't waste all my money on alcohol.
^^ haha, what are you talking about? I could gather a group of friends together to combine the two...
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Unread 14 Sep 2006, 09:56   #20
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Re: Speedgames

Two sets of 24hour/1 minute ticks this weekend sounds about right. The week long one will surely have minimal activity, bearing in mind people have jobs/school to go to. Leave it at the weekend ones i think...
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Unread 14 Sep 2006, 09:56   #21
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Re: Speedgames

I prefer speed games to be no more than 2minute ticks too. I also think having it on the weekend is better.

I don't really like the 5 minute over the week idea, although that might get more people playing, its not good to miss a whole week of sleep before the round actually starts. =p
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Unread 14 Sep 2006, 12:00   #22
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Re: Speedgames

insurrection member

i dont mind how long the ticks should be or the time the game lasts but if you want few people to participate then put the game on the weekend but i dont believe the new rules will be shown to their great affect so i think its better to start the speedgame during the week more people,more fun more bugs solving (if any) and dont forget peace to the real world!!!
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Unread 14 Sep 2006, 16:05   #23
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Re: Speedgames

should be 24 hours with 1 min. ticks, maybe 2 x 30min. break,

new stats, new features, buddypack with 2 or 3, ally max. 10 or 20, max. 5 members a gal
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Unread 14 Sep 2006, 16:10   #24
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Re: Speedgames

Have it start next weekend so i can play? Best idea ive heard!
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Unread 14 Sep 2006, 16:17   #25
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Re: Speedgames

this speedgame should be named after me to respect my greatness, especially i have no intentions to play as i'm 18 on saturday!
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Unread 14 Sep 2006, 17:36   #26
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Re: Speedgames

1 week =)
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Unread 14 Sep 2006, 17:59   #27
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Re: Speedgames

Usual 24 hour, 1 min ticks sounds fine. No need to drag it with longer ticks, it defeats the point of a SPEEDgame. Im also not entirely sure about mil scans, true cloaking, and a possible 1 ship type hitting all attacking ships. I have never been a supporter of looking to the past and re-introducing old ideas, but it may be usefull to test for the speedy?! All research done and a 5 hour break would also be nice lol, but maybe that is alot to ask.
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Unread 14 Sep 2006, 19:27   #28
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Re: Speedgames

spread a 5 min tick game over a week but have ticks running between 6pm and midnight gmt mon-sun with no res/con done

Note yes it may alienate non europeans but the europeans make up the majority of the player base
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Unread 14 Sep 2006, 22:32   #29
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Re: Speedgames

Quote:
Originally Posted by gzambo
Note yes it may alienate non europeans but the europeans make up the majority of the player base
So bloody what?!

Non-europeans matter just as much as anyone else - they're the people who DC your incomings, slaving away over fleets while you're tucked up in bed asleep. Why do you think that every alliance is desperate to recruit as many players from USA/Canada/Australia/New Zealand/ROTW as possible?


Frankly I <3 a lot of players from these areas of the world because they put so much more into PA, per person, than the average European player. Alienating them from a speedgame like this would be a totally reprehensible action.
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Unread 14 Sep 2006, 22:35   #30
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Re: Speedgames

This one seems the best, 2 speed games over weekend with 1 min ticks and a monday -- friday with 5 or 10 min ticks(with restarts to fix bugs)


Quote:
Originally Posted by Lord^
Game 1 starting at 21:00 GMT on Friday, September 15, 2006 - 20:00 GMT on Saturday, September 16, 2006

Game 2 starting at 21:00 GMT on Saturday, September 16, 2006 - 20:00 GMT on Sunday, September 17, 2006

- PA Team and Community at Large Discuss the Two Speed Ticks that were at 1 Minute Ticks -

Game 3 starting at 20:00 GMT on Monday, September 18, 2006 - 21:00 GMT on Friday, September 22, 2006.

- PA Team and Community at Large Discuss the Weeklong Testing at 5 minute Ticks -

And sprinkle the different incentives and freebies along the way, until the final testing that doesn't need major rehaul can be done during the weeklong simulation fight. Therefore it is closest to regular PA.
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Unread 15 Sep 2006, 11:26   #31
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Re: Speedgames

I agree with Kirk....

but with 10 mins tick from from monday to friday
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Unread 16 Sep 2006, 20:56   #32
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Re: Speedgames

SG sucks. Didn't even take 12 hours to drain all the fun out of it. Even an extra week of havoc would have been better. Could we please drop bp's for the next rounds of speedgame. As it's now, most ppl don't even bother to play anymore. And it's not only me.
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Unread 16 Sep 2006, 21:01   #33
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Re: Speedgames

Even a pa-clone were much more fun. To bad i quit that fastgame, because i thought sg would be more fun. I know i'm whining,but don't care. This sg have been a totally waste of time.
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Unread 16 Sep 2006, 22:02   #34
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Re: Speedgames

you could have tried self-exiling if you were stuck in a crappy gal.
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Unread 16 Sep 2006, 22:18   #35
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Re: Speedgames

Quote:
Originally Posted by Torment
you could have tried self-exiling if you were stuck in a crappy gal.
Weren't in a crappy gal. Were in a good gal actually. Only problem were that there were a gal that did too good. Can't blame them them for doing well, but it killed the fun for the rest of us. Think it's best to not have bp's or private gals during havoc. Were just too tempting to go into vacation when the fun where gone, and most your galm8's had done the same.

Since there will alway be ppl that try to win, and ofcause we all try to win. It can be fun for awhile, but when a gal does well from the beginning it can ruin the round for everyone.

So i actually think it's best to keep speedgames random, so that we all can have fun during a speedgame. Not fun when all your galm8's and you, gets ruined by a good galaxy during speedgame.

As i see it, speedgame should be a chance for most of us to have some fun.
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Unread 17 Sep 2006, 10:30   #36
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Re: Speedgames

Damn i'm a bit whiny when i'm drunk. Changed my mind and still play speedgame, and i'm actually having fun atm
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Unread 17 Sep 2006, 12:12   #37
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Re: Speedgames

The speedgame was fun for the 3-4 hours I played it, but I need to do some work so I had to kill my fleet
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