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Post by contributor on May 9, 2013 10:03:15 GMT -5
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Post by slayernz on May 9, 2013 11:02:11 GMT -5
Love the challenge - not gonna do no pirate speech I think that this challenge needs a turn limit in order to keep scoring fair. A person who decides to take a whole week of annual leave so that they can knuckle down and get 50,000 turns played will have a few more kills than a person who only makes it to turn 5,000. I'm thinking, cap turns to 10,000. That's enough that the casual player won't be restrained - they'll probably not get close to 10,000 turns, however diehard nuts (yes, I'm looking at you Lurker) will get to turn 10,000 in 4 days or less.
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Post by contributor on May 9, 2013 11:38:25 GMT -5
Hey, just because I spend too much time on the forum doesn't mean I play all the time. The last challenge I only made it to 11,000 turns in 10 days.
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Post by contributor on May 9, 2013 13:30:46 GMT -5
Slayernz, you've got me thinking. I was hoping that the fact that you can't restart after level 15 would help somewhat with the different amounts of time people have. You get one captain and you get as far as you can with him or her. Of course some people can probably go forever on crazy (and certainly on demanding) unless they get really unlucky.
I would love to hear what other players think about putting an ultimate turn limit on it.
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Post by slayernz on May 9, 2013 15:26:11 GMT -5
The only difficulty that I have absolutely no confidence I will survive the next contract/encounter/turn/breath is Impossible difficulty. Otherwise once I'm settled into the groove, (and I don't do something stoooopid), I can last forever (or a substantial portion of forever) That's the only reason for my suggestion of a turn limit. having a limit of "only one captain" is not so useful because getting to level 15 is the hardest part because you're so green and disconbobulated.
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Post by johndramey on May 9, 2013 17:05:24 GMT -5
I think a turn limit might be a good idea just so people have a set goal of sorts. If we do unlimited then some people will think 5,000 turns is just peachy while others will think that 50,000 is the spot. Keeping it set so that turn 10,000 is the ultimate end point allows people to shoot for that and gives a solid benchmark for ranking ourselves against each other.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on May 10, 2013 22:21:22 GMT -5
Yarr, me just be wonderin', real pirates don't do stuff like trading to earn credits, that's just altogether too... honorable.
What say we limit allowed purchases to Water, Luxuries and contraband? Of course, we should be able to sell whatever we pillage though!
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Post by johndramey on May 10, 2013 22:24:25 GMT -5
Yarr, me just be wonderin', real pirates don't do stuff like trading to earn credits, that's just altogether too... honorable. What say we limit allowed purchases to Water, Luxuries and contraband? Of course, we should be able to sell whatever we pillage though! That's actually an interesting idea, I'm up for it. We should also be allowed to purchase Vudka because, well Pirates need their booze!
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Post by contributor on May 11, 2013 10:22:37 GMT -5
athios, thanks for the suggestion. I thought about making that rule, but I'm also trying to keep the rules to as few as possible. I want people to be somewhat constrained, but also able to try some different strategies. Hopefully the rule that score from credits cannot exceed score from ships looted will keep people from exploiting the system by just making ridiculous amounts of money to win. Also, a lot of the pirate ships have pretty small holds, so I actually wonder how effective making a lot of money by trading would be. johndramey, yes, maybe I need some way to account for the amount of vudka (which will have to do in the absence of Rum) that you can carry continuously in the hold. Thinking about it, it would be hilarious/awesome if Pirate captains got some sort of boost from having vudka in the hold.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on May 12, 2013 4:51:21 GMT -5
Yes, I think the limit will do just fine. Btw, one of my favourite ships from the last run is Pirate Transport, which has something like 110 hold. Pretty decent for trading!
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Post by contributor on May 12, 2013 15:12:28 GMT -5
Yes, every rule has an exception or two, but how is it for fighting?
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Post by johndramey on May 12, 2013 16:53:50 GMT -5
So it's Monday in South Korea which means I'm officially starting today! Wish me luck!
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on May 12, 2013 17:05:36 GMT -5
It's a 21 hull, with engines and sails at about 1.5 hull ratio before upgrades. 125 hold. Very decent ship that I was using for early-mid game until I upgraded to 30-hull ships.
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Post by contributor on May 12, 2013 20:09:32 GMT -5
Good luck John, I'll be joining you soon. athios, I actually learned a lot on the Independent Captain Challenge because I had to do things much differently than I usually do. To date, I've only ever purchased one pirate ship, because normally I can find something better (of course, looking back on it, I did kill my first arch-enemy, the Bolllish Carrier, with that Pirate Doomcruiser). It will be interesting to actually try some different pirate ships out and figure out which ones are really worth flying in. I'll keep my eyes out for a Pirate Patrol.
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Post by slayernz on May 12, 2013 21:56:00 GMT -5
In the last challenge, I only bought 2 ships ... does a flagship count as a pirate ship? It's DeValtos, and everyone knows how bad a bunch of crooks they are! I started - my pirate is level 2 and within 2 game years, he has $150k to his name. DP Bluebeard will surely be the scourge of all that come before him
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