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Technical Notes
ICTW is designed as a complex multiplayer game. As a beginning player (or even a veteran) it can be hard at times to see the overall picture or the forces working within the game. Victor's notes provide an insight into the structure and purpose of the game.
Introduction
Ships
The ships in Total War have been completely rebalanced
and are not what you might expect based on the original
game versions of the same ships. The ships in Total War
have been completely rebalanced and are not what you
might expect based on the original game versions of the
same ships. Yes, I know, I said it twice but I did that
because a lot of new players completely
misunderstand what that really means. Let's start
with the ship classes:
The basic idea behind the ships is that there is no
"best ship" in the game. What is best for one person
may not be the best for another. Each ship has it's own
advantages and disadvantages, this holds true for the
different classes as well as the ships of the different
factions. As a result, buying a new ship simply because
it is bigger may not be a wise choice, likewise staying
in a small ship will not guarantee success either.
However, none of this means it is not possible to fight
light fighters while flying a heavy fighter and it
doesn't means you can't kill capital ships in a light
fighter, it just means that each ship is different and
sometimes different may not be the same as better. The shields work in a
similar fashion to the guns. There are three sizes
of shields available to every faction and each shield
size has a number of variations. The shield sizes
determine which ships can mount them and the variations
of each shield size determine the strength, regeneration
rate and power consumption. Ships can use smaller
shields than their maximum size as well, so even though
your freighter or heavy fighter can mount a heavy shield
you don't need to, you can choose to mount a light or
medium shield instead. It is also important to note that the weapon damage
versus shield types has been redone to offer higher
protection to the military shields and less to the
civilian and pirate shields. This means that the weapon
infocards are not entirely accurate when they say they
do "x" amount of shield damage. There are also certain
weapons that are almost completely ineffective against
shields. This can get confusing with the
automatic values displayed along with the infocards
which will indicate a certain "shield damage" value and
it means the players will have to read the infocard text
to see important information with a number of weapons.
Systems
The game takes place
within a total of four systems. The first system, New
York, is separated from the rest of the game completely
and is not even remotely close to the original game's New
York system. There is no way into New York except by
creating a new character and the only way out is buy
paying for a "bribe" with the faction you wish to join
once you have earned enough money. As a result, New
York serves as a training area for new players, allowing
them to gradually experience the changes of the mod in
an environment that is considerably more forgiving than
the rest of the game. Experienced beta testers have been
able to afford the bribe out of New York in as few as 2
1/2 hours or play while the average time is right around
4 hours. However, New York is not a boring system
filled with easy encounters, it is fun as it's own
separate "baby" version of the main game complete with
three warring factions, fully functional trade routes
and a variety of bases to visit. There is no reason to
rush through New York on your first time playing Total
War, if you fail to experience every aspect of the
gameplay changes in New York you will be at a serious
disadvantage when you arrive in either Texas or Hamburg. Your performance rating (PR) is based on a number of things and is used to set your in game "rank" tag before your name (e.g. Cadet). The primary factors in your performance rating are the points you collect (war, neutral & economy). The largest penalties you will incur are from dying and failing or aborting missions. The Liberty & Rheinland players will gain the most PR by collecting war points from the opposing team and the least by purchasing economy points. The exact calculation is 3x War Points, 2x Neutral Points and 1x Economy Points, so having 10 War Points will increase your PR by 30 whereas 10 Econ Points will only increase you PR by 10.
Player deaths apply a number of effects to the players.
First, your performance rating will drop by 20, this is
a permanent penalty on your rating. Also, you will
loose half of your economy points (no less than 5) which
are converted back into money for you to restart with at
thew rate of $15,000 per point. So, if you have less
than 11 points you will restart with $75,000 and loose 5
points. In the end, this means a player death is a
minimum -25 penalty on your rating although 5 of those
points can easily be recovered. In addition to the loss
of economy points you will loose a percentage of War &
Neutral points, this is done to scale the penalty so
that a death is more harmful as your performance rating
increases. Yes, this means you can target the leading
players of the opposing team and cause some significant
damage to the team score, more on that later. Points are little more than simple commodities that take
up no space in your cargo hold. They come in three
flavors and can be collected by destroying enemy targets
or purchasing them from your home base. Points are
carried around in your cargo hold until the server
maintenance cycle runs at which time they are removed
from your cargo and added to your (semi) permanent
stats. If you look at the player stat pages at
http://www.ioncross.com all of the points shown for
the players there are points that are no longer in the
players' cargo holds. Points you have in your cargo
hold don't really count until the maintenance cycle
executes, so yes, you can kill a player prior to the
maintenance and cause them to loose a lot of points. Economy points serve a number of purposes for both you
as a player and your team as a whole. Economy Points
and War Points are the only points that are counted
towards the total team score and they have an equal
value there. Economy points are also used to determine
your starting money after a player death. When you die
you will loose half of you current economy points (as
seen on the stat pages, not including any in your cargo
hold) or 5, whichever is greater. Those "lost" economy
points are then cashed in at the rate of $15,000 per
point. You may never drop below -10 economy
points, this basically means you can die twice without
buying any economy points, if you die more than that you
will restart with no money and will be forced to delete
you character and start over in NY. Having negative
economy points will hurt your team score and this will
affect ship & equipment availability so you should
always try to buy enough points to keep yourself above
zero.
An exciting feature of ICTW is its dynamic economy. Transport ship losses and the total Economy and War points held by a faction determine current equipment prices and bounties in the systems..
Transport losses
The loss of transport ships is a major factor in the dynamic economy. The average number of transports lost per day and their type will effect the economy of the system that owns the transports. This only depends on the loss of the transports and is not dependent on whether pirate or opposing faction destroy them. As this average number is calculated daily you will need to continue killing your opponents transports or the effect will begin to diminish on its own over time. A high number of transports lost per day will typically drive equipment prices up, bounty prices up and economy point prices down. This figure will also drive prices at the opposing pirate bases down, so Hessian will enjoy reduced prices at their bases as more Rheinland transports are killed.
Economy points
Economy points are used to judge the relative strength of each factions economy. Since points can only be purchased, they serve as a good indicator of the amount of "expendable" money the average player has. The number of economy points possessed by a faction will have a number of positive effects such as offsetting transport losses. In essence, economy points will push equipment prices down.
War points
War points are used to gauge each factions' military activity levels. A large number of War points indicates the faction is militarily active and most probably will be "winning" the war in Bering (or at least very active out there) and this will have an impact on their economy. Wartime economies can be both good and bad for a real world nation and we've tried to capture these aspects. While a large number of War points will indicate success in the battlefield, they will also strain the economy. Having an excessive number of War points compared to Economy points can actually be detrimental to the team's overall economy because this inequity will increase the severity of the transport losses. Basically, War points reduce the effectiveness of economy points in the equipment pricing formula, they also drive economy point prices up.
Neutral points
Neutral points are neutral to the economy. They function as a means of increasing your Performance Rating.
General principles
A large number of War points is good
for Liberty or Rheinland scores but potentially bad for the economy. A close ratio
of economy and war points will result in a well-balanced and
fairly stable economy. Transport losses can be devastating,
but they can also be offset by a strong economy. Transport
losses will make it more profitable to hunt pirates in the home
systems and more profit makes it easier to buy more Economy
points. For example:
Rheinland has a LOT of war points, almost 4:1 compared to
Economy points. They have a very good score, however this
imbalance really amplifies the effectiveness of the Hessian
transport massacre.
Rhinelander's in Bering are having a hard time turning a profit
as their replacement & re-arming costs continue to increase.
Conversely, Liberty is doing considerably worse in the War point
race however as they have a much closer balance of points their economy
is doing quite well and overall prices are low. Unfortunately
such a stable economy makes it virtually worthless to sit in
Texas hunting Rogues.
Who ever expected an
economics lesson for Freelancer?
Pirate Economy
Kill transports.
Pirate Bounties
As pirates kill transports, the bounties for the NPCs on
their team will increase, sometimes substantially. This
makes it possible or even easy for members of the
opposing team to hunt down Pirate NPCs in their home
system and make a lot of money. If this money is
used to purchase economy points...
Economy Points
Economy points will do two things for your team. First,
they count towards your team score much like War
Points. Second, they will strengthen your team's
economy. A strong economy is not as effected by
transport deaths as a weak economy is. A strong
economy, however, is not the same as a...
Stable Economy
A stable economy is achieved when the
number of total economy points for a team is fairly close to the
number of their total war points. Too many war points
compared to economy points and your economy is fragile,
even mediocre performance from the Pirate teams can
bring your team economy crashing down. Too many economy
points compared to war points and your economy will
stagnate, normally not a bad thing unless you like to
buy...
Stock shares
Yes, ICTW even has a stock market, of sorts. Each of the three corporate factions per major team has a stock commodity you can purchase. These stock shares take up no space in your cargo and they may only be purchased and sold at one base per corporation. Well, technically you can sell them anywhere but you probably won't want too. Each of the corporations cares about different aspects of the game. One may be concerned with the number of transports your team is losing and the other may be more concerned with your opponents economy point total. Their prices will fluctuate, sometimes wildly, based on the current state of the game. As a player you can choose short-term get-rich-quick trading where you buy a lot of stock in the hope that it jumps and you can sell them back. That can be very profitable if you buy the right stock and its price jumps by 20-40%, it can also be somewhat less profitable if the price falls by that much instead. You could also choose a more long-term investment and buy a large number of shares from
several factions and simply hold onto them waiting for
their prices to increase over a longer period of time.
To keep things interesting there is a bit of "random"
fluctuations not controlled by any aspect of the game,
you'll just have to figure out if that stock price is
falling for random reasons or not. |