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Dan Magaha FIRAXIS
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The Metropolis known as Hunt Valley
Mar 2000 time: 00:14
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As I'm sure you're all acutely aware, things are mondo busy around the office lately... also I gather some of you have been trying to login but the server was down. In what little spare time I have this week I'm hoping to have time to write a script that will check every hour to make sure the TW server is up, and if not it will bring the server back up.
I probably won't get to the server rebang until the weekend. If someone could be the pointman on coming to consensus about what game settings you want for the next game, please do so by Friday night and email them to me then. The only constraints I'm going to put on are that:
1) The game will be a tournament game. Single, double, or triple elimination, it's your call. But I think we need some way to declare a winner in these games, so it's got to be a "last man standing" kind of thing I think.
2) There will probably be some kind of daily time limit put on, very similarly to what we have now. That can be adjusted easily enough so if it's a problem, we can fix it.
3) I am also working on a nifty little script that will analyze the game's logfile and keep track of people logging in and out, and so on. Besides holding scoring data and being able to tell me who's been blown up the most, this will eventually also tell me who's been logging in with dupe IP's. The policy will be that dupe IP offenders or AE's will be immediately banned, no questions asked. This should tend to even things out a bit.
Any other aspects of the server are open for your requests. Let me know what universe size you want, port regen rate, etc.
Thanks
Dan
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aeturneus
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Edmonton, Canada
Apr 2001 time: 22:14
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Dan, you are the man. Thanks for contributing your hours to our good time.
Yin, blind warps are a really useful tool. You simply have to be sure that there is nothing in the sector that you are warping to - the easiest way to check is to fire off an ether probe. The only real risk if you e-probe first is that a limpet mine is in the sector, since limpet mines are undetectable by e-probes. I lost several ships to blind warp before I learned to e-probe first, but with appropriate caution it works splendidly when you forget to deploy figs.
I think we should go with a double elimination in this game, since single elimination will knock me off the first time I hit a nav haz with no figs or shields (don't laugh! it happened in the last game :P) and I deserve a second chance. Three or more would make eliminations an extremely rare event, and the game would probably drag on a bit, though I'm not totally convinced about the need for eliminations at all.
I am in favour of adopting a no-corp backstab rule, which would ultimately mean that once you form a corp with someone you can't leave it. I don't think you should have to declare corps at the start of the game. I think we should have a maximum of two players per corp in order to disburse experience a little more evenly across the corporate world.
I like the current settings for the starting of the game - 1 merchant cruiser, 100 figs, etc. - I don't like the idea of starting with a planet. It clutters up the universe and I will probably end up just destroying it and building one in a more appropriate location, and if everyone does this we will have lots of little nav haz sectors which would be annoying.
We need to somehow enforce the rule that registration in the forum is mandatory, because that is the only way we can hope to monitor dupes at the start of the game. Does anyone have ideas about how Dan could do this?
I think the statistical settings of the game have been decided by the polls:
5000 sectors
2 players per corp
Photons enabled
correct me if I'm wrong.
{Edit} On a closing note, does anyone think the number of colonists on terra should be increased by at least 2x-3x? I think they are a little too scarce to make colonization possible.
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blah
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Seeing this might be a tournament game, here's what I ask for:
1. 5000 sectors. It shouldn't be any bigger, because I hear that there may be around 20 players and that would be almost too big. I would have liked 3000 sectors, but 5000 is what most people want, and I'll go with it.
2. Higher Terra Colonist Regen. In the previous game, there were very few availible.
3. As for other universe settings, I say leave it to the defaults for a universe this size, or let the more knowledgable in such things handle it.
4. Triple Elimination. Sometimes accidents happen.
5. No backstabing takes effect late in the game. This would give people time to decide whether the corp they're in is any good. As the number of players in the game shrink to around 10 or so, then people should be well set, and shouldn't have to quit. The "No backstabing rule" should take effect then because this is the most important time for a corp (while the beginning is less important). At this point you should finish the game in the corp.
6. The winner should be the last corp or the last individual. The last corp can only win if there are no individuals left either.
7. Allow secret alliances. This is very important to a multiplayer game. It adds to the complexity of the game. Perhaps it might be seen as a cheap way to get control of the universe, but those who do make alliances have to do it with caution, remembering #4, and #5 in my list. Because of those two things, it may be good or bad to do it, its their decision.
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