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Sensor
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We didn't do much, really.
Will there be house rules?
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burbel
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Austin, Texas
Apr 2001 time: 23:17
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Actually, now that we all understand what ten deaths really mean, would this still be a problem? I would think that one of the active players (or maybe 2) could be responsible for cracking down on dupes, and we could still leave any bugs found to Dan.
Just a thought, I don't (obviously) know what this would entail, but if there's an easy way to delete traders, then I would think that could be shared around by some of the regular players. We could start a thread on Apolyton with each person that we think needs to be dropped, 1 at a time, take a vote/consensus, and then remove them and their assets.
While doing the complicated stuff like tracking IPs and such is more dificult, I am not sure that would be required. Your thoughts?
Oh, and my ideas for settings for the game?
1,000 sectors (maybe 1,500 or 2,000 if we get more real players)
default rob/steal settings, default planetary trade settings
3 traders per corp
10 deaths still works for me
300-500 turns per day
no starting planet
photons available from day 1 (since we know (somewhat) how they work now 
Any other ideas?
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Urban Ranger
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Apolyton Duke of Off-Topic
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10 deaths doesn't work, since a player can stay in a game as long as he's not totally dead, e.g. escape pod destroyed.
So we need use something else other than knockout, maybe most assets at the end of a fixed period, if the new game is still going to be a tournament, that is.
Alternatively, we could make it an open game in an effort to attract some new players, in which case we definitely need a way to enforce rules.
I reckon we need to tie the number of sectors to number of players we have. 2500 sectors to (at most) 8 active players is a bit much I suggest we set aside 200 sectors for each pre-registered player.
Which means the number of turns is tied to number of sectors. Say, 1 turn per 4 sectors? So 1600 sectors -> 400 turns. Sounds reasonable?
Port regen at 20% is about right, though planetary trade ratio could be set higher, 50% is a wee bit on the low side.
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burbel
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Austin, Texas
Apr 2001 time: 23:17
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Well, from the current game, Armstrong, Burbel, Teedo, Urban Ranger, and Wittlich will probably play again. King Thor said that he would be in at least part time, and we might be able to talk Aeturneus into joining up, too. Zealot seems interested.
We can also try and catch MarkG, Marko Polo, Hutak, CapTVK, and anyone else from the earlier games.
Other ideas? I am thinking that a 1500 - 1600 sector universe will probably be sufficient, if we can drum up more players.
However, we always seem to come up short on players, so maybe a 1,000 sector game would be a good one?
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burbel
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Austin, Texas
Apr 2001 time: 23:17
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Well, I am now ready for a rebang. =) BTW guys, 10 deaths and you're out. Whether you're in an escape pod or not, it kicks you. Figured I would test that, as well.
Total setup for me, 110k figs defending 3 planets, 100 shields per planet, all level 6, all max fuel ore, 1 earth, 2 mountainous.
1 level 2 citadel on an oceanic planet, around 65k colos.
The spread, IIRC, was 35/35/40 for figs on the planets.
Congratulations on a game well played.
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burbel
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Austin, Texas
Apr 2001 time: 23:17
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Well, here's my final settings from the game, I think I am through taking my turns. Here's the final computer listing of players and my corporate planet scan.
Trade Wars 2002 Trader Rankings : 01/23/14 04:34:47 PM
# Rank Alignment Corp Trader Name Ship Type
--- --------------------- -- ------------------------------ ------------------
1 13,164 -143,396 3 Uncle Enzo Corporate FlagShip
2 5,356 3,858 1 teedo757 Imperial StarShip
3 1,184 2,496 4 Windstar # Ship Destroyed #
4 950 2,127 4 Wittlich # Ship Destroyed #
5 770 10,894 4 Armstrong # Ship Destroyed #
6 452 234 7 Lefty Merchant Freighter
7 384 477 7 Deadeye Merchant Freighter
8 186 130 4 Ronin # Ship Destroyed #
Sector Planet Name Ore Org Equ Ore Org Equ Fighters Citadel
Shields Population -=Productions=- -=-=-=-=-On Hands-=-=-=-=- Credits
==================================================
===========================
565 Blue Lagoon Class O, Oceanic Level 2
--- (100M) 0 50T 0 553 361T 4T 6T 0
2491 T Ferrengal Class M, Earth Type Level 6
1T (0) 0 0 0 88T 0 0 3T 0
2491 Naturliche Class L, Mountainous Level 6
320 (20M) 10T 0 0 200T 53 0 3T 0
577 foo Class H, Volcanic No Citadel
--- (0) 0 0 0 0 0 0 0 ---
929 Citadel Class H, Volcanic Level 4
--- (26M) 26T 0 0 202T 0 0 3T 0
577 foo Class H, Volcanic No Citadel
--- (0) 0 0 0 0 0 0 0 ---
577 foo Class L, Mountainous No Citadel
--- (0) 0 0 0 0 0 0 0 ---
2491 Stronghold Class L, Mountainous Level 6
250 (20M) 10T 0 0 197T 0 0 8T 0
2491 Mount Basalt Class L, Mountainous Level 6
250 (20M) 10T 0 0 195T 0 0 3T 0
929 Bastion Class H, Volcanic Level 5
250 (50M) 50T 0 0 232T 0 0 3T 0
2491 T Rampart Class L, Mountainous Level 5
250 (20M) 10T 0 0 186T 0 0 3T 0
====== ============ ==== ==== ==== ===== ===== ===== ========== ==========
3T (254M) 115T 50T 0 1M 361T 4T 29T 3
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