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October 13th, 2003, 11:53 PM
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Corporal
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Join Date: Aug 2003
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Re: FQM Damaging WPs
I voted for 1/4 as many as current.
They add a bit of flavor, a risk factor in exploring through them. Once they have been explored, there may still sometimes come up a choice of the quick route vs. the safe route.
OTOH, too many are an annoyance, and I've had starts where I had way too many of them around me, with no choice but to go through or be cut off from the rest of the galaxy. (And considering I haven't actually started all that many games yet, the number of times I've had problems from them is even more annoying - something like 2 or 3 times out of 5 or 6 starts?)
So I vote for a reduction in their occurrance.
I'd be interested in hearing why someone in the poll actually wanted to double the frequency. Was that you, Narf, voting for double only because there was no option for quadruple? Joking, or do you really like them?
SpaceBadger
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October 13th, 2003, 11:59 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: FQM Damaging WPs
i've yet to play fqm and i havn't voted. my insanity is WATCH OUT THE FUZZBALLS ARE GOING TO EAT YOU! strictly under control.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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Sig updated to remove non-working links.
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October 14th, 2003, 12:03 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: FQM Damaging WPs
Quote:
Originally posted by primitive:
I hate them so much I don't join FQM games anymore. It's just extra micromanagement without adding any depth to the play.
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I agree.
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October 14th, 2003, 12:05 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: FQM Damaging WPs
Quote:
Originally posted by Cyrien:
There should be a Version of FQM that has everything the same except the damaging WPs. That would be good.
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Try the Devnull Mod and use FQM quardrants. IIRC I didn't implement the damaging warp points.
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October 14th, 2003, 12:06 AM
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First Lieutenant
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Join Date: Sep 2000
Location: Texas
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Re: FQM Damaging WPs
I love the Devnull mod.  It and AIC are my Favorites. 
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Oh hush, or I'm not going to let you alter social structures on a planetary scale with me anymore. -Doggy!
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October 14th, 2003, 12:27 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: FQM Damaging WPs
Why is it that noone ever gives me feedback on this stuff until I bug them about it? 
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October 14th, 2003, 03:39 AM
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Brigadier General
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Join Date: Dec 2001
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Re: FQM Damaging WPs
Quote:
Originally posted by Imperator Fyron:
Why is it that noone ever gives me feedback on this stuff until I bug them about it?
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Well, you are the National Security Advisor; we're afraid that you'll call in an airstrike on us if we dare criticize you, oh great one.
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Download Sev Today! --- Download BOB and SOCk today too! --- Thanks to Fyron and Trooper for hosting.
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October 14th, 2003, 03:41 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: FQM Damaging WPs
That battle over damaging warp points has been won. Reducing the number of occurances has prevailed.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 14th, 2003, 04:20 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: FQM Damaging WPs
Quote:
Originally posted by TerranC:
quote: Originally posted by Imperator Fyron:
Why is it that noone ever gives me feedback on this stuff until I bug them about it?
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Well, you are the National Security Advisor; we're afraid that you'll call in an airstrike on us if we dare criticize you, oh great one. /me calls in a tactical nuclear strike on TC's home.
Happy now? 
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October 14th, 2003, 04:20 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: FQM Damaging WPs
Quote:
Originally posted by Atrocities:

That battle over damaging warp points has been won. Reducing the number of occurances has prevailed.
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There was a battle going on? Over-dramatization, perhaps? 
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