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October 13th, 2003, 11:52 PM
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Shrapnel Fanatic
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Re: FQM Damaging WPs
well, i was just being arguementive. 
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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!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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October 13th, 2003, 11:52 PM
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Shrapnel Fanatic
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Re: FQM Damaging WPs
Pouble dost!
[ October 13, 2003, 22:53: Message edited by: narf poit chez BOOM ]
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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!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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October 13th, 2003, 11:53 PM
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Major
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Join Date: Jan 2003
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Re: FQM Damaging WPs
Quote:
Originally posted by mottlee:
Have not played FQM but I see no reason to take them out
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There is just too many of them, so often there is no choice but going through. The damage is not a big deal as its usually only minor, but the ships looses its orders. This is particulary anoying for colonizers.
Fyron:
I'll keep that in mind when I discuss game setup in the future 
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Never trust a cop with rubber gloves.
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October 13th, 2003, 11:53 PM
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Corporal
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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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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.
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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!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
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
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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
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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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