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				May 1st, 2007, 12:53 PM
			
			
			
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 First Lieutenant |  | 
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				 Re: 60 Player MegaGame Discussion Thread 
 I like it, if you don't think it would be too much of a pain for 60 edits.
 Kind of makes you hope you'd get your 5th or 6th choice as long as you can stay away from a random.  And if you get your first choice, well hopefully you either put your fav in there or at least something powerful.
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				May 1st, 2007, 12:59 PM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: 60 Player MegaGame Discussion Thread 
 Doesnt a bonus system like that require set starting positions on the map? I think that a 6 nation list of preferences would be enough, and hard enough to manage. 
 Easier than editing for bonuses would be to just allow all choices even if they conflict and edit the mod.
 
				__________________-- DISCLAIMER:
 This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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				May 1st, 2007, 01:17 PM
			
			
			
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 Corporal |  | 
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				 Re: 60 Player MegaGame Discussion Thread 
 hmm, clamming and gem producing items would probably be a HUGE factor in this game. |  
	
		
	
	
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				May 1st, 2007, 01:37 PM
			
			
			
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 Major General |  | 
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				 Re: 60 Player MegaGame Discussion Thread 
  Yes, it would require me to randomly determine the start positions before assigning the bonuses.
 I've got the scripts set up to do this already, however, so it wouldn't be that difficult to do.
 
 Ter - yeah, those bonuses might be too large. What level of bonuses do you think would be fair?
 
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				May 1st, 2007, 01:39 PM
			
			
			
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 Captain |  | 
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				 Re: 60 Player MegaGame Discussion Thread 
 perhaps an increase of 5% pop for each nation choice you passed on. |  
	
		
	
	
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				May 1st, 2007, 01:53 PM
			
			
			
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 General |  | 
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				 Re: 60 Player MegaGame Discussion Thread 
 
	Quote: 
	
		| jutetrea said: Utterdark just hits gold (not gems right?)
 
 |  If you've never actually been on the recieving end of Utterdark then you arent really in a position to vote on it. |  
	
		
	
	
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				May 1st, 2007, 01:57 PM
			
			
			
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				 Re: 60 Player MegaGame Discussion Thread 
 The real question is, where are you going to scrounge up 60+ players to play this type of game? BTW, I want to play! 59 to go. 
				__________________BLAH BLAH BLAH BLAH NEXT TURN.
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				May 1st, 2007, 01:57 PM
			
			
			
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 Captain |  | 
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				 Re: 60 Player MegaGame Discussion Thread 
 I really doens't think any global will cause any problem. With very hard research you won't see utterdark or AN anytime soon.  When it does arrive however we can work together to dispel or kill that nation. And if we don't do anything about it, then we deserve to lose. |  
	
		
	
	
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				May 1st, 2007, 01:58 PM
			
			
			
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				 Re: 60 Player MegaGame Discussion Thread 
 DrPraetorious,
 Not sure, but those seem quite high. I'm not sure I see the need for any bonuses, but if they are deemed necessary something more like Evilhomer would be IMO better.
 
 Utterdark will cause huge amounts of desertions, prevent most recruitment, and all battles are fought under Darkness. That doesn't mean I think it should be banned from the game though.
 
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				May 1st, 2007, 02:06 PM
			
			
			
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 First Lieutenant |  | 
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				 Re: 60 Player MegaGame Discussion Thread 
 
I obviously disagree    
I've only been hit with it once, and didn't remember didn't check if it hit gems because it got dispelled the next turn.
 
Its not a matter of how nasty a spell is, its whether or not there are realistic ways of countering it.  Even if gem income were reduced to 90% it could still be dispelled.
 
You can counter AN as well, but as mentioned before it has the chance of enabling a 999 cast, repeatedly.
 
very simple, get the 60 and vote it. |  
	
		
	
	
	
	
	
	
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