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  #11  
Old August 28th, 2003, 12:20 AM
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Default Re: New PBW Game - Furball V: Pinball

Not even planetary napalm? So you have to use units to attack the enemy planets?

(interesting... if the "random movement" takes everybody to the same sector, then "movement" will consist of jockeying for a good position on the edge of the system so that most of the possible directions you can go point you somewhere you WANT to go, sort of like a slingshot that always points inward... this might be more interesting than it sounds! )

edit: so what happened with furball 2 anyway??? come on, tell me!

[ August 27, 2003, 23:22: Message edited by: Ed Kolis ]
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  #12  
Old August 28th, 2003, 02:33 AM

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Default Re: New PBW Game - Furball V: Pinball

Umm, someone correct me if I'm wrong, but doesn't random movement and black hole movement just poof the ship instantly, without going in between the other sectors?
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  #13  
Old August 28th, 2003, 02:40 PM

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Default Re: New PBW Game - Furball V: Pinball

Quote:
Originally posted by Phoenix-D:
Umm, someone correct me if I'm wrong, but doesn't random movement and black hole movement just poof the ship instantly, without going in between the other sectors?
That will still be interesting. It will be the randomly located Riot Sector. Fleets can leave it to maraud across the surrounding area, knowing that, next turn, they'll all be back again for another go.
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  #14  
Old September 5th, 2003, 02:48 AM

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Default Re: New PBW Game - Furball V: Pinball

Hey, people.

Get in on this one.

You know you want to.

All the cool kids are doing it.

Ten years down the road, you'll remember this missed oportunity and wonder why you didn't take it. You had nothing to lose. The experience could have broadened your horizons.

Bring it!
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  #15  
Old September 5th, 2003, 11:36 PM

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Default Re: New PBW Game - Furball V: Pinball

Is it going to be a mod that restricts the weapons or is it just by agreement?

And just to verify - no mines, right?
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  #16  
Old September 5th, 2003, 11:37 PM
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Default Re: New PBW Game - Furball V: Pinball

no mod, you can restrict tech areas during game setup. the first grit tech game didnt use a mod, but simply disabled many tech areas. thanks to Geo for making that one happen, BTW.
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  #17  
Old September 5th, 2003, 11:40 PM
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Default Re: New PBW Game - Furball V: Pinball

oooh, mines.. interesting. i dunno, why not? they would all be sucked to the same sector like everything else, and odds are someone would bring a minesweeper along. I think they would be more irritating than effective.

i can turn them off, if you think they would pose a serious problem, but id like to hear your reasoning on it.
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  #18  
Old September 6th, 2003, 01:49 AM

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Default Re: New PBW Game - Furball V: Pinball

Quote:
Originally posted by Puke:

no mod, you can restrict tech areas during game setup.
heh, never realized all the weapons tech were in exclusive research areas. I had thought there was some overlap with weapons and components.

Quote:
Originally posted by Puke:

oooh, mines.. interesting. i dunno, why not?
...
i can turn them off, if you think they would pose a serious problem, but id like to hear your reasoning on it.
No, I have no problem with mines - just didn't see mine warheads in the allowable weapons list, so I wanted to make sure. I say put em in. Teleporting mines sound like good clean fun!
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  #19  
Old September 6th, 2003, 01:55 AM

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Default Re: New PBW Game - Furball V: Pinball

Aah... Actually, how would that work?

If I have ten planets, and launch one hundred mines from each one in the same turn, then the sector that everything gets pulled to will have one thousand of my mines and God knows how many of everyone else's...

Can you test that one on your magic map there, Puke?
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  #20  
Old September 6th, 2003, 02:10 AM
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Default Re: New PBW Game - Furball V: Pinball

Quote:
Originally posted by Loser:
Can you test that one on your magic map there, Puke?
i'll give it a shot.. have to see how the mines per sector limit works, here.
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