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 Game Bangs 
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Unread post Game Bangs
I see a lot of game bangs that either start on Mon-Fri, or start on a weekend where the truce is set to end on a weekday night. It would be nice to have a few games banged on a Saturday and if a truce, end on Sunday night. It is impossible it seems to find a good weekend game, yes, that means unlim.

This probably doesn't make any sense to people who work during the day, but for those that work a different shift, it is useless to get into a game (truce type) where you cannot be at keys in the hours before truce end.

One other thing I have noticed is that a lot of players will go into a game and get immediately turned deep blue from hitting a fig of a player(s) who got into a game quickly and then cby out. They do not feel they can compete against reds in an unlim as a blue. A possible solution to this could be setting the combat penalty to MBBS (General Editor 3, option 2). At least then there might be more than 2-3 people in a game. The combat penalty, if set, should be included in the bang notice to possibly attract players who can't get in within 5 minutes of a bang.

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Sun Apr 26, 2009 1:28 pm
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Unread post Re: Game Bangs
Promethius wrote:
One other thing I have noticed is that a lot of players will go into a game and get immediately turned deep blue from hitting a fig of a player(s) who got into a game quickly and then cby out. They do not feel they can compete against reds in an unlim as a blue.

I was thinking about this exact same thing. I thought about making an edit for unlimited, close-to-classic style games with balancing reds and blues in mind. I think the first step would be taking out the IC so that the ISS is clearly the best ship in the game. Any other thoughts?


Sun Apr 26, 2009 3:21 pm
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Unread post Re: Game Bangs
The main reason that blues can't compete with reds in unlimited turn games is because the reds can drastically outwiegh blues in the fighter amounts in short amount of time. Sure in the long run a blue can compete, but that's only if they last that long. The edit has to have planets producing 1:1 figs and very short cit times for blues to compete at all. I personally don't like to play those type edits because the game is over in days if not hours. The best way I've found to balance the game is to turn on rob/steal delay, but guess what? Then the reds won't play. Not sure why because they can still outcash the blues in the beginning, it just evens the odds a bit is all.


Sun Apr 26, 2009 6:12 pm
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Unread post Re: Game Bangs
Big D wrote:
The main reason that blues can't compete with reds in unlimited turn games is because the reds can drastically outwiegh blues in the fighter amounts in short amount of time. Sure in the long run a blue can compete, but that's only if they last that long. The edit has to have planets producing 1:1 figs and very short cit times for blues to compete at all. I personally don't like to play those type edits because the game is over in days if not hours. The best way I've found to balance the game is to turn on rob/steal delay, but guess what? Then the reds won't play. Not sure why because they can still outcash the blues in the beginning, it just evens the odds a bit is all.


True on a game if the blues can last, but the type of game I am looking for is one that only lasts a weekend at best. The rob/steal dealy will help balance, but no way I would play with that on - too mind numbing in an unlim, and key time is a major issue.

The games that start during the week give at least a 4-5 hour headstart which should mean an 800 mil balance to overcome - toss in being blue and no planet started before first extern and it is a waste of time. As I said in the first post, a truce that ends during the weekday is also a lost cause since the grid will be gone and a few L5s/L6s dropped in the gate. If red, might as well just go on defense and wait for the end. Working anything other than a day shift effectively prevents any decent game play during the week since most players are online in the afternoon/late night.

tornado on the ground - gotta go.

[Edit]False alarm on the tornado - they are bouncing west of us. Nasty weather with 60+ mph wind and the sirens keep going off.[/Edit]

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Sun Apr 26, 2009 6:29 pm
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