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  1. 1 vote
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  2. 35 votes
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  3. 8 votes
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    4 comments  ·  General  ·  Admin →
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    Husker Mike commented  · 

    Don't like this at all. Finishing second is not a high result. It is losing. Implementing this change would:

    1. Discourage people from taking risks to try to win.

    2. Encourage people to help others win in exchange for a high result, thus invalidating those victories.

    3. Penalize people like me who try to win even if failure means coming in last place.

    Coming in second place or last place means the same thing: You have failed at winning. Whether the cross you are crucified on is pure gold or moldy wood, the result is the same.

  4. 77 votes
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    22 comments  ·  General  ·  Admin →
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    Husker Mike commented  · 

    As a possible added feature, to compensate for the loss of Super Refit as extra special for the Feds and in recognition that the lizards tend to have an unsually obscenely high number of ships, they could have a new advantage of 1.5 ships per planet and 150 ship minimum.

    Also, I would only count one's own ships (like in cloning) for max ally = 0 games.

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    Husker Mike commented  · 

    As a fan of the 100 ship minimum, I would also like to see the minimum to be Host configurable, at least for private games.

    Husker Mike supported this idea  · 
  5. 1 vote
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    1 comment  ·  General  ·  Admin →
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    Husker Mike commented  · 

    Actually, my only game as the EE I started next to a Privateer and won. Starting next to a cloaker really helps the EE. They have 2 things the EE lacks. For example, I traded a Gorbie and 2 SSD's for 2 MBR's and 2 Skyfires. This gave me good mine laying ability and good scouts. Meanwhile the Privateer doesn't attack because he wants his half of the bargain. As the EE, you only have to build SSF's and SSC's until you are sure the Gorbies and SSD's won't be robbed.

    As the EE, you have 3 ways to convince the Privateer to leave you alone, or even cooperate:
    1. You don't have to build valuable ships until they are safe to build, thus making attacking you less lucrative.
    2. The SSD's and Gorbies are great trade bait and encourage others to not attack you.
    3. Your Dark Sense will give you the location of the Privateer's HW.
    4. You can stay in the game, if defeated, and offer to build SSD's and Gorbies for the Privateer's enemy.

  6. 23 votes
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    2 comments  ·  General  ·  Admin →
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  7. 8 votes
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    Husker Mike commented  · 

    It takes you to the star map with the object in the center of the map you clicked on. You can now click on that object, if it is there.

    This way there only needs to be one routine when you click on a message - go to the location you clicked on.

    Since often the object is no longer present (ships destroyed in minefield), you cannot have the object selected. To make it so, you would need a different routine for every possible message type. In addition, every time a new message type was added, the programmer would have to go back and remember what all his variables stood for so he could add the new message type.

    This would mean a lot of work that could be used for other things.

  8. 0 votes
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  9. 53 votes
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    10 comments  ·  General  ·  Admin →
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  10. 21 votes
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    7 comments  ·  General  ·  Admin →
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    Husker Mike commented  · 

    One drawback would be when transfering torps to an allied cloaker. They will have to wait a turn before moving cloaked. Overall, I would prefer the change to be made. However, I would like to see the btt fcode kept (we can have both).

  11. 1 vote
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  12. 4 votes
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  13. 4 votes
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  14. 1 vote
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    1 comment  ·  General  ·  Admin →
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    Husker Mike shared this idea  ·