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  #1  
Old May 1st, 2007, 12:42 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: 60 Player MegaGame Discussion Thread

Yes lets get the first one going before we throw in too many things that can cause problems.

I commented in my big-game thread (which I never started) that Id expect the blitzing crowd will love early game and late game. In mid-game when it gets to be micromanaging they might decide to turn their nation over to a sub. If that nation ends up on the losing curve then at a later date when its gotten small again but has lots of research completed then the MM player might give up on it and the blitzer can get it back for all kinds of new fun.

Of course everyone is abit of blitzer and MM so there will be a variety of drop-off and return levels but I think if the game doesnt crash the server then it will probably continue to completion with many subs swapping in and out. OR a possibility is that the ebb and flow of subs might create a never-ending game where no nation stays on top long enough to be declared a winner. Scarey huh?
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Old May 1st, 2007, 12:52 PM
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Default Re: 60 Player MegaGame Discussion Thread

DrPraetorious,
With those bonuses I would try to get assigned the sixth choice. There's easily 6 nations I am happy playing and the bonuses you are describing are quite big.
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Old May 1st, 2007, 01:17 PM

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Default 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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Old May 1st, 2007, 01:37 PM
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Default 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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Old May 1st, 2007, 01:39 PM

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Default Re: 60 Player MegaGame Discussion Thread

perhaps an increase of 5% pop for each nation choice you passed on.
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