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  1. It's a really bad game. Also, the lead developer last I knew kinda randomly went "I WANNA FARM NOW" and that takes up most of his time.
  2. So Mastec, if you're going to randomly stop coming around and stop the game could you at least post something? Be nice.
  3. In which the game largely shits on Britain and Portugual via various means and Ham hacks the game to make even more bad things to happen to Britain. (Seriously what the fuck, game.) Only about ten years occurred due to various technical difficulties so there isn't much of a AAR this time around.
  4. I certainly wouldn't mind. For those interested, Spain, France and England are all the "strong juggernaut" countries. If England is taken I would recommend Scotland is, too, to keep England from just going full strength immediately. France has Burgandy/The Dutch while Castile has no real "playable" rivals. (You want to keep Portugual around, Aragon basically falls in your lap and Morroco is barely a threat.) Beyond the big three, the fatter HRE nations like Bohemia are strong choices, but will have a tough time unless they border the empire so they can expand. (There are severe aggression penalties for gobbling up your in-empire neighbors.) Italy is interesting, but the Venice trade node is a early game trap and they're easily bullied by the HRE and Austria in particular. Eastern Europe, though, becomes a crapshot when it comes to multiplayer. Prussia, Poland and Lithuania can all possibly become gods... Or... Not. Mosvoy is a fair bet, but without the ability to save scum you have to be very careful about the hordes in the early game. Beyond that, the Ottomans, Mamluks, Japan and Manchu are all solid choices, especially for multiplayer. From experience, I would recommend someone takes Sweden and the Ottomans, which will keep things relatively balanced for multiplayer. A successful Sweden is terrifying to both England and Russia, one of the few nations that can (and should) rival them. AI Scandavia tends to become a mess. The Ottomans are, on the flipside, keep late-game Russia and the whole of the Mediterranean in check, while also providing religion tension for the early, crusade game. Neither one of them will keep France and Spain from getting crazy, but those two also keep themselves in check. Hopefully by the 23rd the more bothersome bugs are patched out, too.
  5. Save that is much, much worse, as that is even more nebulous to the point of individual interpretation, which is among the reasons of the 'No' votes thus far. In this run it has it be defined by the KSAs - Which... Aren't made yet and we can only infer by another guide that would be similar. Still pretty nebulous, but with a solid, if easily changed document to go by. I don't think this will change much. Well, no, I know it won't. However, if people think that it will and they join the server, ho hey, the "quality bar" suddenly sky rockets because people who know what they are doing are also actively working to act they way they want. My primary reservations are the wording and in general vagueness. I also just don't think the "punishment" is very newbie friendly, nor all that required. Maybe I have gotten lucky and only just played with people who know these proposed basics already and carry them out for the past month.
  6. ... Uh. I will admit that I wasn't there, but it sounds like he was talking about and not bad mouthing ethnicities.
  7. Ah yes of course, we'll punish people for not knowing every minute detail of ACE, which has practically no readme to speak of and some of it is still heresy, as well as other slot functions that they have no practical way of learning outside of trail by fire and Domi-like missions. (Which come up rarely) Can't divine how to use the Javelin, which seems to bug out half the time anyway? You're not coming back until you take a Jav course! ... Which is why this sort of thing is about the basics and not something so dramatic, but still. I can't commend to much on ShackTac, but I do get that. That said; this is a bit nebulious on the whole banning thing. Let's say Joe Newbie comes in, reads up on things but gets a little hazy on the details from the word salad because, you know, it's for a video game. He messes up a bit but troddles along, like most new people do already. If he messes up to much he gets a warning. He reads up on it, adjusts. He messes up again but for a different reason - I dunno, let's go with the "helpful" not-medic example you said. Now, as per ruling Joe Newbie, all confused and frazzled as shit goes down, ought to be banned! Obviously this isn't likely to happen, but as per the ruling and flow chart it ought to. And again, that brings into question how robust the document that people need to know is. If it's super simplistic then yeah, people are going to trip over the details but there will be a minor bar for things, at least. If it's more complicated I think it will hurt confused newbies from trigger happy, "The old days were better!" people far more then it helps. (And, by the way, they really weren't.) I don't think it will be that bad in practice, but it could be. And there is nothing really stopping it from being. And that's bad! Especially when it can be changed pretty much any time the UOTC officers feel like it, for more or less. To many things up in the air.
  8. Color me a bit confused. What exactly are you proposing here as a "barrier"? You're referencing these KSAs and a self-policing qualification, but don't really go into much other detail. Do you intend to simply have a rule in which players are expected to know various details and such ahead of time before joining the server and failing to know them after being prompted by someone or it coming up gets them kicked off? That already exists to a extent in the "Incompetence" ban option, though that's a bit more of a glaring fault. (That said, however, if it's not exactly a glaring fault then that implies the person is at least trying and just confused.) I don't see how anything will really change with this set up. New players will still be absolutely bombarded by information from UO-specific things, ACRE, ACE and general Arma shenanigans. Now instead of someone taking maybe a minute to answer any questions someone might be confused about, such as advanced radios or whatever have you, while in one of the many downtime periods between missions (Such as walking or waiting) you have a clause to kick that confused person off the server instead. Yeah, that'll teach 'em. Don't come back, you! Don't even know what a peel is. god. I am honestly just seeing the negatives here. You're not really going to push people to learn any more then they already would. All you're doing is giving GMs a kick button if someone doesn't necessarily know all their stuff. My jaded imagination sees this even be used as a attack on some people if someone else simply doesn't like the way people play. Even among our high speed regulars that "standard" varies, be it due to just personal preference, nationality or what have you. Now, that said, I don't think your proposed KSAs would go that high up the "competency" ladder, but none the less. Your proposed standards would have to be extremely well written, informative and concise. Telling would-be players they have to go through and memorize a fat manual before they can even get the chance to try the server isn't exactly going to go over to well! The person who heralded the vote should have waited until their proposed KSAs were actually made up. This is far to nebulous otherwise. Buuuut I don't get much of a say in this matter.
  9. With no maps, radios or compasses I would recommend that you adopt the floaty tag system so people can see what squad is what.at a glance instead of having to vaguely memorize it as the mission progresses. In our recent play through we had to have people run around into blobs to yell for people while trying to find them at a glance, which is a bit annoying. Humvees and a much heavier spoiler are hella rude. Humvees seem to have quite a bit of accuracy and the spoiler is pretty resilient.
  10. The most important metric to me of a regular position, beyond what it "means" and so on and so forth, is the powers they get. In this case they get the Regular powers to kick (and briefly ban, but less important) people from in game and Teamspeak. Now, neither of these things are really all that, but all the same. I don't think I would be comfortable with Gabe having even such simple on demand powers based on a variety of my own personal experiences with him - He is emotionally high strung and prone to aggressive, kneejerk reactions. He's a good guy all around otherwise, but his flaw is particularly grating for this sort of position. Heck, if it weren't for this then I wouldn't find it hard to believe if you managed to get a position like GM far down the road! However, as it is I honestly don't think you'll be able to shake that negative reputation for some time even if you do improve. Which you haven't, yet, besides.
  11. This is true. My boss made no mention of friendlies being anywhere near by but quite far behind us and it was otherwise a bunker in the still enemy controlled era that we drove past to set up and clear. Communication went downhill, I could have taken a half second to PID but in my defense we had gotten jumped by enemies suddenly in our face twice thus far that mission and I had no expectations of the contrary. Sorry, boss.
  12. Needs work. As of v1.1 I would recommend anyone who potentially plays it to bump the ratio in favor of Civfor severely. Like, one squad of Indie, period.
  13. Okay. You probably were a little too much for your first mission, but. Tanks tend to get knocked out via crew killing, not actual destruction. This makes it actually rather hard to tell when you have lost your other tanks! Putting them all together in the same squad would mitigate this minor issue. JIPs also have no practical way of getting to their various units. Please add a teleport-to-vehicle feature instead of a transport one, as a all ground mission doesn't really work with it unless it's a very short distance. It seems the AI was firing out of the tanks viewing range, which is Bad. Additionally, the oppressive viewing range meant Avengers couldn't actually find their alleged targets. Avengers don't have radars either, so they have to right-click spam in some attempt to find anything. Which is annoying and doesn't work well whatsoever. More importantly, however, attacking Sirus and Sol (But leaving the third due to waiting room and casualties) the Avengers and entire friendly force saw a Hind. And nothing else. There were no other enemy air contacts. Beyond that, please add 148s to the gear of all the vehicles. Avengers can be easily one manned, for instance, but if only the gunner slots in then they don't get radios to speak of. Any casualities also cause radio comms to immediately go south. It needs work. A lot of work, but work.
  14. Well, if you are after making brand new content then I suppose a F-16/Eurofighter that is Ace compatible (You're the worst, modding community.) would get a fair amount of use. A-10s are fat and kind of a little too strong and Harriers tend to be out of place. Beyond that... Eh. We don't use much of our modpack as is. I haven't played a Isreali or a Egyptian mission in a while, while most people only sparingly things from the German pack. Hell, even on a base equipment thing we kind of vary around a lot - The Jackal is the only British vehicle I have seen, for instance, to memory. I think I have seen a M60 in one mission in all of UO, and even that is the silly/amazing engineering one. I know I would enjoy more "enemy" nations that actually matter, but that too isn't really going to be a thing. Most of the go-tos use Soviet-bloc vehicles, so that's already handled. France is a possibility, I guess, but that's a massive undertaking for a game we'll likely be shifting away from not too long from now. Eh.
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