The Res System Is Balanced For How Many?

TempusTempus Join Date: 2003-01-21 Member: 12540Members
It seems to me that the res system was designed for 6 players per side. Any less than that, and the aliens have a large advantage, and as the numbers increase, the aliens have a larger and larger disadvantage. With 9+ players, the aliens can wait all game just to get the needed onos, which by the time they can afford it, it is usually too late.

The thing is, most servers have way more than 12 players, so I'm wondering why the resource system hasn't been adjusted to accomodate more players. I know that matches are 6 on 6, but most games played are not matches.

Any thoughts on this?
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Comments

  • Barneys_SoulBarneys_Soul Join Date: 2003-08-18 Member: 19896Members
    kil mor for res and if your gorge your basicly outa luk
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    6-8 would be the magic number for the best games in my opinion. Any more, and the maps are just to small to properly accomodate that many players.
  • Hologram0Hologram0 Join Date: 2002-11-19 Member: 9303Members, Constellation
    There are some plug ins around that balance the res system based on the number of people.

    The marines accually get 2 res per tick if they have over 10 marines (I think) The alien res system is so dependent on the number of people anything above 20 players in a server the marines are almost garenteed a ring.

    I personally would like to try nerfing the res given to aliens and allow them to give resources to each other if they go up to each other and hold a key to "+giveres" or something. Might help to bring back some of that cordination and teamwork that used to exist in 1.x
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    <!--QuoteBegin--Barney's Soul+Nov 28 2003, 03:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Barney's Soul @ Nov 28 2003, 03:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> kil mor for res and if your gorge your basicly outa luk <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Gosh, that's sensible. What about the people that are Gorge? They <b>are</b> an important part of the Alien side.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    anyone play in that server with max 42 players? talk about craziness
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--Diablus+Nov 28 2003, 06:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablus @ Nov 28 2003, 06:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> anyone play in that server with max 42 players? talk about craziness <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Thats kinda impossible <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Max allowed is 32.
  • TempusTempus Join Date: 2003-01-21 Member: 12540Members
    I happen to find that even at 8 aliens, the resource system is stacked against aliens. Res just crawls in, and gorges can't build adequate defense for their hives and the multiple seige points available on some maps.

    Furthermore, with so many players, the marines can just greatly outspawn the aliens, particularly with one hive.

    Since our server started getting more 8on8 games, marines have been dominating. In addition to the res model situation, the marines are capable of bringing 7 guns to the same point, and the aliens can't possibly respond to that. With the now 'electify and forget' system, marines can concentrate power on a level far greater than the aliens, and as the player count increases, the disparity is greater. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • HauntedHaunted Join Date: 2003-03-01 Member: 14178Members
    So true. The res system coupled with the electricity is giving a huge advantage to marines in large games.

    Aliens have no available equivalent for electricity. Marines can drop res and forget about. It takes a few gorges, and few skulks, and a long window of oppertunity to take a node down, while one knife weilding rambo can easily take alien res down.

    Also, with the electricity, marines are building bosai bases that only a coordinated group of fades and oneses can destroy. 2 hive lock downs are back, and the vast control of the res because of electricty.

    I'm very glad there will be spacing between marines structures in 3.0 because this crap is getting annoying.
  • booogerboooger Join Date: 2003-11-03 Member: 22274Members
    Almost every game I have played resulted in the aliens giving it to us up the butt sideways with a 9 foot pole. Honestly, the marines win when they have a lot of veterans on their side, whereas the aliens can win with a bunch of noobs and not have to worry about it. Although it appears as if aliens have the odds against them in large games, you also forgot that they all spawn with 25 res. 25X12 = 300 res, whereas marines spawn with a mere 100. The aliens can easily capture (depedent on skill, but based off of the games I have played) every res node, put up an oc shortly thereafter, and if the ones who didn't go gorge are totally retarded, they can take out a couple of marines on the way. All in all, it depends on the skill level of each side, not the size of the teams. Goto battle for the galaxy server(s). Aliens can't help winning most of the games.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin--boooger+Nov 29 2003, 06:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (boooger @ Nov 29 2003, 06:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Almost every game I have played resulted in the aliens giving it to us up the butt sideways with a 9 foot pole. Honestly, the marines win when they have a lot of veterans on their side, whereas the aliens can win with a bunch of noobs and not have to worry about it. Although it appears as if aliens have the odds against them in large games, you also forgot that they all spawn with 25 res. 25X12 = 300 res, whereas marines spawn with a mere 100. The aliens can easily capture (depedent on skill, but based off of the games I have played) every res node, put up an oc shortly thereafter, and if the ones who didn't go gorge are totally retarded, they can take out a couple of marines on the way. All in all, it depends on the skill level of each side, not the size of the teams. Goto battle for the galaxy server(s). Aliens can't help winning most of the games. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Here is a little something for you. Let's take StarCraft for example, you control a group of 8 marines, you have 5 hydras attacking you. Now think, will you suffer the least damage if you concentrated the firepower onto 1 hydra killing, it then move on to the next, or will you suffer the least from shooting at all of them at once. (Look down for answer, but think a while first <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )
















    Ok, this is known to all veteran SC players that the concentrated is by far more effective as you neutralize one threat fast rather than many slowly.
    Now what does this have to do with your post? Well see the marine's res as concentrated firepower flowing in, and the alien res as the slow but everyone gets their own <b> little </b> share.
    Of course the aliens spawn with 25 res each, but are there really enough nozzles to support that many aliens?
  • AegeriAegeri Join Date: 2003-02-13 Member: 13486Members
    edited November 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The marines accually get 2 res per tick if they have over 10 marines (I think)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    1 res per node every 5 seconds.

    I could look up a previous post of mine where I actually worked it out properly. But I dunno if it will still be there and I can't be sodded <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Of course the aliens spawn with 25 res each, but are there really enough nozzles to support that many aliens? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No, but at the same time, there are 6 aliens spawning with 25 res in a standard match. That is a lot of node power that aliens hold and can attain fairly quickly at the start.
  • Hologram0Hologram0 Join Date: 2002-11-19 Member: 9303Members, Constellation
    I think the game play in the 2.0 games cripled the aliens for 2.01. In 2.0 people could drop nodes everywhere all the time, but in 2.01 they accually require more than that....

    You accually need a couple of OCs around nodes to be sure that that rambos wont be able to stay long, or they will increas your reaction time to get there.

    I still think that the most blanced way for the aliens would be to have a give res system where aliens get less total res over all. This would help cordinate, you could accually have a gorge all game and people could give it the res for everything they needed, I mean the cost of everythng would need to be tweaked, but the teamplay benifits would totally out weigh any difficulties in blanching this system out.
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    The funny thing is that aliens can do just fine on servers that feature oh.. 13+ players per team.
    Aliens excel in sheer numbers. Their res flow sinks but they can still manage to win. Why? The commander. Yeah, he is suck trying to organize 13+ marines on the other side. Just pick off the stray ones while he is busy on the other side of the map. Lots of res in that. Just try not to stay gorge all map and you'll be fine. Balance in NS and the res system is completly based on how you choose to play the game.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    <!--QuoteBegin--Daxx22+Nov 28 2003, 07:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daxx22 @ Nov 28 2003, 07:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thats kinda impossible <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Max allowed is 32. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    actually your wrong there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> , i was kidding about the max 42 NS server, but in a CS and TFC server i played in a game of max 42, dont believe me go look for one in CS or tfc, theres a few
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Ideal number is between 14 and 16. 12 to 14 works, as does 16 to 18, but get higher or lower and things go haywire. Personally I think 12 is a little too alien biased, so I prefer to stick between 14 and 16.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I believe that the res flow for aliens should increase by one or two ticks if there are more than 6-8 aliens. Aliens just cant get off their feet to do anything about what the marines are doing. If anything, if the game is over 6v6, marines should get (from each RT) 2 res per tick and the aliens 3 res per tick. The reason the marines need another tick is because the commander still has to outfit his troops, although this is at a later date.
  • TempusTempus Join Date: 2003-01-21 Member: 12540Members
    I agree. At 8 players, the aliens get almost no res, and are lucky to be able to afford any ochambers at all. Their only option is to hope that someone good saved for onos/fade, as there will be almost nothing else that can stop the 7 marines that will be walking the map destroying everything in sight.

    The more I play, the more I realize that the game doesn't work well with anything less than 6v6 or more than 7v7. Very narrow range if you ask me..
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    Now after a long discussion, is this going to change? I really hope so because most pubs are not only 12-14 slot servers, that would just be impractical. You might so but clans yadabadaplada. But clans don't make the base for a clan scene, regular pubbers do, those are the ones that form clans. You kill the pubbers you kill the clan scene, simple as that!
  • AltalAltal Join Date: 2003-06-27 Member: 17740Members
    it might imbalance a little, but I remember the giveres pluggin for 1.04, really nice, promoted a little more unity in the alien team, and it might help the res flow for the aliens, I dont know about increasing the alien res flow a few ticks would do it. I mean, isn't it sensible that they should be able to share res if they are willing to? as I said before, might give the aliens a little edge, but then it might not.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Do you realize that if giveres was in, there could be 2 onos, a hive, and 2 res nodes immediately? That is with the current numbers of course (2*100 for onos, 3*10 for 3 gorges, 40 for the hive, and 2*15 for res nodes = 300 res). It doesn't matter if this means marines aren't opposed to begin with, the aliens are guaranteed a win.
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    edited December 2003
    Aliens start out with 25 res. The more per side, the more the aliens start out with. The fewer per side, the less the aliens start out with. There are also advantages to the marine team in a game with few players. I think the imbalance caused by extreme numbers of players (10 or less; 20 or more) is overexaggerated. Perhaps the perceived imbalance is caused by pub players who aren't versatile enough to utilize their advantages in such situations.
  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    edited December 2003
    It's really a lot more complicated than you guys are considering. There are more factors than just how much res a node outputs.

    Sure, if the team is bigger than 7 players they get res really slow, but what really hurts is waiting to spawn. I played a 32 person server once (PA 4th anniversary last year), you would sit for 3 minutes in spawn queue. On a 16 person team we never had more than 6 people on the map at any time after the first minutes because everyone was waiting to spawn. The marines biggest advantage in a big game is their ability to outspawn the aliens in the first minutes before the 2nd hive is done.

    If the aliens can get the 2nd and maybe 3rd hive up then things get interesting in a big game. See, each alien starts with 25 res. In a 6 person (public) game you want to get up 3-5 rts so nearly everyone has to spend their starting 25. Someone also needs to save for the hive and someone has to save for the d chambers. Now on a 11+ player team only half the team has to spend their starting res to get the same number of rts up, plus hive and upgrade chambers. So where with the 6 man team you had maybe 1 guy saving for fade now you have 4-6 guys saving for fade. Sure they might be slowed down a little since you won't be making much res from RTs but starting at 25 you're already half there and it doesn't take that long with a few kills.

    On a big marine team comming is just stupidly easy. There is no problem with trying to control 12+ marines, you don't have to control them, let them wander and rambo. Drop 3 or 4 ips, an armory and and armslab. Spend all your res on upgrades and grabbing rts when your troops happen to wander past them. After a while start directing them towards objectives like hives. Aliens can't keep rts up if 12+ marines are roaming. The simple fact is that with 12+ soldier there are simply so many guns you can bring to bear on a target that nothing can stand against it. And since upgrade costs don't scale according to team size the more players you have the more worthwhile armslab upgrades are. It shouldn't be hard at all to just lmg rush and take down any hive.

    Personally I think anything bigger than 14 players makes it too hard for aliens. Aliens can still win bigger games, it just gets a lot harder. If aliens do win games it's probably due to a significant skill difference.
  • TempusTempus Join Date: 2003-01-21 Member: 12540Members
    That sums my argument up perfectly Madcap..

    Now come back to our server! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin--MadcapMagician+Dec 1 2003, 09:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MadcapMagician @ Dec 1 2003, 09:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's really a lot more complicated than you guys are considering. There are more factors than just how much res a node outputs.

    Sure, if the team is bigger than 7 players they get res really slow, but what really hurts is waiting to spawn. I played a 32 person server once (PA 4th anniversary last year), you would sit for 3 minutes in spawn queue. On a 16 person team we never had more than 6 people on the map at any time after the first minutes because everyone was waiting to spawn. The marines biggest advantage in a big game is their ability to outspawn the aliens in the first minutes before the 2nd hive is done.

    If the aliens can get the 2nd and maybe 3rd hive up then things get interesting in a big game. See, each alien starts with 25 res. In a 6 person (public) game you want to get up 3-5 rts so nearly everyone has to spend their starting 25. Someone also needs to save for the hive and someone has to save for the d chambers. Now on a 11+ player team only half the team has to spend their starting res to get the same number of rts up, plus hive and upgrade chambers. So where with the 6 man team you had maybe 1 guy saving for fade now you have 4-6 guys saving for fade. Sure they might be slowed down a little since you won't be making much res from RTs but starting at 25 you're already half there and it doesn't take that long with a few kills.

    On a big marine team comming is just stupidly easy. There is no problem with trying to control 12+ marines, you don't have to control them, let them wander and rambo. Drop 3 or 4 ips, an armory and and armslab. Spend all your res on upgrades and grabbing rts when your troops happen to wander past them. After a while start directing them towards objectives like hives. Aliens can't keep rts up if 12+ marines are roaming. The simple fact is that with 12+ soldier there are simply so many guns you can bring to bear on a target that nothing can stand against it. And since upgrade costs don't scale according to team size the more players you have the more worthwhile armslab upgrades are. It shouldn't be hard at all to just lmg rush and take down any hive.

    Personally I think anything bigger than 14 players makes it too hard for aliens. Aliens can still win bigger games, it just gets a lot harder. If aliens do win games it's probably due to a significant skill difference. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->On a big marine team comming is just stupidly easy. There is no problem with trying to control 12+ marines, you don't have to control them, let them wander and rambo. Drop 3 or 4 ips, an armory and and armslab. Spend all your res on upgrades and grabbing rts when your troops happen to wander past them. After a while start directing them towards objectives like hives. Aliens can't keep rts up if 12+ marines are roaming. The simple fact is that with 12+ soldier there are simply so many guns you can bring to bear on a target that nothing can stand against it. And since upgrade costs don't scale according to team size the more players you have the more worthwhile armslab upgrades are. It shouldn't be hard at all to just lmg rush and take down any hive.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> OMG! Don't tell everyone my strategy!.. This works very well though, even if you get 2 marines wandering the map getting res nodes, the aliens can't get to the rts fast enough in small games.

    IMO, the game is balanced for 6v6.. the aliens have enough where one or two gorges wont make a difference, while the marines do not have too many where you can't get a skulk near a group of marines.

    Its also dependent on the skill level of the teams, a 3 player team of skilled marines vs a 6 player team of newbie aliens, the marines would win every time.. if the teams were reversed, the aliens would win all the time. You cannot balance the game for every single time its played.. Have you played a 1v1 lately? Its unbalanced, the alien will win every time if they know what they are doing. How about a 3v3? With 1-3 alien gorges, its impossible to take down electrified marine res nodes.
  • SopsSops Join Date: 2003-07-03 Member: 17894Members, Constellation
    i think the game was made for 6vs6
  • shinzuiskishinzuiski Join Date: 2003-11-18 Member: 23096Members
    <!--QuoteBegin--Daxx22+Nov 28 2003, 05:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daxx22 @ Nov 28 2003, 05:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 6-8 would be the magic number for the best games in my opinion. Any more, and the maps are just to small to properly accomodate that many players. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    if cs can be played with 32 players on those tiny little maps. then Ns can be played perfectly on a 32 player server.
  • SopsSops Join Date: 2003-07-03 Member: 17894Members, Constellation
    CS is a much different game
    for one people don't respawn in CS
  • shinzuiskishinzuiski Join Date: 2003-11-18 Member: 23096Members
    edited December 2003
    <!--QuoteBegin--Ha.ze+Nov 29 2003, 10:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ha.ze @ Nov 29 2003, 10:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I believe that the res flow for aliens should increase by one or two ticks if there are more than 6-8 aliens.  Aliens just cant get off their feet to do anything about what the marines are doing.  If anything, if the game is over 6v6, marines should get (from each RT) 2 res per tick and the aliens 3 res per tick.  The reason the marines need another tick is because the commander still has to outfit his troops, although this is at a later date. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thats why before you actually play the game. do these steps.

    1. Figure out what you are going to do
    2. Do what you gotta do to achieve your goal.
    3. DO IT.

    for 1, what i mean is, if you are planning on ONOSING, get lots and lots of killz. simple as that. if your going to get res towers, get some kills first so you can at least drop 1 OC to protect the res tower.

    if aliens get any more res per tick, i will never play ns again, as it will just be pointless and pathetic, if you can onos in under 5 mins with 12 aliens, then im sure u can onos in under 5 mins with 8 aliens.

    Marines dont need any more res either. remmember that killz give res to marines also. what i ussualy try do in a game of 8 v 8 or more is get 1 guy to stay at base, and get the rest to camp all the res towers i drop, 1 guy at base can build the stuff i drop. its a perfect and unbeatable tacic unless your team is very very crap.

    in a nutshell, niether marines or aliens need more res per click.
    solution: aliens want more res ? go kill
    marines want more res ? protect your damn res towers.
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    edited December 2003
    <!--QuoteBegin--Maverick102+Dec 1 2003, 10:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maverick102 @ Dec 1 2003, 10:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i think the game was made for 6vs6 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The game probably was made for 6v6, but to be fair to <i>all</i> players it should be balanced for 16v16 because some people, myself among them, prefer larger games. And yea, with res crawling in at such a slow pace, devicenull and madcap's strategy works quite well, because it takes forever to replace those buildings, assuming your team is gracious enough to take them down. Which denies you that much more res for that much time. If you are lucky and get into a game with a good alien team, then the anti strategy is quite simple: Someone earlier gave the analogy of 12 marines versus 5 hydralisks. Turn that around (and back into NS), and you get several skulks (Alpha Team)versus a few humans. If the skulks are fast and efficient killers, they can defend the map by taking out each of the guerrilla marines and while the gorges (Bravo Team) sets up house and a group of higher evolutions (Charlie Team) camp marine base and lay waste to outposts.

    But that doesn't happen all that often (at least not to me) so the "Set up <4mp & Let l00se" marine pubber strategy tends to work just fine... To my dismay perhaps.

    **EDIT** I forgot to mention that the three teams switch out to maximize res flow and speed up the base building process. I mean why keep the skulks on Alpha Team on gaurd duty if they each have 34 to 47 res? When its been done before me, the gorges, myself included, though I'm not the best of skulks, went on Alpha after some of the original members were overloaded with res.
  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    <!--QuoteBegin--Tempus+Dec 1 2003, 08:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tempus @ Dec 1 2003, 08:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That sums my argument up perfectly Madcap..

    Now come back to our server! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    TG has too many problems, I probably won't be playing there anytime soon.

    And thats assuming I had time to play, damn finals week coming up.
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