ME 2950 setup excahange complaining From: jlewiss104@aol.com (Jlewiss104) Date: Sat, 22 Oct 1994 18:19:04 +0000 Really tired of the complaining...... I am really tired of all the complaining going on out there. All I keep hearing is "Why is everybody trading setups and don't you want to preserve the newness of 2950." Well, I say that is all hogwash and anybody who would like setups in the new game can get them from me. Really, I do not think its fun or realistic to start a game and not know where any of the nearby settlements are. For example, the Woodmen nation has been in existence for well over two thousand years, but the startup info for the Woodmen does not tell them anything about the Misty Mountains and the Dark Servant Populations there. I really think it is unrealistic to think that the Woodmen have been there for that long and still do not have an inkling of where the constant orc raids are coming from or who was gathering their forces. I think that is basic that all countries start off with knowledge of all (*) the pop centers around them and a basic idea about the abilities of the leaders of nearby nations. It is unrealistic not to know these things and quite a bit gullible to insist on not knowing them. The New Game has solved some problems . . . With almost everyone starting at the poverty level and armies being rather small, the new game has solved part of the info hog problem of the 1650 game. Newer players will not be as handicapped by bad (uninformed) opening moves and no Major pop centers will be in jeopardy for the first few turns. It will take time for everyone to build up their nation to the level it starts at in 1650. This time can reshape the world. Starting setups for the new game will not be as useful as in 1650. If the Dark Servants want the Misty Mountains or Mirkwood, they, as a team, can place 5 - 10 camps there on turn two and suddenly the shape of the world has changed. They could place ten camps in Gondor and it would not hurt them because Gondor doesn't have enough starting forces or time to react to all of them. The world of 2150 will be created as we play it (not destroyed as in 1650). Part of winning the new game will be organizing and planing out a colonization campaign (w/camps) and placing them where they can be most useful to you and detrimental to your opponents. Some Problems / Suggestions (*) Hidden pop centers are still a problem. I wish their locations could be randomized at plus or minus one hex. Also, I think that Hidden pop centers should hide armies (At least things seemed to work that way with Nargothrond and Gondolin back in the days of Melkor). And, I think it a little unfair that some mages have the possibility of starting with Reveal Pop Center on turn one. Here is my suggestion for a new Command order. Reorganize Nation Scouting Type : Command Difficulty : Hard Order Number : 890 Prerequisites: Character with Command ability Character must be at capital Capital cannot be shifted off nation map Required info: Direction of new scouting - N, E, S, W This order shows the intent of a commander to reorganize the small scouting units that report back to the capital and give each nation the info it sees on its nation map each turn. With a concerted effort a commander can reorganize these patrols so that the nation map shifts one hex in either of four directions, North, East, South, West. This order will not enlarge the nation map, but will only shift it so that new areas are now reported on and some previously preported on areas are left out. Up