STARWEB EMAIL DISCUSSION GROUP (THE SEDG) (Sponsored by Flying Moose Technologies' Starweb Analyzer - http://www.accessv.com/~wulkan/fmt.html) VOL 9 - June 21, 1999 CONTENTS Something new - Mapper's Corner on the SEDG Web Page Feature Article - The FBI Convention - Phoenix, July 1998 Questions - AH and the Robotic attack, Anonymous games SEDG Web Page URL The Captain's Log Correspondence - Starweb Heresy SOMETHING NEW: Mapping - I am going to make maps of deceased games available on the SEDGE Web Page. For the most part they will be gif files easy to view and download. The purpose of this is to enjoy some of the very convoluted and amazing webs that Starweb has been played in. I would welcome any maps you would like to share. Please don't send current game's maps as this might compromise the play of that game. The best format would be gif but I can accept and convert many of the common graphic styles of jpg, jpeg, tif, bmp, word files. A brief description of what the map looks like would be helpful, as I will post that as well. I have a few maps on file and will slowly convert and upload them so it will be worth your while to visit the SEDG web page periodically to see new maps and to get back issues. As of this writing you should be able to view SW-957 (The Mobius sphere) and SW-L/28 (The Double Cuboidal Walled Torus). I am also hunting for my best example of the simple Hex Map. Certainly many of the maps I provide will be in Starweb Analyzer Format so here is a brief description of it's common symbols. Starweb Analyzer Maps - For those of you who have not seen a bitmap file containing the map generated by Flying Moose Technologies Starweb Analyzer here are a few pointers for reading it. 1)Any world with more than 10 industry will have a starburst in the top left corner of the world. HWs all have this. 2)For worlds that wraparound - that is appear more than once by going off the edge of the universe and reappearing on another border due to the 3D nature of the universe - they will have a '+' in the upper right corner of the world. 3)Worlds with a very thin line border and a '?' as the owner have not been visited by anyone whose turns were involved in generating the map. 4)Gray border worlds with [] as the owner are neutral worlds. 5)Each player or alliance (if defined in the program) will have its own color and the worlds may contain the first 3 letters of the player name. FEATURE ARTICLE The FBI Convention - Phoenix, July 1998 Well, it's getting close to the time for FBI's annual convention. I guess if I'm going to talk about last summers Starweb game I had better start now! SW-CON98 Descriptions of other people's games often leave me cold. Oh, I'm sure their interesting (more so for the players) but after a while the 15 players names, alliances and world numbers are all a swirl in my head and I can't make anything of it. I would like to relate to you my impressions of my first Convention Starweb game in July 1998. I will be keeping tactics to a minimum and trying to give you a flavor for the convention style of playing. Playing this tactical diplomatic game face to face especially with time limits for turns as little as 90 minutes (less for earlier turns) brings whole new vistas to the game. Imagine getting stressed out trying to meet a deadline in a game. JUST GETTING FOOD WAS A MAJOR TACTICAL PROBLEM :-). Let's see if I can entertain you - for me it was an awesome weekend! Well, for the previous 3 years I had been threatening to fly down to Phoenix to play in the games hosted by FBI. Each time certain facts dissuaded me. Facts: Arizonians spend the summers in Hell to get away from the heat ; I'm a very good Canadian and tolerate cold much better than the heat; the flight down from Canada was $800.00 ($only 23.95 US if you know the exchange - just joking!). This year my Air mile points added up to the magic number and my wife (tired of my whining) told me to go. The capper was when I inquired of Rick whether I could get my turns on diskette instead of paper. As many of you know I am a copartner in Flying Moose Technologies marketing the Starweb Analyzer. This program incorporates all allied turnsheets and produces a combined turnsheet that allows various sorts/filters and searches as well as provides a color map and an order editor that checks for errors. Ok, the infomercial is over - if you are interested go to our web site listed above. After hearing this, Moose (the other cofounder and author of the program) decided he just had to join me and play too. Since we were both coming down together, sharing a room and were using the same program we figured nobody would believe we weren't allied and playing together (even though we had a history of being opponents in the past). So we decided to ally right off the bat. Being very active in Starweb games via email I quickly received all kinds of advice from previous players AND found out that an old ally/opponent was flying down from Alaska. I had an old penpal Starweb ally from 1977 who goes to the convention yearly and I started trying to convince him to play Starweb again. He was firmly dedicated to Heroic Fantasy and kept complaining that the rigors of Starweb at the convention were too intense for him as he wished to concentrate on multiple games. I promised him that if he would play once again he could have my support. (We made him the merchant and supplied as much of the hauling orders for him as we could. We gave him the title GENERAL! SHAULA's role was to give us strategic input every evening and we had to make it into a plan :-). So now we were three. That merry July I flew down to the convention the day before play began. I exited the airport and was waiting for the taxi when I remarked to a local that I was told that it was supposed to be a dry heat and the 115 degrees F didn't seem too dry. She remarked, "Not during the rainy season, dear". Walking through this physical wall of heat I already started regretting what lengths gaming was driving me to. I met my partner Moose at poolside. He remarked that his Canadian made shoes' soles were melting to the pavement and he was worried about what he could wear on his feet. Clearly we were out of our element . That first night we decided to forgo Rick's kind invitation to play poker to relax in the hotel and meet my long time friend (who I'd never met) Shaula the Merchant. We were sitting drinking our soft drinks and watching the Arizona Storm (which was strangely just lightning without rain - another odd phenomenon I hadn't observed often) when we were joined first by Shaula's son - Lamers the Apostle then by my previous ally/opponent Protos the Art Collector. Protos made us aware that a bunch of players had congregated in the bar and were discussing alliances. The fact that a couple of Canadians had come to play was apparently well known. It seemed that they had formed their alliance in the bar and our Canadian goose was already cooked. Lamers (who dislike pregame alliances) and Protos decided on the spot to join us and form the opposing alliance. Now we were 5. Moose and I decided that he would play the vicious pirate while I would be berserker. Day 1 We calmly walk into the convention hall, register and set up a table. Lamer's has brought his laptop and we quickly put a copy of the Starweb Analyzer on his machine despite reservations that you can't learn a new program and play Starweb simultaneously. This was a needless concern as Lamers not only was a whiz with the program right away but could get his turn done before any of us and start working with the program to figure out the map - AWESOME! We set up our printer so that allies without computers could get their turnsheets printed (even allies who didn't have the program got their turns by diskette so we could incorporate it into the analyzer). The opposing alliance was 6 in number so we were already outnumbered. They were God the EB, Uncleslam the pirate, Gunrunner the merchant, Fortran the Aposte, Blzbub the berserker and Artbell the Art Collector. We found it interesting that both God and Belzebub were against us in this game. War does make for strange bedfellows. I must tell you that meeting players in the flesh that you have played with over the internet is an interesting experience. Shaula was everything I imagined - an older softspoken gentlemen. Blzbub on the other hand was an ally of old who got out of his rickety VW van with his shoulder long hair, beard and sandals looking like a refugee out of the 60s :-). Rick discussed the issue of getting turns in on time. It was decided that nobody likes missing a turn so each player would be allowed to call for a 15 minute time out to extend any one turn deadline once during the game. Turn 1 was presented. We were given just 15 minutes to do the turn. Mike put the diskette into his laptop and the unmentionable happened. It wouldn't process. We couldn't get our turns. With sweat pouring down his face Mike realized that for the first time in Starweb history the game was named in small letters and not capitalized. His program couldn't cope. He frantically relabeled all the turns while I wondered if I would have to cash in my time out on turn 1! Even worse, would we have to (gasp) do our turns with paper and pencils - did we even remember how? Later that evening (around 2 AM) Mike rewrites and compiles the Starweb Analyzer to cope with that problem. A piece of advice - it's always a good idea to bring your own programmer to the convention . Turns 2-3 are fairly uneventful with very short due dates of about 30 minutes. The map seems simple (thank goodness since I often pour over maps for many hours to get them just right). It seems to be a grid of 4 connectors all connected into tight little squares. What could be easier? Just wait! Turn 4 - first contact. Yippee most of my alliance is adjacent to each other Protos, Moose, Shaula and myself (Somnos). Lamers appears to be in some isolated part of the web - likely surrounded by the enemy alliance (sigh). First contact negotiations are just so nice at a convention. Uncleslam walks over to my table and says - "We met at W35 - do you want the key or the world?" In 2 seconds or less the first contact negotiations are over - even email can't match that! It's about now that I realize that we may be having our second convention crisis. It's about 2:00 PM and I'm getting hungry. Inquiring when there will be a lunch break I'm told - there isn't one. Do we get an extended due time for the turns for meals. Yes, but it's an extra 30 minutes for the turn due near Dinner only and many use the extra time to get their turns done (especially those in multiple games). I firmly believe that an army travels on their stomachs and if I did't get nourishment I was going to die. The enemy alliance bring in submarine sandwiches. How can that be? Well, Gunrunner explains to me that he's been to the convention before and they shopped the day before for food. Didn't I see the refrigerator in our hotel rooms? Oy, Moose decides he can live on power bars and Gator aid from the hotel gift shop. Lamers and I order in Pizza. As it turns out the extra 30 minutes around dinner are not enough to sit down and order food in the hotel restaurant so we go to the bar and order a couple of beers and nachos to tide us over. It's then we notice that happy hour ended 10 minutes ago :-(. The end of day 1 (final orders due) in the convention hall was destined to be 10 PM. This winds up being the T7 orders and they hand us our turn 8 printouts at 10:30. We are nowhere near the end of our day however. Essentially we have been playing without a plan the first 7 turns. All of us being experienced players we obviously did the maximum expansion, got our merchant working in our areas as well as have our Art Collector pick up our art, gifting worlds to the Apostle and keys for our Pirate. It's only on the T8 printout that all our HWs have between 23 and 30 metal. Having only 11 players in the game meant spending more turns grabbing all the free worlds. Obviously we are now ready to do something. The question was - What? The team is tired and hungry after 14 hours of Starweb but our gaming isn't over. We decide the best way to handle things was to go to a restaurant, have dinner and thrash out how to spend day 2 (likely turns 8-14). Following this we were all to finish our turns and meet again at 8:00 AM for a breakfast meeting where we could hand each other the orders we required our allies to do. The turn was due at 9 AM. The map looks odd. The grid pattern is holding mostly. We have Moose, Shaula, Somnos, Protos all in a line that wraps into a circle. Above and below us is the enemy. Lamers is isolated in his own grid completely surrounded by enemy. There is one anomaly world. W7 has 8 connections and while 4 of them fit into our nice grid the other 4 seem to connect to players we haven't even met. This world is key - as it connects to so many AND is our only link to our ally Lamers. What we didn't know until game end (due to being the smaller alliance) was that the map was two cubes (all worlds on the surface). Each corner world would have been a 3 connector except for the fact that they also connected to the anomoly world W7. During dinner (steak predominated) we discussed strategy. Obviously we were the smaller team and when (not if) war broke out it would be wise if it was on enemy territory. At least if we lost it would take time for them to repel us and mount counterstrikes. To allow them the first strike was to invite disaster. In addition, a first strike by our team would give us the chance to destroy or capture a HW and even the odds in addition to helping to limit points for their merchant and berserker. The decision was made - General Shaula declared that we should take out their best warrior - Uncleslam the pirate and to try and cripple their merchant Gunrunner. Meanwhile Lamers decided to go after Fortran the Apostle (I can't remember why :-). It was my job to secure W7 so we could pipeline ships to Lamers if needed. Dinner was over by 12:30 AM and Moose and I retired to our room to do our turns. We thought we did fairly well getting done just after 1:30. What to do now? Have any of you worked on a Starweb turn late at night? If you are like me you cannot fall asleep. Too much concentration and thinking and your mind keeps churning and thinking of numbers. Moose and I go swimming in the pool. It's a cool 90 degrees F at 2 AM :-). Day 2 - The alarm goes off at 7:00 AM and we are refreshed (HAH!) by our 4 1/2 hours sleep. A quick shower and we meet our allies for breakfast and finalize the orders. We head to the convention hall. The next obstacle was a pleasant one. At the Safari Hotel the convention center has 2 halls. Today there is a modeling audition and young women from everywhere wearing revealing clothing in attendance. Many of us try to get our orders done quickly so we can loiter in the common lobby. War and sex just don't mix - it's hard to concentrate. Today we are experienced convention gamers. Today with the enemy alliance's blessing we declare the supper turn (the long one with an extra 30 minutes) will be at 4:30 so we can go to happy hour . T9 we launch. T11 we land in enemy territory. We land on the border and Uncleslam has huge armadas sitting on the Gunrunner and his own border. We have only beat them to the first strike by 1 turn (whew)! By this time I've robotized W7 and secured it (Blzbub my metallic counterpart has been sitting here in ambush). He is blown away and a 35 ship ambush is set up on the anomaly world. Lamers has hit Fortran and there are huge Blzbub fleets waiting - again we just barely beat them. Our incursion into Gunrunner was through the anomaly world which will be a problem for us later. T12 we locate the Uncleslam HW. The enemy are fighting on their territory as we predicted and our areas are clean. By T14 we are firefighting on Fortran ring 2 worlds, we have landed in force at Uncleslam's HW and somehow in the Gunrunner area as we approached the HW (well, we thought we were approaching the HW ) we fell into God's territory. I admit it. We were lost. The turns owned were not a big help with a lot of worlds gifted to God and we couldn't figure out where his HW was. Since we arrived via an anomaly world into the middle of his empire it was like being blindfolded and turned around a few times. We didn't know which direction was deeper and which was to the outer worlds. This was as far as we got on day 2. We were handed our T14 printouts at 10:30 PM as usual. The day was fun and we had no problems meeting the turn deadlines and even got to gawk at our neighboring convention. The day's best strategy/tactic happened at our 4:30 break turn. I was tired and I just announced that I had had it and was going to the bar. About half the game joined me both ally and enemy alike. At this point, God started buying my drinks. It was happy hour and I found that I was getting 2 beers with each round. Thankfully my American gaming colleagues were not acquainted with the fact that Canadian beer can have as much as 6.5% alcohol. I was OK up until the 6th beer. Doing the following turn was quite a challenge :-). With our Starweb analyzers any player could review what his allies were doing and it was no problem at all for Lamers and I to help Moose with his vast war machine since neither of us was concentrating on scoring yet. At this point in the game our top player was Shaula our merchant with 6800 points. Protos' art pulled in 5800 but the enemy merchant was in the lead with 8400 points. We retired to the hotel restaurant again for some sustenance and planning. We were effectively fighting in 2 empires with one of their HWs about to fall. Hopelessly lost in our 3rd incursion. Shaula our General correctly pointed out that we had 1 more day and possible 4-5 turns and that if we continued to concentrate on fighting we would win the battles as Gunrunner walked away with the Starweb Trophy (or possibly their berserker). We decided to continue the battle as best we could trying to disrupt Gunrunner's hauling and tie up ships to limit the enemy berserker's ability to drop PBBs but that we would start pushing one position to the top. Our best candidates were Shaula and myself. Shaula directed us to push Somnos the Berserker position. I think he was being polite but I also know he was having trouble concentrating on 4 games simultaneously (I was only playing Starweb). Unknown to me was that part of our team didn't share our team's plans! The day ended as previously with a 2 AM dip in the pool. Day 3 Highlights Mrs. Shaula brings in incredible Mexican food for lunch. T15 - Uncleslam's HW - Moose orders an AI while I robotize it. What can I say - were thorough! 16 suppressed industry remains. In Fortran I bring a PBB to his ring 2 world and make him sweat. Still hopelessly lost in God fighting Uncleslam the whole way. My first PBBs fall and I'm at 1900 points, Shaula at 8400 and Protos at 6600. Gunrunner is still in the lead with 9600 and someone is at 7100 in the enemy camp. Tempers start to run hot - sleep deprivation is blamed. Moose demands help to position his war fleets while I'm spending my whole time trying to find ways of striking the best PBB targets and to rendezvous to pick up his ships. I tell Moose - "You're the Pirate - just fight. No time for consensus" :-). T16 - My score jumps to 5000 and Shaula to 9300 but it's obvious that we are now pushing our berserker's score. The enemy merchant (Gunrunner)has hit 11,000 points. We are not sure if they will push their berserker or merchant but their berserker has less than 5000 points at this point and nobody has time to carefully track scores. Fortran loses his ring 2 world to PBB fire. In Gunrunner/God - Moose transfers all 93 ships to the Protos fleet, builds a PBB while Protos gifts to me. We lose no ships as Uncleslam targets Moose. I am going to drop as many PBBs as I can until destroyed. At Unclslam's HW Moose does it again, transferring all excess ships to my key while I run to ring 1 with a PBB! It's now a race for me to score with all available ships. Moose is going to turn them over ASAP! In fact - the whole alliance is gifting me keys and building to me for PBBs. Uncleslam invades Protos and Fortran decides to invade Lamers. We shall see about that! T17 - Moose finally plunders something! Nobody really knows why. God notices . My score (Somnos) now jumps to 12,000 surpassing my merchant Shaula at 9500. The enemy merchant Gunrunner hits 12,000 and their berserker is left far behind. The push is on! Incidentally, Lamers the Apostle is relying on martyr points from my PBBs and has hit 6000 points. Protos is at 8000 points and owns 47 art compared to Artbell who has 53 art. I head for Fortran's ring 1 with a PBB. It's a feint - I know where his HW is and I have no intention of taking him on, as it's a waste of ships. But it keeps him pinned to his HW defending while I run around his area dropping bombs. I continue to drop bombs in the Gunrunner/God area and Uncleslam area and take the heat as they fire on me because I want points!! Lamers is still fighting off incursions while now Somnos is invaded and Moose HW is jumped by the enemy. T18 - The second last turn of the game. The orders for this turn are called scoring orders. FBI gives us only 15 minutes to do orders that will generate points. So movement orders are useless. I don't think I can actually process all the turnsheets and do a turn even just for a few scoring orders in 15 minutes so I go back to manual and look at a turnsheet with pen in hand. It's a mistake. The enemy is all over Lamers, I PBB Moose's HW to prevent it from falling and my inner ring worlds are under attack. We ignore defence and concentrate on ships to Somnos for Robot attack or PBBs turning over even our merchants hauling fleets. Meanwhile I am still running around Gunrunner, God, Uncleslam and Fortran with my keys either PBBing or robot attacking with smaller and smaller fleets. If the game was to go more than a couple of turns they would crush us militarily - but we know the end turn and so we push to score. We almost missed seeing the last minute backstab by Protos. He has gifted two worlds to Artbell with most of his art on keys hovering over them, and has let Unclslam capture an art key over one of his worlds. All his art can be given over. What gives? He's giving all the art to the enemy Art Collector. Lamers and Moose both rise to their feet in the real world, red faced and angry and ask Protos just what the heck is going on. I can't help snickering. I don't like backstabs but lack of sleep and 18 hour days of Starweb are taking their toll. I've known Moose 24 years and have never seen him angry so I laugh. I then ask Protos to leave our table. Lamers asks the important question. DOES ARTBELL HAVE ENOUGH TO STOP YOU!! A quick look at T18 scores reveals that I have 16,800 points. The enemy merchant isn't showing on any of our printouts but we can't imagine his score rose by more than 2000 points putting him at 14,000.That puts him out of the running. But Artbell has about 10,000 points (we couldn't separate his score from another close one). Just how many bonus points and art points does 100 pieces of art bring? Remember I only have 15 minutes to write the orders for my last turn and I don't have time to figure it out. Moose and Lamers try to calculate it BUT UNTIL RICK CAME IN TO ANNOUNCE THE RESULTS WE DIDN'T KNOW. The final score - I had 21,619 and Artbell had 19,832. I beat him by 1787 points. It was anyone's game until the end and the excitement was quite high until the end. Gunrunner took 3rd place with 15,893. The answers to the art questions are - you can get 10 museums worth 5000 points. All the art in the universe is worth 1800 points/turn (to the AC). Having the entire Nebula scrolls brings in 1500 and 1000 each for having each of your two categories. The maximum points the art collector can get on the last turn are therefore 10,300. How much of a push did Protos give him? Well Protos was bringing in 765 points a turn, completed all the sets (3500 points) and completed another 4 museums (Artbell had 9 at the end). The Protos backstab propelled Artbell forward by 6265 points in one turn in addition to the 1035 points per turn and the 5 museums he already was going to get. Artbell scored over 9,500 points on his last turn At the end players from both sides exchanged information and questions that had plagued them such as --- 1) Why didn't Somnos drop all his PBBs the last turn? I didn't see them - remember I said I didn't use my Starweb Analyzer software for the last turn. I could have dumped the game with that type of mistake. 2) Why did we jump to ring 2 of Gunrunner then head out of system towards God. We were lost :-). 3) Why did we plague the ring 1 world of Fortran - did we not realize where the HW was? HAH - that one we did on purpose :-). 4) What effect did our plans have on limiting their merchants scoring? Well apparently at times we had disrupted hauling in up to 3 empires at once. It was nice to know our gambit worked. 5) Why didn't their merchant score more than 1000 points/turn or they push their berserker more? Well, apparently there was a small split in their alliance. Three characters felt they were able to win the game and so close coordination wasn't possible. For example Artbell was approached by Protos over the art transfer and limited his support to his merchant and berserker so they wouldn't pass him. There was no plan to push one character forward in the enemy alliance. The final results are below - please note that Moose only owned 23 ships and they were all I ships on worlds - that was how efficient he was getting his ships/keys into my hands. Shaula was equally accomodating. And you can see why Starweb is such a team game. To get me to first place our alliance dumped the other positions so the enemy alliance took second through fifth place. When I accepted the plaque for the Starweb win for myself and my alliance I was asked how I found my first convention. It was intense, tiring and a lot of fun. Compared to it a weekend on call at my hospital seems like a rest :-). Moose and I return to Phoenix July 23, 1999 to defend our title. I hope to see some of you there. It should make for an interesting article for the SEDG I hope. Elliot (1) [SOMNOS]: Berserker (Score=21619,Worlds=34,Keys=48,Ships=187,Industry=69, Mines=48,People=124,Robots=253) (2) [ARTBELL]: Artifact-Collector (Score=19832,Worlds=9,Keys=22,Ships=223, Industry=1,Mines=41,People=612,Artifacts=100,Bonus=8000) (3) [GUNRUNNER]: Merchant (Score=15893) (4) [BLZBUB]: Berserker (Score=13240,Worlds=25,Keys=41,Ships=379,Industry=57, Mines=67,People=61,Robots=150) (5) [GOD]: Empire-Builder (Score=10869,Worlds=62,Keys=18,Ships=267, Industry=252,Mines=298,People=3917) (6) [SHAULA]: Merchant (Score=9740,Worlds=2,Keys=6,Ships=8,Mines=15, People=156) (7) [PROTOS]: Artifact-Collector (Score=8743,Worlds=9,Keys=13,Ships=33, Industry=2,Mines=34,People=525) (8) [LAMERS]: Apostle (Score=7530,Worlds=22,Keys=1,Ships=99,Industry=65, Mines=96,People=430,Converts=964) (9) [FORTRAN]: Apostle (Score=5283,Worlds=21,Keys=13,Ships=49,Industry=7, Mines=107,People=35,Converts=2380) (10) [UNCLESLAM]: Pirate (Score=4802,Worlds=14,Keys=75,Ships=614,Industry=1, Mines=24,People=706) (11) [MOOSE]: Pirate (Score=1936,Worlds=10,Ships=23,Industry=3,Mines=41, People=567) ----------------------------------------------------------------------- QUESTIONS: Message text written by Elliot T. Hudes to John Shannonhouse! >John - I have a query. If my HW is beseiged by an enemy berserker and he does a large R attack what would happen if I did an AH (and there are no homefleet)? Would the R attack capture the world for the berserker or would I render it a neutral robotic world?< You would render it a neutral robotic world. The presence of robots does not keep a world from being driven neutral. That is one of the things to do when defending the HW, which I think was one of your discussion points. John In Volume 8 Ken Cassady asked: Anomymous Games - Making deals without talking - Has anyone come up with a non-verbal way to make deals in and Anomymous Games? What could you do to let the other person know what Charactor you are? Is there any hope to playing an Artifact Collector in this type Editor - I didn't get much feedback on this question (in fact an article on Anonymous games would be welcome) but then .... Ken proposed the following: Here are some ideas for my own questions... Artifact collector - Other players try to push Artifacts to every player they come up against. Berserker - Drop a robot on a world. Apostle - Convert a population with ships. Empire Builder - Build a factory on a planet with four ships. A bit expensive! Pirate - Plunder a world. Bet I did not have to tell you that one. Merchant - Consumer Good a world. Once you figure out who someone is then give him something to try to make friends or shoot him to let him know your an enemy. ----------------------------------------------------------------------- STARWEB EMAIL DISCUSSION GROUP - is now available on the web. Look for our new MAPPER'S SECTION on the SEDG Web Page. http://www.accessv.com/~somnos/sedg.htm ----------------------------------------------------------------------- THE CAPTAIN'S LOG 99.06.13.08.51 (Walt Schmidt - walts@dorsai.org) "Friday the thirteenth done come on Sunday this month!" You know, no matter how things change - they really stay the same. Back In the late '60s I learned the real source of the expression hurry up and wait. So here we are three decades later and what am I doing - waiting. TANJ! (And for the uninitiated that means There Ain't No Justice!) I thought I could jump right in the game, taking a standby position. It seems that the current "crew" is a lot more diligent than we were back then - end result, there is no pressing need for standbys. Yes, there is a need - but from how it was explained to me, I wouldn't call the need,urgent. Not to be defeated by the bureaucrats, I thought I would join a fast eMail only game. Only problem is, there isn't any. The best that's around is a regular eMail only game. So maybe the diligency is up - but the fanaticism is way down. Back at the beginning, some of us were in dozens of games at the same time. Okay, so maybe that's why standbys were easier to come by...there was a tendency, then, to "leave" games that weren't fun anymore. So how have I kept myself busy in the interim as I wait for a game or two. If anyone is interested, I have six PDF files, about 4.5mbs total, that are version one of the rules. Since my ISP only gives me temp storage for such things, the turn-around time is about a week. But if anyone would like to see what the original rules looked like, drop me a line. But that was just for starters. Since the current rules are also downloadable, I've gotten me a copy and am in the process of comparing them to the original - I'm taking the current rules and reformatting them into the original rules organization. Don't know what I'll find from doing that - but if it's anything interesting, it will be in a future log. And this automated mapping thing - Fantastic ! I sometimes think one of the reasons some of us were in so many games, was to discover more about the game's mapping grids. I recall that there was a standard grid that many games were designed with. But I also recall that there were some very "interesting" other grids. Needless to say, once you had uncovered the grid type, you were a leg up on anyone not yet so fortunate. That's it for now. Shai Dorsai ! (...yes, Shai Dorsai - but that's another story for another day) Nemo ---------------------------------------------------------------------- CORRESPONDENCE Ken Cassidy said: Other ideas I would like to see discussed but they may border on heresy. It has been almost 20/30 years of Starweb... So what about a change... The first thing I notice is discrepancy of earning points. Merchants make a lot and pirates do not. Maybe Rick could give us some statistical help here but that seems to be the case. Elliot (editor) comments: You aren't the first to suggest this to Rick. But FBI feels that the pirate position is too popular already despite the fact they rarely win so they need no further advantages. And being a merchant is supposedly boring enough to entitle the advantage to get someone to play. I disagree because when I merchant I don't just haul metal. I also am very involved in the planning of the wars/diplomacy and plans of the alliance. As to changes in Starweb - I doubt FBI is interested in changing their very successful award winning game but you can certainly enhance it using Flying Moose's Starweb Analyzer. I seem to remember a fantasy article I wrote to FBI about upgrades to the Starweb game a couple of years ago. I think it might make for an amusing article so I will look it up. Well, that's it for Volume 9. Don't be afraid to submit articles or suggestions. They don't have to be long. Address your correspondence to Elliot Hudes at somnos@compuserve.com