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The unmentionable truth
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madmonkey



Joined: 20 May 2006
Posts: 149
Location: Adelaide, South Australia

PostPosted: Sun Jul 13, 2008 2:30 am    Post subject: Reply with quote

Hopefully the asteroid will pass the sphere by this turning. There are still enough of us playing to keep it interesting.
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GameAdmin
Site Admin


Joined: 19 May 2006
Posts: 1283

PostPosted: Mon Jul 21, 2008 10:11 pm    Post subject: Reply with quote

Thank-you for that.

I remember the good old days, 300 clan fighting day after day.

We have a noble effort by the elders to breath another epoch onto the sphere, long may it last. The asteroid will not hit while these fine folks want it, and the blood mum's fan bearings hold out.
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Gikjl



Joined: 10 Nov 2009
Posts: 4
Location: Florida

PostPosted: Tue Nov 10, 2009 4:35 pm    Post subject: Reply with quote

Hmm.. I have returned after about 7 years away. I was pleased to see it still lives. But does it? How many players are there?

Tim

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Lord Nova



Joined: 22 May 2006
Posts: 279
Location: Northamptonshire, England

PostPosted: Wed Nov 11, 2009 1:41 am    Post subject: Reply with quote

From what I can tell, probably about half a dozen or so active clans.

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righteous



Joined: 25 Feb 2010
Posts: 4

PostPosted: Thu Feb 25, 2010 9:01 pm    Post subject: Still Kicking... many return! Reply with quote

Tartarus lives on! I know of at least 10 active clans now. I have returned from ages past and have rejoined, and a couple of my friends have also hopped on again.

JonnieGod-- its worth saying, no game has ever hooked me like Tartarus. The absolute perfect war game, best game ever, only video game I ever truly loved (evinced by the 7 or 8 years of game play!)

I am posting around on forums and a few places, trying to drum up interest.

For those of us left, is there anyway that the 50 Augument factor could ever be lifted? Maybe once you hit 50, you gain 1 point of augment every 2 days?

May Tartarus Live Forever!
Righteous

ps. I saw some mention of re-writing on the thread. I am a web developer, and know that a number of the friends who are involved are also CS-type people. Is there a crowd of engineers on the forum interested in a project like this?
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Akchin



Joined: 20 May 2006
Posts: 44

PostPosted: Mon Mar 01, 2010 3:40 pm    Post subject: Reply with quote

A while ago we had everyone but one agreeing to lift the augmentation cap. Jonathan was willing to do it if everyone agreed. i played in epoch 1 with titans at tech 700+. i really enjoyed it but eventually it began breaking things so some limit is needed. i thiink 600 would work fine.

I would be willing to work on a web based open source version IF Jonathan agrees. I have 33+ years of experience as a software developer and i am current on .NET, C++, C# and Linux (I run Ubuntu on my home network).
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righteous



Joined: 25 Feb 2010
Posts: 4

PostPosted: Mon Mar 01, 2010 6:00 pm    Post subject: Augment Cap Reply with quote

I supposed augment cap is there for a very good reason. My clan is not even 100 days old, and I can now (once again) roll with the big boys. Not like epochs past. If new people ever joined, changing how augment caps work would limit their ability to join the small group of players who are duking it out, which would be a pity.

However, I too remember (and have some tacts documenting) my gen 1,200 titans, and long for such mighty beasts.

Righteous
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Lord Nova



Joined: 22 May 2006
Posts: 279
Location: Northamptonshire, England

PostPosted: Tue Mar 02, 2010 1:47 am    Post subject: Reply with quote

Personally I'm fairly happy with the augment cap as it is. It's a nice boost, but nothing that makes the older clan completely outclass those without it.

I also remember the massive lumbering super titans of ages past, and generally found them boring, plus also annoying, as I was never one of the real elders of the second age, for all that I'd been around for a long time myself by the point that age of the sphere ended, and had gotten pretty powerful. The six to twelve month lead those who had started their clans from the beginning of the second age, meant they were always more or less out of my league.

Maybe a few more points of augment might be interesting. Adding a very small number of extra points (say 10) would allow a bit more design flexibility, as it would probably allow 104 tech guns, or shields, on a titan that wasn't quite as costly as it is now, without allowing those who've been around for a long time to become all powerful.

For me any more augment points, would simply mean more titans, rather than bigger ones, and I'm already pretty happy with the standard designs I'm using.

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righteous



Joined: 25 Feb 2010
Posts: 4

PostPosted: Tue Mar 02, 2010 1:51 am    Post subject: Slow Augmnent Burn Reply with quote

My original suggestion was to give 1 augment point every 2 days. Having spent more time thinking on it (and hearing other's views), and trying to think like a new player, I dont like my own idea anymore.

Perhaps something even slower, with a cap on it still? 1 augment every 10 days until you reach 60? Just a better reason to kill an enemy's hall, but not enough to throw the game completely out of whack.

Anyway, I have not even reached full augment yet, so I should probably shuddup now.

Righteous
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Akchin



Joined: 20 May 2006
Posts: 44

PostPosted: Tue Mar 02, 2010 3:58 pm    Post subject: Reply with quote

The main argument for increasing the augment cap is on of bringing game play style into the end of the 20th century. Right now the cap limits effective designs to the technology of warfare in the 1890 to 1918 time period. Effective combined arms warfare simply does not work. Upping the limit would allow for creative design of titans that would function for deep interdiction or breakthrough.

However, if left without limit, we would indeed get the huge lumbering moving fortresses wre saw in the past as nothing is better than an invulnerable huge weapons platform. The limit would have to be low enough to prevent such things, thus my suggestion of 600.

I don't want to lock new players out however so either a much lower cap than 600 or a catchup method would be needed.

The really critical issue however is moving Tartarus to a more sustainable platform. Jonathan has stated he is only willing to keep it running until the server dies. He may be kind to us and fix it if the server dies but I can't fault him if he doesn't. It costs money to run it and he no longer charges to play it.

Today virtual servers with MySQL and either .NET or Linux are cheap to run or rent. I would like to see Tartarus be assured being around for many years to come
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