From: Oliver D. B. <oli...@ma...> - 2003-01-23 07:36:58
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Take it somewhere else please :) A Word (or Two) About Flaming Simply put: resist the urge to start or participate in a flame war. Nobody likes being attacked or embarrassed in public and will therefore respond in kind. When you include personal attacks in your posts, the intelligent exchange of viewpoints gets lost in an emotional exchange of hostility. Flame wars accomplish nothing but dividing the community into opposing sides. The "discussion" follows a fairly predictable path and often results in the participants appearing very childish: "You're lying"/"No, you're lying", "If you bothered to read my post, that is not what I said", etc. Here are some suggestions to avoid a flame war: 1) Use emoticons to help the reader better understand your intended meaning. This is especially important when using humour, sarcasm, or other subtle word play. An "obvious" bit of humour to the writer may not be so obvious to the reader. Keep in mind that to many people here at the Guild, English is a second language. 2) In a disagreement, focus on the issue, not the individual. For example, "The problem I see with that idea is..." is much better for constructive dialog than is "Are you really stupid enough not to see the problem with your moronic idea?" 3) If you need to vent your anger, do so in an email to a friend or post it in a private clan forum, but remain civil in your posts at the Guild. Think of it as a high tech way of screaming into a pillow. 4) If you absolutely must confront an individual, do so via email, chat, another forum, or some other form of communication. First, people are more civil when they are not concerned about saving face in public or strutting for an audience. Second, the vast majority of the Guild members don't care to be involved in or even read flame exchanges. ----- Original Message ----- From: "Justin Stedman" <jus...@ho...> To: <ope...@li...> Sent: Thursday, January 23, 2003 8:06 AM Subject: [Openme-developers] Building vs Production > Come on aos, I'm not a moron. Building Cost is Base Construction, > Production Cost is for Producing Guns. A small part of the game and that is > why it is possible to have high and low #s in those areas. I explained the > 1:2:10 ratio (Building:Researching:Producing). > > Maybe I should ask if you read? ;-) > > Carnaugh > > > << > Does anybody even read the numebrs? > Justin Stedman wrote: > > > >Mawlor: > >PB) 105% xp change upon Kill (10.5% if 10% base EXP switch) > >PN) 105% xp change upon Death (10.5% if 10% base EXP switch) > >BM) 100% Building Cost > >PM) 50% Production Cost <<<<<<<<<<<<<<<<<<<<<<<<<<<< > >RM) 110% Research Cost > >SM) -50 Personal Race Relations with all other Races > This is the key factor of the game. Giving one race a 50% advantage > seems not appropriated to me. > Bad enough that KEA has a -50% weapon production malus, which does not > seem sound to me as well. But a 50% benefit on base constructions, > turrets, SGs, DHs ... that looks odd. > aos > >> > > _________________________________________________________________ > MSN 8 with e-mail virus protection service: 2 months FREE* > http://join.msn.com/?page=features/virus > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Scholarships for Techies! > Can't afford IT training? All 2003 ictp students receive scholarships. > Get hands-on training in Microsoft, Cisco, Sun, Linux/UNIX, and more. > www.ictp.com/training/sourceforge.asp > _______________________________________________ > Openme-developers mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openme-developers > |