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Toadwater  |  Toadwater Inn  |  Nicodemus's Classical Tavern  |  Topic: World Report 0 Members and 1 Guest are viewing this topic.
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Dragoon
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« Reply #17 on: April 25, 2008, 10:09:47 pm »

Official:

A continent is 49 worlds. Everyone else is tacky.

You don't want to be tacky, do you?
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clatra
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« Reply #18 on: April 25, 2008, 10:42:56 pm »

A continent is 49 worlds. Everyone else is tacky.
Um, do you mean 49 world squares?
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Dragoon
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« Reply #19 on: April 25, 2008, 10:47:29 pm »

I stand correct.
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clatra
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« Reply #20 on: April 25, 2008, 10:57:31 pm »

Ok, so I would still appreciate input about what several (3, 4, or 5) continents strung together with noob worlds could be called. I mean a general term like supercontinent as in "the land in TW is divided between 6 supercontinents".

Ideas?
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Bryan
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« Reply #21 on: April 25, 2008, 11:02:12 pm »

SuperContinent is good
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Zim Foamy Fan
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« Reply #22 on: April 25, 2008, 11:14:11 pm »

I always enjoyed the wheel and spoke terminology. Inner wheel, outer wheel, and spokes (which I really just call the new continents) sound fine to me.
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Twisti
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« Reply #23 on: April 25, 2008, 11:25:40 pm »

I call them continent chains.
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Lemonade
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« Reply #24 on: April 26, 2008, 12:07:19 am »

The middle continent, the one above it, and the one below it.
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clatra
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« Reply #25 on: April 29, 2008, 08:46:59 pm »

Thanks for all the input regarding nomenclature. It will take a while to incorporate it all into the wiki consistently -- my target is by the end of May.

Now does anyone want to sound off on this:
every 4-WS noob world that can be fenced off (meaning the ones connecting every world outside of the "New World") is completely fenced off.
I ask because this is the first time, since the addition of the 4 continent chains surrounding the original continent chain (ring), that all noob worlds are fenced off. The obvious ramification of this is no matter where a player jumps, that player must have help getting to land that can be made into a base as it is less and less feasible for a noob to chop through the increasingly stronger fencing. I daresay that the owners of most noob world fencing would even consider offering land inside "their" continents what with so many folks jumping mules that could facilitate raids.

So in light of all this, is there a way that the "get a free teleport to the new continents if you are, in fact, a player without a base" could be made more universally understood? I hesitate to suggest that jumpers be able to jump into the new continents since the Viceroys are doing a fine job with their immigration policies (if it ain't broke...). Also, how full is too full in the new continents? Sure there are bits of open land appropriate for starter bases there but after those bases are outgrown in a few months, what then?

Some might suggest making more land. Some, like myself, advocate open raids on continents that are barely used or used by only one player. What do you think?
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Rizes Shadow
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« Reply #26 on: April 29, 2008, 08:57:18 pm »

I think things should just be left like they are.
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Toadwater  |  Toadwater Inn  |  Nicodemus's Classical Tavern  |  Topic: World Report
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