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US Advisor
Joined: 03 Oct 2001
Posts: 374
Location: Sunny Florida
Posted: Wed Mar 13, 2002 9:05 pm
Post subject:
Is anyone looking to play this when it comes out (besides me, that is)? If we get a show of hands saying, 'Yes, we're interested' then maybe we could get a SWG forum here, like Eve has? Maybe kinda huh?
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Test Pilot
Joined: 25 Oct 2001
Posts: 566
Location: The sticks!
Posted: Sat Mar 23, 2002 12:50 am
Post subject:
All I found very interesting, but not sure how much it will feel like real work? There is more but this is a good sample:
4.01 Will Star Wars Galaxies use a skill-based system or a level-based system with classes?
Star Wars Galaxies will use a skill-based system with skill trees, and we'll have a wide range of skill trees and professions, including combat, crafting, and politics. Players will open up new capabilities as they advance by acquiring new skills. Specialized skills will require mastery of the lower-level skills in the tree, and skills may also require other sorts of prerequisites. You will not have to engage in combat to advance (well, except for combat, of course!).
4.02 Will I be able to play a healer in the game?
One of the "playstyles" that we've identified is the "healer" type of player - that is, the player who enjoys taking on a support role and aiding others by healing his or her allies. As a result, we've found ways for these players to create effective characters - expect to see well-developed medical and healing skills.
4.04 How will skill advancement work?
Each skill will cost skill points. You can only acquire so many skills before you are not allowed to learn any more. The total number of skills you can acquire, however, will depend on what sorts of skills you learn. The higher up any tree you go, the more all future skills will cost to learn. Likewise, the broader across all professions you go, the more all future skills will cost to learn. The cheapest paths are to go either straight up (specializing) or straight across (jack of all trades). If you try to specialize in multiple areas, each skill will cost more skill points, and you will run out of points sooner.
4.07 If I choose a skill, then later realize I don't like it, will I be stuck with it for the rest of the game?
You can always give up a skill in order to apply those points towards something that you find more interesting and useful. So, if you put X skill points into Wookiee grooming and later realize that Wookiee grooming really isn't your idea of a good time, you can always give up that skill to get those points back and put them into something more useful, like blaster repair.
4.08 Will mining be in the game as a potential player pursuit? If so will it be a skill, a series of skills, or will it simply be a question of having the proper equipment?
Yes, mining will be part of the game as a player pursuit. You'll probably need to have points invested in at least one mining-related skill tree *and* the proper equipment in order to mine stuff.
4.09 How will resource mining work?
You set up a facility that mines for you (instead of sitting online and repeatedly clicking in a location in order to gather resources). It is assumed to be largely automated--you only need to worry about it when it has reached its maximum capacity. Facilities will incur ongoing maintenance costs, and you'll also have to think about how to transport the resultant raw materials. There are also economies of scale that apply for facilities--the more of the same sort of facilities near each other, the more efficiently they will all operate.
4.10 How will resource distribution and availability be handled?
Each map will have a certain amount of a resource which can be accessed from anywhere on that map. The rate of its extraction will vary, however, fluctuating over time. Theoretically, all of the "best spots" could be in the wild lands, or all in safe lands, but neither situation will stay that way. When the resource for the map is exhausted, a fresh distribution is generated (and in fact, a new mineral is created--the old one is gone forever, creating a new rares market and rendering schematics for designed weapons obsolete).
4.30 Is there a smuggling profession?
Yes! This profession provides skills designed to help smugglers avoid detection of "illegal" materials by authorities. There are also skills that make players better at getting out of trouble once they are caught (something Han Solo didn't spend enough skill points on). In addition, the smuggling profession incorporates some slicing and combat skills.
5.05 Will the best items in the game be crafted or loot or quest items?
Probably all of the above, depending on the type of item. We definitely want crafted items to have value in the game, and we want quests to have some kind of value as well (of course, this value could be expressed through some sort of reward other than an item). We're not focusing as heavily on looting as previous MMOs, but there will definitely be the opportunity to loot defeated foes and acquire special things that way as well.
5.06 How do we craft Items?
Once you have resources, you use them in schematics to build items and components. There are schematics for specific types of object, but you can affect statistics about the resultant design for the object based on your crafting skills and the exact resources you use, so not all designs come out the same. Once you have finished a schematic design, it becomes a blueprint for manufacturing. You feed the schematic into a factory and as long as the factory has the resources and components specified by the schematic, it will manufacture items based on that schematic, even if you are offline.
5.07 How do schematics work?
As you gain in crafting skill, you gain access to new schematic types. You have a limited capacity for schematic types, so you may have to give up crafting certain types of things as you advance. These schematic templates allow for experimentation; for example, a blaster schematic may call for a barrel, but you can put any blaster barrel into the schematic to see how it affects the potential item to be crafted. Once you have put all the components in the schematic, you then work with the prototype to try to maximize its potential. Once you have finished, the schematic is "burned in" and becomes a manufacturing schematic. This means it is now a commodity item, and can be used to manufacture from (when placed in a factory) or can be traded, bought, and sold. It also now will forever call for exactly the components that were used--so if that type of blaster barrel is no longer available, that burned in schematic is useless.
5.08 Will manufacturing "recipes" require that the player know the recipe (from other PCs or the Internet), or will characters themselves have to know the recipe (requiring in-game acquisition of that knowledge)?
The character has to know the recipe.
5.20 How will the economy in Star Wars Galaxies differ from other online games?
Perhaps the biggest difference between the economy in SWG and other games is that there are almost no NPCs or other server systems that purchase goods from the player. This means that if you want to make money through manufacturing items, you should make items that other players want or need. In order to help manufacturers get their goods to potential customers, we intend to provide systems that facilitate buying and selling between players, including player-run vendors as well as commodities markets.
5.21 What's the difference between a designer and a manufacturer?
There are two stages to the crafting process. The first is the design stage, which allows a player to take a draft schematic along with resources, components, and skill to make either a manufacturing schematic or a prototype (a one time crafted item). Either way, the resources and components used in the design phase are consumed. Prototypes can be considered "custom items," as they cannot be used to make more items. If the designer creates a manufacturing schematic, a manufacturer (someone who owns a "factory") can then use that schematic along with the proper ingredients to make multiple items.
7.01 Is this game focused on combat?
No, not at all. We know that many players will want to explore dangerous areas, participate in the Galactic Civil War, and engage in combat with a wide variety of enemies, so those options are available. However, players who are so inclined can take part in galactic politics, own a shop, or help build the community. Players can improve their characters without ever fighting anything.
7.06 How will I know if someone is attackable or not?
There will be a direct visual indicator that will reveal whether you can attack a targeted player and vice versa. However, the reasons why someone is attackable are not exposed in this manner. Players can bring up the profile of another player to determine exactly why they are attackable.
7.07 In PvP, will I be able to "consider" another player's character to find out how tough he or she is?
We're thinking that you won't get to "consider" other players in pvp. It leads to intentionally targeting weaker targets, rather than having the spice of not knowing how the fight will end.
7.08 Will there be permanent death for characters?
No. We feel that the investment players make in their characters is too great. We don't think players would like to lose everything because they looked at a rancor the wrong way.
7.14 How will Player Association wars work?
A player association can issue a challenge to a target player association. The target PA may accept or decline the challenge. If the target PA accepts, a state of war is declared. War termination conditions are set, which, when met, end the war and result in a victor. Members and installations of the opposing associations will be vulnerable to attacks from each other during the period of war.
7.16 Can I kill someone accidentally?
No. When your Health, Action, or Mind bars are reduced to zero, you are incapacitated until you are brought out of it or heal out of it naturally. Actually killing someone involves issuing an additional command, like a fatal blow or a coup de grace.
7.17 Will I need to loot my corpse to recover items?
We are planning to include an "insurance" system whereby items can be insured and then replaced upon character death. Looting a corpse will still be necessary to recover uninsured items.
7.20 Am I going to suffer lots of down time resting, recovering my corpse, etc.?
We are trying to be very aggressive and eliminate all the needless tedious bits. Corpse recovery, finding a group, waiting for stat recovery, etc., are all things we're trying to remove or make faster or more fun in general.
And one whole topic that covers a whole lot of things:
Structures and Territory
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Test Pilot
Joined: 25 Oct 2001
Posts: 566
Location: The sticks!
Posted: Sat Mar 23, 2002 12:58 am
Post subject:
In light of all that, there is no ship flying at release. But it will be implemented at some time. Wow! This is like what I want for JG in the stations. And it really sounds like they don't want it to be Quake in space (or on the ground).
Perhaps UMEC could look into taking over SWG! It really sounds like it might have been made for UMEC.
Beta testing is still not available...
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US Advisor
Joined: 03 Oct 2001
Posts: 374
Location: Sunny Florida
Posted: Sat Mar 23, 2002 10:14 am
Post subject:
See why I bring it up here? This is just the beginning. It's everything that could have made EQ long-term enjoyable (the tradeskills there are neat, but unfortunately, almost completely useless).
Alot of up-and-coming MMORPGs are VERY heavy on player-skills and crafting as being fundamental aspects of the game. Persistent, strong player impact on the game world is another element being recognized as crucial.
And I won't even get into the Space Expansion for SWG. *DROOL* Sure there are limitations on the game - such as not being able to fly spacecraft in-atmosphere (no strafing runs! :razz:) and while that might change, it won't make the game unplayable. SWG stands to be one of the coolest games to come out yet. Hopefully, Sony/Verant is leaning towards the crafter audience with SWG, instead of the powergamer audience with EQ. *hope*
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Posted: Mon Mar 31, 2003 9:52 pm
Post subject:
note the irony that this thread was created a full year ago.
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Master Sergeant
Joined: 10 Feb 2002
Posts: 63
Posted: Mon Mar 31, 2003 9:57 pm
Post subject:
lol Muffy,
dam been that long already? hell, yet another game we been waiting for.
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Joined: 10 Dec 2001
Posts: 22
Posted: Wed Apr 02, 2003 7:49 am
Post subject:
I'm as big as a SW geek as anyone, but then again I'm not paying too much attention to this game. I filled my app for beta, didn't get it and that was that.
I've learned that its best to not care about it until they actually launch the thing, helps alot on the fanboi stress.
Besides they took away the space part of the game at lauch. having played all the Xwing games ever made, that was a big dissapointment.
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Joined: 05 May 2002
Posts: 32
Location: Kyle TX
Posted: Thu Apr 03, 2003 6:27 pm
Post subject:
Well... I want to play it and all that...
However, I'm not sure I can fend for myself amongst rabid Star Wars fans...
Frankly, sometimes deep geek culture scares me...
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Sgt 1st Class
Joined: 13 Jun 2002
Posts: 54
Location: Muffy went off on somebody and all i got was this lousy T-Shirt
Posted: Sat Apr 05, 2003 12:31 am
Post subject:
The Star Wars Galaxies (tm): An Empire Divided (tm) team would like to inform you that you have been selected to participate in the beta-testing process.
guess ill be testing it or something. i will give you guys the scoop if anyone is interested.
Jesus saves, the rest of you take 5d20 damage.
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Sgt 1st Class
Joined: 13 Jun 2002
Posts: 54
Location: Muffy went off on somebody and all i got was this lousy T-Shirt
Posted: Thu May 15, 2003 10:21 pm
Post subject:
Well, SWG is alot of fun. As soon as the NDA drops, I'll answer any questions anyone has.
Jesus saves, the rest of you take 5d20 damage.
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Master Sergeant
Joined: 10 Feb 2002
Posts: 63
Posted: Fri May 16, 2003 1:04 am
Post subject:
Baaah YOU SUCK :blowfuse:
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Posted: Fri May 16, 2003 12:43 pm
Post subject:
now this might look cool, but all i can think is "griefer heaven"
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Sgt 1st Class
Joined: 13 Jun 2002
Posts: 54
Location: Muffy went off on somebody and all i got was this lousy T-Shirt
Posted: Fri May 16, 2003 6:07 pm
Post subject:
I think that "grief" style play should be curtailed with the current combat system. Hopefully, as a rehabilitated griefer, I can try to find the loopholes and point them out before this thing goes out the door.
Griefer Heaven is that pathetic abortion known as Shadowbane.
Jesus saves, the rest of you take 5d20 damage.
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Master Sergeant
Joined: 10 Feb 2002
Posts: 63
Posted: Sat May 17, 2003 7:39 am
Post subject:
Im looking forward to starting a wookie speederbike gang. :)-
Oh yeah, RAZ YOU SUCK!
Dam you
dam You
I want into beta!!!
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Sgt 1st Class
Joined: 13 Jun 2002
Posts: 54
Location: Muffy went off on somebody and all i got was this lousy T-Shirt
Posted: Tue May 20, 2003 4:22 pm
Post subject:
Absolutely no guarantees here, but if you have someone you would like to recommend to be added for Beta 3, please list their SWG handle here and give a 1-2 sentence statement about why you think they would make good beta testers.
We�ll review this list periodically. I don�t want to make any promises that we will get them in, but we do value your recommendations.
-Kevin O'Hara
Community Relations Manager
Alshain, are you signed up at the Sony SWG site. If so what is your name and I will recommend you.
You gotta write the 2 sentences though :P
Jesus saves, the rest of you take 5d20 damage.
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Joined: 24 Sep 2001
Posts: 501
Posted: Wed May 21, 2003 11:36 pm
Post subject:
I registered for the Beta long ago but havn't heard anything at all beyond the regular SWG newsletter.
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Staff Sergeant
Joined: 27 Nov 2001
Posts: 48
Location: Omaha
Posted: Fri May 30, 2003 6:26 pm
Post subject:
I made beta about a month ago.....
It has been alot of fun.
The servers have been down almost as much as they have been up.
If any of you want to look me up in game....Name is the same as always
Maybe we can go hunting or something.....
"Good guy bad guy...I am the guy with the gun."
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Posted: Wed Jun 18, 2003 9:41 pm
Post subject:
Adrenaline Vault article
apparently, the official release date is now june 26, which is just over a week from now.
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Posted: Sat Jun 28, 2003 2:12 pm
Post subject:
that's a character creation guide of sorts...*shrug*
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Posted: Mon Jun 30, 2003 12:18 pm
Post subject:
Adrenaline Vault
Surely the launch of Galaxies wasn't even close to what Sony Online had intended: News on the front page of the game's website apologizes for players being unable to register on launch day. That's old hat compared to yesterday and today's server problems: Sony reports that a database issue caused the game's servers to go down - leaving customers stranded in cyberspace. Sony says it expects to have most of its servers online by 8:00 a.m. Pacific Time today. A developer post on the Galaxies message board assures customers that launch day won't count against their subscription. The response from the community is all over the map - from people threatening to return the game to others taking the birthing pains in stride.
hahahaaaaaaaa...i bet they even planned it this way.
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Joined: 01 Jul 2003
Posts: 5
Location: Octavian Space
Posted: Tue Jul 01, 2003 9:56 am
Post subject:
I was a beta tester for SWG... personally I think the game is really lousy.
The game just doesn't feel like Star Wars. If you ever played EQ or DAOC it feels like DAOC or EQ with blasters. As someone in my outfit in PlanetSide once said:
"SWG feels like I'm on Norrath 42224 years later".
You still have to kill mobs to level
PVP is elementary at best
Point - Click - Walk Away, come back when fight is done.
It's a LITTLE more involved than that but in 90% of encounters you can do exactly that without much difference in the outcome. Sad really, I was hoping for so much more from SWG.
Taram Polluck
"Honor before Glory... Duty before Honor"
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Posted: Fri Jul 04, 2003 9:23 am
Post subject:
QuarterToThree member
Brian's point is valid--there's a lot of folks for whom what he described is a damn fine bit of role-playing.
I just don't happen to be one of them. Which is why I won't say "the game is bad" or "it'll flop," though it may well be and it may well do so. Or not. Time will tell.
But I do have some trouble getting my head around the concept of these Star Wars settings where, apparently, despite ultra high technology and interstellar space travel, most inhabited worlds are covered in virgin tracts of undeveloped land filled to the brim with sentient-being eating critters, or just plain critters, the wholesale destruction of which seems to bother no one a whit.
In other words, while my poor little brain has no trouble conceiving of a fantasy world like Norrath or Brittania or whatever with "monsters" in the wilderness--after all we're talking about pseudo-Medieval tech and level of development after all--I just can't grasp the concept of Star Wars with ecologies and social systems cut from the same cloth. Yes, there were critters in the movies, on places ranging from Hoth to Tatooine to Naboo, but I never got the impression that the entire population of, say, Mos Eisley spent most of their time foraging the countryside shooting womprats or what not. It just doesn't...grab me.
No, to me Star Wars means blasters and space ships and dramatic battles big and small. I have never had any desire to be a craftsman or a musician or a shoe shine boy in the Star Wars universe. I have, however, had the desire to play a bad-ass Stormtrooper (oxymoron?) or a Bounty Hunter or a ne'er do well smuggler. And those are the things that SWG really doesen't let you do---not now, and probably not ever. Not in a viscerally satisfying way. They have to make sure eveyrone fits into the level and experience lattice properly, that no one is too powerful too fast, and that there is a precious balance between all the players and classes and professions, etc. Which of course is counter to the fiction, where all the interesting people are, well, bad asses. And it's the essence of these treadmill games that nobody, ever, is a bad ass really. There's always a nicely balanced area for you to operate in, and if you go elsewhere, you get nada.
So this long-winded ramble of mine is simply to say I'm not a nay-sayer or critic necessarily, just someone who doesn't want to play this game for the above reasons. It'll be interesting to see how many others feel the same way and how many feel like Brian and the others who are enjoying the experience. Again, time will tell all....
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Posted: Sun Jul 06, 2003 6:06 pm
Post subject:
QuarterToThree member
I'm "sort of" playing as well.
First off, on the lag: don't think it's the game--it's your machine. SWG is a RAM hog. I'm playing over dialup and haven't had *any* lag issues yet. Everyone in our group who has complained of "lag" has ended up revealing that they're playing with 256 mb or RAM, or an older video card, or somethin'. I use a 9700 and have 512 mb of memory, and the game is smooth.
HOWEVER...it's a grind, and a not particularly fun one. What's nifty about the Star Wars movies? For me, it isn't the "depth" of the universe that George Lucas created, since I don't think he created one at all, and I don't think there's any depth there. I think he tacked one onto a backstory once the first movie became such a hit, and allowed various and sundry hack-writing novellistas to basically reverse engineer a milieu that a certain segment of sci-fi starved folks latched onto. I think of the "Star Wars Universe" the same way I think of the universe in which Jordan's "Wheel Of Time" novels are set: the guy who created the setting is makin' it up as he goes along.
So. What's "cool" to me and fun about the Star Wars setting is the excitement of guys shootin' it out with blasters, starships rocketing across the sky locked in combat, weird-looking creatures who want to eat you...all kinda cool in a "gee-whiz" sort of way. SWG doesn't have the space combat, so forget that. It does have the potential, though for the cool firefights, and interesting mobs....
...but wait! Only a select portion of the classes in the game are going to see that element. If you want to be a healer-type, you hang out in a hospital, inside the same four, boring walls, and spam heals onto fighting classes. Entertainer sound like fun? It did to me...until I found out that entertainers simply stand there and dance inside the same four walls of a Cantina, much like doctors within the same four walls of a hospital. I compare that to my favorite MMRPG, DAoC...now I know Mythic has made mortal enemies by nerfing classes willy-nilly, but IMO they've done an admirable job of trying to give each class a role in a combat group--they're trying to make it so that any class has something to offer a group. Healers go out with groups. Minstrels go out with groups. Crafting isn't a profession in and of itself. Sure, your primary role in your DAoC guild might be as a weaponcrafter or fletcher...but at some point you actually get to go out and kill stuff with that cool sword you made yourself. In SWG, you get the "satisfaction" of hearing other people telling you how good your weapons are in combat. I'm sure that's nice to hear and all...but if you need to pay 14.99 monthly for that sort of virtual self-affirmation, maybe you oughta be saving up those pennies for some therapy instead.
I mean, sure, you can "roleplay" so many professions...but so what? I get enough of figuring out costs of goods sold at my actual real job--why in fuck's name would I want to play a merchant class in SWG and do the same thing? If that's fun for folks, perhaps I can get them all to show up at my job and wipe out half my work for me, like Tom Sawyer gettin' the yokels to whitewash his fences for him.
It's funny, because I saw a lot of hard-core gamers deriding The Sims Online as being nothing more than a gussied-up IRC shell. I'm here to tell you that if you're in a guild with a lot of crafters, that's all SWG is, too. Guys are spread out all across the city, chatting away as they grind through crafting levels. Once one guy levels up a skill and gets trained, folks come to him and he "teaches" it to them...as I understood it, that sounds just like the "gameplay" in TSO, but I could be misinformed.
It ain't all bad. I've had a blast going out on "destroy" missions with guildies, while my medical skills are still rudimentary enough to not suffer too much from use in the field instead of hospital. The player-only economy is a neat idea, and seems to be taking off much as it was supposed to. There are some really terrific ideas here...
...but so far I'm not seeing the payoff. I'm going to give it time (well, 25 more days) to work some magic on me, but if I had to renew this tomorrow for 15 bucks, I think I'd pass.
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Joined: 01 Jul 2003
Posts: 5
Location: Octavian Space
Posted: Mon Jul 07, 2003 10:24 am
Post subject:
Very nice summation, MajorFreak. Said it far more eloquently than I could have. I think SWG is very well done for an MMORPG. I also think that tacking the name "Star Wars" onto it is going to wind up doing far more harm than good to the game.
When I think of "Star Wars Galaxies" the last thing on my mind is sittin in a med-lab 24/7 spamming heals or sitting in a Cantina 24/7 improving my music skills.
I think of epic space battles. Daring smuggling runs through uncharted or dangerous areas of space. Exiting Dogfights between spaceships and hot firefights down planetside.
I definitly don't think about killing A_Womprat_194 over and over again.
Taram Polluck
"Honor before Glory... Duty before Honor"
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Master Sergeant
Joined: 10 Feb 2002
Posts: 63
Posted: Sun Aug 24, 2003 6:41 am
Post subject:
well its been about a month of play fer me. Tried out a few different professions and ended up sticking with Smuggler. Did try out the Droid Engineer deal.. became a master artisan and all that... but I have to say it was boring as hell for me.. and that being in a fighting profession is much more fun.
Im runnen min specs right now, so pvp for me is only when I see one of my buds in trouble, or duels. Like ya said Muffy, if ya dont have the ram, or vid card to handle this stuff your fps will drop to single digits and you will end up dead instead of having fun.
I dont know, I say its a better then average game.. but worth 15 a month? Not sure... guess Ill find out the answer to that in a day or two when they tell me I have to pay to sign on. Not to sure I will...
So where to now? DAoC? eh.. dont think I can go back... JG? Fuck No.. I HATE ND with a passion, those fuckheads screwed an awsome game. I did beta for EVE... didnt strike me as fun. Guess Ill be in for more of a wait.. WoW maybe, or MEOL... might be interesting.
Then again, if anyones playen SWG and has a playa on Bloodfin, give me a holla. Smugglers name is Taurus Horizon.
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Sgt 1st Class
Joined: 13 Jun 2002
Posts: 54
Location: Muffy went off on somebody and all i got was this lousy T-Shirt
Posted: Mon Aug 25, 2003 10:52 am
Post subject:
I'm on Starsider, A Bounty Hunter named Sekkoutai. I think the game is in a flat spin right now. Designer Dragon better hope some kind of magic saves it.
Jesus saves, the rest of you take 5d20 damage.
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Two prostitutes wander & complain about the lack of happenings in their nights. When a boy, whom they see frequently, passes on his way home, one of the women asks for something to eat, following him home. At home, one other boy waits in bed, deciding to take an action for the first (and last)
A story hinged on nostalgia and the rituals of growing up, HOME follows a girl as she returns to collect the last belongings from her childhood home. This film uses a mixture of live action and 2D animation to capture the passing of childhood, but also hope for what lies ahead. Made during my first year at CalArts, HOME is a reflection of my separation from home and stands as a time capsule for
''Searching for Home, Coming Back From War' is an emotional and unflinching look at returning veterans and their search for the 'home' they left behind, physically, mentally and spiritually. From World War II, Korea and Vietnam to the modern day conflicts in Iraq and Afghanistan, 'Searching for Home' is a multi-generational chronicle of the men and women who have left home only to return to new
There are many Free and paid sites to watch Home online . And some of sites you have to login or signup but there is also some sites where login or signup is not required to watch Home for free.
Here's a list of free movies that are related to Home.
Here's a Random Selection Of Free Movies

subset: commoncrawl


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1. One of these bad boys:
2. A man with a better name than "Pappy DreWitt":
3. A handheld game as hard as this:
4. Anyone ever climb the Aggro-Crag again:
5. A better team than these three:
6. Anything with a sweeter, more delicious smell than these:
7. More solid proof than this that magic exists:
8. A better substitute for cigarettes:
Or for medicine:
Just kidding, everyone knows that this guy was the best medicine for when you stayed home sick:
9. A more effective makeshift Frisbee:
10. A more stressful time in school:
11. A better cereal box prize:
12. A cartoon character that required as much thought as this guy:
13. A movie that makes you want to taste a leaf more:
14. A better hiding spot than inside one of these:
15. Anyone who thinks they're cool with one of these:
16. Anyone that gives more vital information than her:
Or better advice than Mr. Feeny:
17. A greater selection of books than in these:
18. A screensaver half as hypnotizing as this one:
19. Trix in the shape of fruit:
20. Another one of these:
21. A toy more confusing than "Floam":
22. A stranger way to chew gum:
Or a more misguided, confused bubble gum:
23. Any of these drinks in your fridge:
Or these foods in the grocery store:
24. A more effective way of collecting candy:
25. A scene from a movie that's sadder than this one:
26. A game with a catchier theme song:
Or a game that tore apart as many friendships as this:
27. Anything more suspenseful than these:
28. A more groundbreaking form of art:
Or an even more groundbreaking way to make art:
29. Anything as terrifying as the clown from "It":
30. A commercial that actually makes you want to buy a magazine:
31. A more effective way to learn how to drive:
32. Two twins that are more annoying than these two:
33. A more stylish way to travel:
Or a better way to navigate:
34. Anyone go down one of these slides at Discovery Zone again:
35. Oh, yeah, and this:
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Throwback Commercial Of The Week: Offensive U.K Commercial Selling Meatballs Called Faggots
1994 Advert For Mr Brains Faggots . Shout out to manolith
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PublishThis Content Platform API - Libraries
PublishThis is a content creation, management, and distribution platform. Brands, retailers, media companies, and trade associations can use the PublishThis Content Platform to discover, curate, and distribute content across any digital channel. The PublishThis API allows developers to access and integrate the functionality of PublishThis with other applications. Public documentation is not available; interested developers should contact email@example.com for more information.


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Pacers rough up Knicks at MSG, take Game 1
New York, NY – Indiana was tough, physical and composed, reminiscent of the Pacer teams of the 1990's when the New York Knicks were a regular postseason rival.
David West had 20 points, while Roy Hibbert tallied 14 points, eight rebounds and five blocks in the Pacers' 102-95 win over the Knicks in Game 1 of this Eastern Conference semifinal.
With his team down by six, Carmelo Anthony picked up his fourth foul for New York early in the third quarter. With Anthony on the bench for the duration of the stanza, Indiana built a 16-point advantage by the period's end and hung on in the final frame for the victory.
Paul George poured in 19 points and D.J. Augustin added 16 in just under 13 minutes of floor time for Indiana, which held a commanding 44-30 rebounding advantage and outscored the Knicks 46-32 in points in the paint.
"I'm very proud of our guys for exhibiting great determination and effort, especially on the defensive end," Pacers head coach Frank Vogel said. "Offensively guys played with great poise ... A complete team effort, I'm very proud of them."
The Knicks and Pacers met each other three straight years in the playoffs from 1993-95, and then three more times from 1998-00. Those teams split their six series.
Game 2 is slated for Tuesday at Madison Square Garden.
Anthony netted 27 points but on just 10-of-28 shooting, while grabbing 11 rebounds for New York, which registered its first playoff series win since 2000 when it defeated the Boston Celtics in the first round.
NBA Sixth Man of the Year J.R. Smith also struggled from the floor, recording 17 points on 4-of-15 shooting. Raymond Felton finished with 18 points in defeat.
The Knicks were 35-of-81 (43.2 percent) from the field overall.
"They beat us on the glass, they beat us to the loose basketballs out there, the hustle plays, and they outworked us," Anthony said.
Indiana held a 60-54 cushion when Anthony committed his fourth personal with 7:48 left in the third. The Pacers then closed the quarter on a 21-11 run.
West, Hibbert and George scored four points apiece during the surge, which was capped when Augustin drove in for a layup and swished a 3-pointer from the right wing with 31.5 ticks remaining in the frame to make it 81-65.
Anthony came back to start the fourth and put in six straight points to get New York within 81-71. But back-to-back buckets by Tyler Hansbrough pushed the Pacers' margin back to 14 and the Knicks never seriously threatened again.
Four consecutive free throws by Anthony and Smith cut the lead to 101-95 with 50.7 seconds left, and Augustin misfired from beyond the arc at the other end.
Smith, though, was way off the mark on a triple attempt, and Augustin split a pair from the charity stripe to seal the outcome.
Felton had 12 points in the opening stanza, which saw the Knicks close it on a 9-0 push as they took a 27-22 edge into the second.
Indiana, though, ratcheted up its defense in the latter stages of the second period, where it used a 13-4 swing to enter the break with a six-point spread.
The Pacers held New York to just two baskets during the final 5:04 of the period, and George nailed a trey with 2.7 seconds left in the half to give Indiana a 52-46 advantage.
Game Notes
Lance Stephenson recorded 11 points and 13 boards for the Pacers ... Indiana held a 20-10 margin in second-chance points ... New York has never won a playoff series when dropping Game 1 at home.


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Comic-Con 2009: How to Create Tomorrow Based on the Tech of Today
The ubiquity and rapid evolution of technology has made science fiction one of the hardest genres to master. In Friday's Comic-Con panel "Building Tomorrow's Technology," moderator Steve Saffel, a New York editor and publishing consultant, and four sci-fi novelists explored how present technology and availability of natural resources affects how we imagine the future.
"There was a day and time when authors didn't worry about making technology work. You just had to have the spaceship work," said Staffel. "These days, technology is changing at such a rapid rate, that the science-fiction writer has to compete with reality in a way they didn't before. People also understand technology more so than in the past, so if it isn't right, the reader will spot it."
The panelists—Greg Bear (City at the End of Time), David Williams (Burning Skies), Dani and Eytan Kollin (The Unincorporated Man) and Kirsten Imani Kasai (Ice Song)—cited alternative energy sources, environmental decay, eventual development of quantum computing, and man/machine interfaces in military and biotech arenas as technologies with the most impact on society.
"Biotech is transforming everything," said Bear. "It has resulted in the removal of the middleman between audience and creator. But removing teachers and experts from the throne is not always such a good thing."
Williams mines the weaponization of outer space and cyberspace, and military application of civilian technology for ideas.
"The only thing that's cooler than 'x' is blowing 'x' up," he laughed. He also noted the acceleration of technology will redefine our lives and ourselves. "In the next few decades, the focus will be less on what kind of energy we have and more on how we use it, what we define as human, and huge segments of the population retreating into religious denial, because technology is coming at them so rapidly."
In The Unincorporated Man, the Kollins brothers explore the economic implications of technology and true nature of freedom. That story chronicles the last unowned man in a world where humans have become incorporated and no longer own a majority of themselves.
"Economics is the study of how masses of humans behave with a series of rules and using it to predict behavior," said Eytan. "What happens when you really understand this and can manipulate the human mind?"
"We simultaneously want to be freed by technology, but we are also terrified by it," added Dani. "And we should be terrified. Technology offers better ways to live and quicker ways to kill. Even if we used technology to create the perfect world, we'd probably screw it up, because that's the nature of the human condition. It's in that middle ground that we get to write our stories."
For research, the novelists relied on science journals, Google searches, and getting the appropriate scientist to vet their writing for accuracy. "A scientist writing science-fiction is still only a specialist in one area," says Williams.
Even when the science is stretched, it still must adhere to the universe imagined in the story. "Even if it's excellent research, you only need a nugget of it, because it's fiction," says Kasai. "You can create a separate new reality as long as you operate according to the rules of that new reality."
—Guest-blogger Susan Karlin
Comments (7)
Links to this Post
- David J. Williams » Blog Archive » Spacing out | July 28, 2009
This is a great article! Glad I found it today! You are absolutely correct; rules must be obeyed even if the author has created the reality. Guess that's why there are so many fictional planets written into science fiction fantasy tales. As a published author that's what I did since I'm not the rocket science in my family, my brother is an aerospace engineer! lol. Check out my first and recently released novel, Long Journey to Rneadal. This exciting tale is a romantic action adventure in space and is more about the characters than the technology.
Science Fiction – the stories – has rarely been used by the typical readers to predict the future – i. e., new technology dev't. This is in spite of what some non-aficionados occasionally say. Instead, it has sometimes been used to extrapolate perceived trends to discover how people might behave in the new situations. The stories of the 1950's rarely thought about human induced climate change, pollution effects of wasteful consumption, or realistic costing of energy. That is, there were no "Limits to Growth." Now many stories do consider these, and situations involving societal responses.
When engineers design something new, they must work within the restrictions of physical items. When SF writers dream up a conflict for their characters to deal with, we generally expect them to stay within some bounds of "physical laws of reality." If they stray far, we call it fantasy, or Celtic (and other) – derived myths, but there are still restrictions on characters' actions. If all the "rules" could be ignored, there would be no conflict, and what's the story in that?
So keep on digging, dear writers. Sticking to physical laws is great, but I want a good story at least as much.
Good stuff. Used for teaching English to Chinese
Steve Saffel said:
"These days, technology is changing at such a rapid rate, that the science-fiction writer has to compete with reality in a way they didn't before. People also understand technology more so than in the past, so if it isn't right, the reader will spot it."
I think science teachers might disagree with that statement. There is certainly a minority of the American public that keeps current on scientific developments, but the tendency is to understand less and less the technology that underlies the tools the common man uses in his everyday life.
"If all the "rules" could be ignored, there would be no conflict, and what's the story in that?"
Not at all true. You have all kinds of conflict in ridiculous fantasy stories, and often few really significant boundary conditions in many of them. Conversely, let's say a story had no conflict. Would it be boring? Most people want to tell (and hear) stories about 'good' things. At least, that's what people want to remember. And we know that it's a human habit to forget 'bad' times in favor of 'good'.
No, people want conflict because they're genetically disposed to need to achieve things. (And because they're saps.) Conversely, attainment is something one simply becomes, embodies, through some revelation. Nothing gained, yet one is 'more'. Greater. And I think there are very interesting stories in transcendence.
"I think science teachers might disagree with that statement. There is certainly a minority of the American public that keeps current on scientific developments, but the tendency is to understand less and less the technology that underlies the tools the common man uses in his everyday life."
Most people aren't SF readers. Neither the article nor you are making this distinction.
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Push for Pennsic is fast approaching!
Hawkes Keye will be hosting this yearly event on June 13 - 15 2014 at the Warren County Fairgrounds, Lebanon OH. The events menu above has a link to the page (there is nothing else on there right now that I have not told you here. By all means go to that page and bookmark it it will be the official Push page found here.


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What's New
The Nassau County Supreme Court Library staff and Court Information Center staff received the New York State Courts Access to Justice Program's DIY Star Award for their efforts promoting and assisting unrepresented litigants with the Name Change Petition DIY (Do-It-Yourself) Form program. This is the first Supreme Court in the state to receive the prestigious DIY Star Award!
What's New in Family Court:
On July 9, 2012 Family Court launched mandatory electronic check in for all attorneys.
On March 30, 2012 Nassau County launched Resource Direct. You are invited to explore the landing page and see what resources are available to Nassau County communities. Join to build strong, healthy, resilient Nassau County Communities today.


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Mediterranean Chicken, Feta, and Herb Wrap With Stewed Potatoes Recipe
Cooking projects for people who'd like nothing more than to spend a sunday afternoon surrounded by the wonderful aromas of the kitchen.
If want to skip the pita and serve the dish as straight-up chicken and potatoes on a plate, you'll want to reduce the rather thin sauce on the stovetop for 15 to 20 minutes.
- Yield:Serves 4
- Active time: 15 minutes
- Total time:1 hour 45 minutes
- 1 tablespoon olive oil
- 2 1/2 pounds boneless, skinless chicken thighs (8 to 10 thighs)
- Kosher salt and freshly ground black pepper
- 1 medium onion, finely chopped (about 1 cup)
- 3 cloves garlic, minced (about 1 tablespoon)
- 1/2 cup homemade or store-bought low sodium chicken stock
- 1/4 cup dry white wine
- 8 ounces small potatoes
- 8 ounces cherry tomatoes
- 2 bay leaves
- 4 sprigs thyme
- 1 package pita bread, warm
- 3 ounces feta cheese, crumbled
- 2 tablespoons minced flat-leaf parsley
- 2 tablespoons minced fresh mint leaves
- 2 tablespoons minced fresh cilantro leaves
- 1 lemon, cut into wedges
Adjust oven rack to lower-middle position and preheat oven to 325°F.
Heat oil in a large Dutch oven over medium-high heat. Season chicken with salt and pepper. When oil is shimmering, cook chicken until browned on both side, about 8 minutes total, flipping once. Add onion and garlic and cook, stirring occasionally, until translucent, about 4 minutes longer. Add chicken broth, white wine, potatoes, tomatoes, bay leaves and thyme.
Bring to a simmer, cover, and transfer to the oven. Cook until meat and potatoes are fork-tender, about 1 1/2 hours. Remove from the oven and shred meat using two forks, discarding any fat as well as the bay leaves and thyme. Season to taste with salt and pepper.
To serve, spoon saucy potatoes and tomatoes into a separate bowl. Line individual plates with pita. Top with chicken, feta, and a shower of parsley, mint, and cilantro. Serve wraps immediately with potatoes and lemon wedges on the side.


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In analyzing the way the Jets' season ended, one of the most eye-opening statistics all season involved missed tackles, as the Jets - by my count - missed 14 against the Steelers in the AFC Championship Game. Even more revealing was the fact that they missed 13 in the first half - as they fell into a 24 point hole - and only one in the second half, as they battled back within one score.
Undeniably, missed tackles were a big factor in that game, which ultimately decided the fate of the 2010 Jets. However, were missed tackles a key issue during the season? How did the 2010 Jets compare with the other teams in the league and other Jets teams from recent seasons? Is there any correlation between the teams that don't miss a lot of tackles and the best teams in the league - and are the worst teams those ones that miss a lot of tackles? Finally, who were the most and least reliable tacklers on the Jets last season?
After the jump, I look at the data and investigate the above issues to try to determine how much of a difference it would make if the Jets performed better in this area.
Tackling the Data
In much the same way as they do not track dropped catches, the NFL does not keep track of missed tackles, presumably because they consider it too difficult to accurately determine when a tackle has been missed. Whenever I have been asked to look at missed tackles, I will count anything where the would-be tackler has the ball carrier lined up with an unimpeded opportunity to make the stop, or momentarily has them within their grasp. For the purposes of this analysis, I have used missed tackle statistics from ProFootballFocus.com in this article, to ensure I am working with an unbiased data set with the type of play that constitutes a missed tackle consistently defined.
Although this is an inexact science, at least it gives us a set of data that we can trust to be sufficiently accurate for the purposes of making comparisons. Note that I have ignored missed tackles on special teams or by offensive players following turnovers.
2010 Jets Analysis
We know the Jets had a strong defense in 2010. Was this because they tackled consistently, or could improved tackling have actually made the defense even more impenetrable?
Looking at the raw data, the Jets missed an average of 4.8 tackles per game. Is there a strong correlation between missed tackles and how the team performed though? Looking at the eight missed tackles in the 45-3 loss to New England and the one missed tackle in the 17-16 wild card win over Indianapolis, one might be forgiven for thinking that was the case. However, they had 11 in the Divisional Playoff win over the Patriots and only four in each of the two midseason games where the Browns and Lions took them into overtime.
4.8 missed tackles per game has the Jets ranked 11th best in the NFL in terms of not missing tackles. This tells us that there perhaps is some room for improvement, but that they are not too far off the pace of most of the teams in the league. All but seven teams had between 4.0 and 6.0 missed tackles per game.
So, is it the better teams that tend not to miss tackles? Actually, only four of the top ten made the playoffs. These included the Ravens, Bears and Steelers, three of the more respected defenses in the league, but the highest ranked playoff team was actually New England. The Patriots were only fourth in the league though, as three non-playoff teams missed fewer tackles per game than everybody else - Denver, Oakland and Dallas.
Is it possible to rationalize this? One theory I had was that these were teams that seemed to give up a lot of long plays. So, where the Jets might give up a touchdown on an eighteen play drive where they missed five tackles, as happened against the Steelers, these teams were giving up yardage to wide open receivers and offenses were not having to rely on someone avoiding or breaking a tackle to get the ball downfield on them.
Can a team that misses a lot of tackles still be successful, then? Looking further down the rankings, four of the bottom eight teams in terms of missed tackles did make the postseason, although all four were ousted in the first round.
The Cold Harsh Truth
In analyzing the data, I've taken postseason games into account, but this may not be fair to postseason teams. Anecdotally, missed tackles increase at the end of the season, with the weather getting colder and the statistics seem to bear this out. It's therefore likely that most of those playoff teams slid down the ranking by having me include the data from one (or more) extra cold weather game.
In fact, if you take out the last two postseason games - since the first one was in a dome anyway - the Jets would improve their position and end up tied with the Patriots in 4th place in the NFL.
One interesting pattern I noticed was this: Out of the six teams who missed the most tackles per game, only the Titans play their home games outdoors. The other five all play in a dome. Initially, you might think that this disproves the cold weather leading to more missed tackles theory, but when you think about it, it's perhaps more likely to mean that teams that are used to playing in domes struggle to adjust to playing outdoors more than the rest of the teams in the NFL. Sure enough, the bottom team in the league - Detroit - missed only 40 tackles at home but 67 tackles on the road. For the record, the other three dome (or retractable roof stadium) teams were 9th, 13th and 23rd and none made the postseason.
Comparing With Previous Years
Last season, the Jets missed 4.7 tackles per game, so there was hardly any difference between 2009 and 2010. However, if we go back to 2008 - the Mangini era - the Jets only missed 3.2 tackles per game, which would have placed them 2nd in the league in 2010.
Mangini preached discipline, but his defenses were nowhere near as successful statistically as the defenses have been for the last two years under Rex Ryan. Here's where the total number of missed tackles can be a misnomer. The weakness of those Jets teams under Mangini was their soft underbelly. Even jouneymen quarterbacks and over-the-hill receivers were able to pick up consistent yardage every time underneath, so teams were able to move the chains without the need to break too many tackles. Also, while they may have tackled at a better rate, this doesn't mean that they didn't give up a lot of yards after contact. In fact, in 2010, the Jets gave up slightly fewer yards per carry after contact that they did in 2008, despite the increased numbers of tackles that were missed.
2010 Individual Analysis
In terms of total missed tackles, the Jets "leaders" were as follows:
David Harris - 11
Drew Coleman - 9
Eric Smith - 8
Brodney Pool - 7
Calvin Pace - 6
Jason Taylor/Kyle Wilson - 5 each
Everybody else - 4 or less
Of course, this doesn't account for the fact that Harris is in on nearly every play, whereas someone like Kyle Wilson does not play much. Perhaps, therefore, it is more revealing to look at what percentage of potential tackles have been made. If someone made six tackles, but missed two, their tackle rate would be 75%. There are the players with the lowest tackle rate (ignoring anyone who played less than 300 snaps):
Wilson - 77.3%
Coleman - 81.6%
Dwight Lowery - 83.3%
Taylor - 86.5%
Smith - 88.2%
Pool - 88.3%
The first thing we notice is that most of these are defensive backs. That stands to reason, because they will have to make open field tackles more often, sometimes against bigger players, so it is perhaps better to look at the position groupings separately.
Defensive Backs
Continuing on with the defensive backs, then, we can see how those that struggled fared compared with the other defensive backs on the team:
Jim Leonhard - 93.1%
Darrelle Revis - 92.9%
Antonio Cromartie - 91.1%
Leonhard is a particularly interesting case study, as we can see from an article PFF did on 2009 tackle efficiency for safeties:
Jim Leonhard['s] TIR of 19.05 was seventh-worst in the list. Many Jets fans will point out that Leonhard played much of the year with a broken thumb, and a protective cast on his hand, and while this is true (three of his misses can be attributed to his first game playing with that cast), more than half of his misses came when he was fully healthy before any injury. And only two came after that first game back with the cast on his hand.
Leonhard's obvious improvements in this area may surprise those who felt he underperformed this season, but the high tackle rate for Antonio Cromartie - who has a reputation for being a bad tackler - is likely to be an even bigger surprise. Sure enough, last year he was not very efficient and was again mentioned by PFF when they looked at cornerbacks:
Recent Jets acquisition Antonio Cromartie has often had a reputation as a player who isn't as keen on tackling as maybe he should be, and he finds himself just outside the bottom ten with a 16.22 TIR.
Cromartie's improvements don't necessarily represent that he has improved as a tackler, but could instead be indicitative that he has been coached to approach tackling conservatively and make sure the ball carrier doesn't get beyond him, even if that means he is able to pick up extra yards as Cromartie focuses on staying in front of him rather than aggressively trying to meet the runner as early as possible and risking a missed tackle.
The reason I suggest this is that Kerry Rhodes went completely the other way when he left the Jets. Rhodes has a similar reputation for not being a good tackler, and yet he posted similar efficiency numbers to Cromartie in his last year as a Jet. PFF also noted this:
Much has been made recently about the play of Kerry Rhodes and his tackling. Although this list doesn't pretend to account for occasions where a player simply shies away from the tackling attempt, it shows that when Rhodes attempted a tackle, the new Cardinals safety was reasonably efficient at making it stick. His TIR of 9.09 was good enough to rank him inside the best 25 safeties on the season.
Although Rhodes sometimes threw his shoulder at a ball carrier rather than making a form tackle and often looked tentative and/or was dragged for extra yardage as he approached a ball carrier in the open field, the number of occasions he actually let his guy get away from him was surprisingly low. Contrast that with this season, where he gambled a lot more and ended up with the 3nd most missed tackles in the entire NFL - not just for safeties - and you can see why I might suggest that there's a difference in the way he's being coached or at least in how he has decided to approach the game. He was more statistically productive too, so his tackle rate was just outside the bottom ten, but that's still a huge drop-off from last year.
One final point on the defensive backs, it's obvious that the Jets have coached their defensive backs to try and strip the ball when making a downfield tackle or one where they are second on the scene. This is why you will often see guys like Darrelle Revis stay on their feet and fish for the ball rather than making a physical stop on their man. This paid dividends several times during the season, with Drew Coleman perhaps partially making up for his nine missed tackles with six forced fumbles, a couple of which came after big plays, including a vital one against the Browns.
For the record, 40 NFL defensive backs were in double figures in terms of missed tackles in 2010, so no Jet made that list, although Coleman was close and Smith and Pool were not far behind.
Let's now consider how many yards were gained on plays where defensive backs missed tackles. Again, this is an inexact science, because I do not have enough information to determine how many extra yards were gained because of the missed tackle. However, it does enable us to compare which players were involved in some of the more costly plays. You would expect the yardage gained to be higher than for linebackers and linemen, since a lot of the tackle attempts would be made downfield.
Where two or more players missed a tackle on the same play, I have split the yardage equally between them. I have only looked at guys with at least four missed tackles.
Cromartie - 23.0 yards per play
Pool - 18.6 yards per play
Lowery - 17.0 yards per play
Coleman - 16.3 yards per play
Smith - 12.0 yards per play
Leonhard - 10.8 yards per play
Wilson - 8.4 yards per play
Notably, although Wilson had the lowest tackle rate, four of his five missed tackles were on plays that gained less than 10 yards, so he did not make any really costly mistakes with his tackling. The relative numbers do seem to correlate strongly with how close you might usually expect each of these players to play to the line of scrimmage. Dwight Lowery's average would have been 21.2 yards per play, but there was a 38 yarder that was negated by an illegal motion penalty.
Although nobody's stats are too bad, there is room for improvement and we can look back to the last couple of seasons to see whose performance improved or declined.
- As noted, Leonhard and Cromartie made big improvements on last year.
- Revis' tackle rate has consistently been in the low 90's in each of the last three seasons.
- Lowery was in the low 90's in each of the last two seasons, but dropped to the low 80's this year, although that was perhaps not unexpected with the move to safety.
- Coleman is consistently in the 80-85% range, which is slightly disappointing. Despite the forced fumbles, he does seem to miss a few too many tackles and in 2010, he also missed four on special teams.
Let's look at the tackle rates for the five main Jets linebackers in 2010:
Bryan Thomas - 98.2%
Bart Scott - 94.5%
David Harris - 90.0%
Calvin Pace - 89.7%
Jason Taylor - 86.5%
For Thomas, this was his second highly efficient season in a row in terms of his tackling. He was tenth in the league last year with a 96.3% tackle rate and actually improved on that. He is one of just a few players who is missing fewer tackles than he did in the final year under Mangini, where he was only just over 90%. Taylor, on the other hand, posted a tackle rate that would have placed him just outside the bottom ten last year. Calvin Pace, you may be surprised to learn, was a much less efficient tackler last year (below 85%), but was very efficient in the last year under Mangini (over 95%), so he seems to have found a happy medium. Bart Scott improved slightly over last year and David Harris posted similar numbers, but it is interesting to note that in 2008, Harris led the team at 98.2% (only one missed tackle) playing a role similar to Scott's current role, where he took on more blockers and was less statistically productive.
Let's look at how costly these missed tackles were:
Harris - 13.5 yards per play
Taylor - 7.6 yards per play
Pace - 6.1 yards per play
Scott - 6.0 yards per play
As you can see, if Harris misses a tackle, this tends to be more costly than if any of the other linebackers does. In fact, he's often the one to show up and limit the damage if another linebacker happens to miss. The Jets defense is designed in such a way that Harris is often in space and making a crucial tackle. Usually he does this, but on the 11 occasions he couldn't, nine of those plays went for 10 or more yards. For me, this underlines his importance and the Jets should be very wary of downgrading even slightly at this position. (Note: In 65 snaps in relief of Harris over the last two years, Ryan Fowler and Josh Mauga have three missed tackles and a 40% tackle rate. Try extrapolating that over a whole season!)
Bryan Thomas is not considered due to having fewer than four missed tackles on the year.
For more discussion on Bart Scott and missed tackles, re-read my BGA Extra on the AFC Title Game, where I dispute Rich Cimini's assertion that this was his worst game.
Although the missed tackle numbers across the board are not bad for the linebackers, that doesn't account for when a player has been blocked out of a play. For Pace and Thomas in particular, this seemed to be an area where they regressed in 2010. If anything, Harris did a better job of avoiding that this year.
For the record, 11 inside linebackers were in double figures for missed tackles and 14 led the league. In terms of 3-4 OLB's, only six had six or more and eight led the league.
Defensive Linemen
Missed tackles are not generally a big issue for defensive linemen, especially when you have a three man front, which practically guarantees that each lineman will be engaged with a blocker.
However, the Jets did have some costly missed tackles from their linemen in the postseason.
In fact, Mike DeVito, Trevor Pryce, Sione Pouha and Shaun Ellis combined for seven missed tackles in the last two postseason games, after having had just seven between them in the first 17 games of the year.
DeVito was the only one with more than four and the total damage on the five plays where he missed a tackle was just 11 yards. However, Pryce and Pouha did give up 29 costly yards against the Steelers with two missed tackles each - despite entering the game with just one each.
Here were the tackle rates:
Pouha - 94.1%
Ellis - 91.7%
DeVito - 90.6%
These were the only three that played more than 300 snaps. All three posted similar tackle rates over the last two years.
For the record, there were only six 3-4 linemen with five or more missed tackles and seven led the league.
On its own, the number of missed tackles can be a very misleading statistic, but - given the correct context - it does allow us to investigate certain trends. Clearly the Jets are a team that does a good job of getting its defensive playmakers into a position where they can stop a play, which might lead to them being credited with more missed tackles than certain other teams, despite being more effective overall.
The team had games where they were able to overcome a lot of missed tackles and still win, but equally there were times when missed tackles were the main reason for their undoing. While there is always room for improvement, notably with certain individuals, the Jets as a team did a solid job of tackling for most of the year, compared to the rest of the league, so if they want the defense to improve, they will probably see more dramatic results from focusing on other areas, such as improving their depth and bolstering the pass rush.
As ever, I welcome any submissions for what you would like me to cover next week.


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Request Pricing
Aegis Sample Menus in Issaquah, WA
Menus to Make Your Mouth Water!
Here are a few sample menus to represent the types of food that we create for our residents. We change our menu selections seasonally and at the discretion of our executive chef.
Breakfast (pdf)
Traditional Selections (pdf)
Chef's Daily Specials (pdf)
Dessert (pdf)
In addition, enjoy the daily fresh baked bread and cookies that make our communities smell like home.
[Click here to download Adobe Acrobat Reader]
Other Locations Close to You


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Elle Macpherson weds - report
Former supermodel ELLE MACPHERSON has wed for the second time, according to U.S. reports.
The statuesque beauty exchanged vows with her billionaire boyfriend Jeffrey Soffer in front of family and friends at a ceremony in Fiji, report editors at UsMagazine.com.
The couple began dating in 2010 and became engaged earlier this year (13), just four months after rekindling its romance following an eight-month break.
Macpherson was previously married to French photographer Gilles Bensimon for three years before they split in 1989.


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Avg.Rate: ZAR 8876.00 - 18230.00
Rating: 5 stars
The 5-star Pumba Private Game Reserve lodge has views from a private wooden deck overlooking Lake Kariega or the African bush. Located 20 km from Grahamstown, some chalets include a private plunge pool. All of the air-conditioned chalets have natural wooden or stone features, luxury furnishings and a thatched roof. A fireplace, a four-poster bed and a private bathroom are common in all very spacious interiors. A hearty buffet breakfast is served daily on the terrace and light lunches are available in the afternoon. The à la carte restaurant has gourmet cuisine and a bar/lounge area has an extensive wine selection. Pumba Game Reserve includes a swimming pool and a well-equipped gym facility. Guests can also relax at the exclusive spa and wellness centre with sauna. The lodge provides many opportunities for viewing the Big 5 and you can also organise a 4WD Safari tour. Port Elizabeth Airport is a 1.5-hour drive away. Więcej
Avg.Rate: ZAR 750.00 - 1690.00
Rating: 0 stars
Located within a 20-minute drive of Grahamstown, Aloe and Elephant Lodge offers thatched accommodation situated within the Eastern Cape bush. This lodge features a deck overlooking the valley. Each of the chalets at Aloe and Elephant Lodge offers a balcony with a view, and is equipped with tea-and-coffee-making facilities, a fridge and a heater. The en suite bathrooms are fitted with a bath or shower, and free toiletries are provided for your comfort. The lodge has barbecue facilities and guests can enjoy a full English breakfast prepared by the owners. Relax in the shared lounge/TV area or enjoy a game of darts. An airport shuttle can be arranged at a surcharge, while the property offers the use of bicycles for free. Kenton-on-Sea is 57 km from Aloe and Elephant Lodge , while Port Elizabeth International Airport is 120 km away. Addo Elephant National Park is 80 km from the property. Więcej


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If you're interested in iPad design or development, the internet is already offering up resources for you, including interface recommendations, icon templates, and galleries of Apple examples. And why not? The same people who love every pixel of interface on the iPhone are finding 1024x768 reasons to pour over the iPad's beefy new canvas as well.
First up, Gizmodo highlights some of Apple's new iPad Human Interface Guidelines (HIG) which suggest developers "think different" and not just big when it comes to the iPad. They have to "just work" no matter how a user holds the iPad, portrait or landscape, and they should remain just as focused and uncluttered as iPhone apps. It should be easy to share, both in terms of several people using the app on the same devices, and moving data back and forth from the app. Real world look and feel is encouraged; making contacts look like a book gives it tangibility. Multiple multitouch gestures are your friend (there's a reason NOVA let the player touch the screen and turn the door latch). And while it is a computer, it shouldn't present the user with file-systems or other computer management tasks.
Next, Cocoia has been generous enough to share a downloadable Photoshop PSD template for iPhone and iPad icons, everything from giant 512x512 to standard iPad and iPhone sizes, to iPad Spotlight and menubar variants.
Last but not least, developer Frasier Spears has painstakingly assembled a Flickr gallery of every iPad UI element he could get his screen-shot on, and presented them with commentary. No better way to get started than by checking out what Apple's done so far.


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Do You Feel Guilty About Enjoying Yourself?
Do you feel guilty about enjoying yourself and doing things you love? About putting yourself first? Do you spend a lot of your time doing things for others (who are actually… Continue reading
Have You Ever Had A Dream?
Have you ever had a dream? A dream of doing something extraordinary? Of becoming something else, someone else, really achieving something,… Continue reading
Make Your 2013 Feel Good List
In the first few days of the New Year, I sat down and thought about the year ahead. My initial idea had been to write down what my intentions were for the year. What I… Continue reading
Tapping Into Divine Inspiration
I'm sitting have a coffee at one of my favourite cafés, which is beside a beautiful river and is the perfect location for a pre or post-coffee walk. That is one of the reasons it is… Continue reading
A Journey Within To Meet Your Inner Guide
This audio track came into creation through the suggestion of one of my students.
It is called "A Journey Within To Meet Your Inner Guide" and it comes free when you sign up for Women Have Vision's Newsletter and… Continue reading


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Modular Kitchen Manufacturers in Yanaon
Yanaon Modular Kitchen Manufacturers :
Royal Modular Kitchen World is the leading manufacturers of Modular Kitchens, Kitchen Cabinets, Kitchen Baskets, Kitchen Shutters, Kitchen Accessories, and supplier of Chimney, Hob and Hardwares with all types of customisation.We Yanaon Royal modular kitchen have always been committed to providing a high standard quality product at an affordable price combined with a friendly and helpful service. It is the high quality that defines each of our products. Our team of experts closely monitors every stage of the manufacturing process from material selection to designing, cutting, etc., keeping in mind the style and comfort of the user. Our motto being to provide high quality, efficient and specialized modular kitchen designing solutions, to clients of all sections, we have extended operations to make our various designing expertise available to commercial establishments. We have attained an esteemed position in the field of Showroom Designing through an enviable track record.
YanaonRoyal Kitchen have extended operations to make our various designing expertise available to commercial establishments. We have attained an esteemed position in the field of Showroom Designing through an enviable track record.
Modular Kitchen process:
Survey of Kitchen
During the first home visit our designer, who will also be your personal designer, take accurate measurements and also discuss with you what type of kitchen you want and what type of kitchen will best suit your home.
Plan and Design :
We are keen to understand and interpret your individual needs. Our expert designers will take into account your tastes, your passions, your interests and your budget, as well as the space you have.
In this modern, fast paced world we realize the importance of your time. That's why we are committed to deliver any product of any size within 15 days. In any case, why should we make you wait to experience.
We can proudly say that no one can match our installation experts in terms of perfection and speed. Our experienced team of kitchen installers works alongside our designers to ensure that installation runs smoothly
Our Other products
Bedroom Furniture, Living Room Furniture, Dining Room Furniture, Home Office Furniture, Headboards & Bedsteads, Chest of Drawers, Wardrobes, Dressing Tables & Chairs, Bedside Cabinets, Bedroom Furniture Sets


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Guns & Gun Packages
Planet Eclipse
Planet Eclipse ETEK5
> Planet Eclipse ETEK 5 Paintball Gun - Stretch White
** Free OLED Board **
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Planet Eclipse ETEK 5 Paintball Gun - Stretch White
** Free OLED Board **
Your Price:
Free OLED Board:
Planet Eclipse ETEK 5/GTEK OLED Circuit Board Upgrade - (#3S16)
Usually ships the next business day
Planet Eclipse ETEK 5 Paintball Gun - Stretch White
The ETEK line has always stood for durability and reliability. Now in its 5th generation, the New ETEK5 holds true to those same basic principles. It utilizes the finest materials wrapped up in a package that offers outstanding performance, class-leading ergonomics and an array of features that make it a formidable proposition at its price point. It pushes the boundaries of what has come to be expected from a mid-range marker.
The ETEK5 has achieved this by using the trickle-down effect of features and ergonomics from its class-leading high-end siblings. For example, the ETEK5 borrows its basic architecture and form from the incredible EGO LV1. Its integrated LPR assembly and SL4 inline regulator ensure the ETEK5 operates with exceptional consistency whilst employing an extended pitch between the foregrip and gripframe, providing the most stable and comfortable shooting platform possible. The all-new dual-density wrap-around grips and foregrips not only look the business, but also use our latest stippled inserts to give the user a higher level of grip and control, regardless of playing conditions.
The ETEK5 points accurately and naturally whether snap-shooting or running and gunning.
Internally, the ETEK5 now incorporates Zick3 technology which introduces a true 2-stage acceleration profile. This provides a very gentle initial acceleration to the bolt and ball which then increases during the 2nd stage of the bolt stroke to enable super-fast rates of fire. It enables the ETEK5 to be more gentle on paint whilst also reducing recoil.
On top of that, the ETEK5 operates at much lower pressures compared to previous ETEK models. The much larger valve chamber combines with the high-flow valve and new soft-tip Cure5bolt to deliver an HPR operating pressure of around 150psi and an LPR pressure of 85psi. The result is a quieter, smoother shot as well as having the added benefit of being more gentle on paint both in the breech and in the barrel.
As standard the ETEK5 uses its crisp, multi-coloured LED system to indicate the current state of the marker. Firing modes and parameters are easily accessed and adjusted via the LED using combinations of button presses and trigger pulls.
For those wanting to take things a step further, the ETEK5 has the option of a graphical user interface through the OLED display upgrade.*
For the first time on any marker, the ETEK5 allows the user to plug this OLED board directly onto the existing standard circuit board without the need for any additional upgrades, such as frames, grips or even the circuit board itself.
This quick and easy to install upgrade gives the user an instant rear-mounted graphical display that sits within the existing window at the rear of the frame.
The OLED upgrade empowers the user to quickly and easily adjust the marker control parameters, such as firing mode, dwell and also to monitor breech sensor status, battery level, shot count and the actual rate of fire in real-time. Semi and ramping firing modes are fully configurable to comply with the requirements of every major paintball league.
The ETEK5 continues the platform's recent success of combining advanced lightweight and durable composites in core areas of the marker. Failure rates in areas such as the gripframe currently stand at less than 0.05% for all ETEK3/4 models ever produced proving time and again that these incredibly tough components are capable of resisting any and all kinds of abuse thrown at them. They are more than up to the job of carrying the Eclipse name for reliability in any condition.
Welcome. To the 5th dimension.
Visit Us At www.AirsoftGateway.com
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Upcoming CRPD Presentations
- Initiatives
- The Convention on the Rights of Persons with Disabilities>>
- International Projects>>
- Disability in U.S. Foreign Affairs>>
- Youth in International Development and Foreign Affairs>>
Education and Outreach
As the United States moves towards ratification of this historic treaty, USICD's Education and Outreach Initiative strives to create a better understanding of the CRPD and build support among Americans with disabilities for U.S. inclusion of disability perspectives in foreign policy and foreign assistance programs. Our activities include human rights education trainings for advocates and presentations by members of the USICD Speakers Bureau at conferences and other related venues.
For tools to advocate and educate around the CRPD, please visit our ADVOCACY TOOLS AND RESOURCES PAGE
In our Education and Outreach activities, USICD is guided by our commitment to the full and equal enjoyment of all human rights and fundamental freedoms by people with disabilities. We strive for the full inclusion and empowerment of people with disabilities and our allies to have a voice of our own In so doing, they will become effective and informed human rights advocates. A better understanding of what the CRPD means and how it and other human rights standards are relevant to the everyday lives of people with disabilities is essential to achieve this.
In undertaking its Education and Outreach Programming activities, USICD will utilize:
- The advice and counsel of members of the USICD Board and in particular the Committee on Education and Outreach
- The experience and strengths of USICD members
- Partnerships and strong working relationships with a diversity of relevant actors, including but not limited to disabled people's organizations, centers for independent living, mainstream human rights organizations, governmental entities, inter-governmental entities, development organizations and academic institutions
- Accessible ICT and other technologies and methodologies relevant to ensuring the accessibility of Education and Outreach Programming materials and activities.
USICD began its efforts in Community Education and Outreach with a conference in July 2009 which was jointly hosted by USICD with the US Federal Transit Administration and the American Public Transportation Association. The conference was organized to provide information regarding the CRPD's history, context, content and status, as well as explore aspects of the CRPD's successful implementation in countries seeking to promote the full inclusion of people with disabilities in all areas of life. Below is a report drawn from transcriptions of oral summaries provided in closing each day's proceedings.
USCID continues its Education and Outreach to a wide audience.


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Little Union Baptist to host VBS
Little Union Baptist Church, located at 4620 Little Union Road, will host VBS through Friday from 6:30 to 8:30 p.m. for children ages kindergarten through age 12.
Commencement exercises will be Sunday morning.
'64 to Grayson' to perform at Spencer Christian
Spencer County's Craig Cunningham and Laura Jones will perform live in their band "64 to Grayson" at Spencer Christian Church at 6 p.m. on Sunday. Admission is free; a love offering will be taken.
If you currently subscribe or have subscribed in the past to the The Spencer Magnet, then simply find your account number on your mailing label and enter it below.
Click the question mark below to see where your account ID appears on your mailing label.
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Marium needed a new print or packaging design and created a contest on 99designs.
A winner was selected from 23 designs submitted by 6 freelance designers.
Muslim Public Affairs Council, http://www.mpac.org 323-258-MPAC
MPAC is an American institution which informs and shapes public opinion and policy by serving as a trusted resource to decision makers in government, media and policy institutions. MPAC is also committed to developing leaders with the purpose of enhancing the political and civic participation of American Muslims.
The Muslim American community in Southern California. People of all ranges and political mindsets. This is an emotional issue so it will need to reach out to those are yearning to talk about this subject
1. Must include the following information
The New Middle East: Tunisia, Egypt & Beyond
Join us for a forum to discuss the future of the Middle East and North Africa. What is our role as Muslim American and what does this mean for American policy?
Islamic Center of Southern California
11 a.m. - 1:30 p.m.
Co-sponsored by Muslim Public Affairs Council and ICSC
Speakers: Dr. Maher Hathout, MPAC Senior Adviser
Sarah Eltantawi
2. Flier must use strong image(s) of Tunisia and/or Egypt
3. Strong colors to attract people
4. Evoke emotions
5. We are still confirming speakers, so we may have more information on the way
6. I have attached a quick dummy flyer I created to this. It does not have to look like this - this is just a starting point and something


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Marketing Maniac needed a new logo design and created a contest on 99designs.
A winner was selected from 51 designs submitted by 16 freelance designers.
We need a logo that shows our commitment to marketing results (that's why we chose the name MegaBucks).
MegaBucks Marketing, Inc.
We need a logo that says we make money for our clients and it's all about results. We love the color red because it's vibrant and alive. We are a group of crazy personalities that love to do things totally unexpected. If it's "normal", we don't do it.
The logo should have our entire name in it. We were also thinking of a graphic that portrays money.
I will try and give as much feedback as possible.
When the contest ends, I will publish my thoughts as to why I chose that one.
- if possible would like to be red and black, but am open to looking at anything
- Can't think of anything. I really love the concepts the 99 designers come up with.
Find out how a design contest works or learn more about our logo design services.


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The prices are great, and the turnaround is unbeatable. Samedayprinting.com has gotten me out of some serious binds. - Robert P - RI, United States
Incredible quality, stock and the price can't be beat. As a Realtor I have saved hundred of dollars using Samedayprinting.- Tommy - GA, United States
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SameDay Printing now has semi-gloss sticker printing ranging from sizes 2 x 3.5 all the way to full-page! The materials are high-quality and long-lasting, so wherever you stick these things expect them to hang around for a long, long time. They're even scored for easy peeling.
With sticker printing from SameDay Printing you'll never get caught in a "sticky situation." Or maybe you will be, since stickers are sticky. But if the stickers have a picture of a fern and say "Let's Be Fronds" then they can pretty much get you out of ANYTHING. Just an idea!
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Protagen Protein Services (PPS) is a world leading CRO in protein analytics and its application to GMP-compliant characterization of protein therapeutics. PPS supports multiple Biosimilar developers in achieving and demonstrating Biosimilarity.
Are you in biopharmaceutical development and looking to uncover everything there is to know about proteins quickly, accurately and in the most cost effective way? We can help you.
As our client, you'll benefit from over 20 years of dedicated biopharmaceutical protein research and analytical experience.
We use the most modern tools and technologies, having heavily invested in latest protein mass spectrometry equipment and long term staff training and development.
We work best when we can partner with you. We love to get involved in the early project planning stages to help decide on the best strategies to develop and test your product.
In fact, our clients often tell us that we excel at being proactive communicators. If we believe there is a better way to get you the best results whilst saving money, we'll tell you.
Whilst we are specialists in managing and delivering large, complex protein research projects, we are also available to perform individual pieces of work as part of your bigger project.
Contact us now or browse through our website to find the specific protein service you're looking for. Protagen Protein Services GmbH representatives and their contact details can be found at the bottom of each page.
Otto-Hahn-Str. 15
44227 Dortmund
Tel. +49 231 9742 61 00
Fax +49 231 9742 61 49
Protein Characterization
Analytical Methods


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Look! Up in the sky! It's supermoon!
Because our celestial neighbor is relatively close to Earth, these full moons will appear to be unusually large. That distance varies because the moon follows an elliptical orbit. When it's close and full, it appears bigger and brighter than normal, although the difference can be hard to detect.
The full moon Saturday may seem huge, but it's just an illusion caused by its position in the sky.
Two other supermoons will come later this summer on Aug. 10 and Sept. 9.
Check out these supermoons from around the world:
NASA on supermoons: http://1.usa.gov/1jxZkPt
Follow AP photographers on Twitter: http://apne.ws/XZy6ny


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Same day appointments are available during business hours. Online ESA certificates are legit only after a telehealth visit with a licensed MD.
People were refused to fly with their pets by airlines companies
One-way fee for an airline-compliant pet carrier to fly with your pet
You'll need to pay monthly rent for a Pet
Find it difficult to find a pet-friendly rental property
Paradise applicants who have obtained an Emotional Support Animal Letter report positive benefits both mentally and financially. The benefits of the ESA treatment is to reduce the levels of stress, anxiety, and solitariness. Financially, an ESA Letter can save you out of pocket charges for your beloved animal. Landlords can't charge pet fees nor ask for pet deposits for housing. Another plus is that Airlines have to permit an ESA animal to fly in the Cabin without charging a pet travel fee.
EZCare Medical Clinic is an actual walk-in clinic in California, with a headquarter in San Francisco. We, at EZCare accept care of both local and remote patients for a wide range of medical problems. Our LMHPs are bright in a variety of services ranging from anxiety to ADHD, sexual dysfunction and overall male and female health. Our staff consists of LMHPs licensed to practice in the State of California. We're capable of providing online ESA documents for all cities in 50 states including Paradise.
For all residents of Paradise we provide 12/7 support. On the bottom of each page find a chat button to ask any question. Call EZCare Clinic in California at (415) 966-0848 or schedule an appointment online to start the process and receive a legally valid and legit emotional support animal documentation from a licensed California ESA doctor. We're open 7 days a week, 11 am to 7 pm, same day appointments are regularly available! Get Your Emotional support Animal Documentation Online Now!


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|Buy and Sell Max Philippines
|Date Posted: April 2, 2013
|Item Name:
Tanishka Investments
|Tanishka Infotech is offering part time job .
|How would it be if you get to earn by just doing Copy and Paste Job??? You can earn in your spare time from Home, Office or also while travelling by doing this. Yes, you read it right; we offer great, attractive and money minting projects at a minimal investment which can be recovered in the first month of work submission itself!!! We have an innovative concept to serve the world genuinely to its best possible extent. The company has proved through its services to its members that genuinely still do exist. For more details call now on +919822741008 or 0231-2688101, mail on email@example.com or visit our website www.tanishkainfotech.com
Posted ID: Tinfo.cp416


text: Friday, February 18, 2011 House Committee Approves 2 Bills to Repeal 1099 Tax Filing Requirement; Highlights Effects on Physical Therapy In passing 2 separate pieces of legislation yesterday to repeal the 1099 tax filing requirement created in the Patient Protection and Affordable Care Act (PPACA), the House Ways and Means Committee quoted APTA on the effect the requirement would have on physical therapy practitioners and business owners. "Small business issues directly affect many physical therapists, as owners of community based practices for physical therapy and rehabilitation. The expanded 1099 filing requirements as outlined in PPACA would present a significant burden on our physical therapy practitioners and business owners. Overcoming these obstacles will undoubtedly result in decreased efficiencies and/or increased costs for small businesses as they look to offset the new administrative burden. " The Small Business Paperwork Mandate Elimination Act of 2011 (HR 4) and the Comprehensive 1099 Taxpayer Protection and Repayment of Exchange Subsidy Overpayments Act of 2011 (HR 705) would repeal the provision in the health care law that would compel businesses to file an Internal Revenue Service Form 1099 for all business transactions of $600 or greater in aggregate with the same entity for each given year. HR 705 also repeals an additional reporting requirement on owners of rental real estate and reduces improper overpayments of health care Exchange subsidies established under PPACA. House leaders have announced that they intend to act on legislation this spring, as early as March. Last week, the Senate passed its version of 1099 repeal.