Comments on comments below, but in a nutshell: Stuff will get fixed next draft.

On 10/27/2018 7:27 PM, Gaelan Steele wrote:
Feedback inline. I wrote most of the proposal feedback before reading other 
comments, so some of this may be duplicated.

On Oct 15, 2018, at 6:13 PM, ATMunn <iamingodsa...@gmail.com> wrote:

so basically this is super clunky and probably not going to work, but if
you think there's any hope for it then please say so :)

Title: "spaaace?"
AI: 1
Author: ATMunn
Co-author(s): Aris

Enact a new rule entitled "Spaceships", with the following text:
{
    Spaceships are indestructible fixed assets. Ownership of Spaceships
    is restricted to players. Players CANNOT own more than one
    Spaceship.

This seems like it could be problematic. What happens if someone gets a second 
spaceship? Is it destroyed (in the “stops existing” sense)? Is the original one 
destroyed? Is the action that transferred it INEFFECTIVE?
Doesn't matter, spaceships are becoming not assets in the next draft.

    Each Spaceship has a Sector switch, with possible values
    being I, II, III, and IV, defaulting to I; a Destroyed switch, a
    boolean switch defaulting to False; and a Power switch, with
    possible values being any integer in the range of 0-20

Inclusive or exclusive?
Inclusive.

, defaulting
    to 10.

    Any player CAN, by announcement, flip eir Spaceship's Sector switch
    to any other value at any time, decreasing the Spaceship's Power
    switch by one, as long as e has not done so within the last 24
    hours. If a Spaceship's Power is 0, its Sector CANNOT be flipped.

    If a Spaceship is Destroyed, its Sector switch CANNOT be flipped. At
    least 24 hours after a Spaceship's Destroyed switch becomes True,
    its owner CAN flip its Destroyed switch back to False by
    announcement. [todo: some way to make this not flippable except
    after a space battle, not sure how to word that]

I imagine that at some point in the near future, we’ll end up with a scam 
involving a rule that forgets to check the Destroyed switch. I wonder if we can 
make this the default—something like “if a rule refers to spaceships, it refers 
only to spaceships with a Destroyed switch set to False, unless the rule 
specifies otherwise”? Or make it so that when destroyed, a spaceship becomes a 
different asset (Debris?) that can be converted back into a spaceship?
Again, this is an issue that will be fixed in the next draft. As it stands right now, there will be an Armor switch, and when it hits 0, the player is considered Defeated until they repair their armor.


    Any player CAN, by announcement, increase eir Spaceship's Power by
    N, where N is the number of hours since the player last increased
    the Spaceship's Power, divided by two. If doing so would put the
    Power at a value greater than 20, then the Power switch is simply
    set to 20.

Can we make this automatic? Seems a little pointless, especially because it 
will change often enough that there isn’t much point in record keeping.
This is going to be modified a bit in the next draft. But actually, it may be a good idea to make it automatic still. Didn't consider that.

}

Enact a new rule entitled "Space Battles", with the following text:
{
    If two Spaceships have the same Sector value, and neither of them
    are Destroyed, then the owner of either CAN, by announcement, start
    a Space Battle with the other. During a Space Battle, both
    Spaceships involved CANNOT have any of their switches flipped.

    Once a Space Battle has begun, each player CAN, and SHALL in a
    timely fashion, specify by announcement an amount of Power e wishes
    to spend. This value CAN be 0, and CANNOT exceed that player's
    Spaceship's current Power value. After both players have done the
    above, then either player CAN, by announcement, increase the amount
    of Power e wishes to spend.

    Once 48 hours have passed since the beginning of the Space Battle,
    players can no longer increase the amount of Power they wish to
    spend, and either player CAN Resolve the Battle by announcement, and
    at least one of them SHALL in a timely fashion. Upon doing so, both
    players' Spaceships lose the amount of Power equal to the last
    specified amount of Power, and, the one which lost more Power is
    deemed the Winner of that Space Battle, and the other is the Loser.
    If the lost Power values are equal, both Spaceships are Winners. The
    Loser in a Space Battle, if there is one, has its Destroyed value
    set to True.

This’ll result in sniping attempts at the end of the window. Probably a good 
idea to have bids increase the window (proportionally to the size of the 
increase maybe?)
I'm planning to overhaul this to a completely different system, where each player only gets one bid.

}

Enact a new rule entitled "Fame", with the following text:
{
    Every player has a Fame switch, with possible values being all
    integers between -10 and 10. Players with positive Fame are Famous,
    and those with negative Fame are Infamous.

Default?
The default is meant to be 0, so I don't think I need to specify it. But it might not hurt to do so anyway for clarity.


    If a player is the Winner in a Space Battle against an Infamous
    player, eir Fame is increased by 1. Likewise, if a player is the
    Winner in a Space Battle against a Famous player or one with a Fame
    of 0, eir Fame is decreased by 1.
}

[things that still need to be done:
- make a recordkeepor of things
- make space battles simpler probably
- make everything less confusing
- ???]

Other thoughts:

Would be interesting if during your “respawn time,” you weren’t able to take 
certain actions. On the crazier end, we could have space battles to kill people 
who you thought might be voting against your proposal.

Interesting ideas.

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