0x44 on Fri, 2 Jan 2009 12:47:52 -0700 (MST)


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Re: [s-b] Proposal: Fix the Grid.


I amend my Proposal entitled "Fix the Grid" to read:

I submit the following proposal entitled "Fix the Grid":
{
  Replace the text of 5e48 with:
  {
The Grid consists of an infinite, two-dimensional plane of squares from (-inf, -inf) to (inf,inf). Each Square is identified by their (x,y) coordinates. Each Square has a Colour.

Colours (aka Colors) are a type of Game Object, consisting of an RGB colour in hexadecimal notation and a set of Laws. The lowest value that can be given to one of the colour sources is 0x00, the highest is 0xff. The Colour of a Square defaults to #000000 (aka Black). The Laws of a Colour are binding upon all Players Resident on Squares that are Coloured with that Colour.

The Laws of a Colour are a type of Game Document that defines a set of restrictions placed upon Residents of a Square of that Law's Colour. Laws may define actions that a Resident on them shall or shall not do. A Player can be punished by Consultation for violating Laws unless the Laws define their own punishment for the violation. The Rules of B Nomic take precedence over all Laws.

Laws must specify a Tracker for that Colour; this Tracker must keep track of the Laws of that Colour. Laws without such a specification, if not fixed within a Jiffy, cease to be the Laws of the relavent Colour and revert back to the default Laws. This restriction does not apply to the initial Laws.

Laws may define things which a Resident on them shall or shall not do, and are considered Binding on all Players Resident on Squares with that Colour. A Colour's Laws may also define methods for changing the Colour of Squares of that Colour, and may also specify methods for causing the Colour to take Game Actions on the Grid. Laws may also define abstract entities (aka Artifacts) that exist only within the scope of the Laws.

The Laws for any Colour apart from Black are initially as follows:
A Resident of a $COLOUR Square can amend these Laws with the unanimous consent of all other Residents of $COLOUR Squares.
with $COLOUR replaced with the relevant Colour.

=== Noughts and Crosses ===
There exists a Ministry called the Ministry of Grid. The Minister of Grid is responsible for tracking the public display of the Grid, including the Players Resident in the Squares, and the Square's Colours.
  }

  Replace Rule 5e49 with the following:
  {
All Players have an integer amount of Health, with a minimum of 0, a maximum of 100 and a default of 100. If a Player's Health would ever go below 0, it instead becomes 0. If a Player's Health would ever go above 100, it instead becomes 100.

A Player with 0 Health is Dead. When a Player becomes Dead, all their Artifacts are transfered to the Colour of their Resident Square, or destroyed if the Square on which they are Resident is Black. Any non-Dead Legal Entity may spend 50 mackerel to Revive another Player, at which point their Health becomes 100. Any non-Dead Player may spend a positive integer amount of mackerel N to increase their Health by 5 * N.

Artifacts are a type Ownable, Transferrable Game Object that only exist within the Grid, and may only alter the global game state of the Grid in ways that are defined by the Rules, or for Artifacts defined by a Colour's Laws, the local game state of Squares of their Laws' Colour in ways that are defined by that Colour's Laws. Artifacts have a Name, a positive integer Cost in mackerel, a numeric Range, an Effect, a Target, an optional positive integer Usage Cost in mackerel, and optionally, a positive integer Lifespan. Artifacts also have a Switch called Targetted, which is Off by default.

A non-Dead Player may Purchase an Artifact by spending macks equal to its Cost, an instance of that Artifact is then created in their possession. As a Game Action, any non-Dead Player may use (synonyms: stab, detonate, fire, shoot, paint, etc) an Artifact they own by paying its Usage Cost if applicable, and if necessary, specifying a Target. Unless otherwise specified by a Rule, if an Artifact has a Lifespan and has been used as many times as the Lifespan, it is destroyed.

Weapons are a type of Artifact that have a positive integer Damage attribute in Health. For non-Targeted weapons, all Players within the Weapons Range are the Targets of this Usage, otherwise the Target is specified in the Game Action using the Weapon. Unless specified otherwise by a Rule, the Player using the Artifact is not a Target. The Effect for all Weapons is, "The Health of all Targets decreases by the Weapon's Damage."

The following Artifacts exist:
* '''Name:''' Can of Red Spraypaint, '''Cost:''' m150, '''Lifespan:''' 100, '''Effect:''' Increases the Red hex value of the Resident Square by 1 for each point of Lifespan specified in the Game Action. * '''Name:''' Can of Green Spraypaint, '''Cost:''' m150, '''Lifespan:''' 100, '''Effect:''' Increases the Green hex value of the Resident Square by 1 for each point of Lifespan specified in the Game Action. * '''Name:''' Can of Blue Spraypaint, '''Cost:''' m150, '''Lifespan:''' 100, '''Effect:''' Increases the Blue hex value of the Resident Square by 1 for each point of Lifespan specified in the Game Action. * '''Name:''' Can of Anti-Red Spraypaint, '''Cost:''' m150, '''Lifespan:''' 100, '''Effect:''' Decreases the Red hex value of the Resident Square by 1 for each point of Lifespan specified in the Game Action. * '''Name:''' Can of Anti-Green Spraypaint, '''Cost:''' m150, '''Lifespan:''' 100, '''Effect:''' Decreases the Green hex value of the Resident Square by 1 for each point of Lifespan specified in the Game Action. * '''Name:''' Can of Anti-Blue Spraypaint, '''Cost:''' m150, '''Lifespan:''' 100, '''Effect:''' Decreases the Blue hex value of the Resident Square by 1 for each point of Lifespan specified in the Game Action. * '''Name:''' Fuligin Cream, '''Cost:''' m200, '''Lifespan:''' 20, '''Effect:''' Sets all hex values of the Resident Square to 00. * '''Name:''' Albescent Powder, '''Cost:''' m200, '''Lifespan:''' 20, '''Effect:''' Sets all hex values of the Resident Square to ff.

These following Weapons exist:
* '''Name:''' Well-sharpened pencil, '''Cost:''' m10, '''Range''': 1 square, '''Damage:''' 2, '''Usage Cost:''' m1, '''Lifespan:''' 10, '''Targeted''' * '''Name:''' Knife, '''Cost:''' m25, '''Range''': 2 squares, '''Damage:''' 10, '''Usage Cost:''' m10, '''Lifespan:''' 10, '''Targeted''' * '''Name:''' Rapier, '''Cost:''' m75, '''Range''': 5 squares, '''Damage:''' 20, '''Usage Cost:''' m10, '''Lifespan:''' 25, '''Targeted''' * '''Name:''' Pistol, '''Cost:''' m75, '''Range''': 7 squares, '''Damage:''' 5, '''Usage Cost:''' m5, '''Lifespan:''' 50, '''Targeted''' * '''Name:''' Machine gun, '''Cost:''' m200, '''Range''': 10 squares, '''Damage:''' 35, '''Usage Cost:''' m25, '''Lifespan:''' 10, '''Targeted''' * '''Name:''' Mother's stare, '''Cost:''' m275, '''Range''': 10 squares, '''Damage:''' 75, '''Usage Cost:''' m50, '''Lifespan:''' 10, '''Targeted'''

/* These are put together semi-randomly; they should be changed when we get experience with them. */
 }
}


--
--
0x44;

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