Glotmorf on 18 May 2002 03:38:30 -0000


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Re: spoon-discuss: Re: spoon-business: ok dave...


On 5/17/02 at 11:27 PM The Voice wrote:

>>From: "Glotmorf" <glotmorf@xxxxxxxxxxxxx>
>>Reply-To: spoon-discuss@xxxxxxxxx
>>To: spoon-discuss@xxxxxxxxx
>>Subject: Re: spoon-discuss: Re: spoon-business: ok dave...
>>Date: Fri, 17 May 2002 23:20:51 -0400
>>
>>On 5/17/02 at 11:18 PM The Voice wrote:
>>
>> >>From: "Glotmorf" <glotmorf@xxxxxxxxxxxxx>
>> >>Reply-To: spoon-discuss@xxxxxxxxx
>> >>To: spoon-discuss@xxxxxxxxx
>> >>Subject: spoon-discuss: Re: spoon-business: ok dave...
>> >>Date: Fri, 17 May 2002 23:12:30 -0400
>> >>
>> >>On 5/17/02 at 11:11 PM The Voice wrote:
>> >>
>> >> >{{ __Time Freeze, my butt__
>> >> >
>> >> >Amend rule 3 by changing the text,
>> >> >
>> >> >"If the Clock is Off, no player may take any game-related actions
>>except
>> >> >actions which the rules specifically say may be taken while The
>Clock
>>is
>> >> >Off."
>> >> >
>> >> >To the following:
>> >> >
>> >> >"If the Clock is Off, any game-related actions taken by players are
>> >> >recorded
>> >> >by the Administrator.  They are then implemented/recognized in
>reverse
>> >> >order
>> >> >of eir recieving them once the Clock is On."
>> >> >
>> >> >}}
>> >> >
>> >> >Didn't want it to just be like the Clock was on...
>> >> >
>> >> >-0- Thus Spake The Voice -0-
>> >>
>> >>Why reverse order?
>> >>
>> >>						Glotmorf
>> >>
>> >>
>> >
>> >See the comment after the proposal ended... it seemed like an effective
>> >way
>> >to make it different than if the Clock were just on... think of it as
>the
>> >Administrator's *recognize* box was getting filled up, and he started
>>from
>> >the top.
>> >
>> >
>> >-0- Thus Spake The Voice -0-
>>
>>That...would get really screwy, with people trying to counteract
>submitted
>>actions with actions that would occur before the already-submitted
>actions.
>>  I strongly recommend keeping it a simple buffered queue.
>>
>>						Glotmorf
>
>Aah, but then why turn the Clock off at all?  that's just what happens
>normally.  Perhaps something that says, "with the exception of changes of
>actions that are to be implemented afterwards" or the like?
>
>
>-0- Thus Spake The Voice -0-

I proposed turning the Clock off so that, no matter how much time may be required to implement all the end-of-the-nweek events, it wouldn't cut into the time I officially had to make proposals and take game actions.  If Dave needs a day, he can take a day.  If Dave needs a week, he can take a week.  Long as I still get my ten ndays.

And no, as Dave just demonstrated, that's not just what happens normally.  He specifically didn't recognize certain actions taken while the Clock was off.  That's why he made the suggestion he did.

But suppose Bean and I both have badly crippled dimships, and while the clock's off I buffer a shot at em.  Eir response to that is to buffer a shot at me.  But eir shot would occur first, even if, had mine gone first, it'd've forced eir ship to land.  The gamestate's screwy enough to keep track of now without having to keep track of layers of retroactive actions.

Though it's a fascinating idea for a nomic game.  That is...some OTHER nomic game that doesn't already have the subgames this one does.

						Glotmorf