Daniel Lepage on Sun, 6 Mar 2005 20:20:52 -0600 (CST)


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[s-d] Re: [s-b] [auto] RainbowWolfe submits p2026



On Mar 4, 2005, at 6.31 PM, automailer@xxxxxxxxxxxxxxx wrote:

RainbowWolfe has submitted a new proposal, p2026.

---------------------------------
Proposal 2026/0: Arena update
A Standard Proposal by RainbowWolfe
Last modified on nweek 81, nday 10

{{

[[to be added to r1912 - as listed below]]
{{
_Traps_

-the creating
Place Traps in the arena according to the following equation:
If the number of Traps in the arena is less than, or equal to, the number of traps available to the arena divided by two (rounded up the the next complete integer) then increase by one the number of Traps available and replenish the traps in the arena until the maximum available Traps are in the arena. [[TrapsInArena <= TrapsAvailable/2 (rounded up) then TrapsAvailable+1, place traps until TrapsInArena == TrapsAvailable]]

Replenish how? By placing them on random cubes?

Traps may be displayed "x/y" where x is the number of Traps in the Arena and y is the number of Traps available to the Arena.
[[if x <= (y/2) then y+1 and x=y]]

Is this supposed to be the only displayed record of the Traps? That is, are they invisible once in the Arena, so that nobody knows which Cubes have them? And if so, who's responsible for knowing where they are?

If the number of Traps available is zero, then make four Traps available.
[[if TrapsAvailable=0 then TrapsAvailable=4]]
[[if y=0 then y=4]]

-the moving
Traps are to be placed in any randomly determined location that is empty. Traps may also be moved this manner, or may move to any cube that is orthagonally adjacent to its previous position.

Ok, so that clarifies how the traps are replenished. But what do you mean by "moved [in] this manner"? Do you mean that they can be moved to any random empty cube? Also, is this a description of what to do when the rules say a trap moves, or is it a power players have, i.e., would I be able to move a trap as described above?

Each checking period one randomly chosen Trap is Moved.

Is it also random where it's moved to and which method of motion it uses?

-the dying
Any avatar entering a cube that contains a trap is killed [[feel free to enter your own descriptions of the death here]] and the player must decrease a single one of eir eir Stats by 1. The Trap is removed.
}}


{{
add to the shop [[r1911]] the following items:

Water Jet - 200~ or free to New Players
Air Jet
Flame Thrower
A Rock
}}

[[to be added to r1912 - as listed below]]
{{
_Arena Weapons_

Arena weapons may not be exported from the Arena game.

water jet

Water replaces any fire in the Cube Hit.

-firing
The specified cube must be orthogonally adjacent to the Avatar. With probability AvPower / (AvPower + AvSkill), a Jet Hits a randomly chosen Cube orthogonally adjacent to the specified one. Otherwise, a Jet Hits the specified Cube.
(The Attributes refer to the Player Taking the Turn.)

-hitting
When an entities' Avatar Fires a Jet of Water, the Jet of Water hits a cube containing a different Avatar, and that different Avatar Gets Destroyed, then the entity whose Avatar did the firing is said to have Soaked the entity whose Avatar was destroyed.

When a player Soaks another player, then the player who did the Soaking may increase a single one of eir Stats by 1. E must do this within one nweek of the Soaking, or else e loses eir chance. E may not do this more than once per Soaking.


air jet

-firing
The target Avatar must be orthagonally adjacent to, or sharing the same Cube as, the Avatar. With probability AvPower / (AvPower + AvSkill), a Jet Hits a randomly chosen cube orthagonally adjacent to the specified one. Otherwise, a Jet Hits the specified Cube. If the target shares the same cube then, for this one shot, AvSkill=AvSkill*2 (not exceeding the maximum AvSkill limit).
(The attributes refer to the Player Taking the Turn.)

It would be more readable to remove the last sentence and instead just say the shot hits a different square with probability "AvPower / (AvPower + 2*AvSkill)". Also, the first sentence suggests that an air jet should be fired at an Avatar, while the second says that it actually hits a Cube.

-hitting
When an entities' Avatar Fires a Jet of Air and the Jet of Air hits a targeted Avatar, then the targeted Avatar is propelled one cube away from the Avatar who targetted em, along the same trajectory they were targeted from [[as logic would declare the direction you were pushed in]].

If the targeted Avatar shares the same cube then the targeted Avatar is propelled in the chosen direction with the same probability as the shot was taken with, otherwise the Avatar is propelled into a randomly chosen cube orthagonally adjacent.

What "chosen direction"? Who chooses?

If the targeted Avatar is backed against a wall, edge, or corner then probability of adjacent squares is 4, 3, and 2 respectively [[not counting the direction the shot came from]].

Couldn't you just say "If the Avatar cannot be moved in the proper direction, a possible direction other than the one the shot came from is chosen at random instead, with equal probability."? That also takes account of the possibility that the shape of the Arena might change in the future, or that it might become impossible to enter some squares.

An avatar Hit by an Air Jet is not destroyed.


flame thrower

Fire replaces any water in the Cube Hit.

-firing
The specified cube must be orthogonally adjacent to the Avatar. With probability (AvPower / (AvPower + AvSkill)) / 2 , a Jet Hits a randomly chosen Cube orthogonally adjacent to the specified one. Otherwise, a Jet Hits the specified Cube.
(The Attributes refer to the Player Taking the Turn.)

Dividing by two here makes it *more* likely that you'll hit the target Cube. Is that the intended result?

Personally, I wouldn't mind seeing every weapon's accuracy rephrased as the probability of hitting rather than a probability of missing. I have no idea why the current rules do it the other way.

-hitting
When an entities' Avatar Fires a Jet of Flame, the Jet of Flame hits a cube containing a different Avatar, and that different Avatar Gets Destroyed, then the entity whose Avatar did the firing is said to have Toasted the entity whose Avatar was destroyed.

Maybe I'm missing this, but nothing seems to indicate under what circumstances the Jet of Flame would destroy an Avatar.

When a player Toasts another player, then the player who did the Toasting may increase a single one of eir Stats by half (.5). E must do this within one nweek of the Toasting or else e loses eir chance. E may not do this more than once per Toasting.

This half stat does not count towards any maths! only whole integers do.

Rock

Rocks are heavy, so a Avatar may only hold a rock if e posseses no other weapons. An Avatar may only hold one rock at a time.

-firing
The targeted Avatar must be orthogonally adjacent to, or sharing the same cube as, the Avatar. With probability AvPower / (AvPower + AvSkill) , a Rock Hits a randomly chosen Cube orthogonally adjacent to the specified one. Otherwise, a Rock Hits the specified Cube. If the target shares the same cube then, for this one shot, AvSkill=AvSkill*2 (not exceeding the maximum AvSkill limit).
(The Attributes refer to the Player Taking the Turn.)

Again, "AvPower/ (AvPower + 2*AvSkill)" would be more precise.

-hitting
When an entities' Avatar throws a Rock and the Rock Hits the targeted Avatar, then the targeted Avatar decends rapidly down to the floor of the arena [[as logic would dictate - straight down]].

I don't think logic dictates which way is "straight down" - based on the description in the rules, there's no difference between the directions, and even if you go based on the current representation (which isn't rule-mandated, I could rotate everything or display it all differently if I wanted to), there are still two directions that could be called "up-down".

When an Avatar is Hit by a Rock e decreases a single one of eir Stats by one. The Rock disintegrates and is no more.

For stat increases, it makes sense to let the Avatar have a certain amount of time to upgrade emselves, and then to have em lose the chance if e doesn't. Here, though, there's nothing to deal with the case where the targeted Avatar fails to choose a Stat to decrease; having em "lose eir chance" would of course be silly, so we can't use any sort of game precedent to define what happens.

An Avatar Hit by a Rock is not destroyed.[[only dazed! :D]]

}}

{{
Amend r1912 to account for the changes:

replace:
"Any Player may create an Avatar which represents em in a Cube on the edge of the Arena (that is, a Cube with at least two components of its triple equal to either 1 or 4), provided that there is no Avatar already representing em and the chosen Cube isn't Full of Water. There exist the following Attributes, called Stats, for each Player: AvSpeed, AvPower, AvStrength, and AvSkill. These attributes must always have values that are positive integers. New players have all these stats set to 1."

with:
{{
Any Player may create an Avatar which represents em in a Cube on the edge of the Arena (that is, a Cube with at least two components of its triple equal to either 1 or 4), provided that there is no Avatar already representing em and the chosen Cube isn't Full. There exist the following Attributes, called Stats, for each Player: AvSpeed, AvPower, AvStrength, and AvSkill. These attributes must always have values that are positive integers. New players have all these stats set to 1.

If an Avatar has no way of targeting other Avatars then e is given a Water Jet upon entering the Arena. New Players are given a Water Jet automatically. Continuing players must declare they have no weapon when they create a new Avatar.

Some of the above Jets target cubes rather than Avatars, so one could argue that even having a Water Jet I could claim another on the grounds that none of my weapons are Avatar-based.

}}

replace:
"* Firing a jet of water at an given Cube. The specified cube must be orthogonally adjacent to the Avatar. With probability AvPower / (AvPower + AvSkill), a Jet Hits a randomly chosen Cube orthogonally adjacent to the specified one. Otherwise, a Jet Hits the specified Cube.
(The Attributes refer to the Player Taking the Turn.)"

with:
{{
* Firing at a given Cube or Avatar.
}}

replace:
"When a Jet Hits a Cube, no Avatar may enter that Cube until the current nweek ends. The Cube is said to be Filled with Water."
[[or whatever it may be if p2016 passes]]

Yeah, it's something else now.

with:
{{
When a Jet Hits a Cube, no Avatar may enter that Cube until the current nweek ends. The Cube is said to be Full [[of whatever it is the cube is Full of]]. Full cubes are reset to empty at the start of the next consecutive nweek. Any Arena Tools contained in these cubes are replaced in randomly determined cubes.
}

'replaced' should probably just be 'placed'

replace:
"When an entities' Avatar Fires a Jet of Water, the Jet of Water hits a cube containing a different Avatar, and that different Avatar Gets Destroyed, then the entity whose Avatar did the firing is said to have Soaked the entity whose Avatar was destroyed.

When a player Soaks another player, then the player who did the Soaking may increase a single one of eir Stats by 1. E must do this within one nweek of the Soaking, or else e loses eir chance. E may not do this more than once per Soaking."

with:
_Arena Weapons_
_Traps_
[[as listed above]]

I think Traps is distinct enough from everything else that it would be better off in its own rule.

--
Wonko

If a woman has to choose between catching a fly ball and saving an infant's life, she will choose to save the infant's life without even considering if there is a man on base.
     -Dave Barry (1947 - )

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