Baron von Skippy on 15 Mar 2003 07:29:01 -0000


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[Spoon-business] Putting the Grid to good use


I propose:

{
__The Grid: Not Just For Football Anymore__

Drastically alter 1341.B to read:

{
B. Improvements
If a player owns a square, e may create Improvements on that square, if e can afford it, by paying BNS and resources equal to the cost of said Improvement to the Society specified. If no Society is specified to be the recipient of the cost of an Improvement, the cost is paid to the Admin. No square may contain more than one Improvement unless explicitly permitted by the rules. Armies may attempt to destroy Improvements by attacking them. When this happens, 1d3 is rolled. On a 1, the improvement is destroyed. On a 2, the Improvement is Scrapped. On a 3, nothing happens. At any time, an Improvement may be Scrapped, which returns half the capital resource cost, rounded down, of the Improvement to the owner of that Improvement.
}

[[
A side note on the nature of Power Plants, which will come up soon: WBE developed a way to harvest Entropy from Ancient Monoliths and can it, creating a powerful weapon. vSOI reverse-engineered the process, and, with the waepon angle on things taken, tried something else. They found that by linking a bank of monloliths together and running the entropy from one to the next, more entropy could be generated - the entropy of a system always increases or stays constant, more often the former. Running this entropy through various devices which probably sidestepped physics in an ingenious way, they had found a new energy source. Cheap, efficient, endless - almost. While theoretically a nearly infinite amount of entropy and thus energy could be generated, this would do two things. One, blow up the power plant. The sun generates a lot of energy, too, and that is why it is a flaming ball of gas which could engulfe this planet whole without a second thought. Lots of energy is dangerous. Two, send the universe tumbling catastrophically into an entropic lockdown, freezing all processes, stopping all change, and causing the ultimate averaging of everything, which would culminate in the stoppage of time. That's a bad thing. Luckily, both effects are blocked by the stopgap controllers, which draw off excess entropy to be used elsewhere, controlling the reaction. If they fail, so does the flow of entropy - it's like stopping a resistor from blocking current by cutting it out of the circuit. Long story short, we've got cheap power. All it takes is a few rocks, some tubing, and a Can of Whoopass to start things off. A much shorter note on the naming of the weapons vSOI developed: for PR purposes, names such as "The KiloEviscerator" and "The Destructomatic T-47" were scrapped, the first because it's disturbing and the second to prevent copyright trouble with LucasArts, in favor of more "family-friendly" names, or at least acronyms. This led to some interesting strained acronyms based on the names of friendly children's entertainment characters. vSOI: Corrupting young minds for over 20 nweeks. Oh, and this isn't prose. This prop started as prose, but it wasn't going to work, so that idea was scrapped and this piece of exposition was stuck in. So don't rate it. We now return to your regularly scheduled proposal already in progress:]]

{
In rule 1341.B, add subsections:

B.3. Power Plants
Power Plants are Improvements. Power Plants cost 300 BNS and one Can of Whoopass. Each Power Plant produces 100 units of Power per nweek. Other improvements which require Power may only draw those Units from Power Plants owned by the player who owns the improvement requiring power. If a player does not have enough Power to power all Improvements they own, a random Improvement that player owns which requires Power is scrapped.

B.4. Mines
Mines are Improvements. Mines cost 25 Points and 500 BNS. Each Mine may be linked to a Factory. A Mine may occupy the same Grid space as a Factory if they are linked and are the only Improvements on that Grid space. Mines require 40 units of Power each nweek and produce 20 RUs each nweek if they are not linked to a Factory, or require 50 units of Power and produce 15 RUs each nweek if they are linked to a Factory.

B.5. Factories
Factories are Improvements. Factories cost 25 Points and 20 RUs. Each Factory may be linked to a Mine. A Factory may occupy the same Grid space as a Mine if they are linked and are the only Improvements on that Grid space. Factories require 50 units of Power each nweek. If a Factory is linked to a Mine, the Factory produces 100 BNS each nweek. If a Factory is not linked to a Mine, it produces 10 BNS each nweek.

B.6. Defense Platforms
Defense Platforms are Improvements. Each Defense Platform requires 10 Power each nweek. Up to two Defense Platforms may be placed on each Grid space, provided no other Improvements occupy that Grid space, or one may be placed on a square already containing an Elbonian Airways, Elbonian Starways, or Power Plant.

B.6.1. TIGGERS
Tactical anti-Infantry Ground to Ground Energy Repeaters, or TIGGERS, may be purchased from vSOI for 10 RUs and 150 BNS. TIGGERS may attack enemy Armies up to two Grid spaces away, dealing damage once per nweek per enemy army as though they were an enemy army with 50 Attack Power and 1 Strength.

B.6.2. THUMPERS
Tactical Heavy Uber-Mega-Powerful Explosive Railguns, or THUMPERS, may be purchased from vSOI for 25 RUs and 300 BNS. THUMPERS may, once per nweek, attack an enemy army which is two or three Grid spaces away, dealing damage as though they were an enemy army with 200 Attack Power and 1 Strength.

B.6.3. SIMBAS
Surface-based Interception Missile launchers: Barney And Speeders, or SIMBAS, may be purchased from vSOI for 10 RUs and 150 BNS. SIMBAS may, once per nweek per speeder, fire upon any speeder within three spaces, removing 25 Integrity from that speeder. SIMBAS may also be used to fire KEMOSABE missiles, which must be purchased seperately.
}
}

[[BvS]]

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