| bd on Fri, 15 Dec 2006 07:14:57 -0700 (MST) |
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| [s-b] Reconciling physics |
I amend my proposal 0047 to read as follows:
{{
__Virtual Particles__
Conflicts: 0048 [[ Win by points abusable ]], 0053 [[ Conflicting ideas ]]
Create the following rule:
{{
__Idle timer__
The Game is said to be Idle whenever a finite, non-zero length of time
passes in which no changes to the gamestate occur, and the Clock is On.
}}
Amend rule 2-4:
{{
Points and Antipoints are Game Objects which may be possessed by
Players. Points may not be awarded to any player, taken from any player,
or transferred between players, except in ways explicitly permitted or
required by the rules. The number of points a player possesses minus the
number of antipoints they possess may also be referred to as that
player's "score."
Whenever the Game is Idle, Annihilation occurs for each Player who
possesses both Points and Antipoints. Annihilation destroys N Points and
N Antipoints possessed by that player, where N is equal to the minimum
of the number of Points and Antipoints possessed by that player.
Players may as a Game Action Flux Point-Antipoint pairs. Fluxing a
Point-Antipoint pair creates one Point and one Antipoint in the Fluxing
player's possession.
}}
Amend rule 1-16:
{{
All Game Actions that Outsiders perform occur in a Transaction. If the
beginning and end of the Transaction for some Game Actions are not
explicitly stated, a single Transaction is assumed to occur over the
entire message in which the Game Actions are given. A Transaction
consists of a list of Game Actions and assertions about the state of the
game.
The list is considered in sequence. If it would be legal for the
Outsider to take each Game Action within the Transaction exactly as
specified, and each assertion would be true at the time it occurs within
the list if the Game Actions were so taken, then the Transaction is said
to Succeed. Otherwise, the Transaction is said to Fail. If it cannot be
determined with finality and certainty whether or not a Transaction
Succeeds, then the Transaction Fails.
Immediately after a Transaction Succeeds, Annihilation occurs. If the
number of point-antipoint pairs that would be destroyed in that
Annihilation is less than the number of point-antipoint pairs Fluxed in
that Annihilation, the Transaction fails.
The Game Actions in a Transaction that Succeeds occur just as though the
Outsider had taken them individually.
A Transaction that Fails has no effect.
}}
Replace the phrase "more than 100 points" with "a score greater than
100" in Rule 2-3.
Replace "loses 3 points" with "gains 3 antipoints" in rule 2-6.
}}
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