Alex Truelsen on 23 Jun 2002 21:01:06 -0000


[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]

Re: [spoon-discuss] Re: [Spoon-business] DimShip redo


> A.2. Virtual Dimensions
>
> A Player's virtual dimensions are the values of eir real dimensions, plus the > buoyancy and minus the ballast of whatever DimShip e is currently occupying at
> the time.  A virtual dimension cannot differ from the corresponding real
> dimension by more than |100|.

So then, something like, say, a radar tower, which adjusts players' radar dimension to be 3 higher than it would be otherwise suddenly doesn't have any effect?

-Is Radar a dimension? Where is it defined as such?-

> A.4. Coupled Ships
>
> A coupled DimShip is two or more DimShips connected together and functioning > as a single ship. Ballast and buoyancy for a coupled DimShip are still each > limited to 50, but are multiplied by the number of single ships in the coupled > ship. E.g. if a coupled ship contains three single ships, and the coupled > ship's buoyancy is set to 10 respect, the modification applied would be +30
> respect.

So if you couple twenty DimShips and launch at +50 Score, you win an
infinite number of times?

-No, because your Score dimension cannot be altered by more then 100. See Section A.2.-

> B.2.3. Pilots
>
> A pilot can be hired for 10 points, and will then charge 2 points per nweek
> starting with the following nweek unless and until the Pilot is fired.  A
> Pilot can board and disembark a Landed DimShip, or can move from a single
> DimShip to another within a coupled DimShip, or can move from one DimShip to > another if their ballast and buoyancy are the same. If the DimShip the pilot > is moving to does not belong to the Player who hired the Pilot, the owner of > the DimShip must explicitly permit the Pilot to enter on the public forum.

I've looked around through the rest of this, and I see absolutely no use for Pilots. What are they good for?

-That's under Section C.3, where it says that you or your pilot must be on a DimShip to move it.-

> C. Use
>
> C.1. Launching and Landing
>
> A DimShip is put into active use when it is Launched. A DimShip is taken out > of active use when it is Landed. Launching occurs at the end of the nweek. > Landing can occur at any time, and results in buoyancy and ballast being set
> to 0.  A DimShip reduced to 0 buoyancy and ballast capacity Lands
> automatically.

Why lands automatically? Can't we decide to cruise at our normal levels for a bit, perhaps to get off a shot at another ship, then fly off to another region without having to wait for another Launch?

-Actually, I'm with Wonko on this one.-

> C.2. Occupying
>
> A Player can board (enter) a DimShip e owns if that DimShip is landed.  A
> Player can move from a DimShip e occupies to a DimShip e owns if the DimShips > are in the same location. A Player can board a DimShip e doesn't own, or move > from a DimShip e occupies to a DimShip e doesn't own in the same location, if > the owner of the DimShip explicitly permits. A Player can force other Players > and Pilots the Player has not hired off a DimShip e owns if the DimShip is
> Landed.
>
> A Player only occupies a single DimShip at a time.

Shouldn't that last statement be a restriction, as opposed to a declaration of fact? We don't have any provisions for the ruleset simply being wrong - like if it says 'A Player only occupies a single DimShip at a time', but a player is occupying two DimShips at once...

-"A player may only occupy..." perhaps?-


> C.4. Coupling
>
> A Player may couple any number of DimShips e owns in the same dimensional
> location to produce a coupled DimShip. A Player may uncouple DimShips from a > coupled DimShip at any time; the uncoupled DimShips are considered to remain
> at the same dimensional location as the coupled DimShip.

What happens if a player occupies a Coupled DimShip, then uncouples it?
Technically, the player was occupying all of the individual DimShips before hand; which does e occupy now? If e still occupies all of them, then one of the above sections is wrong, as it states that this is not the case.

-Well, unless they're cruising at b/b = 0, there are Pilots on all of the Coupled DimShips save one- the one the player occupies. The player must have occupied one Ship before the Coupling, perhaps they still occupy it, unless they explicitly state otherwise?-

Also, might it not be a good idea to mention that only uncoupled DimShips may be coupled? The above def'n seems to imply that a new DimShip is created upon the coupling that is made up of other DimShips; what stops one from coupling two sets of 5 into two Coupled DimShips, then coupling the two of them together? Admittedly, I see no reason why it would ever help anyone to do that, but then again, up until recently I saw no reason why it would be helpful to throw Gnomes out for 5 points :)

-It would only hurt you, wouldn't it? You'd be stuck with two, having paid for ten. That's 800 points (plus Equipment) down the drain. (Although, if you've got the points to buy 10 DimShips, you've got 1000 points. Don't buy the Ships, win the game. Just a thought.)-

> If a DimShip's ballast or buoyancy capacity is reduced below N, where N is the > number of Guns and Armor the DimShip carries times 10, first Guns and then > Armor are destroyed until N is at or below both buoyancy and ballast capacity.
> Destroyed Guns and Armor no longer count as ballast or buoyancy.

Guns and Armor count as ballast and buoyancy?

-That's B.2.1 and B.2.2, where they're defined as adding Ballast and Buoyancy to the Ship.-

> In addition to the above, if a Player possessing the Sushi occupies a DimShip > with a Gun, e may, once per nweek, shoot the Sushi at a Player in a DimShip in > the same realm. This is equivalent to forcefully giving the Sushi to another > Player, but does not require the Sushi to be owned for four ndays. (This takes
> precedence over Rule 213.)

So if you're riding in a DimShip that is also occupied by the player with the Sushi, and your ship has a gun, your passenger can shoot the Sushi at you?

-Sure, why not? It's a dorsal cannon, and what goes up...-

--
Wonko

                                          -BvS-

_________________________________________________________________
Join the world?s largest e-mail service with MSN Hotmail. http://www.hotmail.com

_______________________________________________
spoon-discuss mailing list
spoon-discuss@xxxxxxxxx
http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss