Orc In A Spacesuit on 13 Oct 2002 19:53:01 -0000 |
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[spoon-discuss] Some new ideas |
One thing though - as I went through, I kept getting ideas for how to improve the game, but would be actual new content changes, and that's not what I'm trying to do. So I've got a list of ideas about at page long, mostly just a few words each to remind me of what it is. And that's ok; that's proposals material for later.
However, There are two things that I've thought up that are new content, but not totally new, and I feel that putting them in would helps the overall prop because they add cohesiveness and functionality. So I wanted to run them by you guys, and see if there are any objections:
First, a bit of a change in Location Substances, and they get Attributes too. Here's the important parts:
{{ In this section, the character ~ means not.The Substance of a Location may be Void, Air, Ice, Water, Mud, Tundra, Dirt, Turf, Gravel, Rock, Ash, Lava, or Bedrock.
If a Location is both Burning and either Wet or Frozen, it loses all of those 3 attributes that it might have. If a Location has the following Substances and Attributes, the following effects happen:
Substance Attributes Effects Ice ~Frozen The Location gains the attribute Frozen.Ice Burning The Location loses the attribute Burning, and its substance becomes Water.
Water ~Wet The Location gains the attribute Wet. Water Frozen The Location's substance becomes Ice.Water Burning The Location loses the attribute Burning. If the Location is in The Grid, The Location's Elevation decreases by 1 and it's substance becomes Dirt. If the Location is not in The Grid, the Location's Substance becomes air and Type becomes Free.
Mud ~Wet ~Frozen The Location's substance becomes Dirt. Mud Frozen The Location's substance becomes Tundra. Tundra ~Frozen The Location's substance becomes Mud. Dirt Wet The Location's substance becomes Mud. Turf Burning The Location's substance becomes Ash.Gravel Wet The Location's substance becomes Turf.[[Millions of years or erosion...]] Ash Wet If the Location remains Ash and remains not Burning and not Frozen while wet for a total of 10 ndays, it's substance becomes Turf.
Lava ~Burning The Location gains the attribute Burning.When a Player enters a Location that is Burning, e loses 2d5 points. For every nday beyond the first in that Square, if that Player is Off Leave for any part of that nday, e loses an additional 2d4 points.
Whenever a Physical Object is in a Location of Substance Lava, it has a Calamity.
At the beginning of each nday, the following effects occur for Locations in each Region: If the Temperature of the Region is negative, all Locations that are Wet become Frozen, then all Locations that are Burning become not Burning, then all Locations that are Lava become Rock and Burning. If the Temperature of the Region is greater than 0, then all Locations that are Ice become Water, and all Frozen Locations become Wet and not Frozen. If the Temperature of the Region is greater than 20, then all Locations become not Wet. If the Temperature of the Region is greater than 100, then all Locations become Burning. [[Ouch, but not possible under current ruleset]]
}}Note that those are Locations; when we make new 3D grids or whatever, these standard rules will already apply, unless we say otherwise.
The other idea is about the Weather. One thing I'm doing is fixing it so temperature doesn't automatically max out in the summer, but that's no biggie. The biggie is new effects for the seasons. Here's the entire Weather rule after my changes:
{{ A. SeasonsIf it is currently the first, second, or third nweek of the current nyear, the Season is Winter. If it is currently the fourth or fifth nweek of the current nyear, the Season is Spring. If it is currently the sixth, seventh, or eighth nweek of the current nyear, the Season is Summer. If it is currently the ninth or tenth nweek of the current nyear, the Season is Autumn.
B. Updating the WeatherThe Weather is updated at the beginning of the first and sixth ndays of each nweek. Whenever the Weather is Updated, the following effects occur for each region:
{ A value X is used for calculations in this section. X is set to 1d15. If it is Winter, subtract 10 from X. If it is Spring or Fall, add 10 to X. If it is Summer, add 20 to X.A 1d100 is rolled the Weather of the the Region is set to the following value, and the following effects occur in that Region
Roll: 01-10 Weather: Sunny Add 1d5 to X Roll: 11-20 Weather Cloudy If it is Winter, subtract 1d3 from X. Roll: 21-30 Weather: RainSubtract 1d5 from X, and 15 random Locations become Wet. All Locations lose the attribute Burning. If it is Spring or Summer, turn 1 random Dirt Location to Turf.
Roll: 31-40 Weather: SnowIf it is not Winter, re-roll the 1d100. If X is above 0, subtract 10 from X, otherwise, subtract 1d5 from X. 5 random Turf Locations become Tundra. All Locations lose the attribute Burning.
Roll: 41-50 Weather: HailIf it is Summer, re-roll the 1d100. All Physical Objects that have HP that are not in the possession of an Entity lost 1 HP.
Roll: 51-53 Weather: Toad GasA random player becomes a toad, and remains one until the weather is next updated.
Roll: 54-64 Weather: Raining Gnomes5 Gnomes of random types are created in random empty Locations in the region. If it is Summer, an additional Summer Gnome is created in a random empty location and if it Winter, an additional Winter Gnome is created in a random empty location.
Roll: 65-69 Weather: Raining Cats and DogsPlayers may not Move, Run, or cause Airspeeders to move while the Weather is Raining Cats and Dogs.
Roll: 70-75 Weather: Raining Sulfur if it?s not Winter, Choking Ash if it is. If it?s not Winter, 10 random Locations become Burning, and if X is lower than 35, set it to 35. If it?s Winter, 10 random Locations become Ash, and while the Weather remains Choking Ash, Players may not Run, and Airspeeders may not move [[ash in engines]].
Roll: 76 Raining MenWhile the Weather is Raining Men, all players? Genders are considered to be Male until the precipitation Type is no longer Men.
[[Freezing rain was taken out because in actuality, freezing rain is rain when it?s cold, and it makes the ground Frozen. Which the rules do if it rains when it?s cold]]
Set the Wind of the Region to (5d6 ? 5 + the old wind of the region)/2.Subtract the Wind of the Region from X, unless the Weather is Sulfur. [[It burns!]] The Temperature of the Region is set to (X + the old temperature of the region)/2.
}If the Wind of a Region is 11 to 20, inclusive, any Airborne objects are Thrown Elbonia-Style at eir intended target. [[If you throw something, it?ll immediately become Airborne, so it?s immediately picked up by this.]]
If the Wind of a Region is greater than 25, Airborne objects are Thrown Elbonia-Style at a random Location in the Region.
}}Well, there it is. It may look like I took some important parts out, but I stuck them under other rules for simplicity.
While this one isn?t quite that 3D-grid friendly, neither was the original, and this is still editable.
What do you guys think of these ideas? They can be stand-alone, but since in the current ruleset they affect so many different things, I'd be hard to do without glitches.
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