Wonko on 14 Oct 2002 03:54:02 -0000


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Re: [spoon-discuss] Some new ideas


Quoth Orc In A Spacesuit,

> Well, I won't say much about what you all hate hearing about, but I will say
> I am close.  I can feel it.  It's feeling cohesive now.
> 
> 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. Seasons
> If 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 Weather
> The 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: Rain
> Subtract 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: Snow
> If 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: Hail
> If 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 Gas
> A random player becomes a toad, and remains one until the weather is next
> updated.
> 
> Roll: 54-64 Weather: Raining Gnomes
> 5 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 Dogs
> Players 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 Men
> While 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.

I think I want to Tango. I think I'll vote against anything that infringes
upon my right to Tango.

But otherwise, looks good. :)

-- 
Wonko

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