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