Craig on 26 Sep 2003 10:50:43 -0000


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RE: [spoon-discuss] Tunnelers Change


>>>>> Oops. I guess I'm sending out another message before doing all my
>>>>> work.
>>>>>
>>>>> I suggest that in the rules to Tunnelers, in the description of
>>>>> what happens when a mole kills another, it is added that "The
>>>>> killing Mole may choose any of eir max stats and increase it by
>>>>> one."
>>>>>
>>>>> Sort of as an incentive to go out and do things rather than hiding
>>>>> in a corner discarding cards, praying for a foursome.
>>>>
>>>> Biggest problem I have with this is that there's some "rich get
>>>> richer" to it.  The victor already has an advantage in that e has
>>>> more time than the victim; the victim has to claw eir way back from
>>>> whatever godfersaken corner I stick em in.  That's time in which the
>>>> victor can collect cards and beef emself up.  And while I'm not going
>>>> to comment on the observed strategies of players in the game, I will
>>>> say that the fact that we've actually had a killing indicates it's
>>>> not all hiding in a corner.
>>>>
>>>> Anyone wanna pick a side here?
>>>>
>>> -I'm gonna side with Wonko. Of course the rich should get richer. It's
>>> like gaining experience in one of them big online RPGs. You get a few
>>> kills, you get better. So the incentive is to play smart and win, not
>>> to sit on your ass in a corner. What if the rewards for taking down an
>>> enemy grew as the number of kills they'd scored grew? That way there's
>>> incentive to band with other weak moles to take down the Goliath
>>> that's causing everyone problems.-
>>
>> Okay...but I'm inclined to suggest that it, yes, be an increase to a
>> max stat, but card
>> play (as in, however many two-card plays) is needed to bring the
>> actual stat up to
>> that level, especially in the case of health.  Otherwise, the
>> aforementioned Goliath
>> will just become more invulnerable in the heat of battle, so ganging
>> up on it wouldn't
>> work.

>Perhaps this is overcomplicating things, but what if it took more than
>one kill to 'gain a level'? Then, assign each mole a level, which is
>the sum of all the permanent bonuses it has; killing a mole of higher
>level than you would increase your experience more than killing one
>lesser than you, and you'd get new levels based on experience rather
>than kills, so the Goliath won't actually get much out of stomping eir
>assailants one by one, unless they're of comparable strength to em.

>Of course, then you have the problem that the mole who actually strikes
>the killing blow gets all the exp... and then you've got a new Goliath
>risen from the ranks of the commoners.

(the party members all attempt to gain the exp for killing a naked
catamount...)

* Lore takes off his catamount skin and places it back around the catamount.
* Lore then hits it with the pickaxe again.
<Lore> It twitched!
* tieboy props up the catamout and moves it around fearsomely
<tieboy> argh! look at this deadly battle!

So yeah, if you're trying to emulate the feel of D&D, that sounds perfect.
Otherwise, maybe you should get the product of the number of damage you do
times the level of your opponent. Then, the experience needed goes up with
your level, so you have to fight bigger and bigger things.

Actually, you should only get the exp if your opponent dies before
healing... otherwise you weren't part of a kill.

 -- Teucer

"I think that square is top of cool shape in the world"
 -CUBIC* cube

ragnarok@xxxxxxxxx
teucer@xxxxxxxxxx


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