Bill Adlam on 10 Jan 2004 21:59:06 -0000 |
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[spoon-discuss] Political Robot Grid Tafl |
How about combining Political Tafl with Grid Robots? The grid would be 2-dimensional and large - something from 30 to aleph-null squares on each axis - with debris in predetermined places. Each player has a Hnefi, and can create pawns as described below. If a chunk of debris is flanked by two pieces belonging to the same player or allied players, it is converted to energy or directly to points, shared equally between those player(s). An exception is when the capturing piece is a Hnefi: in this situation nothing happens unless the other piece involved belongs to a different but allied player, in which case the debris becomes a pawn under the control of the Hnefi's player. Enemy pieces can also be captured, and converted to energy or pawns (pawns should provide more energy than debris, and Hnefi still more). If a Hnefi is captured, its owner's pawns become debris, and e is out of the game (but can start again). The Hnefi now doesn't need to escape, but you have to risk moving it about if you want to build more pawns. Moves are submitted in advance - perhaps in the first checking period of the nweek, with up to one move per nday of the other 2 checking periods (this gives us some time at the start of each nweek to validate the board state and plan our moves). A move would give start and end coordinates - if the player has a piece at the starting position on the nday in question, it moves until it reaches the endpoint or encounters an obstacle. If we want to make things more complicated, players could have more direct control over their Hnefis (which are their avatars) than pawns (which are more like programmable drones). The players will tend to clear the rubbish from the grid (which is perhaps highly desirable). We could finish the game when the grid is clear, add more to keep the game going, or use an infinite board. The debris placement algorithm ought to make it impossible to move infinitely far because there will always be an obstacle in the way. We could have an infinite grid, but have other restrictions on movement, e.g. forbid pieces to move further than +-n from the origin in the nth nweek of the game. I think alliances are more workable if players are grouped into teams. Any player can start/join a team, subject to the restriction of no more than 3 players per team. This prevents too many players ganging up to oppress someone, and also prevents everyone from combining peaceably to mine debris, either of which would be bad for gameplay. Sagitta ________________________________________________________________________ Yahoo! Messenger - Communicate instantly..."Ping" your friends today! Download Messenger Now http://uk.messenger.yahoo.com/download/index.html _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss