Baron von Skippy on 11 Jan 2004 05:05:39 -0000 |
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Re: [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. -Remind me again (he said, as though he had ever known), what's aleph-null? Is that infinity, the empty set, the set of all real numbers, the set of all fake numbers, a fake set of matching silverware, seventeen, or what?- > >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. -How about we stick with a finite grid, so we can actually display this on a page? 30x30 sounds good to me. No bigger than 50x50, I think, and even that is stretching things some. Unless perhaps we were to make it more interesting - massive board and each player gets 2 or 3 Hnefis (to speed up the beginning and make the game harder to end)?- > >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. -Well, I see the value of limiting teams - otherwise, best bet for people would be for everyone but one person to team up, then beat the loner to bits, then eject another player and repeat, Survivor-style. No fun for the losers, but the winner does very well. Unless several players, forseeing defeat, split off and band together... this could be pretty interesting any way it goes, I think.- > [[BvS]] _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss