Martin R Crowther on Mon, 7 Mar 2005 20:58:46 -0600 (CST)


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Re: [s-d] Re: [s-b] [auto] RainbowWolfe submits p2026


Damn! Thought I'd done well... anyway (before I re-submit) here goes -
(think I may have got too technical on myself!)

RW

RainbowWolfe has submitted a new proposal, p2026.

[snipped]

Traps may be displayed "x/y" where x is the number of Traps in the Arena and y is the number of Traps available to the Arena.
>
Is this supposed to be the only displayed record of the Traps? That is, are they invisible once in the Arena, so that nobody knows which Cubes have them? And if so, who's responsible for knowing where they are?

No, they can be displayed wherever - it was just a suggestion of how the traps can be displayed as a fraction. Players can see traps (as you may have guessed when reading Air Jet) so keeping track of them is easy enough. Although I should propose an asci for Traps in the Arena. How about '@' ? Seems obscure enough and no one else is using it I think.

{{
[[Traps may be displayed "x/y" where x is the number of Traps in the
Arena and y is the number of Traps available to the Arena.]]
[[if x <= (y/2) then y+1 and x=y]]
Traps shall be displayed in the Arena using the asci symbol '@'.
}}

[snip]


-the moving
Traps are to be placed in any randomly determined location that is empty.
Traps may also be moved this manner, or may move to any cube that is orthagonally adjacent to its previous position.

Ok, so that clarifies how the traps are replenished. But what do you mean by "moved [in] this manner"? Do you mean that they can be moved to any random empty cube? Also, is this a description of what to do when the rules say a trap moves, or is it a power players have, i.e., would I be able to move a trap as described above?

Sorry, was going to type it all out again but thought that was going too far - it'll get changed to:
{{
-the moving
Traps are to be placed in any randomly determined location that is
empty.
Traps may be moved to a randomly determined location, or may move to any cube that is
orthagonally adjacent to its previous position.
}}
I was considering that players could gain the power to move traps, possibly when they take a trap off the board. I didn't realise I was considering this when writing the original prop though.


Each checking period one randomly chosen Trap is Moved.

Is it also random where it's moved to and which method of motion it uses?

{{
Each checking period one randomly chosen Trap is Moved to a random location, unless a Trap has already been moved this checking period. [[Traps are seen to have moved at the end of the previous checking period rather than the start of the next, although for convenience they will probably be moved when a check point is declared.]]
}}


-the dying
Any avatar entering a cube that contains a trap is killed [[feel free to enter your own descriptions of the death here]] and the player must decrease a single one of eir eir Stats by 1. The Trap is removed.
}}

{{
Any Avatar entering a cube that contains a trap is killed [[feel free to enter your own descriptions of the death here]], the Trap is removed, and the player must decrease a single one of eir Stats by 1 before creating a new Avatar.
}}


air jet

-firing
The target Avatar must be orthagonally adjacent to, or sharing the same Cube as, the Avatar. With probability AvPower / (AvPower + AvSkill), a Jet Hits a randomly chosen cube orthagonally adjacent to the specified one. Otherwise, a Jet Hits the specified Cube. If the target shares the same cube then, for this one shot, AvSkill=AvSkill*2 (not exceeding the maximum AvSkill limit).
(The attributes refer to the Player Taking the Turn.)

It would be more readable to remove the last sentence and instead just say the shot hits a different square with probability "AvPower / (AvPower + 2*AvSkill)". Also, the first sentence suggests that an air jet should be fired at an Avatar, while the second says that it actually hits a Cube.

I'm trying to make hand to hand combat a possibility (Each cube may contain any number of Avatars), by changing the power at close range.
And sorry, my mistake. Cut n paste! (And not realising what I wrote :S )

{{
-firing
The target Avatar must be orthagonally adjacent to, or sharing the
same Cube as, the Avatar. With probability AvPower / (AvPower +
AvSkill), a Jet Hits a randomly chosen cube orthagonally adjacent to
the specified one. Otherwise, a Jet Hits the specified Cube.
If the targeted Avatar shares the same cube as the firing Avatar then, for this one shot,
AvSkill=AvSkill*2 (not exceeding the maximum AvSkill limit).
(The attributes refer to the Player Taking the Turn.)
}}

[snip]


If the targeted Avatar shares the same cube then the targeted Avatar is propelled in the chosen direction with the same probability as the shot was taken with, otherwise the Avatar is propelled into a randomly chosen cube orthagonally adjacent.

What "chosen direction"? Who chooses?

{{
is propelled in the direction chosen by the targeting Avatar when the shot is declared, and with the same probability as the shot was taken...
}}


If the targeted Avatar is backed against a wall, edge, or corner then probability of adjacent squares is 4, 3, and 2 respectively [[not counting the direction the shot came from]].

Couldn't you just say "If the Avatar cannot be moved in the proper direction, a possible direction other than the one the shot came from is chosen at random instead, with equal probability."? That also takes account of the possibility that the shape of the Arena might change in the future, or that it might become impossible to enter some squares.

Hmm. Yeah! Although I was trying to keep some degree of control to whomever fired the shot.
Targeted AV as suggested.

An avatar Hit by an Air Jet is not destroyed.


flame thrower

Fire replaces any water in the Cube Hit.

-firing
The specified cube must be orthogonally adjacent to the Avatar. With probability (AvPower / (AvPower + AvSkill)) / 2 , a Jet Hits a randomly chosen Cube orthogonally adjacent to the specified one. Otherwise, a Jet Hits the specified Cube.
(The Attributes refer to the Player Taking the Turn.)

Dividing by two here makes it *more* likely that you'll hit the target Cube. Is that the intended result?

Yes. Makes it twice as easy to use but with only half the bonus.


Personally, I wouldn't mind seeing every weapon's accuracy rephrased as the probability of hitting rather than a probability of missing. I have no idea why the current rules do it the other way.

I'd agree. I was just using cut and paste to keep it in line with wording that had already been used.


-hitting
When an entities' Avatar Fires a Jet of Flame, the Jet of Flame hits a cube containing a different Avatar, and that different Avatar Gets Destroyed, then the entity whose Avatar did the firing is said to have Toasted the entity whose Avatar was destroyed.

Maybe I'm missing this, but nothing seems to indicate under what circumstances the Jet of Flame would destroy an Avatar.

Neither did it for water (that i noticed), I was just following game convention on this one.


Rock

Rocks are heavy, so a Avatar may only hold a rock if e posseses no other weapons. An Avatar may only hold one rock at a time.

-firing
The targeted Avatar must be orthogonally adjacent to, or sharing the same cube as, the Avatar. With probability AvPower / (AvPower + AvSkill) , a Rock Hits a randomly chosen Cube orthogonally adjacent to the specified one. Otherwise, a Rock Hits the specified Cube. If the target shares the same cube then, for this one shot, AvSkill=AvSkill*2 (not exceeding the maximum AvSkill limit).
(The Attributes refer to the Player Taking the Turn.)

Again, "AvPower/ (AvPower + 2*AvSkill)" would be more precise.

I'll just put 'yes' here. (That way I can find the change again later :D )


-hitting
When an entities' Avatar throws a Rock and the Rock Hits the targeted Avatar, then the targeted Avatar decends rapidly down to the floor of the arena [[as logic would dictate - straight down]].

I don't think logic dictates which way is "straight down" - based on the description in the rules, there's no difference between the directions, and even if you go based on the current representation (which isn't rule-mandated, I could rotate everything or display it all differently if I wanted to), there are still two directions that could be called "up-down".

{{
-straight down]]. Down is always level/grid 1 of the Arena, whatever level/grid 1 may be.
}}


When an Avatar is Hit by a Rock e decreases a single one of eir Stats by one. The Rock disintegrates and is no more.

For stat increases, it makes sense to let the Avatar have a certain amount of time to upgrade emselves, and then to have em lose the chance if e doesn't. Here, though, there's nothing to deal with the case where the targeted Avatar fails to choose a Stat to decrease; having em "lose eir chance" would of course be silly, so we can't use any sort of game precedent to define what happens.

An Avatar Hit by a Rock is not destroyed.[[only dazed! :D]]

This should make Players call on other players who don't decrease eir stats, and also gives the player the chance to decrease eir stat. i.e. They should be safe until they make a move. Then all chaos begins and they could lose all they have very quick!

{{
When an Avatar is Hit by a Rock e decreases a single one of eir Stats by one before e may make any move within the Arena. The rock disintegrates and is no more.

[[An Avatar Hit by a Rock is not destroyed. [[only dazed! :D]]

If an Avatar is found, and it is declared on the public forum, to have taken a move and e has not decreased a Stat e should have decreased, then the number e should decrease eir Stats by is increased by one. If the number that e should decrease eir Stats by becomes greater than half the Stats that they own then the player to declare it may increase eir Stats by one (before the next checking period). The player who should have decreased eir Stats loses any Arena items and has eir Stats for the Arena reset to New Player.
}}

[snip]


If an Avatar has no way of targeting other Avatars then e is given a Water Jet upon entering the Arena. New Players are given a Water Jet automatically. Continuing players must declare they have no weapon when they create a new Avatar.

Some of the above Jets target cubes rather than Avatars, so one could argue that even having a Water Jet I could claim another on the grounds that none of my weapons are Avatar-based.

Good point.
{{
If an Avatar has no way of targeting any other Avatar or cube then e is given a Water Jet upon entering the Arena. New Players are given a Water Jet automatically. Continuing players must declare they have no weapon when they create a new Avatar.
}}
OR
{{
If an Avatar has no weapon within the Arena then e is given...

A Water Jet, Air Jet, Flame Thrower and a Rock are weapons
}}
-although I'd probably add this last line into the individual weapons descriptions. I did want to keep it so that if an AV had an arena tool e couldn't get a new weapon without buying one. That's just a limitation I was trying to add.

replace:
"When a Jet Hits a Cube, no Avatar may enter that Cube until the current nweek ends. The Cube is said to be Filled with Water."
[[or whatever it may be if p2016 passes]]

Yeah, it's something else now.

I know. I thought It'd pass as I was writing this.


with:
{{
When a Jet Hits a Cube, no Avatar may enter that Cube until the current nweek ends. The Cube is said to be Full [[of whatever it is the cube is Full of]]. Full cubes are reset to empty at the start of the next consecutive nweek. Any Arena Tools contained in these cubes are replaced in randomly determined cubes.
}

'replaced' should probably just be 'placed'

Assume done!


replace:
"When an entities' Avatar Fires a Jet of Water, the Jet of Water hits

[snip]


with:
_Arena Weapons_
_Traps_
[[as listed above]]

I think Traps is distinct enough from everything else that it would be better off in its own rule.

Just trying to keep everything in one place. I read through the archives (good fun but took ages) and noticed that eventually The Grid became the cover all rule for most of what went on in it. Makes it easier than trying to piece it all together - although I suppose I could prop that later if it became an issue.

Also trying to give each weapon it's own style. Water - as is. Fire - twice as easy. Air - ability to move people into things - traps for example :) (easier when at close range). Rock - harder to get, but easier to use at close range and direct bonus for using.

Suggestions in an email please. (Then I'll re-prop the prop).


--
Wonko

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