eugman on Tue, 10 May 2005 20:35:01 -0500 (CDT) |
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[s-d] Re: [s-b] BvS submits p65 I Find problem. |
If comments are ignored by the rules how can players recieves chips for making a story proposal? > BvS has submitted a new proposal, p65. > > --------------------------------- > Proposal 65/0: [[The Baron's Story, Chapter One]] Lengthiness Is Because It Does > Oodles [[LIBIDO]] > A Standard Proposal by BvS > Last modified on nweek 88, nday 3 > > [[ > Two nweeks ago: > > With a throbbing hum and the roar of the landing fans, the luxury speeder > touched down gently. As the engines whined slowly towards a full stop, a ramp on > the underside of the vehicle eased open. A dark figure in a cape marched down > the ramp with a buisnesslike stride that bespoke dignified urgency. Several feet > from the base of the ramp, the figure stopped, and put its arms behind its back. > As its shoulders flexed, a quiet crunching noise and a relieved sigh floated > gently into the night. A second figure now exited the speeder and joined the > first. > "You seemed to be in a bit of a hurry, sir." > "It's been a while since I saw this place. That and I couldn't breathe the > canned air in there a second longer. I swear, I was going to suffocate. What've > you got there?" > "Intel sent this report just now on the state of things in the city these days." > "With their usual haste, I see. We're /in/ the city." > "Intel isn't what it used to be, sir." > "Nothing is, Campion. Nothing is." The caped figure looked around. "Why is it so > dark out here?" > "The floodlights haven't had maintenance done in almost a year, sir, and it's > probably a good bet that the generator has been picked over for parts by now." > "Figures." > "Would you like to read over this report, sir?" > "I'll look it over later. For now, just give me a quick rundown." > "Yes, sir. It seems that there was something of a catastrophe a little while > back. Most of the city entered a state of existence flux and ended up choosing > nonexistence, and the rebuilding just started from the remants in the city core > and the outskirts, like here." > "Well, I suppose it'll be easier to get around now. How about my holdings, > anything left?" > "It looks like there is almost no trace of vSOI or vSET in the city any more. > Everything is changed pretty significantly." > "Figures. You spend a few nyears out in the Empire territories and nothing is > left alone. Well, I'm back now for good. Order the transport of our resources at > Exile Base returned to the city." > "Yes, sir. Anything else for now?" > "No. Wait, yes. Make sure everyone remembers that things are a little different > here - some of the honorifics we used at Exile need to be dropped. Don't want > the other Players thinking I'm putting on airs." > "Which ones, sir?" > "Let's just go with all of them. Some of those were a little silly." > "Yes, sir." > "Let's get some rest. Tomorrow's a big day, after all. We have to let everyone > know that the Baron is back!" > "...I thought you weren't using honorifics, sir?" > "Dammit, Campion, I was being dramatic..." > "Shutting up, Baron." > > Present nday: > > The new headquarters was small, but it would do for the moment. It had a few > perks, such as a nice view, a large open field for landing speeders in, and a > secret underground complex. It was a vSOI listening post outside of the city, > equipped with its own bunker. It was also being renovated to include a handful > of other surprises and features as equipment was shipped in from the Empire > territories. > > The Baron watched out the window as a light scout speeder landed on the field > amidst a few other small vehicles. The pilot climbed out and handed a small > object to an officer standing by the landing pad, who turned and entered the > base at a brisk walk. A minute later, the same officer entered the topside > command center and, seeing the Baron waiting for him, walked over and handed the > memory stick over. The Baron nodded a dismissal and turned to the console beside > him to see what the pilot's report was.]] > > Create a new section of the Ruleset named "The Grid" with the following rule in > it: > {{ > == The Grid == > There exists the Grid. The Grid is a square composed of Units. The Grid is 25 > units wide by 25 units tall. The units are unumbered from 1 to 25 horizontally > (the x axis) and 1 to 25 vertically (the y axis). Each Unit can be expressed as > an (x,y) coordinate location. The unit (1,1) shall be below the unit (1,2) and > to the left of unit (2,1). [[So unit (1,1) is in the lower left of the Grid.]] > > Any object which is allowed to occupy a location on the Grid is a Grid Object. > Multiple Grid Objects may occupy the same Grid location except where explicitly > forbidden by the rules. All objects on the Grid occupy exactly one location each > except where a rule says otherwise. Players may not occupy any location on the > Grid, but may control the actions of Grid Objects when a rule permits it. > }} > > [[ > The Baron stood, absorbing this information. Then he began typing and clicking > away at his console furiously. A few minutes later, he removed the memory stick > from its slot and gave it to the officer on duty. "Take this down to R+D and > tell them that I want a rough on my desk by tomorrow morning." As the officer > left, the Baron looked back at the screen, re-reading what he had written: > ]] > > Add a new rule to the "The Grid" section of the ruleset: > {{ > == Forts == > === Energy Allocation === > There exist Grid Objects called Forts, each of which is owned by a player. No > player may own more than one Fort. Forts may not occupy the same Grid Location > as other Forts. Each Fort consists of a number of sections, initially 100. > Before the end of each nweek, each Player who owns a Fort on the Grid may divide > up to X energy, where X is the number of sections their Fort has, between their > Offense, Defense, or Special. Those allocations must be further specified as > follows: > > ==== Offense ==== > Forts have an attribute called Range. Each Fort's Range starts at 5. An > otherwise legal target is in Range of a Fort if the square of its distance from > that Fort in the horizontal direction plus the square of its distance from that > Fort in the vertical direction is equal to or less than the square of that > Fort's range. Otherwise legal targets must be in range of a Fort in order to be > legal targets. > > Offense energy must have a legal target specified. Forts may target multiple > legal targets with Offense energy each nweek. Offense energy will be divided > equally among all legal targets specified, with any remainder randomly allocated > among those targets, unless otherwise specified by the player when they allocate > energy. > > Legal targets include: > * Other Forts > > ==== Defense ==== > Defense energy is assumed to be allocated to the Fort it originates in. > > ==== Special ==== > Special energy must be allocated as stated in the rules defining each Add-On to > be activated. > > === Nweekly Resolution === > Allocations of energy should be sent privately to the Minister of Forts before > the end of each nweek. Allocations sent publicly will not be recognized. At the > beginning of each nweek, each Fort loses Y sections, where Y is the total > Offense energy allocated to that fort by other forts in the previous nweek minus > the total Defense energy allocated to that Fort in the previous nweek. If Y is > less than or equal to zero, the number of sections the Fort has remains > constant. > > === Add-Ons === > There exist Grid Objects called Add-Ons. Unless otherwise specified, each Add-On > occupies the same location as the Fort it is attached to. An Add-On is attached > to the Fort owned by the Player who bought it when it is purchased. Each Add-On > must have a purchasing cost and an effect on the Grid. Add-Ons may also have > activation costs, to be paid each time they are used. > }} > > Create the following type of Add-On: > {{ > __Fort Sections__ > > Cost: 1 Genechip > Effect at purchase: Adds 3 to the number of sections in the buyer's Fort. After > this effect is recorded, this Add-On does not need to be tracked. > }} > > [[The next morning, there was indeed a rough plan for a Fort on the Baron's > desk, with a note attatched: "Looks good, boss, but how's anyone going to pay > for it? Also, Intel says they're not sure they'll have the resources to keep > tabs on ten other Forts."]] > > Add the following text to rule 3-11: > {{ > Each player recieves a number of Genechips equal to one tenth the number of > sections in their Fort, rounded to the nearest integer. > }} > > Add a section to rule 4-4: > {{ > === The Ministry of Forts === > > The Ministry of Forts is a Ministry; its Minister may be called the Em-Ay. The > Em-Ay is responsible for maintaining a Public Display tracking the state of each > Fort - its location and other attributes, the number of sections it has, and its > Add-Ons. At the start of each nweek, the Em-Ay is responsible for resolving the > results of each Fort's allocation of energy. If the Em-Ay owns a Fort, it is > expected that e will not read any other player's Allocation before the start of > the nweek after those allocations are recieved. > }} > > [[Yes, that would do nicely. It was, of course, the Baron's hope that an all-out > war would not be started on the Grid. The previous Grid had been too chaotic, > too hard to track. This time, Forts would allow players to hold their own > sections of the Grid, lending some control to the system. People could fight if > they really wished, but perhaps they would be satisfied to stay peaceful... most > of the time. There was only one thing left to do.]] > > Give each Player who voted on this proposal a Fort. Players have one nweek to > place their Fort on the Grid. At the end of that time, the Em-Ay is empowered to > choose a location for any unplaced Forts. > --------------------------------- > > > > This Message was sent automatically by the Wiki. > Please do not reply to the sender of this message, as your replies will be > ignored. Thank you. > _______________________________________________ > spoon-business mailing list > spoon-business@xxxxxxxxx > http://lists.ellipsis.cx/mailman/listinfo/spoon-business _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss