Alex Truelsen on Tue, 10 May 2005 21:49:09 -0500 (CDT) |
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Re: [s-d] Re: [s-b] BvS submits p65 I Find problem. |
Comments are ignored in that they can't directly change the ruleset, but a proposal with a story written within comments is a story proposal and recognized as such. So it works out. Comments also aren't completely ignored - explanations in comments can attempt to explain how a rule should be interpreted, they just don't have force of law. [[BvS]] On 5/10/05, eugman@xxxxxxxxxxx <eugman@xxxxxxxxxxx> wrote: > > 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 > _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss