bd on Fri, 15 Dec 2006 22:17:04 -0700 (MST)

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Re: [s-d] [s-b] Reconciling physics

Jake Eakle wrote:
> I really like this. A few comments:
> On 12/15/06, bd <nomic@xxxxxxx> wrote:
>> Immediately after a Transaction Succeeds, Annihilation occurs. If the
>> number of point-antipoint pairs that would be destroyed in that
>> Annihilation is less than the number of point-antipoint pairs Fluxed in
>> that Annihilation, the Transaction fails.
> I'm not sure what this means. Should the last instance of 'Annihilation' be
> 'Transaction'? If so, why should your transaction fail just because you
> somehow managed to get rid of some antipoints? I think it should only fail
> if you have more antipoints than points, not the other way around.

The idea is we want the overall number of points or antipoints created
in the progress of the transaction to be zero. If you flux a bunch of
antipoint/point pairs and end up with more points than you started, go
ahead and annihilate them.

I also don't like breaking the symmetry of antipoints/points too much.
After all, who says that points have to be good, and antipoints bad? :)

> Alternately, it wouldn't have to fail even then - you could just have a rule
> under which terrible, terrible things happen to players with only antipoints
> after annihilation occurs. Perhaps they would lose their status as players
> entirely, and have to rejoin the game and start from scratch.

That's a bit too horrible for me, particularly as it might be a mistake.
I'd much prefer just voiding their action...

> On 12/15/06, shadowfirebird@xxxxxxxxx <shadowfirebird@xxxxxxxxx> wrote:
>> For example, we can't have a shop where items are purchased with points.
> Why not? Even under the current wording, you could have one of these. If you
> tried to Flux a bunch of points to buy more stuff than you could really
> afford, the transaction would just fail, but if you just bought things with
> the positive points you have, it'd be fine.

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