Jamie Dallaire on Tue, 27 Nov 2007 05:23:44 +0100 (CET) |
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Re: [s-d] RFC: Devices |
Hose... Whether you prefer to do it during or after the refresh, but think it might be time to dust off the framework? Billy Pilgrim On Nov 8, 2007 10:59 PM, Jamie Dallaire <bad.leprechaun@xxxxxxxxx> wrote: > > > On Nov 8, 2007 8:17 PM, Mike McGann <mike.mcgann@xxxxxxxxx> wrote: > > > On Nov 8, 2007 7:19 PM, Jamie Dallaire <bad.leprechaun@xxxxxxxxx> wrote: > > > > While the rules, as they stand, would prohibit that action, the rule > > could > > be changed to allow that action by a device. Since Blueprints basically > > have > > to be created by proposal, you could roll it up into the same proposal. > > I > > think it would be better if the rules explicitly give permission when > > needed > > than to allow devices to change things at will. > > > > I was going to say that it would be tedious to change all the rules for > that, but actually I think you're right. It requires the same amount of > effort to include a provision in a blueprint for overriding a certain rule > as to modify that rule to allow for the blueprint's action to disregard it, > since devices would be created via proposal anyway. > > > > Some rules probably have good reasons for it. Requiring only one > > supporter > > for an usurp is probably a good idea if the active number of players is > > low. > > You wouldn't want the Chariman and MoM to go AWOL holding this device > > and > > not being able to muster enough support to wrest control and turn the > > clock > > on. > > > The 3 person usurp device was just an example, which I also think is a > little high. > > > > If Blueprint "xyz" is destroyed, it ceases to exist, is no longer a > > Blueprint, and cannot conflict with a future Blueprint that may be > > called > > "xyz" > > > Good. That's what sounds most reasonable to me. But as for several of the > other questions in my previous email, I was not only asking because I > wondered about the answer, but also just to indicate that said answer should > be made a bit more explicit in the (future) proposal. > > > > Using the general term works--I'll put those changes in. Also, I don't > > think > > it would be necessary to say in the same type of currency. The rules of > > the > > currency can decide that out when a new currency is introduced. You may > > want > > to have a currency that is not compatible with mackerel, but you may > > want to > > have one that is compatible or equivalent to mackerel (for example, 1 > > trout > > = 1000 mackerel) > > > You're right about that, except I think it could sometimes be a little > tricky to decide whether two currencies are compatible or not, and could > lead to judgment calls having to be made. To pick up on your trout example, > suppose trout were convertible to mackerel (as points are now) but mackerel > was not convertible to trout (as is the case with points right now). I know > points are not a currency, but a weird analogous situation, with regards to > currency exchange, could potentially develop between two currencies. This > is, after all, a nomic. In this situation, it might be ok for player A to > top a price of 800 mackerel by bidding 1 trout, since one trout can easily > be converted to 1000 mackerel. But whoever tried to top 1 trout with 1100 > mackerel could arguably be out of luck. Since trout aren't convertible back, > are they really worth more? Conversion conflicts could come up if we have > floating exchange rates at some point, too. What's the top bid today might > not be tomorrow. Just hypotheticals, but I think that the simplest way would > be to impose a particular currency for the pricing or bidding on any device, > specified by the proposal that created the blueprint. That way, people who > hold reserves of other currencies are welcome to bid (in the particular > currency for that blueprint) as long as they think they can come up with the > cash in the proper currency. > > > > How about bidding starts on Breakday, ends at the end of Tango, you have > > until the end of Ballotday to come up with the macks? > > > > How about Breakday --> Halfday (6) --> Ballotday (9). That way, we can > keep the extended bidding period. And 3 ndays should be enough to come up > with the cash, especially considering that you probably had some sort of > plan worked out by halfday if you were willing to bid a particular amount. > > > > The Production Count does not decrement, it is still Biddable, so it > > opens > > up again for bidding on Breakday. Might need to put in someway to > > prevent > > someone who has no mackerel and no points to keep putting in a bid of a > > zillion to prevent it from ever being bought. > > > About the prod count not decrementing, I guess a fine reading would show > that this is what happens, but it might be best to spell it out plain and > clear. Good point, I had not thought of that strategy (no mack no points). > Not really sure what would be appropriate so I'll just throw out some > punishments that might deter this from happening. I know some of them are > inappropriate but I'm brainstorming. Reduced voting power for next nweek? > Just can't vote next nweek? Can't hold a ministry? Cannot take any game > actions other than voting for an nweek? Bids will not be taken from player > for the next *x* biddable blueprints? Future cash/points earned will be > deducted as long as it takes to make up the original bid? Automatically > assigned MiniMinister of Duncery? > > Billy Pilgrim > _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss