James Baxter on Tue, 20 Jan 2009 00:38:21 -0700 (MST) |
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Re: [s-d] [s-b] Proposal: Fix the Grid |
umm...I think this could lead to game breakage, as could any instance of colouring squares initially: 1. If all squares are initially black and the Grid is infinite in size then there will be an infinite number of black Squares. 2. Therefore 5E53 will create an infinite (5 x infinity = infinity) number of macks in the possesion of black at the beginning of each nweek 3. That is obviously broken I like the current system of priority. It would be fiddly to have to change a Colour one hex value at a time. If you want to set a cost to colouring then spray cans that increase priority would be a better idea. > Date: Mon, 19 Jan 2009 16:54:46 +0000 > From: bnomic@xxxxxxxxxxxxxx > To: spoon-business@xxxxxxxxx > Subject: [s-b] Proposal: Fix the Grid > > I submit the following proposal entitled "Fix the Grid" > { > Replace the text of 5e48 with: > { > The Grid consists of an infinite, two-dimensional plane of squares from > (-inf, -inf) to (inf,inf). Each Square is identified by their (x,y) > coordinates. Each Square has a Colour. > > Colours (aka Colors) are a type of Game Object, consisting of an RGB colour > in hexadecimal notation and a set of Laws. The lowest value that can be > given to one of the colour sources is 0x00, the highest is 0xff. The Colour > of a Square defaults to #000000 (aka Black). The Laws of a Colour are > binding upon all Players Resident on Squares that are Coloured with that > Colour. > > The Laws of a Colour are a type of Game Document that defines a set of > restrictions placed upon Residents of a Square of that Law's Colour. Laws > may define actions that a Resident on them shall or shall not do. A Player > can be punished by Consultation for violating Laws unless the Laws define > their own punishment for the violation. The Rules of B Nomic take > precedence over all Laws. > > Laws must specify a Tracker for that Colour; this Tracker must keep track > of the Laws of that Colour. Laws without such a specification, if not fixed > within a Jiffy, cease to be the Laws of the relavent Colour and revert back > to the default Laws. This restriction does not apply to the initial Laws. > > Laws may define things which a Resident on them shall or shall not do, and > are considered Binding on all Players Resident on Squares with that Colour. > A Colour's Laws may also define methods for changing the Colour of Squares > of that Colour, and may also specify methods for causing the Colour to take > Game Actions on the Grid. Laws may also define abstract entities (aka > Artifacts) that exist only within the scope of the Laws. > > The Laws for any Colour apart from Black are initially as follows: > A Resident of a $COLOUR Square can amend these Laws with the unanimous > consent of all other Residents of $COLOUR Squares. > with $COLOUR replaced with the relevant Colour. > > === Noughts and Crosses === > There exists a Ministry called the Ministry of Grid. The Minister of Grid > is responsible for tracking the public display of the Grid, including the > Players Resident in the Squares, and the Square's Colours. > } > > Replace Rule 5e49 with the following: > { > All Players have an integer amount of Health, with a minimum of 0, a > maximum of 100 and a default of 100. If a Player's Health would ever go > below 0, it instead becomes 0. If a Player's Health would ever go above > 100, it instead becomes 100. > > A Player with 0 Health is Dead. When a Player becomes Dead, all their > Artifacts are transfered to the Colour of their Resident Square, or > destroyed if the Square on which they are Resident is Black. Any non-Dead > Legal Entity may spend 50 mackerel to Revive another Player, at which point > their Health becomes 100. Any non-Dead Player may spend a positive integer > amount of mackerel N to increase their Health by 5 * N. > > Artifacts are a type Ownable, Transferrable Game Object that only exist > within the Grid, and may only alter the global game state of the Grid in > ways that are defined by the Rules, or for Artifacts defined by a Colour's > Laws, the local game state of Squares of their Laws' Colour in ways that > are defined by that Colour's Laws. Artifacts have a Name, a positive > integer Cost in mackerel, a numeric Range, an Effect, a Target, an optional > positive integer Usage Cost in mackerel, and optionally, a positive integer > Lifespan. Artifacts also have a Switch called Targetted, which is Off by > default. > > A non-Dead Player may Purchase an Artifact by spending macks equal to its > Cost, an instance of that Artifact is then created in their possession. As > a Game Action, any non-Dead Player may use (synonyms: stab, detonate, fire, > shoot, paint, etc) an Artifact they own by paying its Usage Cost if > applicable, and if necessary, specifying a Target. Unless otherwise > specified by a Rule, if an Artifact has a Lifespan and has been used as > many times as the Lifespan, it is destroyed. > > Weapons are a type of Artifact that have a positive integer Damage > attribute in Health. For non-Targeted weapons, all Players within the > Weapons Range are the Targets of this Usage, otherwise the Target is> specified in the Game Action using the Weapon. Unless specified otherwise > by a Rule, the Player using the Artifact is not a Target. The Effect for > all Weapons is, "The Health of all Targets decreases by the Weapon's > Damage." > > The following Artifacts exist: > * '''Name:''' Can of Red Spraypaint, '''Cost:''' m150, '''Lifespan:''' 100, > '''Effect:''' Increases the Red hex value of the Resident Square by 1 for > each point of Lifespan specified in the Game Action. > * '''Name:''' Can of Green Spraypaint, '''Cost:''' m150, '''Lifespan:''' > 100, '''Effect:''' Increases the Green hex value of the Resident Square by > 1 for each point of Lifespan specified in the Game Action. > * '''Name:''' Can of Blue Spraypaint, '''Cost:''' m150, '''Lifespan:'' > 100, '''Effect:''' Increases the Blue hex value of the Resident Square by 1 > for each point of Lifespan specified in the Game Action. > * '''Name:''' Can of Anti-Red Spraypaint, '''Cost:''' m150, '''Lifespan:''' > 100, '''Effect:''' Decreases the Red hex value of the Resident Square by 1 > for each point of Lifespan specified in the Game Action. > * '''Name:''' Can of Anti-Green Spraypaint, '''Cost:''' m150, > '''Lifespan:''' 100, '''Effect:''' Decreases the Green hex value of the > Resident Square by 1 for each point of Lifespan specified in the Game > Action. > * '''Name:''' Can of Anti-Blue Spraypaint, '''Cost:''' m150, > '''Lifespan:''' 100, '''Effect:''' Decreases the Blue hex value of the > Resident Square by 1 for each point of Lifespan specified in the Game > Action. > * '''Name:''' Fuligin Cream, '''Cost:''' m200, '''Lifespan:''' 20, > '''Effect:''' Sets all hex values of the Resident Square to 00. > * '''Name:''' Albescent Powder, '''Cost:''' m200, '''Lifespan:''' 20, > '''Effect:''' Sets all hex values of the Resident Square to ff. > > These following Weapons exist: > * '''Name:''' Well-sharpened pencil, '''Cost:''' m10, '''Range''': 1 > square, '''Damage:''' 2, '''Usage Cost:''' m1, '''Lifespan:''' 10, > '''Targeted''' > * '''Name:''' Knife, '''Cost:''' m25, '''Range''': 2 squares, '''Damage:''' > 10, '''Usage Cost:''' m10, '''Lifespan:''' 10, '''Targeted''' > * '''Name:''' Rapier, '''Cost:''' m75, '''Range''': 5 squares, > '''Damage:''' 20, '''Usage Cost:''' m10, '''Lifespan:''' 25, '''Targeted''' > * '''Name:''' Pistol, '''Cost:''' m75, '''Range''': 7 squares, > '''Damage:''' 5, '''Usage Cost:''' m5, '''Lifespan:''' 50, '''Targeted''' > * '''Name:''' Machine gun, '''Cost:''' m200, '''Range''': 10 squares, > '''Damage:''' 35, '''Usage Cost:''' m25, '''Lifespan:''' 10, '''Targeted''' > * '''Name:''' Mother's stare, '''Cost:''' m275, '''Range''': 10 squares, > '''Damage:''' 75, '''Usage Cost:''' m50, '''Lifespan:''' 10, '''Targeted''' > > /* These are put together semi-randomly; they should be changed when we get > experience with them. */ > } > } > _________________________________________________________________ Imagine a life without walls. 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