Geoffrey Spear on Wed, 4 Feb 2009 11:33:57 -0700 (MST)


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Re: [s-d] [s-b] Proposal: fix weapons


On Tue, Feb 3, 2009 at 4:36 PM, Ed Murphy <emurphy42@xxxxxxxxxxxx> wrote:
> Wooble wrote:
>
>> A Player may Purchase a Weapon (i.e. an instance of that Weapon is
>> created in their possession) by spending macks equal to its Cost.
>
> "(i.e. an instance of that weapon is created in their possession,
> with all attributes except Name initialized to the same as its type)"

I revise my proposal to read:

"Fix Weapons":
{{
Replace the text of Rule 5E49 with:
{{{
Each Player has an amount of Health, initially 100. If a Player's Health would
ever go below 0, it instead becomes 0.

A Player with 0 Health is Dead. When a Player becomes Dead, all of their Weapons
are transferred to the Colour of their Resident Square, or destroyed if the
Square they are Resident in has no Colour. Any non-Dead Legal Entity may spend
50 macks to Revive another Player, at which point the Revived Player's
Health becomes 100.

Any non-Dead Player may spend N macks (where N is any positive
integer) to increase their own Health by 5*N.

Weapons are a type of Game Objects that are Ownable and Transferrable.

There is a Ministry called the Ministry of Warfare, responsible
for keeping track of Weapons and their attributes, and the Health of
Players.

Each type of Weapon has a Name, a Cost in macks, a Range (a number), a Damage in
Health, optionally a Usage Cost in macks and optionally a Lifespan.

Each type of Weapon has a Switch called Targeted, by default Off.

A Player may Purchase a Weapon (i.e. an instance of that weapon is
created in their possession,
with all attributes except Name initialized to the same as its type)
by spending macks equal to its Cost.

A non-Dead Player may use (synonyms: stab, detonate, fire, shoot, etc) a Weapon
they own by paying its Usage Cost, specifying a Player to target if
that weapon is Targeted. Then the
following happens:

* If the Weapon is Targeted and the target further away on the Grid
from the Player using the Weapon than the Weapon's Range, the usage
fails.
* If the Weapon is not Targeted, the targets are all Players are not
more distant than the Weapon's Range away from the Player using the
Weapon. Unless specified otherwise by a Rule, the Player using it is
not a target.
* The Health of all Targets decreases by the Weapon's Damage.
* If the Weapon has a Lifespan and has been used as many times as the
Lifespan, it is destroyed.

These types of Weapon 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'''
* '''Name:''' Bomb, '''Cost:''' m400, '''Range''': 20 squares,
'''Damage:''' 50, '''Usage Cost:''' m75, '''Lifespan:''' 5
* '''Name:''' Large Hadron Collider, '''Cost:''' m1000, '''Range''':
30 squares, '''Damage:''' 200, '''Usage Cost:''' m0, '''Lifespan:'''
1. ''Usage target includes user.''
}}}

and in Rule 5E48, after "Squares are identified by their (x,y) positions." add:
{{{
The distance between any two Squares (x1,y1), (x2, y2) or Objects
residing in those squares is the larger of the absolute values of the
difference between x1 and x2 and the difference between y1 and y2.
}}}
}}


-- 
Wooble
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