James Baxter on Sat, 13 Mar 2010 17:43:59 -0700 (MST)


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Re: [s-d] [s-b] Continued voting and a new emergency


> From: bnomic@xxxxxxxxxxxxxx
> Date: Sat, 13 Mar 2010 17:55:01 -0600
> To: spoon-discuss@xxxxxxxxx
> Subject: Re: [s-d] [s-b] Continued voting and a new emergency
> 
> 
> > I believe emergencies aren't broken as they aren't based on voting periods. That is why I am attempting to initiate an emergency to fix voting periods. 
> 
> Emergencies are broken: they require the clock to be on to initiate, refresh proposals are not explicitly defined and if they are based on proposals (it's unclear) they cannot take effect, the current Emergency rule states that Refresh Proposals are treated like "Power 4" documents, but we do not define power. So even if refresh proposals work they way they should, they can have no effect on the gamestate because they don't have the Chutzpah. The CFI to resolve whether Refresh Proposals are Proposals or not hasn't been judged yet, but the result of that CFI doesn't really have any bearing on whether or not Emergencies are broken.
> 
> It's pretty clear that they are.
> 
> -0x44


The clock can still be on, the problem is just that nday 12 never happens (so voting periods never end). If anything that makes it less broken as the clock doesn't turn off at the end of voting periods.

Refresh proposals are not explicitly defined but it's pretty clear what they're meant to be and the first paragraph of rule 0 can clear up ambiguity. If refresh proposals are found to be equivalent to proposals then it doesn't matter that much as the refresh proposals could still be manipulated in the ways described in rule 0 without conflicting with rule 23. The lack of definition of power is irrelevant, that part of the rule is simply ignored as it has little relevance to the gamestate.

There is no rule stating that a rule needs chutzpah to change the gamestate (notice rule 17 doesn't have chutzpah but still makes the effects listed in a proposal occur). Rule 10 makes game entities obey the rules, giving rules power over the gamestate. 		 	   		  
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