Monday, June 30, 2008

Proposal: Trivial Trolling

vetoed—Yoda

Adminned at 02 Jul 2008 07:32:44 UTC

Replace “Every two consecutive days” in rule 2.8 Boom with “Every 48 consecutive hours”.

Proposal: Hiatus addition

timed out, final vote 4-0—Yoda
trivial (2-1)

Adminned at 02 Jul 2008 07:32:04 UTC

Add the following to the end of the dynastic rule Boom:

The timer does not go down during hiatuses.

Sunday, June 29, 2008

Proposal: Defining “add a rule”

Vetoed—jay

Adminned at 29 Jun 2008 15:12:01 UTC

Add a subrule to 2.15 Space Girder,

To “add a rule” is defined as submitting a proposal or modifying the BlogNomic wiki.

Tock

The countdown to Meta-day is now 7.

Saturday, June 28, 2008

Idle note on Admins

Just passing through and noticed that an indiscriminate group of players are now admins because “we can always remove someone from adminship if they become too unruly”. If anyone’s ever wondered what happened to the old Blogspot version of BlogNomic (which was sitting around as a static, historical archive for a couple of years) - it was deleted by a player who was trying to erase their Blogspot account one day, when they accidentally clicked confirm on something like “delete all your blogs?”. We don’t gain very much by giving the keys to people who don’t ask for them and aren’t going to use them.

Friday, June 27, 2008

Proposal: Deja Vu, Not Just a Movie Starring Denzel Washingon…

Reached a quorum, final vote 5-1 - Oze

Adminned at 28 Jun 2008 01:01:29 UTC

If the proposal “Trivial time again” fails, this proposal does nothing.

Create a new rule titled “Construction and Demolition” with the following text:

As a daily action, a DDA Member may either add one word or punctuation mark to the end of the rule “Space Girder” (called constructing) or remove the last word or punctuation mark from the rule “Space Girder” (called demolishing).  For the purposes of the rule “Space Girder”, only complete sentences (subject, verb, and ending punctuation) are valid sentences.  In any instances where the rule “Space Girder” would contradict any other rule (including this one), the rule “Space Girder” takes precedence.

A DDA Member may not construct if he has already constructed 4 times in the past week.

Let the craziness begin!

Proposal: Trivial time again

Reached quorum. Final vote 6-0. -Devenger
Trivial as per title.

Adminned at 27 Jun 2008 01:31:56 UTC

This dinasty has gotten too predictable for my tastes. Let’s something…

Create a new Rule named, “Space Girder”.

Story Post: Contain The G-Man: no offering Hobson’s choices for you!

That awful suit-wearing innocent-escaping-scientist-irritating actually unnamed character has been messing around with hapless player-controlled heroes for too long. So guys, let’s contain this probably alien lifeform (remembering that more Energy will be required for a decent chance of success since the last containment)!

If you don’t get the reference, look up G-Man is repsect to the game Half-Life somewhere.

Thursday, June 26, 2008

Proposal: Wow.

reached a quorum, final vote 6-1—Yoda
non-trivial

Adminned at 26 Jun 2008 17:26:39 UTC

All non-idle DDA Members are now admins.

Proposal: Hurry up

Vetoed. —Rodlen the AMAZING!

Adminned at 25 Jun 2008 19:45:34 UTC

Begin a new Metadynasty.

Monday, June 23, 2008

Tick

The countdown to Meta-day is now 8.

Saturday, June 21, 2008

Proposal: Taking the Guesswork out of Training

Timed out, failed 4-4—Rodlen

Adminned at 25 Jun 2008 19:13:56 UTC

Replace the second paragraph of rule 2.9 Training with the following text:

After at least 24 hours have passed, any Admin may resolve the training post.  Upon resolution, each DDA Member who joined the training post receives 1 point in the Skill named in the subject of the post and loses 1 point in every other Skill.

If more than half of all comments containing counted votes also contain the text “training does more”, replace the text “receives 1 point” in rule 2.9 Training with “receives 2 points”.

Friday, June 20, 2008

Proposal: Lightsaber Duels, Part 5

Passed…slowly.  6 for, 1 of them with the effect. Effect fails. —Rodlen

Adminned at 25 Jun 2008 19:08:20 UTC

This is mostly just filling in some holes from the last proposal.

Add the following text after the first paragraph of 2.14.1 Rounds:

If, after 24 hours have passed since the current round began, a Duellist has not made a choice for that round, he is considered to have retreated.  If, after 24 hours have passed since the current round began, both Duellists have not made a choice for that round, the Duel is over and there is no winner.

Once the DDA Commander or Admin who is receiving the PMs (hereafter called the Mediator) has received each Duellist’s attack or defence choice, he shall go on to administer the effects of each Duellist’s choice.  If both Duellists chose a defence, both defences fail, no effects are administered, and the current round ends.  If one of the Duellists chose a defense, the effects of that defence are administered before the effects of the other Duellist’s attack.  If both Duelllists chose an attack, the effects of those attacks are administered starting with the attack closest to the bottom of the list in the sub-rule 2.14.2 “Attacks”.  Once all effects have been administered, if the Duel still does not have a winner, the current round ends.  At the end of each round, the Mediator shall make a comment to the Duel Post stating the choices of each Duellist, the effects of those choices, and who the winner is (if there is one).  At that point, the next round begins.

Add a sub-rule titled “Locked in Combat” to rule 2.14 Duelling with the following text:

When the Duellists become locked in combat, the Mediator shall roll a DICEX and DICEY in the GNDT, where X is the Challenger’s STR statistic and Y is the Contender’s STR statistic.  If the result of the first roll is greater than the result of the second roll, the Challenger wins the Duel.  If the result of the second roll is greater than the result of the first roll, the Contender wins the Duel.  If the results of the two rolls are equal, the current round ends.

Replace “The only legal attacks in a duel, along with any effects of those attacks to be administered by the DDA Commander or Admin, are listed below.” in sub-rule 2.14.2 Attacks with “The only legal attacks that a Duellist may choose, along with the effects of those attacks, are listed below.”

Replace “The only legal defences in a duel, along with any effects of those attacks to be administered by the DDA Commander or Admin, are listed below.” in sub-rule 2.14.3 Defences with “The only legal defences that a Duellist may choose, along with the effects of those defences, are listed below.”

Remove the text “If both Duellists make a defence in the same round, both defences fail and the effects are not administered.” from the sub-rule 2.14.3 Defences.

Replace “New DDA Members start with a value of 0 for their Strength statistic.” in sub-rule 2.6.3 Strength with “New DDA Members start with a value of 1 for their Strength statistic.”

Replace “New DDA Members start with a value of 0 for their Agility statistic.” in sub-rule 2.6.4 Agility with “New DDA Members start with a value of 1 for their Agility statistic.”

Add 1 to the STR and AGI statistics of each DDA Member.

If at least half of all comments containing counted votes also contain the text “I like that effect better.”, replace “If the Opponent attacks with a Full Frontal Strike, the Attacker wins the Duel. If the Opponent attacks with a Side Swipe, both attacks fail.” in sub-rule 2.14.2 Attacks with the following text:

If the Opponent also attacks with a Side Swipe, this attack and the Opponent’s attack fails and the current round ends.  If the Opponent attacks with a Full Frontal Strike, the attack succeeds and the Attacker wins the Duel.  If this attack has not failed and the Attacker’s AGI is greater than the Opponent’s STR, the attack succeeds.  If the attack succeeds, subtract DICEY from the Opponent’s STR statistic, where Y is the Attacker’s AGI statistic.  If the Opponent’s STR statistic falls below 1, the Attacker wins the Duel and the Opponent’s STR statistic is set to the value for new DDA Members.

Story Post: Training Agility: Elementary Course in Physical Evasion

If you would like to participate in these elementary training session, please register.

Proposal: Second Attempt at addition to rule 2.8 Boom

reached a quorum, final vote 7-0—Yoda
trivial (5-1)

Adminned at 21 Jun 2008 12:48:40 UTC

Add the following text after the third sentence in rule 2.8 Boom

If, when the timer’s number changes, the Metadynastic Entity is contained, it becomes uncontained.

Resubmitting, as most complaints seemed to be pointed at my poor choice of wording in the original proposal. If anyone was wondering, this was because I originally was using the text “the Metadynastic Entity is released from containment” rather than what I proposed, but I sloppily changed it when I realized that such wording was not consistent with the ruleset.

 

Thursday, June 19, 2008

Proposal: Continuing Spacebattles

reached a quorum, final vote 1-5—Yoda

Adminned at 20 Jun 2008 06:54:15 UTC

Create a new subrule of Spacecraft Battles titled Bombadier Actions:

Bombadiers of a spacecraft may, as a Bombadier Action, choose one weapon and one target.  The weapon must be on the same spacecraft as the selecting Bombadier.  The target may be any spacecraft on the opposite side of the Bombadier.

Add the following text to the subrule Actions Order:

Bombadier Actions come after Pilot Actions, in ascending order of spacecraft Size.

Add the following text to the ends of subrules 2.6.1 Piloting and 2.6.2 Gunnery:

All Planar Entities have this skill as well.

Set all Planar Entities’ piloting and gunnery skills to whatever the DDA Commander chooses.

I’m adding a bit here.

Proposal: Lightsaber Duels, Part 4

reached a quorum, final vote 5-0—Yoda
non-trivial and no votes contained “We want change!”

Adminned at 20 Jun 2008 06:53:18 UTC

Add a sub-rule titled “Attacks” to rule 2.14 Duelling with the following text:

The only legal attacks in a duel, along with any effects of those attacks to be administered by the DDA Commander or Admin, are listed below.  The Duellist performing the attack is called the Attacker; the non-Attacker Duellist is called the Opponent.

*Full Frontal Strike - If the Opponent attacks with a Full Frontal Strike, the Duellists are locked in combat.  If not, roll DICEX (where X is the Attacker’s STR statistic minus the Opponent’s AGI statistic).  If the result is greater than 1, the attack succeeds and the Attacker wins the Duel.

*Side Swipe - If the Opponent attacks with a Full Frontal Strike, the Attacker wins the Duel.  If the Opponent attacks with a Side Swipe, both attacks fail.

Add a new sub-rule titled “Defences” to rule 2.14 Duelling with the following text:

The only legal defences in a duel, along with any effects of those attacks to be administered by the DDA Commander or Admin, are listed below.  The Duellist performing the defence is called the Defender; the non-Defender Duellist is called the Opponent.  If both Duellists make a defence in the same round, both defences fail and the effects are not administered.

*Lock Attempt - If the Defender’s STR statistic is strictly greater than the Opponent’s AGI statistic, the defence succeeds and the Duellists are locked in combat.

*Evade - Roll DICEX (where X is the Defender’s AGI statistic minus the Opponent’s STR statistic).  If the result is greater than 1, the defence succeeds and the Opponent’s attack fails automatically.

The Glossary states that a DICEX roll where X is a non-positive number always yields a value of 0.

If at least half of all counted for votes include the text “We want change!”, add “A Duellist may change his choice by sending another PM to the DDA Commander or Admin before the round ends with his new choice.” just before “To retreat,” in the sub-rule 2.14.1 Rounds.

If less than half of all counted for votes include the text “We want change!”, add “Once a Duellist has made his choice, he may not change it for the duration of that round.” just before “To retreat,” in the sub-rule 2.14.1 Rounds.

Proposal: More things to be opposed to

reached a quorum, final vote 7-0—Yoda
non-trivial and nearly unanimous

Adminned at 20 Jun 2008 06:20:46 UTC

Create the following Planar Entities:

  * Grigori Rasputin
  * The G-Man
  * Mario Mario
  * General Hindenburg

Go, mixed history and game characters, go! (As Mario is one of the ‘Mario Brothers’, he can be called ‘Mario Mario’ if logic reigns.)

Wednesday, June 18, 2008

Proposal: Trivial Commander Duel Fix

reached a quorum, final vote 5-0—Yoda
trivial

Adminned at 19 Jun 2008 05:27:32 UTC

If proposal “Lightsaber Duels, Part 3” passes, add the text “or if the DDA Commander is the Challenger or the Contender” after “if there is no DDA Commander” in the sub-rule “Rounds” of Rule 2.14 Duelling.

Unlike some people, I’m not going to hit my 2 proposal limit any time soon… also, explicit rule reference for unnecessities’ sake

Proposal: Trivial Commander Duels

Sorry, forgot I still had 2 pending proposals.—Yoda
If anyone else wants to adopt this one, go for it.

Adminned at 18 Jun 2008 11:22:53 UTC

If proposal “Lightsaber Duels, Part 3” passes, add the text “or if the DDA Commander is the Challenger or the Contender” after “if there is no DDA Commander” in the sub-rule “Rounds”.

Goodbye, Amnistar

Agent Amnistar was lost in the rift today after inactivity for a week.

Quorum is still 5.

Proposal: Return of the Boom (trivial)

reached a quorum, final vote 5-0—Yoda
trivial

Adminned at 19 Jun 2008 05:25:39 UTC

Replace the content of rule 2.8 Boom with the following:

There exists an atomic bomb, which has a timer. The timer starts at 10. Every two consecutive days that nobody posts a proposal, the timer goes down by 1. When the timer hits 0, the dynasty ends, all dynastic rules are repealed, and a new metadynasty starts.

Consecutive.  10.

Tuesday, June 17, 2008

Proposal: Lightsaber Duels, Part 3

reached a quorum, final vote 5-0—Yoda
non-trivial

Adminned at 19 Jun 2008 05:23:43 UTC

Add “The Challenger and the Contender are called Duellists.” to the end of the first paragraph of rule 2.14 Duelling.

Replace “If the Contender accepts, the Duel begins and the Contender takes his first turn.” in rule 2.14 Duelling with “If the Contender accepts, the Duel begins and the first Round begins.”

Add a sub-rule titled “Rounds” to rule 2.14 Duelling with the following text:

Duels are divided into rounds.  During each round, each Duellist may choose to attack, defend, or retreat.  To attack or defend, the Duellist shall choose what type of attack or defence he wishes to make and send a PM to the DDA Commander (or a chosen Admin who is neither the Challenger nor the Contender if there is no DDA Commander) with his choice.  To retreat, the Duellist shall make a comment to the Duel Post with the text “Get me out of here!”  Whenever a Duellist retreats, the Duel is over and the Duellist who retreated loses the Duel.

I thought it might be easier to do this in rounds instead of turns.  Rodlen, I am planning on making you the mediator in Duels.  If you don’t want to be in charge of doing this, please veto this proposal and I will go back to doing turns.

Proposal: Trivial Experience by Trivial Success

reached a quorum, final vote 6-0—Yoda
trivial

Adminned at 19 Jun 2008 05:19:26 UTC

If proposal “Make Containment always a gamble” fails, this proposal does nothing.

Replace “Participating in a Containment post” in the rule 2.11 Gaining Experience with “Participating in a successful Containment Post”.

Add “This is called a Containment Post.” after the first sentence of the sub-rule 2.1.2 Containment.

Add “the Containment Post failed and” after “If the result is greater than the energy used in the attempt,” in the sub-rule 2.1.2 Containment.

Add “the Containment Post was successful,” after “If the total is less than or equal to the energy used in the attempt,” in the sub-rule 2.1.2 Containment.

Proposal: Make Containment always a gamble

Passed 5-0—Rodlen

Adminned at 18 Jun 2008 08:46:21 UTC

In Rule 2.1.2 Containment, replace the second paragraph (beginning with ‘After 24 hours’) with the following text:

The energy used in the attempt is calculated by adding up all the numbers in the comments. After 24 hours have passed since the story post was posted, any Admin may resolve the post by rolling a DICEX in the GNDT, where X is the energy used in the attempt plus 20. If the result is greater than the energy used in the attempt, the Planar Entity has escaped. If the total is less than or equal to the energy used in the attempt, the Planar Entity has been contained and the text “(Contained)” is appended to the end of that Planar Entity’s entry in the “Planar Entities” wiki page.

So, basically, 20 energy gives a 50% chance, 40 energy gives a 66% chance, etc. - this should make pledging more energy worthwhile.

Proposal: GNDT passwords (trivial)

Reached quorum, passed 5-0—Rodlen

Adminned at 17 Jun 2008 22:04:57 UTC

Add the following to the end of the third paragraph in rule 1.2 DDA Members:

New admins shall be given the GNDT configuration password when they become admins.

Why was this missing?

Agent lost

Agent jmrdex was sent on a routine scouting mission a week ago.

He has not returned.

Quorum is 5.

Sunday, June 15, 2008

Contain The Cult of Loki: They Have Struck!

The Cult of Loki has just been spotted playing massive amounts of practical jokes and causing mass chaos.  They need to be contained immediately or else who knows what else they could do….

Proposal: Lightsaber Duels, Part 2

reached a quorum, final vote 7-0—Yoda
non-trivial

Adminned at 17 Jun 2008 08:59:41 UTC

Add a new dynastic rule titled “Duelling” with the following text:

A DDA Member may, if he is not the Challenger or the Contender of an active Duel Post, challenge another DDA Member to a Duel by making a story post with the text “Duelling Challenge:” at the beginning of the title.  The text of the post shall include the name of exactly one DDA Member other than the DDA Member who made the post.  This post is called a Duel Post.  The DDA Member who made the post is called the Challenger, and the DDA Member who has been challenged is called the Contender.

The Contender should, within 24 hours, accept or decline the challenge.  To accept a challenge, he shall make a comment to the Duel Post that includes the text “I accept.”  To decline a challenge, he shall make a comment to the Duel Post that includes the text “I decline.”  If the Contender does not accept or decline the challenge after 24 hours, he is considered to have declined the challenge.  If the Contender declines the challenge, the Duel Post is no longer active and no more comments may be made on it.  If the Contender accepts, the Duel begins and the Contender takes his first turn.

Note: Remove the text below once Duels have been completely set up.  This is just to prevent an unauthorized attempt at starting a duel without complete rules.

No DDA Member may make a Duel Post.

Proposal: Spacecraft Battles, Act II Take I

timed out and reached a quorum, final vote 6-0—Yoda
non-trivial

Adminned at 17 Jun 2008 08:57:14 UTC

To Rule 2.13 Spacecraft Battles, do the following:

Add a sub-rule ‘Actions System’, with the following text:

Spacebattles have Combat Rounds (or just Rounds). When a new Round begins, the Pilot of a spacecraft may decide what Pilot Action (of those described by the sub-rule ‘Pilot Actions’) they want a spacecraft to take, by way of commenting in the Spacebattle’s Battlepost with their decision.

After 24 hours, any Admin may conclude the Round by doing all the Pilot Actions specified for each spacecraft, in the order described by the sub-rule ‘Actions Order’.

To do a Pilot Action is to do as the description of the Pilot Action in the sub-rule ‘Pilot Actions’ says to do when the Action is resolved, where ‘the spacecraft’ is the spacecraft doing the action.

If a spacecraft is no longer part of the Spacebattle when it is its turn to take an Action, its Action does not take place. If a spacecraft has not had an Action specified for it by its Pilot, the action the spacecraft takes is to Retreat.

After a Round is concluded, a new Round begins, unless any victory conditions (as described by the sub-rule ‘Victory Conditions’) have been met.

Add a sub-rule ‘Pilot Actions’, with the following text:

Pilots of a spacecraft may, in a Combat Round of a Spacebattle, as a Pilot Action:

- ‘Assault’: move their spacecraft as to optimize weapon accuracy. This action is resolved by a roll of 2DICEX, where X is the square root of the Size of the spacecraft, rounded up. If the roll result is below the Piloting skill of the spacecraft’s Pilot, the spacecraft has successfully moved into an assault position, and the spacecraft’s Power is multiplied by 1.5 and rounded up to the nearest integer until the end of the Combat Round. If the roll result is above or equal to the Piloting skill of the spacecraft’s Pilot, the Pilot has failed to keep control of the spacecraft, and the spacecraft’s Speed is halved until the end of the Combat Round.

- ‘Evade’: move their spacecraft as to reduce enemy chances of hitting with weaponry. This action is resolved by a roll of DICEX, where X is the square root of the Size of the spacecraft, rounded up. If the roll result is below the Piloting skill of the spacecraft’s Pilot, the spacecraft has successfully taken an evasive maneouvre, and the spacecraft’s Speed is doubled until the end of the Combat Round. If the roll result is above the Piloting skill of the spacecraft’s Pilot, the Pilot has failed to keep control of the spacecraft, and the spacecraft’s Speed is halved until the end of the Combat Round.

- ‘Retreat’: have their spacecraft attempt to leave the Spacebattle. This action is resolved by a roll of 5DICEX, where X is the square root of the Size of the spacecraft, rounded up. If the roll result is below the Speed of the spacecraft multiplied by the Piloting skill of the spacecraft’s Pilot, the spacecraft has successfully left the Spacebattle - it is no longer an attacker or defender in the Spacebattle and cannot be targeted.

Add a sub-rule ‘Actions Order’, with the following text:

Pilot Actions occur in ascending order of spacecraft Size; smaller spacecraft act before larger ones.

Add a sub-rule ‘Victory Conditions’, with the following text:

If there are no spacecraft remaining in the Spacebattle, the Spacebattle ceases to exist. This is a placeholder.

Not really expecting to get this through first time, though it would be nice. Lots of placeholder stuff here, and nothing in the way of Bombadier actions - that’ll have to come later. Trust me on the maths for the Pilot Actions, it does add up for existing craft (smaller craft will always be able to retreat - this is intended). Speed will be part of the accuracy roll, so changes in Speed make a craft easier or harder to hit. Don’t anyone dare start a battle until all the rules are done!

Saturday, June 14, 2008

Proposal: The Strengthening

Self-killed—Rodlen

Adminned at 16 Jun 2008 12:04:09 UTC

In 2.1 Container Fields, replace:

may never exceed 30 (if it would exceed 30, it is set to 30 instead)

with:

may never exceed 30 plus that DDA Member’s Strength statistic, and is set to that sum if it would be exceeded.

Add to 2.1.2.1 Restriction,

As a weekly action, a DDA Member may reduce the Energy of a Contained Planar Entity by an amount equal to that member’s Strength statistic, and attach a comment to the GNDT transaction containing the word “Interrogation”.

Proposal: Base 10

Passed 6-0—Rodlen

Adminned at 16 Jun 2008 11:59:37 UTC

Add the following right before the start of rule 3.1 Typographic Conventions:

*All integers, unless stated otherwise by a rule, are in base 10.

Call for Judgment: The Timer is at 1

Reached quorum of against votes—Rodlen

Adminned at 18 Jun 2008 08:44:02 UTC

Passing proposal Synchronize Your Clocks set the timer to 10. Before voting closed, two administrators agreed that the clock was not in base 10, but in base 2. This proposal was enacted 8 days ago, and a note of the new undisputed interpretation of the timer was made to the timer’s thread.

Today there is a post: “By the decree of the DDA Commander, the timer is in base 10.” But there is no provision for any “decree” in the ruleset.

I submit that the timer is not currently 9, but 1.

Story Post: Warning!!!

As the 48th hour ticks away, the gears in the clock click down. The countdown to Meta-day is now 9.

Wednesday, June 11, 2008

Proposal: Skill or No Skill (Trivial)

Passed 6-0—Rodlen.

Adminned at 14 Jun 2008 08:07:30 UTC

Repeal the rule 2.13 Melee.

Add a sub-rule titled “Strength” to rule 2.6 Skills with the following text:

Strength (abbr. STR) is a numerical statistic that measures how strong a DDA member is. The highest legal value for Strength is 10. If any DDA member’s Strength statistic ever becomes more than 10, it is set at 10. New DDA Members start with a value of 0 for their Strength statistic.

Set each DDA Member’s Strength to 0.  Set the DDA Commander’s Strength to 10.

Add a sub-rule titled “Agility” to rule 2.6 Skills with the following text:

Agility (abbr. AGI) is a numerical statistic that measures how quick a DDA member is. The highest legal value for Agility is 10. If any DDA member’s Agility statistic ever becomes more than 10, it is set at 10. New DDA Members start with a value of 0 for their Agility statistic.

Set each DDA Member’s Agility to 0.  Set the DDA Commander’s Agility to 10.

I am not sure whether we want to make Strength and Agility Skills because then they would be tied to Piloting and Gunnery (meaning when training one, all the rest go down).  However, as Skills, they can be increased through Experience.

Proposal: Spacecraft Battles, Act I Take I

Timed out 5-0 Darknight

Adminned at 13 Jun 2008 22:23:57 UTC

Create a new dynastic rule titled “Spacecraft Battles” with the following text:

A Spacecraft Battle (abbr. Spacebattle) may only be created by proposal or as described by a rule. The following features of a spacebattle must be specified on creation by whatever created it:

Attackers: The spacecraft (may be plural) on the attacking side.
Defenders: The spacecraft (may be plural) on the defending side.

An attacker is any spacecraft on the attacking side. A defender is any spacecraft on the defending side. There must be at least one attacker and one defender specified upon the creation of a spacebattle.

When a spacebattle is created, any Admin may make a story post with “Spacebattle:” at the start of its title, with the attackers and defenders in the newly created spacebattle explicitly stated in the post, alongside any flavor text. This story post is then the spacebattle’s Battlepost.

Want to get the ball rolling. Taking the attitude that a battle is an object, and that spacecraft objects interact and are affected by it - this seems the easiest structure to expand on. ‘Battlepost’ is just an attachment of battle to story post, as players would take actions by commenting in this post, and any results from actions will be posted as comments too. Battles would ideally be starrted by DDA Members proposing initiating a battle with something, or by managed Planar Entities ‘deciding’ to mobilize their spacecraft. If this passes, I’ll start looking at turns and basic firing.

Proposal: Expansion of the Metadynastic Entity

Timed out 1-5. Cant reach quorum.-Darknight

Adminned at 12 Jun 2008 23:24:25 UTC

Modify the Planar Entities wiki page by adding the following flavor text under the Metadynastic Entity bullet:

The Metadynastic Entity exists to destroy spacecraft and thus end the existence of modern civilization.

Rewrite rule 2.5 Spacecraft as follows:

‘Spacecraft’ exist. There exists a wiki page called ‘Spacecraft Register’ in which the details of all existing Spacecraft are kept. Each Spacecraft has all of its properties (except for its name) listed under a sub-heading which is named the same as the Spacecraft, on the ‘Spacecraft Register’ wiki page. Should the number of Spacecraft ever drop below 1, all dynastic rules are repealed, and a new medadynasty starts.

The properties of the Spacecraft shall include:

Name: A name unique amongst Spacecraft that cannot exceed 30 characters.

Size: A positive integer.

Crew Capacity: A positive integer that cannot exceed the ‘Size’ property of the Spacecraft.

Remaining Space: Size - Crew Capacity - Equipment Sizes. Can’t go below 0.

Power: Combination of the power values of all weapons on the Spacecraft, multiplied by the number of Bombadiers aboard.

Armor: Combination of the armor values of all armor on the Spacecraft.

Speed: Combination of the speed values of all propulsion on the Spacecraft, divided by the Spacecraft’s size, multiplied by the number of Pilots aboard.

Owner: An organization, non-DDA member planar entity, or the DDA.

The properties of the Spacecraft may include:

Full Title: An alternative name that can be used instead of the name above, within flavor text, which has no character limit. This should be used in favour of the ‘Name’ property if a ship should have a long, cumbersome title for story post purposes.

Design Description: A block of flavor text describing the aesthetics of the Spacecraft.

A Spacecraft may only be created or modified through a successful proposal or as described by a rule.


While I originally intended to make this suggestion more far reaching, I decided to limit to this to allow for more creativity in the exact nature purpose, and method of the Metadynastic Entity. Also, my exact idea as to the extent of all this vanished while I was writing this proposal.
(As a side note, I originally intended to use the term “modify” rather than “rewrite” in my proposition regarding rule 2.5 and only include the initial paragraph in the said proposition, while adding something to signify that the rest of the rule would remain as it was. However, I decided against this as I do not know of it occurring before and there is nothing in the ruleset stating the particular vocabulary and portion of the rule to be changed to be used and I did not know if this would cause any confusion. Should this be adopted as an informal method of dealing with bulky rules, added as a formal convention for dealing with such rules, or should it simply be left as it is to retain the simplicity of the current method of dealing with such issues?)

Wednesday, June 11, 2008

Proposal: Secondary effect of rule 2.8 Boom

vetoed—Yoda

Adminned at 11 Jun 2008 12:36:57 UTC

Rewrite the rule 2.6 Boom as follows:

There exists an atomic bomb, which has a timer. The timer starts at 30. Every two days that nobody posts a proposal, the timer goes down by 1. At any point when the timer’s number changes, the Metadynastic Entity is uncontained. When the timer hits 0, the dynasty ends, all dynastic rules are repealed, and a new metadynasty starts.

 

 

Proposal: One Less Step + Fixing Skills

reached a quorum, final vote 6-1—Yoda
Trivial (4-2)

Adminned at 11 Jun 2008 12:36:21 UTC

Remove the following text from the sub-rule 2.3.1 Ranks:

*N: ‘’‘Pilot’‘’; P: DDA Member must have at least 5 in the Piloting skill; B: none
*N: ‘’‘Bombadier’‘’; P: DDA Member must have at least 5 in the Gunnery skill; B: none

Replace the text “Must have the rank of Pilot.” in the sub-sub-rule 2.7.1.1 Pilot with “Must have at least 5 in the Piloting skill.”

Replace the text “Must have the rank of Bombadier.” in the sub-sub-rule 2.7.1.2 Bombadier with “Must have at least 5 in the Gunnery skill.”

Add “, called Skills” before the colon in the rule 2.6 Statistics.  Change the title of rule 2.6 Statistics to “Skills”.

Replace “a statistic named in rule 2.6 Statistics” in the first paragraph of the rule 2.9 Training with “a Skill”.

Replace “receives 1 point in the statistic named in the subject of the post” in the second paragraph of the rule 2.9 Training with “receives 1 point in the Skill named in the subject of the post”.

Replace “every other statistic listed under the rule 2.6 “Statistics”.” in the second paragraph of the rule 2.9 Training with “every other Skill.”

Replace “At any point, a DDA Member may pay 30 Exp to increase any other statistic they have by 1.” in the rule 2.12 Experience with “At any time, a DDA Member with at least 30 Exp may subtract 30 from his own Exp and increase any Skill by 1.”

This started out as a simple proposal, but ended up as another big bunch of fixes.

Proposal: Lightsaber Duels, Part 1

Passed 6-1—Rodlen

Adminned at 11 Jun 2008 09:12:37 UTC

Note: I will be dividing these proposals in bite-size chunks that can stand for the most part on their own.  This is mainly to avoid the disaster that happened to Rodlen’s combat proposal.

Create a new dynastic rule titled “Melee” with the following text:

Each DDA Member has a Strength (abbr. STR) and a Agility (abbr. AGI) statistic.  The highest legal value for each of these statistics is 10.  If an action would set any of these statistics to a value greater than 10, it instead sets that statistic to 10.  New DDA Members start with a value of 0 in each of these statistics.

Monday, June 09, 2008

Proposal: Race to the Finish!

cannot pass without an against vote being changed, final vote 5-5—Yoda

Adminned at 10 Jun 2008 16:29:38 UTC

Create a new rule named “Final Boss”:

The Planar Entity named Doom Guy may not be Contained unless each other Enemy Planar is already contained at that time. When Doom Guy is Contained, his special space-bending abilities causes each DDA Member to become Planar Entities. If at any time only one Planar is not Contained, that Planar may achieve victory if e is a DDA Member.

Monday, June 09, 2008

Zeofar’s Arrival

I have arrived.

- Zeofar

Training Piloting: Introductory Course

Calling all new pilots.  This is an introduction to piloting.  Any who wish to become a pilot should join.

Sadly, however, I will not be joining you, as I have decided to instead take the bombadier path.

Proposal: Space Planar Cowboys, Take 2

reached a quorum, final vote 7-0—Yoda
non-trivial (2-4)

Adminned at 09 Jun 2008 13:12:14 UTC

Rewrite the sub-rule 2.2.3 Transport as follows:

A non-DDA-Member uncontained Planar Entity may board any Spaceship owned by a non-DDA-Member Planar Entity at any time unless it left a Spaceship less than 48 hours ago. While such a Planar Entity is aboard a Spaceship, it may not become Contained. The Spaceship boarded by a Planar is tracked in the Planar Entities wiki page.

48 hours should give us enough time to contain it if we want to, since containment posts last 24 hours.

Saturday, June 07, 2008

Proposal: Flavor + Functionality = Better For All

timed out, final vote 4-2-0—Yoda
non-trivial

Adminned at 09 Jun 2008 07:34:02 UTC

Rewrite the entire rule 2.9 Training as follows:

A DDA Member may, if he has not done so in the last 72 hours, make a story post with “Training” followed by a statistic named in rule 2.6 Statistics at the beginning of the title.  This is called a training post. Any DDA Member may join the training post by making a comment to the post with the text “Sign me up.”  The DDA Member who made the training post automatically joins the training post unless he states otherwise in the post or as a comment to the post.

After at least 24 hours have passed, any Admin may resolve the post by rolling a DICEX in the GNDT, where X is the number of DDA Members who joined the training post or quorum, whichever is greater. If the result is greater than or equal to half quorum, rounded up, each DDA Member who joined the training post receives 1 point in the statistic named in the subject of the post and loses 1 point in every other statistic listed under the rule 2.6 “Statistics”.

Note: We do not need to specify that a stat cannot drop below 0 because that is covered in the seventh bulleted glossary entry.

Repeal the sub-rule 2.6.3 Experience.  Add a new dynastic rule titled “Experience” with the following text:

Experience (abbr. Exp) is a numerical statistic, tracked in the GNDT, that determines the overall strategic and tactical experience of the DDA Member. New DDA Members start with a value of 0 for their Experience statistic. At any point, a DDA Member may pay 30 Exp to increase any other statistic they have by 1.

This should allow smaller specialized groups since a quorum is not needed to have any semblance of a chance at succeeding in a training post.

Story Post: Contain the Metadynastic Entity

It’s obviously a threat to something or other, so something has to be done immediately!

Friday, June 06, 2008

Proposal: Explicit Spacecraft Equipment Equipping Rules

Passed by quorum 5-1—jay

Adminned at 06 Jun 2008 22:09:25 UTC

In the Subrule 2.5.1 Spacecraft Equipment, replace ‘Spacecraft Equipment can be added to a spacecraft, if there is enough room. All SE has a size statistic, which must be a positive integer. A piece of SE can be on a spacecraft if the Remaining Space of that spacecraft is equal to or larger than the size of the equipment.’ with

All SE has a size statistic, which must be a positive integer. By way of a proposal or as described by a rule, if the Remaining Space of a spacecraft is equal to or larger than the size of a piece of SE, that piece of SE may be added to the spacecraft and the size of the SE subtracted from the Remaining Space attribute of the spacecraft.

This is admittedly pretty trivial and maybe unneccessary, but the previous wording wasn’t really explicit enough, and suggested a piece of SE would somehow be breaking the rules if it were on a spacecraft that does not have enough remaining space to fit it on, even though it’s already there and therefore already subtracted. It’s basically just ‘be on’ versus ‘be added to’.

Story Post: Training Gunnery: Because Computers Won’t Always Cut It

Today we are running a holographic debate on the pros and cons of disabling the computerized automatic targeting systems that assist a Gunner in hitting targets, in favour of firing in a way more unpredictable to the opposing pilot and therefore potentially more effective at hitting agile spacecraft. The knowledge gained from such a discussion will suggest a degree of theoretical training allowing for limited use of weapons systems even by those with no previous training, though obviously hands-on experience with weapons systems will eventually be important for even the most apt of large arms operators-in-training. Milk and cookies will be provided (holographically).

Wednesday, June 04, 2008

Proposal: A Way to Receive a Special Title

Passed 6-0, non-trivial—jay

Adminned at 06 Jun 2008 15:18:21 UTC

Replace “unless otherwise specified” in the rule 2.7 Crew Members with “unless he meets the requirements for the Special Title that he wishes to receive”.

Proposal: Trivial Proposals.

Passed 8-1—jay

Adminned at 06 Jun 2008 15:15:12 UTC

Create a new sub-rule of rule 2.10 Gaining Experience, “Trivial Proposals” with the text:

A Trivial Proposal is defined to be any Proposal that contains the text “trivial” in its Subject. If, at the time of its Enactment, more than half of all comments to a Proposal containing counted votes also contain the text “Trivial”, then that Proposal is also defined as Trivial.

No Experience points are granted to the Author of a successful Trivial Proposal.
[edit]

Proposal: Can’t cope with this

Self-killed—jay

Adminned at 06 Jun 2008 15:14:07 UTC

Remove the line “Authoring a successful proposal: 10 Exp.” from Rule 2.10 Gaining Experience.

This is going to make me crack… well, it already has… and I can’t understand what this encourages - stupid easy-pass proposing that doesn’t further the game at all? And nicking other people’s proposals that only needed the smallest of fixes, instead of letting that person themselves come to a decision on how to resolve people’s issues?

If it makes you feel better I’m not stealing anyone’s Exp anywhere in this.

Wednesday, June 04, 2008

Proposal: Synchronize your Clocks

Passed 7-0—jay

Adminned at 06 Jun 2008 15:11:11 UTC

Set the timer for the atomic bomb mentioned in rule 2.8 Boom to 10.

Proposal: Fixing the Spacecraft Register

Passed 6-1—jay

Adminned at 06 Jun 2008 15:04:18 UTC

Implement the following changes to the Spacecraft Register wiki page:

Create a heading “Spacecraft” at the top of the page.

Create a heading “Equipment” at the bottom of the page.

Add the following text under the heading “Equipment”:

*Light Defence Laser (weapon): Size 1, Power 1
A weak weapon, used as a last resort by most.

*Bargain Armor (armor): Size 1, Armor 1
Gained for a really, really low price.  Wow.

*Orbitus XVI Thrusters (propulsion): Size 70, Speed 1000
Custom-made thrusters for the Orbitus XVI.  Very powerful, but they still only move the Orbitus slightly.

*Heavy Defence Laser (weapon): Size 3, Power 4
A cost-efficient option for small craft armament.

*Heavy Rocket Array (weapon): Size 30, Power 15
An increasingly outdated but nonetheless effective large-scale weapons system.

*Light Armor (armor): Size 10, Armor 5
Cheap and effective, but not the best size investment.

*Light Powered Armor (armor): Size 10, Armor 10
Electromagnetic physics abuse make for a more powerful hull.

*Layered Titanium Hull (armor): Size 30, Armor 10
Despite being expansive, titanium hulls provide no more protection than much smaller counterparts.

*Ion Drive (propulsion): Size 5, Speed 250
A weak but compact method of propulsion.

*Rocket Engine (propulsion): Size 10, Speed 500
Rocket-propelled propulsion allows superior maneouvrability over more efficient options.

Add a Heavy Defence Laser, Light Powered Armor and Rocket Engine to the Awesome Deathship.

Since the DDA Mothership was the problem last time, I will let someone else make a proposal for that.

Spacecraft Equipment: Clarification

Let’s get this straight. It might help if you read my proposal, actually READ it, before you vote on it.

I wrote “Remove all weapons and armor from the DDA Mothership. Afterwards, add a Heavy Rocket Array and Layered Titanium Hull to the DDA Mothership.” Somehow, you managed to infer the removal of the OXVI Thrusters, though it specifically states ‘weapons and amor’ and NOT propulsion.

And surely, if you disagreed with the removal of the old weapon (I think the Light Defense Laser does not fit the scale of the ship - but if we stacked it up…), that isn’t really justifcation for failing the whole proposal, given the fact any follow-up on the theme could have re-added any number of additional copies of weapons? We aren’t going to see any use of them anyway in the very near future, because space combat doesn’t fully exist yet, so how could another proposal hurt? A space combat proposal could switch out all the weaponry if it wanted to.

I’m impressed how apt you guys are in finding holes in my logic, compared to your ability to actually read what my logic is.

(I’d have loved to have posted this as a comment, but you’d closed up my proposal already.)

Proposal: Space Planar Cowboys

Passed 5-3—jay

Adminned at 06 Jun 2008 14:56:48 UTC

Create sub-rule “Transport” to rule “Planar Entities”:

A non-DDA Planar Entity may also board any given Spaceship owned by a non-DDA Planar Entity at any time. While such a Planar Entity is aboard a Spaceship, it may not be Contained. The Spaceship boarded by a Planar is tracked in the Planar Entities wiki page.

 

Monday, June 02, 2008

Proposal: Keep it going, or else…

Vetoed—jay

Adminned at 03 Jun 2008 11:37:20 UTC

Set the timer for the atomic bomb mentioned in rule 2.8 Boom to 1.

30 seems like such a large number.  1 should keep this dynasty going, since players will realize that one 2-day break in proposals will destroy everything.

Proposal: Spacecraft Equipment Expansion (and Equipping)

reached a quorum, final vote 1-6—jay

Adminned at 02 Jun 2008 22:30:40 UTC

Create the following pieces of Spacecraft Equipment:

  *Heavy Defence Laser (weapon): Size 3, Power 4
  A cost-efficient option for small craft armament.
 
  *Heavy Rocket Array (weapon): Size 30, Power 15
  An increasingly outdated but nonetheless effective large-scale weapons system.
 
  *Light Armor (armor): Size 10, Armor 5
  Cheap and effective, but not the best size investment.
 
  *Light Powered Armor (armor): Size 10, Armor 10
  Electromagnetic physics abuse make for a more powerful hull.
 
  *Layered Titanium Hull (armor): Size 30, Armor 10
  Despite being expansive, titanium hulls provide no more protection than much smaller counterparts.
 
  *Ion Drive (propulsion): Size 5, Speed 250
  A weak but compact method of propulsion.
 
  *Rocket Engine (propulsion): Size 10, Speed 500
  Rocket-propelled propulsion allows superior maneouvrability over more efficient options.

Add a Heavy Defence Laser, Light Powered Armor and Rocket Engine to the Awesome Deathship.

Remove all weapons and armor from the DDA Mothership. Afterwards, add a Heavy Rocket Array and Layered Titanium Hull to the DDA Mothership.

I’m trying to keep the DDA Mothership from being too superior to the Awesome Deathship by making it use outdated equipment. This also leaves room for other craft to be more awesome than it weapons-wise. This proposal makes it so new ships can have either a bad or good version of each piece of equipment, which should open up ship design a little more (maybe eventually we’ll have rules for using Exp to build own ships or something!).

Proposal: Fxin Xprence

reached a quorum, final vote 8-0—jay

Adminned at 03 Jun 2008 11:30:38 UTC

Add the following text to the end of sub-rule 2.6.3 Experience: “New DDA Members start with 0 Exp.”

Set the Exp of all DDA Members whose Exp value is “-” to 0.

Monday, June 02, 2008

Proposal: Spice me up

reached a quorum, final vote 6-0—Yoda

Adminned at 02 Jun 2008 09:18:32 UTC

We need something to gain from battles and other stuff, so I propose the following:

Create a new sub-rule named “Experience” to rule “Statistics”:

Experience (abbr. Exp) is a numerical statistic that determines the overall strategic and tactical experience of the DDA Member. New DDA Members start with a value of 0 for their Experience statistic. At any point, a DDA Member may pay 30 Exp to increase any other statistic they have by 1.

Create a new Rule named “Gaining Experience” that reads:

A DDA member may gain Experience in any of these cases (the Exp gained is stated case by case):

* Authoring a successful proposal: 10 Exp.
* Participating in a Containment post: 15 Exp.
* Participating in a successful Battle: 20 Exp.

 

Training Gunnery: First Try

Calling all bombadiers-in-training.  If you want to have a chance to man the spacecraft weaponry, here is your chance to start on that road.  This is an entry-level course in gunnery, specially designed to give you an overview in the basics of weapons training.