Proposal: It’s the Ground that Kills You
Passes 11-1. -Ornithopter
Adminned at 08 Apr 2010 18:53:55 UTC
Remove the sentence “If a bridge square is deconstructed while a Colonist is currently occupying that square, then the Colonist dies.” from the Ruleset, if it exists.
In the Rule “Death”, if it exists, add:-
If a Colonist is ever in a Location which is Occupied, that Colonist is killed.
Move “Channel” from the “Occupied” to the “Empty” section of the Settlement key. Add to Rule 2.3.1 (Movement):-
If a Colonist is in a Channel, they may not move to a Location which isn’t also a Channel.
Replace “A Colonist who is adjacent to a Channel that does not contain water” with:-
A Colonist who is located in or adjacent to a Channel that does not contain water
Making it so that being stuck in any solidly occupied Location kills you, however you (or it) got there. And making Channels a bit safer, just impossible to climb out of - if you’re stuck in one, you can fill it in to climb out.
Incidentally, which Colonist thought it was a good idea to dig a channel that blocked in new and yet-to-move players?

Comments
Josh:
Clucky.
Put:
Keba:
“Incidentally, which Colonist thought it was a good idea to dig a channel that blocked in new and yet-to-move players?” Clucky.
Tiberias:
Klisz:
Hix:
Hix:
(Okay, maybe not. But we need to define “the empty location closest to 13a” more precicely.)
Tiberias:
Hix: “New Colonists start at 13a if it is empty, otherwise they start in the empty location closest to 13a.”
Josh:
Is that a problem, Hix?
Or rather: yes, it is a problem, but it’s a problem with the default location, not the proposal. If 13a is ever water, a rock, a large tree or a wall, then that would be fairly terminal. Kevan’s proposal seems to be the most elegant way of conveying that; now we need someone with an open slot to make the default location more responsive.
Oracular rufio:
Purplebeard:
Darknight:
SeerPenguin:
Ornithopter: