Saturday, December 31, 2011

Blargh

Ban TheMeringovian. Delete all blog entries by TheMeringovian.

Not an obvious spambot, but I feel that if he is not just spamming, he should be forced to defend himself, and why not in the comments to this proposal?

Saturday, December 31, 2011

Blockade: Blockade Route

I do need to make another post for this, right?  Blockade = 11 now.

Tuesday, December 27, 2011

Story Post: Blockade: Golden Route

All ye who would Scout a Golden Route: Be warned. They cost two more.

Sunday, December 25, 2011

The vortex is open.

Shun the nonbeliever.  Shun.

Friday, December 23, 2011

Ltn Koen wishes you all to spend as great holidays as he will!

So, yeah, I’ll be going to London tuesday, which means today is my last chance to request to be idled.
I request to be idled.

In case I have the opportunity to unidle before the end of the dynasty, my Cash is 0 and my list of Routes is HiAi*Do*Go*Ro*Ai*Re$*Du*Ai!Ja*Ja*Hi!Ai*Ai*Ja*Hi!Ta!

Merry Christmas and happy new year to you!

Reminder

The game goes into hiatus at midnight tonight, and stays in hiatus until midnight on the 27th, per rule 1.9.

Happy holidays to those celebrating!

Wednesday, December 21, 2011

Proposal: Less Precise Tailgating

Times out and passes 4-0. -Bucky

Adminned at 27 Dec 2011 19:35:38 UTC

Remove all instances of “non-Blocked” from the subrule describing Tailgate Routes.

This should have passed, but got self-killed after timing out.

Tuesday, December 20, 2011

Proposal: Black Jack’s back

Times out and fails 2-3 (1 unresolved DEF). -Bucky

Adminned at 22 Dec 2011 13:59:03 UTC

Create a new subrule to the rule Routes. Name it “Casino” and give it the text:

A Casino Route has a Scouting Cost of 7. When a Driver Drives a Casino Route, they earn 4 Cash, and every other Driver gets a 2-Cash Bonus. Immediately after a Driver has Requested Assignment, they must change every of their 2-Cash Bonuses for 2 Cash. 2-Cash Bonuses are tracked in the GNDT by adding “(+N)”, where N is the number of 2-Cash Bonuses, doubled, after the list of Routes of the affected Driver.

Append the Tags CASH and TEAMWORK to the rule “Casino” as an explicitly labeled list.

Fixed in regard of timing issues, I hope.
(Edited to add the tags. Less than 15 minutes and nobody has commented, so it’s OK, right?)

Proposal: Interaction.  We need it.

Times out and passes 4-0-1. -Bucky

Adminned at 22 Dec 2011 13:56:58 UTC

Add a new subrule to the rule “Routes”.  Call it “Blockade” and give it the following text:

A Blockade Route has a scouting cost of 9.  When a Driver Drives a Blockade Route, they gain 2 Cash and may make a Blockade Post, a blog post a title of “[Blockade]:X” where X is the name of a Route.  Between when a Driver creates a Blockade Post under this rule and the next time another Driver Scouts the named Route, the named Route’s Scouting Cost is increased by 2 for the purpose of the rule “Scouting”, except when the author of that Blockade Post Scouts. 

Tags: AGGRESSIVE

 

Tuesday, December 20, 2011

Just a note…

It seems I screwed up my attempts to Drive yesterday, accidentally entering the wrong set of routes in the GNDT. I’m assuming nothing since was legal (even my Assignment Request, because it was based on the wrong number of routes), as they each updated the GNDT to an impossible state, and thus weren’t legal actions per rule 3.2. Also per rule 3.2, I’m correcting the GNDT to comply with the gamestate, by changing it back to the state it was in immediately before I performed the illegal action; I have one twice-weekly and four quad-dailies left for this week/day at this point. Just making a note here in the blog post as it might be hard to follow otherwise.

(It crosses my mind that it’d be a plausible scam to do this sort of thing deliberately to gain an advantage and play from there, hoping nobody notices, and being able to retcon without penalty if you were caught; although I think it’d be very unfair play to do that sort of thing deliberately, and this was purely an accident. I was wondering how that fourth Downtown Route got into my pool…)

Idle Time

With the release of Star Wars: The Old Republic tomorrow, my gaming time will be otherwise occupied, so I think it’s time to idle until I get bored of it.

Tata!

Sunday, December 18, 2011

Proposal: Less grindy tailgating

Self-killed.  Adminned by Bucky.

Adminned at 21 Dec 2011 15:44:14 UTC

Remove all instances of “non-Blocked” from the subrule describing Tailgate Routes.

Per IRC discussion, these are pretty much the only things with annoying timing properties in the current ruleset, because you have to wait for a good route selection to be non-Blocked. (Note that the people with the most “limber” pools will probably end up with mostly Airport and Golden routes non-blocked, as their other routes self-block, so this also weakens Tailgate Routes slightly.)

Proposal: Coup d’Bucky

Times out and fails 2-8. -Bucky

Adminned at 20 Dec 2011 11:26:50 UTC

Add a new dynastic rule titled “Coup d’Bucky” as follows

The Driver known as Bucky may, as a weekly action, (provided he is not the Dispatcher) achieve victory.

Sunday, December 18, 2011

Proposal: Going vigilante

Self-killed. -Bucky

Adminned at 19 Dec 2011 22:48:06 UTC

Create a new subrule to the rule “Routes”. Name it “Sherwood” and give it the text:

A Sherwood Route has a Scouting Cost of 5. When a Driver Drives a Sherwood Route, they gain 1 Cash and may chose two other Drivers, thereafter known as “the Rich” and “the Poor”. They may then transfer any amount of Cash from the Rich to the Poor, as long as the Rich has more Cash than the Poor before and after the transfer.

Append the Tags AGGRESSIVE and TEAMWORK to the rule “Casino” as an explicitly labeled list.

We are men of the hood…
... merry now at your expense.

Proposal: This is a company! Let’s work together as a team!

Self-killed. -Bucky

Adminned at 19 Dec 2011 22:45:34 UTC

Create a new subrule to the rule “Routes”, name it “Casino”, and give it the text:

A Casino Route has a Scouting Cost of 7. When a Driver Drives a Casino Route, they earn 4 Cash, and every other Driver earns 2 Cash.

Append the Tags CASH and TEAMWORK to the rule “Casino” in an explicitly labeled list.

When a Driver Drives a Casino Route, drinks are on the Dispatcher.

Thursday, December 15, 2011

Proposal: Two can play at this game

Times out 3-6 and fails. -coppro

Adminned at 17 Dec 2011 19:03:18 UTC

If the ruleset contains the text

When a Driver drives an Active Golden Route, if they have at least four other Golden Routes in their pool, they achieve victory.

change it to

If a driver has driven at least five golden routes since he last requested assignment he achieves victory. Golden Routes become blocked instead of inactive when driven.

Considering Bucky made a proposal that failed, and then proposed the same thing again to try and have more time to convince people to change their votes I have no problem in doing the same to get it repelled. There is no good reason for this change. The theme of the dynasty is about being a taxicab driver and *driving* routes. This turns the goal into merely *having* routes. Both goals fit the theme, in my mind, but one was there first and effected people’s playing style. Bucky’s only complain was that having a more limber pool is mandatory, but the rule had been long enough for anyone to limber up their pool. All this does is just reward bad playing styles.

Thursday, December 15, 2011

Proposal: Train Harder, not Smarter

Times out 5-2 and is enacted. -coppro

Adminned at 17 Dec 2011 19:01:18 UTC

Add a new subrule to the rule “Routes”.  Call it “Upgrade” and give it the following text:

An Upgrade Route has a scouting cost of 8.  When a Driver drives an Upgrade Route, they may remove one of their other Active routes from their Route List and add an Inactive Route to the same spot in their Route List.  The added Route’s Scouting Cost cannot be more than 2 plus the removed Route’s Scouting Cost.  Highway Routes and Dump Routes cannot be removed this way.

In the rule entitled “Scrubbing”, change the text

Scouting Cost of 8

to

Scouting Cost of 7

Training Routes are now more expensive than Scrubbing Routes and cannot train Scrubbing Routes into Airport Routes.

Wednesday, December 14, 2011

Random scouting, once and for all

Hey fellow Drivers,

I don’t think lowering the cost was enough.
Random scouting is too uncertain to be worth it, anyway.
Since that option was added to the ruleset, we didn’t took time to improve the mechanics.
Here is my idea: when a Driver goes for random scouting, that Driver may chose a set of N Routes, and roll DICEN to get one of these N Routes. When N is one, that’s regular Scouting; if N is more than one, the cost should be the average scouting cost in that set of routes.

What do you guys think?

Tuesday, December 13, 2011

Proposal: Less Frustration to Win

Only 2 FOR votes and 5 against, but 4 IMP and Copporo voting for makes this pass 6-5—Clucky

Adminned at 15 Dec 2011 11:42:01 UTC

In the rule “Golden”, change the text

If a driver has driven at least five golden routes since he last requested assignment he achieves victory. Golden Routes become blocked instead of inactive when driven.

to

When a Driver drives an Active Golden Route, if they have at least four other Golden Routes in their pool, they achieve victory.

All the objections I got about the last version have been withdrawn or fixed.

Proposal: Random scouting, fixed fare

Times out and passes 8-2. -Bucky

Adminned at 14 Dec 2011 18:09:57 UTC

In the rule “Scouting”, replace the text:

A Driver may spend X cash, where X is the greatest of: the number of Routes that driver has in their list, the number of Routes described in subrules to “Routes” and 5.

with:

A Driver may spend 7 Cash.

Creating new Routes doesn’t make random scouting more interesting.

Monday, December 12, 2011

Proposal: Has anyone yet random scouted?

Self-Killed. -Bucky

Adminned at 13 Dec 2011 17:39:57 UTC

In the rule “Scouting”, replace the text:

A Driver may spend X cash, where X is the greatest of: the number of Routes that driver has in their list, the number of Routes described in subrules to “Routes” and 5.

with:

A Driver may spend X, divided by two, Cash, where X is the greatest of: the number of Routes that Driver has in their list, the number of Routes described in subrules to “Routes”, and 10.

Currently, the average Scouting Cost is about 7.2 (counting Highway as 5, or 7.7 counting Highway as 12). And the cost for random scouting is 15, since there are 15 differente Routes.
As far as I know, no Driver has random scouted yet. So how about lowering the cost?

Proposal: Drive Smarter, Not Harder

Times out and fails 2-6. -Bucky

Adminned at 13 Dec 2011 17:12:57 UTC

Add a new subrule to the rule “Routes”.  Call it “Upgrade” and give it the following text:

An Upgrade Route has a scouting cost of 5.  When a Driver drives an Upgrade Route, they may remove one of their other Active routes from their Route List and add an Inactive Route to the same spot in their Route List.  The added Route’s Scouting Cost cannot be more than 2 plus the removed Route’s Scouting Cost.  Highway Routes and Dump Routes cannot be removed this way.

 

The added Routes are Inactive rather than Blocked because they have been transmuted to rather than added.  The scouting cost is low because using it consumes another of your active routes.

Saturday, December 10, 2011

Proposal: A Less Aggrivating Endgame

Times out and fails 2-4. -Bucky

Adminned at 12 Dec 2011 20:54:46 UTC

In the rule “Golden”, change the text

If a driver has driven at least five golden routes since he last requested assignment he achieves victory. Golden Routes become blocked instead of inactive when driven.

to

When a Driver drives an Active Golden Route, if they have at least four other Golden Routes in their pool, they achieve victory.

The interesting part of the dynasty is getting five Golden Routes rather than getting them to line up for you.  Therefore, we should make the victory condition reflect that.

Proposal: Inactive Jams

Times out and passes 3-2. -Bucky

Adminned at 12 Dec 2011 17:37:30 UTC

In the rule “Jam”, replace the text

When a Driver Drives a Jam Route, that Driver earns 2 Cash. Immediately after Driving a Jam Route, the traffic jam spreads

with:

When a Driver Drives a Jam Route, that Driver earns 2 Cash, and the traffic jam spreads

Subrule “Jam” specifies events that happen *after* Driving a Route, so technically these events are not restricted by “Subrules of this rule may specify events that happen upon Driving a route, but those effects do not happen unless the route was Active before it was driven.”

Friday, December 09, 2011

Proposal: Please take the detour.

Times out and passes 10-0. -Bucky

Adminned at 11 Dec 2011 20:12:04 UTC

In the Rule “Routes”, replace “makes it Inactive.” with “makes it Inactive if it was Active.”.

Currently a Blocked Route can be made Inactive by Avoiding it.

Proposal: Dump that proposal

Times out and passes 5-3. -Bucky

Adminned at 11 Dec 2011 20:10:01 UTC

Create a new subrule to the rule “Routes”. Give it the title “Dump” and give it the text:

A Dump Route has a Scouting Cost of 0, but when a Driver Scouts for a Dump Route, that Driver earns 5 Cash. A Drive cannot Scout for a Dump Route if they already have one in their pool. A Dump Route cannot be removed by a Scrubbing Route or turned into a Jam Route.

So the “only one, only once” turned out to be false since I had to post that twice.

Garbage disposal, take two

Create a new subrule to the rule “Routes”. Give it the title “Dump” and give it the text:

A Dump Route has a Scouting Cost of 0, but when a Driver Scouts for a Dump Route, that Driver earns 5 Cash. A Drive cannot Scout for a Dump Route if they already have one in their pool. A Dump Route cannot be removed by a Scrubbing Route or turned into a Jam Route.

Only one, only once.

Proposal: Turbo taxis

Quorum at 7-2-1. ~~Chronos Phaenon

Adminned at 09 Dec 2011 21:43:26 UTC

In rule 2.3, change

Twice per day, but not more than twice in any 12-hour period,

to

Four times per day, but not more than four times in any 12-hour period,

and

As a weekly action, a Driver may Request Assignment.

to

Twice per week, but nor more than once in any 24-hour period, a Driver may Request Assignment.

A straight doubling of the pace of the dynasty; this doesn’t make it any grindier as you don’t have to be online any more often than with the previous version, just lets you get twice as much done when you are.

Thursday, December 08, 2011

Proposal: You could feed the world with my garbage dump

SK ~~Chronos Phaenon

Adminned at 09 Dec 2011 21:42:15 UTC

Create a new subrule to the rule “Routes”. Name it “Dump” and give it the text:

A Dump Route has a Scouting Cost of 0, but when a Driver Scouts for a Dump Route, that Driver earns 5 Cash. A Dump Route cannot be removed by a Scrubbing Route or turned into a Jam Route, unless it has the punctuation ‘&’. At any time a Driver can spend 6 Cash to add the punctuation ‘&’ to a Dump Route in their pool.

Someone has to do the dirty work!

Proposal: Making this a little more winable…

Timed out. 4-3-1. ~~Chronos Phaenon

Adminned at 09 Dec 2011 21:41:05 UTC

Add a new subrule to “Routes” called “Village” with the following text

A Village Route has a scouting cost of 10. When a Driver Drives a Village Route, they make the first two inactive routes in their pool become active. Village Routes become Blocked instead of Inactive when Driven.

Currerntly, even if you manage to get 5 golden routes you need them, or highway routes to come up in your RA draw in order to drive all five. This lets you drive more than five non-highway route in a single round.

Proposal: Dynasty too grindy?  Here’s a Quick Fix

Timed out. 5-3. ~~Chronos Phaenon

Adminned at 09 Dec 2011 21:39:27 UTC

Add a new subroule to the rule “Routes”.  Call it “Overtime” and give it the following text:

An Overtime Route has a Scouting Cost of 9.  When a Driver Drives an Overtime route, if they have already driven an Overtime route since they last Requested Assignment, they gain 1 Cash.  Otherwise, they mark it as Blocked and then Drive every non-Blocked Route in their pool in their current order. (This does not let them Avoid Routes and does not count against how many times they can Drive in any given period.)  If a Route Driven during this effect adds or unblocks Routes in their pool, they do not Drive those Routes, although removing a Route or making it Blocked will prevent it from being Driven.

 

Now you can do all your grinding at once!  Note that this usually causes all their Blocked Routes to move to the front of their Pool as a side effect.

Proposal: We Will Interact!

It has been open for voting for at least 48 hours and cannot be Enacted. ~~Chronos Phaenon

Adminned at 09 Dec 2011 21:38:43 UTC

Add a new subrule to the rule “Routes”.  Call it “Burglary” and give it the following text:

A Burglary Route has a scouting cost of 8.  When a Driver Drives a Burglary Route, they transfer 1 Cash to themselves from each of up to 2 other Drivers.
Tags: AGGRESSIVE

Add a new subrule to the rule “Routes”.  Call it “Construction” and give it the following text:

A Construction Route has a Scouting Cost of 3.  When a Driver Drives a Construction Route, they gain 1 Cash, and may chose a set of Inactive Routes that satisfies the criterion that no Route in that set belongs to the same Driver as any other Route in that set.  Each Route in the chosen set becomes Blocked.
Tags: AGGRESSIVE

Construction route has been expanded by a factor of two and made harder to read to get rid of a purported ambiguity that did not exist in the first place.  Otherwise, this proposal is identical to the previous one.

Paging coppro

Dude, you are about to become idle. If you don’t want that, please make a post or comment.

Wednesday, December 07, 2011

Proposal: Interaction Routes

Self-Killed. -Bucky

Adminned at 07 Dec 2011 15:54:45 UTC

Add a new subrule to the rule “Routes”.  Call it “Burglary” and give it the following text:

A Burglary Route has a scouting cost of 8.  When a Driver Drives a Burglary Route, they transfer 1 Cash to themselves from each of up to 2 other Drivers.
Tags: AGGRESSIVE

Add a new subrule to the rule “Routes”.  Call it “Construction” and give it the following text:

A Construction Route has a Scouting Cost of 3.  When a Driver Drives a Construction Route, they gain 1 Cash, and may mark any number of Inactive Routes belonging to different Drivers as Blocked.
Tags: AGGRESSIVE

Route ideas:

because more routes can’t hurt. Also we need some high powered routes if this game is ever gonna end

Bridge
A Bridge Route has a Scouting Cost of 15. When a Driver Drives a Bridge route, all scouting costs for that driver are reduced by one until the Driver next requests assignment. Scouting costs may not be made lower than 1 in this manner.

Lookout
A Lookout Route has a Scouting Cost of 8. When a Driver Drives a lookout route they mark it as blocked. Then activate the next three non-blocked routes in their pool. They then pick one of those three routes (provided one exists) and drive it, pick a second of the three routes (provided a second exists) and ignore it, and remove the third one (provided a third exists) from their pool (in that order).

Lotto
A Lotto Route has a Scouting Cost of 10. When a Driver Drives a lotto route they must roll a DICE10. If the result is a 10, they earn 10 cash and remove the lotto route from their pool.

Call for Judgment: Because I’d prefer to win legitimately this dynasty

Times out. Passes 6-1.—Clucky

Adminned at 09 Dec 2011 10:49:37 UTC

In the rule “Routes”, change

This moves the Route to the bottom of the list, makes it Inactive, and, if that Route was Active and the Driver did not Avoid it, causes them to get the effects, if any, described in the subrule corresponding to that Route.

to

This moves the Route to the bottom of the list and makes it Inactive. Subrules of this rule may specify events that happen upon Driving a route, but those effects do not happen unless the route was Active before it was driven.

Change the values of GNDT-tracked gamestate to the values they would have if non-Active routes had never had any effect when Driven, and the effects of each Route had only happened once on each occasion it was Driven while Active.

Rule 2.3 specifies that Driving a route causes its effects to happen. Its subrules, the way that they’re written also specify that Driving a route causes something to happen, in the definition of the effect. This has two effects:

  • Pretty unambiguously, driving an Inactive or Blocked route causes its effects to happen, because rule 2.3’s subrules say so, and are not overriden anywhere (as rule 2.3 only defines effects of driving an Active Route).
  • More controversially, I think it’s reasonable (most reasonable?) to read 2.3 as causing the effects of a route to happen if it’s driven while active, in addition to its subrules causing them to happen, i.e. driving a route causes its effects to happen twice.

As a result, the gamestate’s pretty unintentionally screwed up right now, and the actual gamestate is very exploitable and grindy (with the best strategy being to hit all your double-dailies and get Cash from each of them); and rather than scamming this, I’d prefer if it were just fixed and reverted. Given that nobody noticed this earlier, the GNDT is currently incorrect but in the desired gamestate; so this CFJ, although it changes the gamestate, shouldn’t require adjusting the GNDT, and I suggest we just play as if the rules were right all along.

Tuesday, December 06, 2011

Not a Proposal: Destroy Highways

In the rule “Highway”, replace the text “A Highway Route has a Scouting Cost of 5” with “A Highway Route has a Scouting Cost of 12”.

To every Highway Route in every Driver’s pool, give the punctuation ‘?’.

In the rule “Highway”, replace the text “When a Driver Drives a Highway Route, that Driver earns 1 Cash and may make one of the first three Inactive Routes in their pool become Active.” with:

When a Driver Drives a Highway Route, if that Route doesn’t have the punctuation ‘?’, that Driver earns 1 Cash and may make one of the first three Inactive Routes in their pool become Active. Highway Routes with the punctuation ‘?’ don’t have any effect when Driven.

Create a new subrule to the rule “Highway”. Name it “Too cheap” and give it the text:

At any time between XXXX, 00:00:00 UTC and YYYY, 00:00:00 UTC, any Driver who has a Highway Route marked with ‘?’ in their pool may replace that Route by any Route which Scouting Cost is 6 or lower, other than a Highway Route. The resulting Route is respectively Active, Inactive or Blocked if the Highway Route was Active, Inactive or Blocked.

At any time after YYYY, 00:00:00 UTC, if a Driver has in their pool a Highway Route marked with a ‘?’, any Admin may remove that Route from that Driver’s pool.

At any time after YYYY, 00:00:00 UTC, if no Driver has in their pool a Highway Route marked with a ‘?’, any Admin may remove the text “if that Route doesn’t have the punctuation ‘?’, ” and the text ” Highway Routes with the punctuation ‘?’ don’t have any effect when Driven.” from the rule “Highway”, and repeal the subrule “Too cheap”. If an Admin does so he must announce it by making a post making the change clear.

In the subrule “Too cheap” of the rule “Highway”, replace all occurrences of “XXXX” by the date x at which this Proposal was enacted, in a day/month/year format.
In the subrule “Too cheap” of the rule “Highway”, replace all occurrences of “YYYY” by the date y in a day/month/year format, so that there are exactly seven days between x, 00:00:00 UTC and y, 00:00:00 UTC.

A self-repealing rule! I am not gonna make this Proposal. But I could vote for it if you did.
(edited to add “remove the ‘?’ part on the rule Highway” to the self-repealing bit: this is not an official post, so it’s okay, right?)

Proposal: A fair solution?

Self-Killed. -Bucky

Adminned at 07 Dec 2011 15:52:39 UTC

Change the text of “Highway” to

  A Highway Route has a Scouting Cost of 4 plus 2 for each Highway Route in that Driver’s Route Pool

Well?

Monday, December 05, 2011

Proposal: Okay, Fine.

Times out and passes 5-1. -Bucky

Adminned at 07 Dec 2011 15:37:09 UTC

If the proposal “Disarming the Dynasty-Killer” passed, this proposal does nothing.

In the rule “Highway”, change the text:

A Highway Route has a Scouting Cost of 5.

to

A Highway Route has a Scouting Cost of 5 if the driver scouting it had 2 or fewer Highway routes before scouting, and 12 otherwise.

Anyone abusing this may or may not get smacked down later by CfJ.  Myself included.

Proposal: The words will make you out and out

Passes 4-2 after timing out—Clucky

Adminned at 06 Dec 2011 19:06:39 UTC

Create a new subrule to the rule “Routes”. Title “Roundabout”, placing it with respect to the alphabetical order by name of the subrules, and give it the following text:

A Roundabout Route has a Scouting Cost of 5. When a Driver Drives a Roundabout Route, that Driver earns 1 Cash, and may move one of their Routes to the top of the list.

Proposal: A compromise

SK. ~~Chronos Phaenon

Adminned at 06 Dec 2011 10:18:28 UTC

Change the text of “Highway” to

A Highway Route has a Scouting Cost of 5.
A Highway Route has a Scouting Cost of 5 if the driver scouting it had 1 or fewer Highway routes before scouting, and 12 otherwise.

If the proposal http://blognomic.com/archive/disarming_the_dynasty-killer/ fails to pass, and any Driver has more than 3 Highway Routes, remove any they have after the first 3 in their Route List.

Gives people a +1 cheap advantage if they already bought it.

Proposal: Disarming the Dynasty-Killer

Timed out. 1-3-1. ~~Chronos Phaenon

Adminned at 06 Dec 2011 10:17:39 UTC

If the proposal “Undominate it” passed, this proposal does nothing.

In the rule “Highway”, change the text:

A Highway Route has a Scouting Cost of 5.

to

A Highway Route has a Scouting Cost of 5 if the driver scouting it had 2 or fewer Highway routes before scouting, and 12 otherwise.

If any Driver has more than 3 Highway Routes, remove any they have after the first 3 in their Route List.

Saturday, December 03, 2011

Proposal: So what happened to Jams?

Timed out. 1-6-1. ~~Chronos Phaenon

Adminned at 06 Dec 2011 10:17:04 UTC

Amend the rule “Jam” so that it reads:

A Jam Route has a Scouting Cost of 4. When a Driver Drives a Jam Route, that Driver earns 2 Cash and, if that Route had the punctuation #, they removes that punctuation. Immediately after Driving a Jam Route, the traffic jam spreads - the Driver must add the punctuation # to the first Route in their pool. Routes with the punctuation # are considered Jam Routes.

This was posted by Soviet Brendon but not as a proposal. Why not?

Friday, December 02, 2011

Proposal: Undominate it

Times out. Fails 3-3 with 1 def vote.—Clucky

Adminned at 04 Dec 2011 11:35:41 UTC

In the rule “Highway”, change the text:

A Highway Route has a Scouting Cost of 5.

to

A Highway Route has a Scouting Cost of 5 if the driver scouting it had 2 or fewer Highway routes before scouting, and 12 otherwise.

If any Driver has more than 3 Highway Routes, remove any they have after the first 3 in their Route List.  If they have not Requested Assignment since buying a Highway Route, they gain 5 Cash for each Highway Route removed in this way.

As ais523 has pointed out, highway routes are way too cheap.  At the same time, just increasing the cost would put players without them at a major disadvantage.  Here’s a way to fix the former without touching the latter.

Proposal: Moar Routes, Take 2

Timed out. Fails 1-2 with 3 DEF votes.—Clucky

Adminned at 04 Dec 2011 11:34:43 UTC

Add the following subrules to the list of routes

Posh
A Posh route has a scouting cost of 15. When a driver drives an Posh Route, that driver earns 4 Cash.

Tags: CASH

Limo
A Limo route has a scouting cost of 20. When a driver drives an Limo Route, that driver earns 5 Cash.

Tags: CASH

Investment
An Investment route has a scouting cost of 10. When a driver drives an Investment route, they first check and see if there is another driver who has an Investment route marked with a $. If such a driver exists, they remove that mark and increase that drivers cash by 3. Then, if there are no Investment routes marked with a $ the driver marks the investment route they just drove with an $

Tags: TEAMWORK

Investments, assuming I worded it right, are like airport routes but you need someone else to drive one for it to work. The reason they cost the same is they let you transfer 3 cash across assignment.