Thursday, December 31, 2020

Proposal: No free-riders

Timed out and passed, 4-2. Josh

Adminned at 02 Jan 2021 15:32:19 UTC

Change the first line of the rule Team Victory to read as follows:

Each Pilot has a number of Crowns, which defaults to zero and is publicly tracked. Each Corporation has a number of Crowns, which is the sum of the number of Crowns held by Pilots Affiliated with that Corporation, plus any Crowns that have been directly awarded to that Corporation, and is publicly tracked. Whenever a Pilot ceases to be Affiliated with a Corporation, their Crowns are no longer considered to be part of their ex-Corporation’s total.

Add the following as a second paragraph in the rule Corporations:

As a Weekly Action, a Pilot may cease to be Affliated with any Corporation by setting their Affiliation to blank. A Pilot may never rejoin a Corporation that they have previously ceased to be Affiliated with.

If the text “The first time a RAKSHASHA-designation Bogey is eliminated, the Pilot who eliminated it may award their Corporation one Crown. If they do then they must immediately remove this paragraph from the ruleset” exists in the ruleset, change “their Corporation” to “themselves” in it. Otherwise, remove on Crown from the Corporation to which Pilot Pokes belongs, and grant Pokes one Crown.

Remove the corporations MECHATECH, Dynocorp, and Azamo’s Children, and set the Affliation of any Pilot affiliated with either Corporation to blank. Add a new Corporation, called the Ace League, with a Creed of “Death And Glory” and a Requirement of “A Pilot must have eliminated a Bogey and lost a Shell as a result of a Bogey’s Attack on a Military Target to join this Corporation.” Add another new Corporation, called Air Power, with a Creed of “Aim High” and a Requirement of “A Pilot may join this Corporation if they have been Jockeying a Shell during at least 15 non-consecutive days.”

Schedule post 2020-12-31

Yesterday, Pilot pokes barraged both Bogeys with their cluster munitions on fire vector 23. VENUSAUR evaded the shot but IVYSAUR was struck directly, causing its chitinous thorax to implode in a fatal event at 10h15. Pilot pokes was subsequently struck by VENUSAUR’s retaliatory Radiant Beam, causing them to lose ten power in their Shell.

As per the rule Team Victory, Pilot pokes (having been the first Pilot to destroy a RAKSHASHA-class Bogey) may award their Corporation one Crown.

Today at 19h17 VENUSAUR will attempt to conclude its attack on Pilot Bucky, who is currently not the occupant of a Shell. We’ll see how that works out for him tomorrow.

Thursday, December 31, 2020

Proposal: Loopholes aren’t always made for breaking[Core]

Vetoed by the Poindexter, who has two pending CfJs. -Bucky

Adminned at 02 Jan 2021 05:34:33 UTC

In Rule 1.6, change

If two or more Pilots actively disagree as to the interpretation of the Ruleset, or if a Pilot feels that an aspect of the game needs urgent attention, then any Pilot may raise a ‘’‘Call for Judgement’‘’ (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.

A Pending CfJ may be Enacted by any Admin if all of the following are true:

* It is Popular.

A Pending CfJ may be Failed by any Admin if any of the following are true:

* It is Unpopular.
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.

When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.

This Rule may not be overruled by Dynastic Rules.

To

If two or more Pilots actively disagree as to the interpretation of the Ruleset, or if a Pilot feels that an aspect of the game needs urgent attention, then any Pilot may raise a ‘’‘Call for Judgement’‘’ (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.

When a Pilot raises a CfJ, it must be raised at least 18 hours after the last CfJ was raised or when there are no CfJ raised at that given time.

A Pending CfJ may be Enacted by any Admin if all of the following are true:

* It is Popular.

A Pending CfJ may be Failed by any Admin if any of the following are true:

* It is Unpopular.
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.

When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.

This Rule may not be overruled by Dynastic Rules.

Idk how else to word this but I just thought that there should be a handicap on CfJs before someone in the future spams blognomic with countless(and possibly pointless) CfJs

Proposal: We need to know everything

Enacted, 5-0. Josh

Adminned at 01 Jan 2021 20:09:09 UTC

In rule “Pilots and Shells”, change:

At any time each Pilot may be Outfitting, Jockeying or Recovering, defaulting to Outfitting, and their status is publicly tracked. A Outfitting or Jockeying Pilot has the following tracked information: a Shell Type (whether Archetype or Subtype), amounts of Power, Attack and Defence (which are all non-negative integer or “-”), all of which are “-” by default. A Shell Type of “-” means the Pilot lacks a Shell. Each Pilot has an Arsenal, which is a list of Arms, or “-” to indicate empty Arsenal.

To

At any time each Pilot may be Outfitting, Jockeying or Recovering, defaulting to Outfitting, and their status is publicly tracked. A Outfitting or Jockeying Pilot has the following tracked information: a Shell Type (whether Archetype or Subtype), amounts of Power, Attack, Defence, and Speed (which are all non-negative integer or “-”), all of which are “-” by default. A Shell Type of “-” means the Pilot lacks a Shell. Each Pilot has an Arsenal, which is a list of Arms, or “-” to indicate empty Arsenal.

Sorta obvious…..

Proposal: Redlining

Timed out and passed, 5-0. Josh

Adminned at 01 Jan 2021 09:17:18 UTC

Add the following to the end of the rule called The Battlefield:

If a Pilot’s Shell would be set to zero or below by the power expenditure required for a Fire Attempt then their Shell is destroyed as if they had done an Emergency Shutdown. The Fire Attempt still takes place, however.

Schedule post 2020-12-30

Yesterday, Pilot Coderblaze performed an emergency shutdown just before Bogey IVYSAUR’s attack against them made contact. This has left IVYSAUR stunned and immobile. VENUSAUR is still preparing their attack against Pilot Bucky.

Today Pilot pokes will engage VENUSAUR on vector 23 at 10h15, with their cluster munitions also targeting IVYSAUR. We all wish Pokes the best of luck.

Tuesday, December 29, 2020

Proposal: Weapons are Mandatory

Timed out and enacted, 6-0. Josh

Adminned at 31 Dec 2020 21:37:08 UTC

In the rule “Armoury”, change the text

An Arm may not be added to an Arsenal if it would cause a Shell’s Power to be reduced to zero or below.

to

An Arm may not be added to an Arsenal if it would cause the Pilot’s Power, Attack or Defence to be reduced to zero or below.

Call for Judgment: How do we math this?

Timed out and failed, 1-4. Josh

Adminned at 31 Dec 2020 17:20:41 UTC

Just thought to bring this up because we are dealing with percentages and before Armoury was made, I thought that the math for dealing with the stuff we added onto our shells were something like:

90(100% - [20% + 30% + 10%])

But now it seems like it can be interpreted as the interpretation above or this interpretation:

90(100% - 20%)(100% - 30%)(100% - 10%)

So may I suggest changing this:

Each Arm has a name (which is flavour text), cost and an effect. The cost of an Arm must be spent in Power when it is added to a Pilot’s Arsenal, and may be refunded if an Outfitting Pilot removes the Arm from their Arsenal. An Arm may not be added to an Arsenal if it would cause a Shell’s Power to be reduced to zero or below. Multiple instances of the same Arm do not stack in effect. The following is the list of Arms that has been approved by RAID R&D:

To

Each Arm has a name (which is flavour text), cost and an effect. The cost of an Arm must be spent in Power when it is added to a Pilot’s Arsenal, and may be refunded if an Outfitting Pilot removes the Arm from their Arsenal. An Arm may not be added to an Arsenal if it would cause a Shell’s Power to be reduced to zero or below. Multiple instances of the same Arm do not stack in effect. If a Pilot has multiple Arms on their Shell, then the effects of the Arms are calculated in chronological order and after an effect from an Arm has been applied, then it becomes the new baseline in which the next effect of the next Arm is calculated. The following is the list of Arms that has been approved by RAID R&D:

Proposal: Every Pilot for themselves

Unpopular 1-5 with more than Quorum against. - Bucky

Adminned at 30 Dec 2020 23:17:43 UTC

Replace the first sentence of “Corporations” with

Each Pilot has a publicly tracked Affiliation, which may be one of the Corporations listed as subrules of this rule, or to a Corporation with a Pilot’s name; by default it is Unaffiliated.

Replace “An Unaffiliated Pilot may change their Affiliation to any Corporation for which they meet the Requirement.” with

An Unaffiliated Pilot may change their Affiliation to any Corporation for which they meet the Requirement, or to the Corporation with their own name.

It’s going to be hard to wrangle new meaningful corporations together with only six active players.

Schedule post 2020-12-29

Yesterday the heroic Pilot Bucky took a run at Bogey VENUSAUR along attack vector 16. VENUSAUR deflected the shot, and then routed the energy from Bucky’s impact round to its DEFLECTOR SHIELD, making it harder to hit in future. Oh no!

In the early hours of yesterday morning, IVYSAUR and VENUSAUR both ended preparation for their attacks. IVYSAUR looks likely to complete its attack manoeuvre against Pilot Coderblaze today at 20h47. VENUSAUR’s attack against Bucky is not forecast to make contact today.

Finally, there is movement in the portal.

Monday, December 28, 2020

Proposal: Platonic Destruction

Timed out and reached quorum, 5-0. Josh

Adminned at 30 Dec 2020 22:36:56 UTC

In the rule “Pilots and Shells”, change

A Jockeying Pilot with a destroyed Shell must set their Shell Type, Power, Attack, and Defence to “-”

to

When a Jockeying Pilot’s Shell is destroyed, their Shell Type, Power, Attack, and Defence are set to “-”

Change the timing of the stat reset from destruction from “whenever the Pilot notices they’re destroyed” to “immediately”.

Proposal: Field Promotion

Self-killed. Josh

Adminned at 30 Dec 2020 08:24:28 UTC

If any Pilot voted against this proposal it has no effect.

Otherwise, add a new rule to the ruleset, entitled A New Poindexter:

Unless all of the following provisions are true, the text of the last paragraph of this rule is flavour text:

* It is on or after 4 January 2021
* The Pilot called Bucky has over 10 Experience
* No other Pilot has more than 3 Experience

The Pilot called Bucky may create a new Corporation for themselves, with the name “Bucky’s Band”, a Creed of “90% of winning it turning up”, and a Requirement of “Must be the Pilot called Bucky”. They may then immediately award the Corporation Bucky’s Band an amount of Crowns required to make it Meritous.

I’m pretty proud of the ruleset for this dynasty and it’s a shame it didn’t catch on. But Bucky’s the only person playing, although they don’t have an unassilable lead, so I’m giving it a week for other players to try to take them on.

Schedule post 2020-12-28

Yesterday at 20h07 Bogey IVYSAUR took up an aggressive position near the Shell of Pilot Coderblaze. Shortly afterwards, Bogey VENUSAUR started charging an attack having drawn a bead on Pilot Raven1207. It is not currently known when these attacks will complete their preparation or be enacted.

Today at 14h30 Pilot Bucky will complete an attack on Bogey VENUSAUR along attack vector 16.

Sunday, December 27, 2020

Proposal: Futuristic Space Yule 3000

Enacted, 4-0. Josh

Adminned at 29 Dec 2020 11:47:19 UTC

In the rule Armoury, change “Each Shell has a name, a brief description (which is flavourtext), a default Power value, a default Attack and a default Defence” to

Each Shell has a name, a brief description (which is flavourtext), a default Power value, a default Attack, a default Defence and a default Speed

In the rule The Battlefield, change “UTC time of the Pilot’s choice between 18 and 72 hours after the time at which the comment is made” to

UTC time of the Pilot’s choice between x and 72 hours (where x is the Pilot’s Shell’s Speed) after the time at which the comment is made

Set the Speed of the Mark I to 18.

Add a new Shell to the list in the Armoury:

* The Mark II
** Description: A field-upgrade to the Mark I, with enhanced speed drawing from defensive and power systems
** Default Power: 80, Attack: 15, Defence: 10, Speed: 12

Add the following to the list of ways that a Pilot can gain Experience in the rule Development:

A Pilot gains 2 Experience if they successfully disrupt a Bogey’s Timed Action.

Propping up the Ansible bar

lendunistus and robotabc773 has both idled out, having exceeded 7 days without activity. Quorum drops to 4.

Schedule post - 2020-12-27

Alright, back to work everybody. Back to work!

On the 23rd, Pilot Bucky engaged Bogey IVYSAUR on attack vector 27. Unfortunately, IVYSAUR sensed the shot and deflected it.

Another DEVA Bogey emerged on the 23rd; this Bogey has been codenames VENUSAUR.

Since then the Bogeys have been held in some sort of statis. That statis was released at 23.59 last night and they are now on the move again. Based on their respective speeds and vectors, both are forecast to reach their destination later today - IVYSAUR at 20h07, VENUSAUR at 22h15. It is not, however, known what their target or intention is.

Friday, December 25, 2020

Merry Christmas

I hope you all are staying warm.

Also, this is a convenient place to comment to avoid auto-idling.

Wednesday, December 23, 2020

Proposal: Blo up the Gnomic

Enacted popular, 5-0. Josh

Adminned at 27 Dec 2020 09:27:32 UTC

Add a new Feature to the list of them in the rule “DEVA Sub-species” as follows

* Basilisk Eye. If the Bogey has at least 5 Energy, it spends 4 Energy to reduce the Aggressor’s Defense by 4, destroying the Aggressor if the Defense would be reduced to 0 or less.

Create a new known DEVA subspecies designated “GNOME”, with the following properties:

Energy range 5-40, Attack range 1-20, Defence range 1-12, Experience Yield 2, scratch count 0,
Features: 20% chance of “Radiant Beam”, 70% chance of Basilisk Eye, 5% chance of “Refracted Crystal Heart”.

If the Poindexter’s EVC contains “3XP”, set the GNOME’s Experience Yield to 3.

Wishlist item: A DEVA subspecies that can have a Defence of 1

Holiday reminder

At midnight tonight, BlogNomic goes into hiatus until 23:59 on the 26th of December.

I therefore won’t be posting a scheduling post tomorrow, or indeed until Sunday. The events of today’s Schedule Post will be resolved in the Sunday 27th edition. For all players, no dynastic actions may be taken, no votable matters may be posted or administered, and no votes may be cast.

That also means that everyone will be at or close to idling when we get back, so make sure to make a comment or post today if you want to avoid that.

Have a great break everyone!

Schedule post 2020-12-23

There are no actions to confirm from yesterday.

At 18h00 today, Pilot Bucky will engage Bogey IVYSAUR on attack vector 27, by bombardment. Should that attack fail, IVYSAUR will reach the civilian target that it has been moving towards, inflicting significant damage as it does so. In either case, DEVA VENUSAUR will emerge at 21h39 this evening.

Tuesday, December 22, 2020

Proposal: A Hot Welcome

Timed out and failed, 1 vote to 1. Josh

Adminned at 27 Dec 2020 09:27:12 UTC

In the rule “The Battlefield”, change

a target, which must be an ID Code of a Bogey

to

a target, which must either be the Breach or an ID Code of a Bogey

In the list of “When Poindexter resolves a Fire Action they should refer to the following, and reflect any outcomes in the appropriate Schedule Post:”, add the following item as the second item of the list:

* If the target is the Breach, and any DEVAs Emerged from the Breach between the Firing Attempt’s creation and its schedule time, the first such DEVA to Emerge becomes the target; otherwise, the Firing Attempt is aborted and has no further effect.

This afternoon, I attempted to line up a shot at the emerging DEVA only to be unable to call it in because its ID code wasn’t registered. Our boldest Pilots should not be held up by such bureaucratic trivialities.

Schedule post 20-12-22

Yesterday, Pilot Bucky overtaxed his Shell, causing it to wipe out.

Nothing is scheduled for today.

Monday, December 21, 2020

Proposal: Strength Must Be Shown

Self-killed. Josh

Adminned at 23 Dec 2020 12:49:28 UTC

In the rule “Dynocorp”, change the text

A Pilot’s Power must be at or above 100 to join Dynocorp

to

A Pilot must have taken a Fire Action that eliminated a Bogey.

Proposal: All Quiet on the Western Spiral Arm

Adminned at 23 Dec 2020 12:48:29 UTC

Add the following to the end of the rule Times and Schedules, as a separate paragraph:

All Timed Actions due to take place during the Seasonal Downtime period of hiatus are changed to an Attack a Civilian Target action which is scheduled to take place on 00:00:01 on 27th December 2020, and which will result in a Civilian Casualties increase of zero. Any Pilot or Poindexter may remove this paragraph from the ruleset if it is 27 December 2020 or later.

Timed out and passed, 4-0. Josh

Schedule post 2020-12-21

At 3pm today, Pilot Bucky will overtax his Shell, causing it to explode with no effect to a Bogey. No other events are forecast.

Sunday, December 20, 2020

Proposal: All Quiet on the Western Front

Self-killed. Josh

Adminned at 22 Dec 2020 10:22:12 UTC

Add the following to the end of the rule Times and Schedules, as a separate paragraph:

All Timed Actions due to take place during the Seasonal Downtime period of haitus do not occur. Any Pilot or Poindexter may remove this paragraph from the ruleset if it is 27 December 2020 or later.

Connection outage

pokes is idle after 9 days of inactivity. Quorum is still 5.

Schedule post 2020-12-20

At roughly 23h00 last night, Pilot Bucky engaged the IVYSAUR Bogey. Six rounds were discharged and targeting was good. Unfortunately the Bogey anticipated the attack and all six rounds were deflected.

Shortly before Bucky’s assault, however the Bogey came to a full halt and started gathering energy to its graviton chest beam. Deflecting Bucky’s attack caused the Bogey to lose concentration, disrupting what would likely have been a damaging attack on one of our Pilots. The Bogey is currently regaining its balance.

No further activity is forecast for today.

Saturday, December 19, 2020

Proposal: Heavy Weaponry

Timed out and enacted, 4-1. Josh

Adminned at 22 Dec 2020 10:20:26 UTC

If the proposal Reforged failed, add the following to the list of Modules in the rule “Mods”:

* Overcharger Pod (Sniper). Modifiers: -10% Power +60% Attack. Special Effect: The Pilot’s Fire Actions fail if they have taken another Fire Action during the preceding 18 hours.
* Missile Pod (Bombardier). Modifiers: -15% Power, +10% Attack. Special Effect: When the Pilot makes a Fire Attempt, they may declare it to be a Bombardment and spend extra Power on it. Their effective Attack for that Fire Attempt is increased by 1/4 of the extra Power spent, rounded down.

Add the following text to the end of the rule “Custom Shells” if it exists:

A Shell Subtype cannot simultaneously have any two Modules whose names share a word.

If the proposal Reforged was enacted, add the following to the list of Arms in the rule “Armoury”:

* Overcharger Pod -  Cost: 10 Power. Effect: +60% Attack, but the Pilot’s Fire Actions fail if they have taken another Fire Action during the preceding 18 hours.
* Bombardier Pod - Cost: 15 Power.  Effect: +1 Attack. When the Pilot makes a Fire Attempt, they may declare it to be a Bombardment and spend extra Power on it. Their effective Attack for that Fire Attempt is increased by 1/4 of the extra Power spent, rounded down.

Add the following text to the end of the rule “Armoury” if it exists:

An Arsenal cannot simultaneously contain any two Arms whose names share a word.

Another wishlist item, “a mechanism for rare, high Attack Vector shots”.

Schedule post 2020-12-19

Yesterday, DEVA Codename IVYSAUR successfully emerged from the breach. It appears to be in transit to an unknown destination.

Pilot Coderblaze attempted to intercept but had a misaligned system and no shot was fired. Pilot Bucky has moved in to attack on vectors 13 through 9 and 5, those shots are forecast to land just after 23h00. You will be briefed on the success of this operation in the morning.

Saturday, December 19, 2020

Proposal: New Bikes

Self-killed. Josh

Adminned at 21 Dec 2020 12:33:45 UTC

In subrule “Shell Archetypes” under “The following is the list of Shell Archetypes that has been approved by RAID R&D:”, add

.The Skull I
..Description: The Poindexter’s personal favorite
..Power: 50
..Attack: 30
..Defence: 40

and

.The Viper I
..Description: Deadliest one out of all them
..Power: 60
..Attack: 30
..Defence: 20

New shells

Proposal: Armoury Omnibus Fix

Timed out and enacted, 4-0. Josh

Adminned at 21 Dec 2020 12:30:13 UTC

If the proposal “Reforged” failed, this proposal does nothing.

In the rule “Pilots and Shells”, change the text

A Outfitting or Jockeying Pilot has the following tracked information: a Shell Type (whether Archetype or Subtype), amounts of Power, Attack and Defence (which are all non-negative integer or “-”), and an Arsenal, all of which are “-” by default.

to

A Outfitting or Jockeying Pilot has the following tracked information: a Shell Type (whether Archetype or Subtype), amounts of Power, Attack and Defence (which are all non-negative integer or “-”), all of which are “-” by default. A Shell Type of “-” means the Pilot lacks a Shell. Each Pilot has an Arsenal, which is a list of Arms, or “-” to indicate empty Arsenal.

In the same rule, change

They must then set their Power, Attack and Defence to the default value for their selected Shell.

to

They must then empty their Arsenal and then set their Power, Attack and Defence to the default value for their selected Shell.

.

In the same rule, remove the text

, which is comprised of a list of Arms

In the same rule, change

must set their Shell Type, Power, Attack, Defence and Arsenal to “-” and their status to Recovering

to

must set their Shell Type, Power, Attack, and Defence to “-” and their status to Recovering

.

In the rule “Armoury”, change

Pilots with this Arm gain 10 power

to

Jockeying Pilots with this Arm gain 10 power

.

In the rule “Learning and Development”, change

spend the cost in Experience of an Arm that they had in their most recent Arsenal to gain it as a Meme

to

spend the cost in Experience of an Arm in their Arsenal to gain it as a Meme

.

If any Pilots have selected an Arsenal and later selected a new Shell, remove their Arsenal and reset their stats to the default for their Shell.

All the bug fixes I identified for “Reforged”,

Proposal: Reforged

Timed out and enacted, 4-0. Josh

Adminned at 21 Dec 2020 12:15:46 UTC

Repeal the rules Pilot Development, Shell Archetypes, Custom Shells, Mods, and Emergency Shutdown (including any subrules).

Throughout the ruleset, change “Demobbed” to “Outfitting”. Change the status of each Pilot who is Demobbed to Outfitting.

In the rule Pilots and Shells, change the text

At any time each Pilot may be Demobbed or Jockeying or Recovering, defaulting to Demobbed, and their status is publicly tracked. An Demobbed Pilot may change themselves to be Jockeying at any time. A Jockeying Pilot has the following tracked information: a Shell Type (whether Archetype or Subtype) and amounts of Power, Attack and Defence (which are all non-negative integer).

When a Pilot sets themselves to Jockeying, they must select a Shell Archetype or Subtype. The list of available Shell Archetypes can be found in the rule Shell Archetypes. They must then set their Power, Attack and Defence to the default value for their selected Shell Archetype.

If a Jockeying Pilot ever has a Power of zero then their Shell is destroyed. A Jockeying Pilot with a destroyed Shell must set their status to Recovering and blank their Shell Type, Power, Attack, Defence.

To read

At any time each Pilot may be Outfitting, Jockeying or Recovering, defaulting to Outfitting, and their status is publicly tracked. A Outfitting or Jockeying Pilot has the following tracked information: a Shell Type (whether Archetype or Subtype), amounts of Power, Attack and Defence (which are all non-negative integer or “-”), and an Arsenal, all of which are “-” by default.

When a Pilot is Outfitting, they may freely select a Shell. They must then set their Power, Attack and Defence to the default value for their selected Shell. They may also freely select an Arsenal, which is comprised of a list of Arms; whenever a Pilot changes their Arsenal they must modify their statistics as appropriate. The list of available Shells and Arms can be found in the rule Armoury. At any time, an Outfitting Pilot with a Shell may set themselves to Jockeying.

If a Jockeying Pilot ever has a Power of zero then their Shell is destroyed. Additionally, as a weekly action, a Jockeying Pilot may perform an Emergency Shutdown to destroy their Shell. A Jockeying Pilot with a destroyed Shell must set their Shell Type, Power, Attack, Defence and Arsenal to “-” and their status to Recovering..

Add a new subrule to the rule Pilots and Shells, called Armoury:

Each Shell has a name, a brief description (which is flavourtext), a default Power value, a default Attack and a default Defence. The following is the list of Shells that has been approved by RAID R&D:

* The Mark I
** Description: The first Shells to roll off of the Ansible’s production line. Clunky, slow, but durable.
** Default Power: 90, Attack: 15, Defence: 20

Each Arm has a name (which is flavour text), cost and an effect. The cost of an Arm must be spent in Power when it is added to a Pilot’s Arsenal, and may be refunded if an Outfitting Pilot removes the Arm from their Arsenal. An Arm may not be added to an Arsenal if it would cause a Shell’s Power to be reduced to zero or below. Multiple instances of the same Arm do not stack in effect. The following is the list of Arms that has been approved by RAID R&D:

* Auxiliary Reactor - Cost: 10. Effect: +20% Power -20% Defense
* Structural Reinforcement Plates - Cost: 10. Effect: -20% Power +20% Defense
* Side Jets - Cost: 20. Effect: +10% Attack +10% Defense
* Onboard AI - Cost: 20. Effect: Every time a Pilot with this Arm defeats a Bogey, gain 20 power.
* Efficient Circuitry - Cost: 30. Effect: Each subsequent Fire Attempt on the same Bogey after the first costs 7 Power instead of 10.
* Cluster Munitions - Cost: 40. Effect: When a Pilot with this Arm declares a fire post, they may declare a second Bogey as an additional target, using the same fire vector at no additional cost. When such a fire post is resolved the main target should be resolved first, followed immediately by the additional target.
* Shielded Cabling - Cost: 20. Effect: A Bogey’s abilities can’t reduce the power, attack or defense of Pilots with this Arm.
* Soul Threasher - Cost: 30. Effect: Whenever a civilian attack is resolved successfully, Pilots with this Arm gain 10 power.
* Heavy Core - Cost:0. Gain 10 Power. If a Jockey has this Arm in their Arsenal then they may not have more than one other Arm in their Arsenal.

Add a new subrule to the rule Pilots and Shells, called Learning and Development:

Each Pilot has the following trackable variables: Experience and Memes.

Experience can be gained in the following ways:

* A Pilot gains 1 Experience every time they start Jockeying a new Shell
* A Pilot gains experience equal to the Experience Yield of a Bogey’s sub-species whenever a Bogey is eliminated as a result of one of their Fire Actions
* A Pilot gains 1 Experience every time they cease to be Jockeying because their Shell is destroyed, unless it was destroyed as a result of an Emergency Shutdown

Whenever a Pilot’s Shell is destroyed, while they are Recovering, they may spend the cost in Experience of an Arm that they had in their most recent Arsenal to gain it as a Meme. While Outfitting, a Pilot may add any Arm that they have as a Meme to their Arsenal without paying its cost.

Change the description of the ‘Refracted Crystal Heart’ DEVA Reaction to “-”. Remove the Mechanoids of all Pilots. Uphold the statistics of all currently Jockeying Pilots.

If Proposal: Know Your Enemy was enacted, add the following to the list of Arms:

* Cellular Sampler - Cost: 5. Effect:  If any Pilot with this meme is Jockeying when a Scheduling Post is posted, any Bogey that completed a DEVA Action during the period confirmed by that post shall have its Subspecies revealed (if it wasn’t already public).
* Camera Turret - Cost: 5. Effect:  -10% Attack. When a Bogey deflects or is destroyed by the Pilot’s attack, its subspecies shall be revealed (if it wasn’t already public).

Bucky’s comments on this from before:

“Your intended list of Arms is actually another list of Shells. Drafting error?” - Fixed

“I’m not sure what an Armory is in the last couple of sentences. Assuming it means Arsenal, Pilots might be able to use memes as Power boosters by adding arms for free and removing them for a refund.” - Fixed

“As worded, I think it’s possible to carry over your Arsenal from a previous shell without paying for it in your new Shell. Or, since it’s untracked when not Jockeying, to claim all the ex-Mechanoid Arms for free while Outfitting. This supersedes all my concerns below.” I’m not sure that that’s true - the to-be text contains ‘A Outfitting or Jockeying Pilot has the following tracked information’ and the changes to the destruction sentence. I’ve tightened up the language a bit though.

“There’s little point in having an Auxiliary Reactor that costs power to equip, or to have the Plates cost extra power beyond their cost.” I don’t agree at all so have left it as is.

“The power-conserving Mechaniods seem to be overpriced here.” Agree, to an extent, although getting them in as Memes is intended to defray the cost

Schedule post 2020-12-18

At roughly 2.30am today the second DEVA emerged from the portal. Screeching profanities from six of its twelve maws, it swiftly took wing and is now moving towards an undisclosed location.

Thursday, December 17, 2020

Proposal: The Combat Intensifies

Timed out and enacted, 4-0. Josh

Adminned at 19 Dec 2020 19:39:25 UTC

In the rule “DEVA Actions”, change

must randomly select a point within that range and set the time for that action or action stage to be x, where x is the set time of the action or action stage before it plus the randomly selected time from the time range.

to

must randomly select a point within that range and set the end time for that action or action stage to be x, where x is its start time plus the randomly selected duration from the time range.

In the rule “Emerging from the Breach”, change “The time for the first stage is set relative to the time at which the DEVA is created” to “The start time for the first stage is the time at which the DEVA is created”

In the rule “Attack a Military Target”, change

* 0-48 hours: Travel
* 48-60 hours (disruptable): Prepare
* 60-96 hours: Attack

to

* 0-48 hours: Travel
* 1-12 hours (disruptable): Prepare
* 12-36 hours: Attack

In the the rule “Tempo”, change

Whenever a Bogey is Eliminated, Poindexter may create a new DEVA.

Once every

to:

The Rift Size is a numeric variable, currently 2. If the number of individual DEVAs that have not been eliminated is less than the Rift Size, Poindexter may create a new DEVA at any time.

Additionally, once every

(1) After Atomic Breakdown, the DEVA Actions rules weren’t clear on when the start times of the actions were. This has been clarified.
(2) I think the increasing duration of later stages in each staged DEVA action was unintended, but the result is still reasonable for Emerging. Not so much for military attacks, which could take over a week as a result.
(3) Changing the DEVA respawning mechanism so that the timing window for creating a new DEVA isn’t perpetually (retroactively) in the past. There is now a minimum number of DEVAs, but in the absence of player aggression they’ll stack up beyond that. Driving the number of DEVAs below the minimum still relieves pressure while they re-emerge.

Schedule post 2020-12-17

Nothing yesterday, nothing today.

Wednesday, December 16, 2020

Proposal: Know Your Enemy

Passes 3-0, timed out after 48 hours. -Bucky

Adminned at 18 Dec 2020 22:31:37 UTC

If there is a rule “Pilot Development”, change

Experience and Memes can never be lost.

to

Memes can never be lost.

and add the following entry to the list of Available Memes in the same rule:

* Xenoanatomy: Cost: 3 Experience Effect: If any Pilot with this meme is Jockeying when a Scheduling Post is posted, any Bogey that completed a DEVA Action during the period confirmed by that post shall have its Subspecies revealed (if it wasn’t already public).

If there is a rule “Mods”, add a new entry to the list of Modules in it:

* Camera Turret (Recon): Modifiers: -10% Attack Special Effect: When a Bogey deflects or is destroyed by the Pilot’s attack, its subspecies shall be revealed (if it wasn’t already public).

 

“Experience can’t be lost” is currently preventing Meme purchases.

The rest of this is a merger of two items from the Wishlist: a way to identify subspecies and a Mod with a special effect.

Bucky is hereby invited to Join the Blue Lotus

As the only member of the Blue Lotus, I would like to extend an invitation to Pilot Bucky after his recent victory over the DEVA threat.

Proposal: Better Go Get Your Armourer

Timed out and failed, 1 vote to 3. Josh

Adminned at 18 Dec 2020 13:45:40 UTC

Repeal the rules Pilot Development, Shell Archetypes, Custom Shells, Mods, and Emergency Shutdown (including any subrules).

Throughout the ruleset, change “Demobbed” to “Outfitting”. Change the status of each Pilot who is Demobbed to Outfitting.

In the rule Pilots and Shells, change the text

At any time each Pilot may be Demobbed or Jockeying or Recovering, defaulting to Demobbed, and their status is publicly tracked. An Demobbed Pilot may change themselves to be Jockeying at any time. A Jockeying Pilot has the following tracked information: a Shell Type (whether Archetype or Subtype) and amounts of Power, Attack and Defence (which are all non-negative integer).

When a Pilot sets themselves to Jockeying, they must select a Shell Archetype or Subtype. The list of available Shell Archetypes can be found in the rule Shell Archetypes. They must then set their Power, Attack and Defence to the default value for their selected Shell Archetype.

If a Jockeying Pilot ever has a Power of zero then their Shell is destroyed. A Jockeying Pilot with a destroyed Shell must set their status to Recovering and blank their Shell Type, Power, Attack and Defence.

To read

At any time each Pilot may be Outfitting, Jockeying or Recovering, defaulting to Outfitting, and their status is publicly tracked. A Outfitting or Jockeying Pilot may have the following tracked information: a Shell Type (whether Archetype or Subtype), amounts of Power, Attack and Defence (which are all non-negative integer), and an Arsenal.

When a Pilot is Outfitting, they may freely select a Shell. They must then set their Power, Attack and Defence to the default value for their selected Shell. They may also freely select an Arsenal, which is comprised of a list of Arms; whenever a Pilot changes their Arsenal they must modify their statistics as appropriate. The list of available Shells and Arms can be found in the rule Armoury. At any time, an Outfitting Pilot with a Shell may set themselves to Jockeying.

If a Jockeying Pilot ever has a Power of zero then their Shell is destroyed. Additionally, as a weekly action, a Jockeying Pilot may perform an Emergency Shutdown to destroy their Shell. A Jockeying Pilot with a destroyed Shell must set their status to Recovering and blank their Shell Type, Power, Attack, Defence and Arsenal.

Add a new subrule to the rule Pilots and Shells, called Armoury:

Each Shell has a name, a brief description (which is flavourtext), a default Power value, a default Attack and a default Defence. The following is the list of Shells that has been approved by RAID R&D:

* The Mark I
** Description: The first Shells to roll off of the Ansible’s production line. Clunky, slow, but durable.
** Default Power: 90, Attack: 15, Defence: 20

Each Arm has a name (which is flavour text), cost and an effect. The cost of an Arm must be spent in Power when it is added to a Pilot’s Arsenal, and may be refunded if an Outfitting Pilot removes the Arm from their Arsenal. An Arm may not be added to an Arsenal if it would cause a Shell’s Power to be reduced to zero or below. Multiple instances of the same Arm do not stack in effect. The following is the list of Shells that has been approved by RAID R&D:

* Auxiliary Reactor - Cost: 10. Effect: +20% Power -20% Defense
* Structural Reinforcement Plates - Cost: 10. Effect: -20% Power +20% Defense
* Side Jets - Cost: 20. Effect: +10% Attack +10% Defense
* Onboard AI - Cost: 20. Effect: Every time a Pilot with this Arm defeats a Bogey, gain 20 power.
* Efficient Circuitry - Cost: 30. Effect: Each subsequent Fire Attempt on the same Bogey after the first costs 7 Power instead of 10.
* Cluster Munitions - Cost: 40. Effect: When a Pilot with this Arm declares a fire post, they may declare a second Bogey as an additional target, using the same fire vector at no additional cost. When such a fire post is resolved the main target should be resolved first, followed immediately by the additional target.
* Shielded Cabling - Cost: 20. Effect: A Bogey’s abilities can’t reduce the power, attack or defense of Pilots with this Arm.
* Soul Threasher - Cost: 50. Effect: Whenever a civilian attack is resolved successfully, Pilots with this Arm gain 10 power.
* Heavy Core - Cost:0. Gain 10 Power. If a Jockey has this Arm in their Arsenal then they may not have more than one other Arm in their Armoury.

Add a new subrule to the rule Pilots and Shells, called Learning and Development:

Each Pilot has the following trackable variables: Experience and Knowledge.

Experience can be gained in the following ways:

* A Pilot gains 1 Experience every time they start Jockeying a new Shell
* A Pilot gains experience equal to the Experience Yield of a Bogey’s sub-species whenever a Bogey is eliminated as a result of one of their Fire Actions
* A Pilot gains 1 Experience every time they cease to be Jockeying because their Shell is destroyed, unless it was destroyed as a result of an Emergency Shutdown

Whenever a Pilot’s Shell is destroyed, while they are Recovering, they may spend the cost in Experience of an Arm that they had in their most recent Armoury to gain it as a Meme. While Outfitting, a Pilot may add any Arm that they have as a Meme to their Armoury without paying its cost.

Change the description of the ‘Refracted Crystal Heart’ DEVA Reaction to “-”. Remove the Mechanoids of all Pilots. Uphold the statistics of all currently Jockeying Pilots.

Sorry, another long one. Attempting to streamline and simplify the shells, mods and experience mechanics. I hope that the effect of this will be much simpler.

This does take out power cores, but I think that’s fine.

Tuesday, December 15, 2020

Proposal: Better Go Get Your Armour

Popular 5-0 after more than 48 hours. -Bucky

Adminned at 17 Dec 2020 22:24:39 UTC

Change the text of the rule The Battlefield to read as follows:

A Jockeying Pilot (the attacker) may spend 10 Power to make a Fire Attempt. A Fire Attempt takes the form of a comment to the most recent Schedule Post that contains a target, which must be an ID Code of a Bogey, an integer that is greater than zero (it’s Fire Vector), and a schedule time, which must be a UTC time of the Pilot’s choice between 18 and 72 hours after the time at which the comment is made. A Pilot may combine multiple Fire Attempts into a single blog comment by separating them with five or more tilde symbols (~~~~~).

For each valid Fire Attempt, a Fire Action is scheduled, which is a Timed Action (taking place at the specified time) in which the attacker attacks the target along the specified Fire Vector.

When Poindexter resolves a Fire Action they should refer to the following, and reflect any outcomes in the appropriate Schedule Post:

* If the attacker has ceased to be Jockeying since scheduling the attempt to fire, the Fire Action is cancelled with no further effect.
* If the Fire Vector is greater than the attacker’s Attack then the shot was miscalibrated and the Fire Action has no further effect.
* If the target no longer exists, the shot struck debris and the Fire Action has no further effect.
* If the Fire Vector is exactly equal to the target’s Defence, then the target is eliminated.
* If the Fire Vector is above the target’s Defence, the target evades the shot.
* If the Fire Vector is below the target’s Defence, the target deflectes the shot.

If, after resolving a Fire Action, the target is still in play, Poindexter must apply all Reactions of its Features, in the order that they are listed in the ruleset. These should also be disclosed in the appropriate Schedule Post.

Proposal: Atomic Breakdown

Popular 4-0 after more than 48 hours.  - Bucky

Adminned at 17 Dec 2020 18:15:42 UTC

In the rule “Time and Schedules”, change:

A staged Timed Action is effectively an atomic action, where each step takes place at its own scheduled time.

to

A staged Timed Action has one or more consecutive spans of time (stages) during which that action is ongoing. The end of each stage is itself a Timed Action, but if any stage fails or is disrupted then all future stages of that Timed Action are cancelled.

In the rule “DEVA Actions”, set the text

Each DEVA action or action stage has a range of hours associated with it; when generating that action or action stage, Poindexter must randomly select a point within that range and set the time for that action or action stage to be x

to

Each DEVA action or action stage has a range of hours associated with it; when generating that action or action stage, Poindexter set the start time to the end time of the action or action stage before it, and must randomly select a point within that range and set the time for that action or action stage to be x

Being stuck in the middle of an atomic action has terrible side effects. No thanks.

Proposal: Impending Admin Headahes

5-0 Quorum reached. Also has quorum of jockeying pilots, so is popular.—Clucky

Adminned at 16 Dec 2020 21:56:11 UTC

Remove the following text from the rule “Pilots and Shells”:

If a Proposal would change the text of any subrule of this rule, it is only Popular if it also has a number of FOR votes from Jockeying Pilots that equal or exceed a quorum of Jockeying Pilots.

Remove the following text from “Power Cores”:

* Quorum of Jockeying Pilots is solely used to assess whether or not it is Popular or Unpopular, and the votes of Demobbed or Recovering Pilots are not counted;

Once this dynasty gets going, at any given time we’ll have some Scheduled actions, which from time to time will destroy Shells and thus cause Pilots to cease to be Jockeying.

However, the results of those actions, including whether the Pilots are still Jockeying, will not be known until the day after.

If a Proposal has a Jockey-approval requirement, the enacting Admin needs to take into account not only the votes, but also whether any Jockeys might have become Demobbed in a way that would not be revealed until the next Schedule Post. This is not tenable.

Note that this proposal itself requires is subject to Jockey approval.

Schedule post 2020-12-15

Nothing scheduled today or resolved from yesterday.

Monday, December 14, 2020

unidle me again please

i’m really bad at this

Proposal: Power Exspent

Timed out and failed, 2 votes to 2. Josh

Adminned at 16 Dec 2020 19:24:14 UTC

In the ruleset rule “The Battlefield” replace the current text of

A Jockeying Pilot may spend 10 Power to attempt to fire on a Bogey as a Timed Action, which is scheduled by making a comment on any Scheduling Post that specifies a Bogey as its target, and an integer number from 1 to 100 as the attack’s Fire Vector, and a time for it to occur (which must be a time of the pilot’s choice between 18 and 72 hours after the time at which the comment is made). This is known as a Fire Comment and its poster may be referred to as its Aggressor. The Pilot may combine multiple attempts into the same blog comment, by separating them with five or more tildes (~~~~~); each such attempt must separately specify all the necessary information except that the second or subsequent attack in a comment uses the same target as the previous one if it doesn’t specify a target.

When the Poindexter resolves an attempt to fire on a Bogey:

If the Pilot has ceased to be Jockeying since scheduling the attempt to fire, or does not have enough Power to attempt to fire, the Poindexter shall reveal that the attempt to fire failed and explain why. The attempt to fire has no further effect and does not cost Power.
If the Bogey no longer exists, the Poindexter shall reveal that the shot struck debris and the attempt to fire has no further effect.
If the Fire Vector is exactly equal to the Bogey’s Defence, and is no greater than the Aggressor’s Attack, then the Bogey is eliminated and the Poindexter adds a comment to say this.
If the Fire Vector is above the Bogey’s Defence, the Poindexter shall reveal that the Bogey has evaded the shot.
If the Fire Vector is below the Bogey’s Defence, the Poindexter shall reveal that the Bogey has deflected the shot.
If the Bogey is still in play, apply all Reactions of its Features to this Fire Post, in the order that they are listed in the ruleset.

with

A Jockeying Pilot may spend 10 Power to attempt to fire on a Bogey as a Timed Action, which is scheduled by making a comment on any Scheduling Post that specifies a Bogey as its target, and an integer number from 1 to 100 as the attack’s Fire Vector, and a time for it to occur (which must be a time of the pilot’s choice between 18 and 72 hours after the time at which the comment is made). This is known as a Fire Comment and its poster may be referred to as its Aggressor. The Pilot may combine multiple attempts into the same blog comment, by separating them with five or more tildes (~~~~~); each such attempt must separately specify all the necessary information except that the second or subsequent attack in a comment uses the same target as the previous one if it doesn’t specify a target.

When the Poindexter resolves an attempt to fire on a Bogey:

If the Pilot has ceased to be Jockeying since scheduling the attempt to fire, or does not have enough Power to attempt to fire, the Poindexter shall reveal that the attempt to fire failed and explain why. The attempt to fire has no further effect.
If the Fire Vector is greater than the Aggressor’s Attack, then the shot was invalidly set and the attempt to fire has no further effect. The Poindexter adds a comment to notify the Pilot of this.
If the Bogey no longer exists, the Poindexter shall reveal that the shot struck debris and the attempt to fire has no further effect.
If the Fire Vector is exactly equal to the Bogey’s Defence, then the Bogey is eliminated and the Poindexter adds a comment to say this.
If the Fire Vector is above the Bogey’s Defence, the Poindexter shall reveal that the Bogey has evaded the shot.
If the Fire Vector is below the Bogey’s Defence, the Poindexter shall reveal that the Bogey has deflected the shot.
If the Bogey is still in play, apply all Reactions of its Features to this Fire Post, in the order that they are listed in the ruleset.

Housekeeping - If you have a suggestion feel free to drop a comment before voting begins

NOTE: I just rewrote this since there are no votes yet and it does different stuff now that might work better

Proposal: Blue Lotus Hotfix

Enacted 6-0. Josh

Adminned at 16 Dec 2020 11:06:19 UTC

In the Ruleset replace

Requirement: A Pilot must be publicly invited to join by a Pilot whose affiliation is the Order of the Blue Lotus.

with

Requirement: A Pilot must be publicly invited to join by a Pilot whose affiliation is the Order of the Blue Lotus. The invite must be accepted within a week or it becomes invalid and the Pilot must be invited again and accept in order to join.

Currently if I invite anyone they can think about it for the rest of the dynasty

Call for Judgment: Pilot Project

Enacted 5-0, Popular with Quorum in favor. -Bucky

Adminned at 15 Dec 2020 07:05:07 UTC

There’s some ambiguity about how Pilots pay for firing attempts. I’ll post a proposal about when I have a slot, but for now: if Pilot Bucky has taken any Actions that required the expenditure of energy since the posting of this CFJ, revert them, then set their energy to zero. This covers their expenditure for the 9 attack attempts scheduled for 12-13 made in comments to the schedule post of 12-12. Uphold the attack attempts scheduled for 12-13 made in those comments and the results reported in the schedule post of 12-14.

Over and Out

Bais and Lendunistus idle out automatically after 9 and 7 days of inactivity respectively. I think I’ll idle myself for the time being as well, as I’m not really keeping up enough at the moment.

Quorum drops to 5.

Incremental Proposal Wishlist

This dynasty still has some necessary work to hammer all the existing mechanics into a playable shape. Josh and I have been routinely hitting the 2-pending-proposal limit, with a lot of Josh’s proposals being dynastic vision proposals and about half of mine being simple bug-fixes.

Meanwhile, half of our players, mostly the newer ones, aren’t proposing at all and don’t seem to be all that engaged with the dynasty. Perhaps they’re waiting for the rules to become more playable. On the other hand, writing proposals is the best way to get engaged in the dynasty, and helps it reach a playable state sooner. It only costs an idea and a proposal slot, and these players have plenty of slots!

Accordingly, here’s a wishlist of changes that I’d like to see proposed in the near future but don’t yet have the slots for:
* Clarification of when the Power expenditure happens when scheduling an attack.  (update: proposed by Josh)
* Reconciling the clause in Time and Schedules of “A staged Timed Action is effectively an atomic action, where each step takes place at its own scheduled time” with the constraints in Atomic Actions, for example the “may not take any other dynastic action, or achieve victory, until all the steps are complete” clause, preferably by rewriting staged Timed Actions to not be Atomic. (proposed by me)
* A rewrite to the formulas and procedures in “Power Cores” to enable tradeoffs of Power for other features in new Shell designs, and perhaps to address the incongruity of R&D-tasked Pilots being completely irrelevant for R&D proposals.
* A clause making the currently nonfunctional “scratch count” track the number of destroyed DEVAs of each type.
* A DEVA subspecies with minimum Defense of 1, making the low end of the Attack range meaningful.
* One or more exemplar Mods with Special Effects.  (proposed by me)
* A mechanism for rare, high Attack Vector shots (which may be combined with e.g. the exemplar Mods)
* A mechanism for identifying Bogeys’ subspecies and other characteristics (which may be combined with e.g. the exemplar Mods) (proposed by me)

Haven’t made a proposal in at least a week? See something on the list that you can easily do? Then write that proposal!

Proposal: That poor orphanage

Enacted, 5-0. Josh

Adminned at 16 Dec 2020 11:03:38 UTC

Rewrite the rule Team Victory to read as follows:

Each Corporation has a number of Crowns, which defaults to zero and is publicly tracked.

A Corporation is Meritous when it has a number of Crowns that exceeds the number of Civilian Casualties divided by 1,000,000, and which is greater than 1.

If a Corporation is Meritous, any Pilot whose Affiliation was that Corporation when its most recent Crown was awarded may make a Promotion Request by making a story post to the blog with “Promotion Request” as its title. When a Promotion Request is posted, the Poindexter shall evaluate whether the specified Corporation is Meritous, and if he agrees that it is, he shall choose a random Pilot whose Affiliation was that Corporation when the Crown was Awarded and name them in a comment to the Promotion Request. The selected Pilot achieves victory.

If a Crown is Awarded to a Corporation, but there is no Pilot whose Affiliation was that Corporation when the Crown was Awarded, then that Corporation cannot be Meritous until it wins another Crown.

The first time a RAKSHASHA-designation Bogey is eliminated, the Pilot who eliminated it may award their Corporation one Crown. If they do then they must immediately remove this paragraph from the ruleset.

Add the following to the end of the rule Attack a Civilian Target:

Civilian Casualties are a publicly-tracked integer defaulting to 1,000,000. When a Bogey completes an Attack a Civilian Target action, increase the Civilian Casualties by x, where x is a random number between 1 and 100,000, multiplied by that Bogey’s Attack.

Schedule post 2020-12-14

Yesterday at 7pm, Pilot Bucky engaged the unnamed Bogey on a wide spectrum of attack vectors. The results were as follows:

Attack on Fire Vector 14: The Bogey evaded the shot
Attack on Fire Vector 13: The Bogey evaded the shot
Attack on Fire Vector 12: The Bogey evaded the shot
Attack on Fire Vector 11: The Bogey takes a direct hit from Pilot Bucky’s armaments and is utterly destroyed
Attack on Fire Vector 10: The shot hit debris and all subsequent fire attempts were cancelled.

Many thanks to Pilot Bucky for successfully neutralising the first DEVA. There were no other scheduled events to take place today.

Monday, December 14, 2020

Proposal: Abandon Shell!

Enacted 6-0. Josh

Adminned at 15 Dec 2020 13:17:37 UTC

Add a new subrule to the rule “Pilots and Shells”. Call it “Emergency Shutdown” and give it the following text:

As a weekly action, a Jockeying Pilot may perform an Emergency Shutdown. When they do, they immediately become Recovering and cease to have a Shell. This does not cause their Shell to be destroyed.

I see a lot of Pilots reluctant to commit to the Mark I Shell. I think the option to occasionally leave their Shell voluntarily would encourage them to join the action.

Abandon Shell

Add a new subrule to the rule “Pilots and Shells”. Call it “Emergency Shutdown” and give it the following text:

As a weekly action, a Jockeying Pilot may perform an Emergency Shutdown. When they do, they immediately become Recovering. This does not cause their Shell to be destroyed.

I see a lot of Pilots reluctant to commit to the Mark I Shell. I think the option to occasionally leave their Shell voluntarily would encourage them to join the action.

Deproposal’d within 15 minutes because I already have 2 pending.

Proposal: Multi Bogey Tracking

Enacted, 5-0. Josh

Adminned at 15 Dec 2020 13:15:52 UTC

Add the following text to the rule “DEVAs” as a new paragraph after the second paragraph of that rule:

Each DEVA has a public, unique, unchanging alphanumeric ID Code assigned by the Poindexter.

If the Poindexter has specified ID Codes for any DEVAs in their EVC to this proposal, assign those codes to those DEVAs and modify the Bogeys table in the Ansible Hangar accordingly.

This is necessary, for example, to concisely describe attack sequences split between two different Bogeys.

Proposal: Tempo

Timed out and enacted, 5-1. Josh

Adminned at 15 Dec 2020 13:13:40 UTC

Add a new rule to the ruleset, called Tempo:

Whenever a Bogey is Eliminated, Poindexter may create a new DEVA.

Once every 7 days, Poindexter may create a new DEVA. As a weekly action, Poindexter may reduce the number in the previous sentence by one.

Schedule post 2020-12-13

Nothing happened yesterday as Coderblaze’s attack was invalidated due to insufficient warm-up time.

Today, at 37 minutes past midnight the unnamed DEVA Bogey attacked an undefended city on the east coast of the northern continent, resulting in thousands of innocent casualties. At 19h00 Pilot Bucky will be engaging the bogey with a wide specturm of attack vectors. I’m sure that we all wish Pilot Bucky the very best fortune.

Saturday, December 12, 2020

Proposal: Victory Raffle

Popular, 7-0, with more than a Quorum FOR. -Bucky

Adminned at 14 Dec 2020 02:28:01 UTC

Add a new dynastic rule to the ruleset. Call it “Team Victory” and give it the following text:

When the Poindexter determines that a dynastic rule has Awarded a Crown to a Corporation, the Poindexter shall choose a random Pilot whose Affiliation was that Corporation when the Crown was Awarded. The selected Pilot achieves victory, and the Poindexter shall make a blog post announcing it.

If a Crown is Awarded to a Corporation, but there is no Pilot whose Affiliation was that Corporation when the Crown was Awarded, nobody achieves victory as a result of that Crown.

Proposal: Error - Mech Not Found

Popular 6-0 (Quorum is 6). - Bucky

Adminned at 13 Dec 2020 23:06:56 UTC

Add an item to the start of the list of what happens “When the Poindexter resolves an attempt to fire on a Bogey” in the rule “The Battlefield”:

* If the Pilot has ceased to be Jockeying since scheduling the attempt to fire, or does not have enough Power to attempt to fire, the Poindexter shall reveal that the attempt to fire failed and explain why. The attempt to fire has no further effect and does not cost Power.

Schedule Post 2020-12-12

There were no scheduled events yesterday.

Today at noon, Pilot Coderblaze attacked a Bogey on attack vector 16.

Friday, December 11, 2020

Proposal: Mechanoids IIII - Last chance

Timed out and failed, 1-5. Josh

Adminned at 13 Dec 2020 22:54:24 UTC

If “Mechanoids III - Unique Powers” is enacted, this does nothing.

Otherwise.

In rule “Pilots and Shells”, subrule “Mods”

Change:

Mechanoids can help assist Pilots in combat or research.
Ownership of any Mechanoids will be tracked on Ansible Hangar. Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-”.
More than one Pilot can own the same Mechanoid Type.
Pilots can only assign themselves 1 Mechanoid.
.Fire Mechanoid - No description
.Water Mechanoid - No description
.Wind Mechanoid - No description
.Earth Mechanoid - No description
.Dark Mechanoid - No description
.Electric Mechanoid - No description
.Metal Mechanoid - No description


To:

Mechanoids can help assist Pilots in combat or research.
Ownership of any Mechanoids will be tracked on Ansible Hangar on the Pilot Roster. Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-” on the Pilot Roster.
More than one Pilot can own the same Mechanoid Type.
Pilots can only assign themselves 1 Mechanoid.
A Mechanoid has a name (which is flavor text) and an ability, notated as “Name - Ability”
As an action, a Pilot may use their Mechanoid’s ability, or change Mechanoid Types and use their new Mechanoid’s ability, but not both. This action may not be taken again until it’s been 60 hours since the last time they took this action.

.Fire Mechanoid - Roll DICE10. If the result is an odd number, the pilot will gain 10 Power, gain 10 Attack and gain 10 Defense added to their Shell’s stats. If the result is an even number, the pilot will gain 30 Power, gain 30 Attack and gain 30 Defense added to their Shell’s stats.
.Water Mechanoid - Roll DICE10. If the result is an odd number, the pilot will gain 10 Power, gain 10 Attack and gain 30 Defense added to their Shell’s stats. If the result is an even number, the pilot will gain 30 Power, gain 30 Attack and gain 10 Defense added to their Shell’s stats.
.Wind Mechanoid - Roll DICE10. If the result is an odd number, the pilot will gain 10 Power, gain 30 Attack and gain 10 Defense added to their Shell’s stats. If the result is an even number, the pilot will gain 30 Power, gain 10 Attack and gain 30 Defense added to their Shell’s stats.
.Earth Mechanoid - Roll DICE10. If the result is an odd number, the pilot will gain 30 Power, gain 10 Attack and gain 10 Defense added to their Shell’s stats. If the result is an even number, the pilot will gain 10 Power, gain 30 Attack and gain 30 Defense added to their Shell’s stats.
.Dark Mechanoid - Roll DICE10. If the result is an odd number, the pilot will gain 40 Power and gain 40 Attack added to their Shell’s stats. If the result is an even number, the pilot will gain 40 Defense added to their Shell’s stats.
.Electric Mechanoid - Roll DICE10. If the result is an odd number, the pilot will gain 40 Power and gain 40 Defense added to their Shell’s stats. If the result is an even number, the pilot will gain 40 Attack added to their Shell’s stats.
.Metal Mechanoid - Roll DICE10. If the result is an odd number, the pilot will gain 40 Attack and gain 40 Defense added to their Shell’s stats. If the result is an even number, the pilot will gain 40 Power added to their Shell’s stats.
.Light Mechanoid - Roll DICE10. If the result is an odd number, the pilot will gain 20 Power, gain 20 Attack and gain 10 Defense added to their Shell’s stats. If the result is an even number, the pilot will gain 20 Power, gain 20 Attack and gain 30 Defense added to their Shell’s stats.
.Psychic Mechanoid - Roll DICE10. If the result is an odd number, the pilot will gain 20 Power, gain 10 Attack and gain 20 Defense added to their Shell’s stats. If the result is an even number, the pilot will gain 20 Power, gain 30 Attack and gain 20 Defense added to their Shell’s stats.
.Wisdom Mechanoid - Roll DICE10. If the result is an odd number, the pilot will gain 10 Power, gain 20 Attack and gain 20 Defense added to their Shell’s stats. If the result is an even number, the pilot will gain 30 Power, gain 20 Attack and gain 20 Defense added to their Shell’s stats.

Proposal: Mechanoids III - Unique Powers

Enacted popular, 6-0. Oh happy day: at last, mechanoids do something. Josh

Adminned at 13 Dec 2020 15:18:24 UTC

In rule “Pilots and Shells”, subrule “Mods”

Change:

Mechanoids can help assist Pilots in combat or research.

Ownership of any Mechanoids will be tracked on Ansible Hangar. Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-”.

More than one Pilot can own the same Mechanoid Type.

Pilots can only assign themselves 1 Mechanoid.

Fire Mechanoid - No description
Water Mechanoid - No description
Wind Mechanoid - No description
Earth Mechanoid - No description
Dark Mechanoid - No description
Electric Mechanoid - No description
Metal Mechanoid - No description

to

Mechanoids can help assist Pilots in combat or research.
Ownership of any Mechanoids will be tracked on Ansible Hangar on the Pilot Roster. Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-” on the Pilot Roster.
More than one Pilot can own the same Mechanoid Type.
Pilots can only assign themselves 1 Mechanoid.
A Mechanoid has a name (which is flavor text) and an ability, notated as “Name - Ability”
As a Weekly Action, a Pilot may assign themselves a Mechanoid or unassign themselves, setting their Mechanoid to the default of “-” on the Pilot Roster.

Fire Mechanoid - Every time a Pilot with this Mechanoid defeats a Bogey, gain 20 power.
Water Mechanoid - It costs Pilots with this Mechanoid 7 power instead of 10 to fire at the Bogey that has most recently emerged.
Wind Mechanoid - When a Pilot with this Mechanoid declares a fire post, they may declare a second Bogey as an additional target, using the same fire vector at no additional cost. When such a fire post is resolved the main target should be resolved first, followed immediately by the additional target.
Earth Mechanoid - Bogey’s abilities can’t reduce the power, attack or defense of Pilots with this Mechanoid.
Dark Mechanoid - Whenever a civilian attack is resolved successfully, Pilots with this Mechanoid gain 20 power.
Electric Mechanoid - When a Pilot begins jockeying with this Mechanoid or assigns this Mechanoid, they gain 30 power, when a Pilot unassigns this Mechanoid they lose 30 power.
Metal Mechanoid - As long as a Pilot has this Mechanoid assigned, they may apply an additional module to their shell. Pilots with this Mechanoid gain 1 additional Experience every time they cease to be Jockeying because their Shell is destroyed.

Suggestions very welcome. Not sure how balanced these are, but if they aren’t at least everyone can pick the one they like.

I thought about adding a Light Mechanoid that is essentially the opposite of the Dark Mechanoid but decided to leave it for now since there is already a lot here.

Proposal: Fightable DEVAs

Timed out and failed, 1 vote to 4. Josh

Adminned at 13 Dec 2020 15:17:49 UTC

Change the minimum defense of DEVA Subspecies OPHANIM to 1.
Change the minimum defense of DEVA Subspecies KNIGHT to 1.
Change the minimum defense of DEVA Subspecies RAKSHASHA to 1.

Currently we aren’t using the lower end of the scale and this gives us at least a chance against the RAKSHASHA should it appear.

Schedule Post 2020-12-11

Yesterday the first DEVA emerged from the portal.

Today there are no forecast events.

Thursday, December 10, 2020

Schedule Post 2020-12-10

No events took place yesterday.

Today, at 12:14 UTC, the first DEVA Bogey emerged from the portal at the old monastary. I would include pictures but it is truly horrific; as I’m sure you can imagine it has more eyes than teeth, despite having a lot of teeth.

Proposal: High off of Gasoline

Timed out 1 vote to 5. Failed by Kevan.

Adminned at 12 Dec 2020 15:44:17 UTC

If “Bigger means better” is enacted, this proposal does nothing.

Otherwise,

In rule “Pilots and Shells”, subrule “Mods”

Change:

Mechanoids can help assist Pilots in combat or research.
Ownership of any Mechanoids will be tracked on Ansible Hangar. Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-”.
More than one Pilot can own the same Mechanoid Type.
Pilots can only assign themselves 1 Mechanoid.
.Fire Mechanoid - No description
.Water Mechanoid - No description
.Wind Mechanoid - No description
.Earth Mechanoid - No description
.Dark Mechanoid - No description
.Electric Mechanoid - No description
.Metal Mechanoid - No description



To:

Mechanoids can help assist Pilots in combat or research.
Ownership of any Mechanoids will be tracked on Ansible Hangar on the Pilot Roster. Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-” on the Pilot Roster.
More than one Pilot can own the same Mechanoid Type.
Pilots can only assign themselves 1 Mechanoid.
A Mechanoid has a name (which is flavor text) and an ability, notated as “Name - Ability”
As a Weekly Action, a Pilot may use their Mechanoid’s ability, or change Mechanoid Types and use their new Mechanoid’s ability, but not both in the same week.
.Fire Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 10 Power, gain 10 Attack and gain 10 Defense. If the result is a 6 or 7 or 8 or 9 or 10, gain 30 Power, gain 30 Attack and gain 30 Defense.
.Water Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 10 Power, gain 10 Attack and gain 30 Defense. If the result is a 6 or 7 or 8 or 9 or 10, gain 30 Power, gain 30 Attack and gain 10 Defense.
.Wind Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5,  gain 10 Power, gain 30 Attack and gain 10 Defense. If the result is a 6 or 7 or 8 or 9 or 10, gain 30 Power, gain 10 Attack and gain 30 Defense.
.Earth Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5,  gain 30 Power, gain 10 Attack and gain 10 Defense. If the result is a 6 or 7 or 8 or 9 or 10, gain 10 Power, gain 30 Attack and gain 30 Defense.
.Dark Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 40 Power and gain 40 Attack. If the result is a 6 or 7 or 8 or 9 or 10, gain 40 Defense.
.Electric Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 40 Power and gain 40 Defense. If the result is a 6 or 7 or 8 or 9 or 10, gain 40 Attack.
.Metal Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 40 Attack and gain 40 Defense. If the result is a 6 or 7 or 8 or 9 or 10, gain 40 Power.

Depending on how you would like the wording. Either this can pass or the other can pass.

Wednesday, December 09, 2020

Proposal: Bigger means better

Timed out and failed, 1-5. Josh

Adminned at 11 Dec 2020 20:12:59 UTC

In rule “Pilots and Shells”, subrule “Mods”

Change:

Mechanoids can help assist Pilots in combat or research.
Ownership of any Mechanoids will be tracked on Ansible Hangar. Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-”.
More than one Pilot can own the same Mechanoid Type.
Pilots can only assign themselves 1 Mechanoid.
.Fire Mechanoid - No description
.Water Mechanoid - No description
.Wind Mechanoid - No description
.Earth Mechanoid - No description
.Dark Mechanoid - No description
.Electric Mechanoid - No description
.Metal Mechanoid - No description



To:

Mechanoids can help assist Pilots in combat or research.
Ownership of any Mechanoids will be tracked on Ansible Hangar on the Pilot Roster. Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-” on the Pilot Roster.
More than one Pilot can own the same Mechanoid Type.
Pilots can only assign themselves 1 Mechanoid.
A Mechanoid has a name (which is flavor text) and an ability, notated as “Name - Ability”
As a Weekly Action, a Pilot may use their Mechanoid’s ability, or change Mechanoid Types and use their new Mechanoid’s ability, but not both in the same week.
.Fire Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 10 Power, gain 10 Attack and gain 10 Defense added to their Shell’s stats. If the result is a 6 or 7 or 8 or 9 or 10, gain 30 Power, gain 30 Attack and gain 30 Defense added to their Shell’s stats.
.Water Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 10 Power, gain 10 Attack and gain 30 Defense added to their Shell’s stats. If the result is a 6 or 7 or 8 or 9 or 10, gain 30 Power, gain 30 Attack and gain 10 Defense added to their Shell’s stats.
.Wind Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5,  gain 10 Power, gain 30 Attack and gain 10 Defense added to their Shell’s stats. If the result is a 6 or 7 or 8 or 9 or 10, gain 30 Power, gain 10 Attack and gain 30 Defense added to their Shell’s stats.
.Earth Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5,  gain 30 Power, gain 10 Attack and gain 10 Defense added to their Shell’s stats. If the result is a 6 or 7 or 8 or 9 or 10, gain 10 Power, gain 30 Attack and gain 30 Defense added to their Shell’s stats.
.Dark Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 40 Power and gain 40 Attack added to their Shell’s stats. If the result is a 6 or 7 or 8 or 9 or 10, gain 40 Defense added to their Shell’s stats.
.Electric Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 40 Power and gain 40 Defense added to their Shell’s stats. If the result is a 6 or 7 or 8 or 9 or 10, gain 40 Attack added to their Shell’s stats.
.Metal Mechanoid - Roll DICE10. If the result is a 1 or 2 or 3 or 4 or 5, gain 40 Attack and gain 40 Defense added to their Shell’s stats. If the result is a 6 or 7 or 8 or 9 or 10, gain 40 Power added to their Shell’s stats.

 

Doing the math, the average of each Mechanoid gives a profit of +20 Power/+20 Attack/+20 Defense per week. I also tried to make it a weekly action so that way no one is spamming the hell of the rolls. And I also tried to add the the “but not both” thing so that way someone isn’t using it as a bonus to take both as an action.

Scheduling post 2020-12-09

No events happened yesterday. No events are scheduled to take place today.

Sorry it’s a bit late.

Tuesday, December 08, 2020

Proposal: Attrition Kill

Timed out and failed, 5-1. Josh

Adminned at 11 Dec 2020 10:42:17 UTC

In the rule “The Battlefield”, change the text

If the Fire Vector is below the Bogey’s Defence, the Poindexter shall reveal that the Bogey has deflected the shot.

to

If the Fire Vector is below the Bogey’s Defence, the Poindexter shall reveal that the Bogey has deflected the shot and reduce that Bogey’s Energy by one-tenth of the Fire Vector, rounded up. If this reduces the Bogey’s Energy to zero or less, then the Bogey is removed from play and the Poindexter shall say so.

Proposal: Scaling Up the Offense

Timed out and passed, 4-0 with one imperial DEF. Josh

Adminned at 11 Dec 2020 10:40:52 UTC

Multiply the Attack values of each Shell Archetype and each Jockeying Pilot by three.

Add a new Shell Archetypes to the list in the rule “Shell Archetypes”. Its name is “Aggressor OB-1”, its description is “An early model designed to make short probing attacks.”, its Default Power is 35, its Default Attack is 30 and its Default Defense is 5.

Let’s use Shells that actually have the ability to hit a target under the new combat rules.

Jockey Down

Maris times out after a full week of inactivity, and is idled. Quorum drops to 6.

Proposal: Thunderball

Timed out and passed, 4-3. Josh

Adminned at 10 Dec 2020 12:03:33 UTC

Throughout the Dynastic Rules, change “removed from play” or “removed from the game” to “eliminated”.

Add a sub-rule to the rule Shell Archetypes, called Power Cores:

Some Bogeys drop Power Cores when they are eliminated; if a Bogey has dropped a Power Core as a result of being eliminated then Poindexter must detail this in the first appropriate schedule post. Power Cores are communally owned by all Pilots and the number of Power Cores owned is publicly tracked and must be a non-negative integer (defaulting to zero).

A Proposal whose only effect is to add a new single Shell Archetype is an R&D Proposal. A new Shell Archetype may have up to 20% more Power than any existing Shell Archetype, and may not have a combined Attack and Defence score that exceeds 40% of its Power.

An R&D Proposal has the following characteristics:
* Quorum of Jockeying Pilots is solely used to assess whether or not it is Popular or Unpopular, and the votes of Demobbed or Recovering Pilots are not counted;
* It cannot be resolved until Poindexter has voted on it or 48 hours have passed, whichever is sooner;
* When it is resolved, the enacting admin must reduce the number of owned Power Cores by 1; if that is not possible then the proposal must be failed.

Add the following to the bulletted list in the rule DEVA Sub-Species:

Refracted Crystal Heart:: This DEVA will drop a Power Core when it is eliminated.

Add the following to the end of the subrule Attack a Civilian Target:

When a Bogey completes an Attack a Civilian Target action they have a 5% chance of gaining the Refracted Crystal Heart feature.

Give any privately tracked DEVAs the Refracted Crystal Heart feature. Give the RAKSHASHA sub-species a 5% chance of having the Refracted Crystal Heart feature, KNIGHT 4%, and OPHANIM 2%.

Enacting the Proposal Learn From Experience, except for the text it would add to the end of the rule Battlefield.

Learn from Experience has some necessary fixes, including allowing Pilots to gain xp for killing DEVAs.

Story Post: Scheduling post 20/12/08

Nothing happened yesterday and nothing is scheduled for today.

Monday, December 07, 2020

Soliciting opinions on Time and Schedules

Is it too complicated or dense? Does it need simplifying? Do we want to try it out with the incoming Bogey and see how it goes, or try to streamline it now?

Proposal: Shell underground

Times out / reaches quorum, 8-0. Enacted by pokes.

Adminned at 09 Dec 2020 17:35:31 UTC

Add “Order of the Blue Lotus” to the list of Corporations, with Creed “Armis et Gubernatoris” and Requirement “A Pilot must be publicly invited to join by a Pilot whose affiliation is the Order of the Blue Lotus.”

Set the affiliation of a randomly-chosen unaffiliated Pilot to the Order of the Blue Lotus.

Proposal: If a Pilot be dishonored, no Shells go

Times out / reaches quorum, 6-0. Enacted by pokes.

Adminned at 09 Dec 2020 17:32:40 UTC

Add to the end of the rule “Pilots and Shells”, before the subrules:

If a Proposal would change the text of any subrule of this rule, it is only Popular if it also has a number of FOR votes from Jockeying Pilots that equal or exceed a quorum of Jockeying Pilots.

The goal here is to get pilots into shells. I’m not jockeying in part because I don’t want to get stuck in a relatively dopey shell.

Proposal: Learn From Experience

Self-killed. Josh

Adminned at 08 Dec 2020 20:26:27 UTC

In the rule DEVA Subspecies change “Each sub-species of DEVA has a Designation (which is flavour text), an Energy range, an Attack range, a Defence range and a list of possible special features” to

Each sub-species of DEVA has a Designation (which is flavour text), an Energy range, an Attack range, a Defence range, a list of possible special features, an Experience Yield value and a scratch count

In the DEVA Subspecies table on the Ansible Hangar page, add a column for “Experience Yield” and another for Scratch Count. Set The Experience Yield of RAKSHAHA to 5, KNIGHT to 4 and OPHANIM to 4. Set the Scratch Count for each to zero.

In the rule Pilot Development change “Experience Value” to “Experience Yield”.

Throughout the Dynastic Rules, change “removed from play” or “removed from the game” to “eliminated”.

In the rule The Battlefield, add the following text to the end.

Whenever a Pilot eliminates a Bogey they must iterate the scratch count for that Bogey’s sub-species by 1. Each time a sub-species’ s scratch count reaches a new value that is a multiple of 5, a single Pilot may once, as a communal action, reduce its Experience Yield by 1 and reduce the upper and lower bounds of all of its statistics by 10%, rounded up.

Add the following to the end of the rule DEVAs:

When a DEVA is eliminated it is removed from the game and is no longer publicly or privately tracked.

 

Story Post: Scheduling Post 20/12/07

No events took place yesterday, and no events are scheduled for today.

A long-silent monitor has just gone “blip”

As per the now-repealed rule Trial Run, a DEVA has been generated. It is due to emerge at 12:14pm UTC on Thursday the 10th of December.

Good luck, Pilots.

Sunday, December 06, 2020

Proposal: Skip Recovery

Timed out and enacted, 7-0. Josh

Adminned at 08 Dec 2020 20:24:11 UTC

In the rule “Time and Schedules”, change

Once per day, Poindexter should make a Scheduling Post to the blog, confirming the Timed Actions that took place in the previous day

to

Once per day, Poindexter should make a Scheduling Post to the blog, confirming the Timed Actions that took place after the last day whose Timed Actions were thus confirmed but before the current day,

and

Any Pilot may then update gamestate tracking to reflect the changes of the previous day

to

Any Pilot may then update gamestate tracking to reflect the changes of the confirmed Timed Actions

If no Scheduling Posts exist, create a Scheduling Post confirming that no Timed Actions occurred on November 30, 2020.

If the Poindexter doesn’t make a Scheduling Post for a day, the day’s actions should be carried out in the next one.  Currently, those actions would never be carried out.

Proposal: Time your shots

Popular 7-0 after more than 48 hours. Enacted by Bucky.

Adminned at 08 Dec 2020 20:19:33 UTC

In the rule “The Battlefield”, change

A Jockeying Pilot may spend 10 Power to fire on a Bogey by making a blog post that specifies a Bogey as its target, and an integer number from 1 to 100 as the attack’s Fire Vector. This is known as a Fire Post.

As an atomic action, the Poindexter may resolve the oldest Fire Post that they have not already resolved, as follows (where its poster is the Aggressor):

to

A Jockeying Pilot may spend 10 Power to attempt to fire on a Bogey as a Timed Action, which is scheduled by making a comment on any Scheduling Post that specifies a Bogey as its target, and an integer number from 1 to 100 as the attack’s Fire Vector, and a time for it to occur (which must be a time of the pilot’s choice between 18 and 72 hours after the time at which the comment is made). This is known as a Fire Comment and its poster may be referred to as its Aggressor. The Pilot may combine multiple attempts into the same blog comment, by separating them with five or more tildes (~~~~~); each such attempt must separately specify all the necessary information except that the second or subsequent attack in a comment uses the same target as the previous one if it doesn’t specify a target.

When the Poindexter resolves an attempt to fire on a Bogey:
* If the Bogey no longer exists, the Poindexter shall reveal that the shot struck debris and the attempt to fire has no further effect.

Throughout the rest of the rule, change all occurrences of “the Poindexter adds a comment to say” to “the Poindexter shall reveal that”.

Properly refurbishing the combat rules as a timed action; also allowed multiple attacks in the same comment, and fixed a corner case where a Bogey is destroyed while the firing attempt is scheduled.

Friday, December 04, 2020

Proposal: Time but not timing

Timed out/quorumed 7 votes to 0. Can’t do the last step because “A Jockeying Pilot may fire on a Bogey by making a blog post” didn’t exist in the ruleset at the time of enactment. Enacted by Kevan.

Adminned at 06 Dec 2020 18:47:41 UTC

Add a new rule to the ruleset, called Time and Schedules:

Timed Actions are a type of action that occurs at a specific time. The entity performing the action does not have to be present for the attack to occur; once it has been scheduled it will occur at the specified time.

Any Timed Action should have, as part of its definition, the method by which its occurrence is scheduled. Once per day, Poindexter should make a Scheduling Post to the blog, confirming the Timed Actions that took place in the previous day, their impacts (evaluated in chronological order from oldest to newest), and detailing any Timed Actions that are due to take place in the forthcoming day. Any Pilot may then update gamestate tracking to reflect the changes of the previous day. If a Timed Action has no defined scheduling method then by default it may be scheduled by making a comment to the scheduling post detailing when it will take place.

Timed Actions may be staged. A staged Timed Action is effectively an atomic action, where each step takes place at its own scheduled time.

Rename the rule Pilots to Pilot Development and make it a subrule of the rule Shells. Rename the rule Shells to Pilots and Shells. Move the texts of the rules Mechanoids and Mechanoid Types to the end of the rule Mods and then repeal the rules Mechanoids and Mechanoid Types. Repeal the rules DEVAs and The Future Is Already Writen and all of their subrules, and enact a new rule called DEVAs as follows, with lines bracketed with three or four equals marks at each end (”===”, “====”) designating a new subrule:

Individual DEVAs exist. They may also be referred to as Bogeys once they have Emerged. All Bogeys are publicly tracked.

Each Bogey has statistics that are secretly tracked by Poindexter, that fall within the ranges for that DEVA’s sub-species. Whenever Poindexter has to generate a new Bogey, they should secretly randomly determine its Energy, Attack and Defence based on the published ranges, and secretly randomly determine whether it has any of the special features possible for its sub-species.

===DEVA Sub-species ===
There are various sub-species of DEVA, each of which has its own characteristics. Each sub-species of DEVA has a Designation (which is flavour text), an Energy range, an Attack range, a Defence range and a list of possible special features.

The known sub-species of DEVA are tracked on the Ansible Hangar page of the wiki.

The named Features of DEVAs, and those Features’ Reactions, are listed below (with the name in bold and the Reaction afterwards):-

* Deflector Shield. If the Fire Vector is smaller than the Bogey’s defense, the Bogey gains 1 defense, if this would bring the Bogey’s defense above the maximum it becomes the maximum instead and the Poindexter should add a comment saying that the Bogey’s shield has shorted out.
* Radiant Beam. If the Fire Vector is greater than the Aggressor’s Defense, the Aggressor’s Power is reduced by 10.

===DEVA Actions===
All DEVA actions must be Timed Actions. Poindexter is responsible for privately scheduling and tracking, and then publicly or secretly (as appropriate) carrying out, the actions of all DEVAs. To whatever extent is possible, Poindexter must generate and maintain any necessary information to map out the generation and actions of any DEVA for at least the next week. If a DEVA’s planned actions do not cover the full period of the next week then Poindexter should randomly generate new actions for it until the full period of the next week is scheduled with actions.

Generating DEVA Actions will require Poindexter to generate times for those actions (or stages of actions) to occur. Each DEVA action or action stage has a range of hours associated with it; when generating that action or action stage, Poindexter must randomly select a point within that range and set the time for that action or action stage to be x, where x is the set time of the action or action stage before it plus the randomly selected time from the time range.

Poindexter should detail all of the day’s scheduled DEVA Actions in each day’s Scheduling Post.

If a DEVA’s action can’t legally take place for any reason (such as an invalid target) then it is stunned and all subsequent actions on its schedule are delayed for 48 hours. If a DEVA’s staged Timed Action has a stage that is disruptable then any Fire Post targeting it during a disruptable stage (i.e. after the disruptable stage of the action has begun but before the next stage begins) then the entire Timed Action is disrupted and will not take place. If a Bogey is removed from play before any of its actions would take place, all of those actions are cancelled.

Available DEVA Actions are listed as subrules to this rule.

====Emerging from the Breach====
When Poindexter has created a new DEVA, the first item on its schedule should be Emerging from the Breach. Emerging from the Breach may not be selected as an action for a Bogey.

The time for the first stage is set relative to the time at which the DEVA is created. Emerging from the Breach is a staged Timed Action with the following stages:
* 0-24 hours: Gestating
* 24-120 hours: Emerging

Once a DEVA has completed an Emerging from the Breach action it has Emerged and becomes a Bogey.

The date and time upon which the next new DEVA will Emerge from the Breach is publicly tracked information.

====Attack a Civilian Target====
Time range: 12 and 72 hours.

====Attack a Military Target====
Attacking a Military Target is a staged Timed Action with the following stages:
* 0-48 hours: Travel
* 48-60 hours (disruptable): Prepare
* 60-96 hours: Attack

When attacking a military target is added to a DEVA’s schedule, a Jockeying Pilot must be secretly randomly selected as its target.

Whenever a Bogey’s attack on a military target is completed, Poindexter must, in the next Schedule Post, inform the Pilots that the attack has taken place and the Attack value of the Bogey who carried it out, which then becomes publicly tracked information. The targeted Pilot then loses Power equal to the Attack of the Bogey minus their own Defence.

In the rule The Battlefield, change

A Jockeying Pilot may fire on a Bogey by making a blog post that specifies a Bogey as its target, and an integer number from 1 to 100 as the attack’s Fire Vector. This is known as a Fire Post.

As an atomic action, the Poindexter may resolve the oldest Fire Post that they have not already resolved, as follows (where its poster is the Aggressor):

To read:

A Jockeying Pilot may fire on a Bogey as a Timed Action, which is scheduled by making a comment on any Scheduling Post that specifies a Bogey as its target, and an integer number from 1 to 100 as the attack’s Fire Vector, and a time for it to occur (which must be a time of the pilot’s choice between 18 and 72 hours after the time at which the comment is made). This is known as a Fire Comment and its poster may be referred to as its Aggressor.

This is an ambitious change so might be worth a close read (sorry).

Call for Judgment: Phantom Jockey Syndrome

Reached quorum, 7-0. Josh

Adminned at 05 Dec 2020 09:25:59 UTC

Pilot Raven1207 has pulled off a series of remarkable manoeuveurs. First, they set themselves to jockeying without selecting a shell for themselves (which is legal, thanks to an errant “may”); they then gave themselves a shell and took experience for it, which is only ambiguously legal.

It would be legal if they destructed their first phantom Shell (which they would be able to do as its energy would be zero), but it doesn’t look like they did; their wiki edits don’t reference it and they didn’t give themselves XP for having lost a shell. Without having detonated their shell and become Demobbed, adopting a new Shell is illegal, as one can only start piloting a shell when one is not already Jockeying.

Seems kinda silly to CfJ this, as a lot of these problems are already patched by pending proposals. The impact here is minimal: we either strip Raven of their shell, as that was the part that was done illegally, or retrosctively assume that they detonated before taking it up. I’m inclined towards the latter as it cuts down on admin; they’re just going to do it themselves anyway.

So: consider this edit to have included Raven detonating their old shell; ensure that gamestate tracking reflects the additional 1 Experience they would have gotten for detonating said shell; and uphold Raven’s edits to the gamestate to the time of that edit.

Friday, December 04, 2020

Proposal: Put Something On

Timed out / quorumed 8 votes to 0. Enacted by Kevan.

Adminned at 06 Dec 2020 14:14:15 UTC

In the rule “Shells”, change

When a Pilot sets themselves to Jockeying, they may select a Shell Archetype or Subtype.

to

When a Pilot sets themselves to Jockeying, they must select a Shell Archetype or Subtype.

There’s no reason to Jockey without selecting getting a Shell, and now you can’t just decide to do nothing for a day in order to gain a free 2 experience.

Protosal: Threading the attacks

The current combat system is unacceptably spammy and unwieldy. It requires one blog post per attack, and we’re expecting each competitive player to attempt several attacks per day. Accordingly, we should borrow from the Nethack dynasty and combine all the attacks on a given Bogey into a single thread.

When the Poindexter generates a Bogey, they make a Fire Post inviting Pilots to attack the Bogey. If the Bogey is destroyed, they edit the Fire Post to say so and that Bogey can’t be attacked anymore.

Rather than making Fire Posts, players make Fire Comments on that Bogey’s Fire Post. Also, we might want to let a Fire Comment contain an “attack pattern” with multiple attacks each of which would be a full Attack Post now.

Proposal: Ejection Backlash

Times out and passes 6-0. Adminned by Bucky.

Adminned at 06 Dec 2020 01:28:28 UTC

In the rule “Shells”, change

At any time each Pilot may be Demobbed or Jockeying

to

At any time each Pilot may be Demobbed, Jockeying or Recovering

and change

A Jockeying Pilot with a destroyed Shell must set their status to Demobbed and blank their Archetype

to

A Jockeying Pilot with a destroyed Shell must set their status to Recovering and blank their Shell Type

Add the following text to the end of the rule “Shells”:

If a Pilot has been Recovering for the last 24 hours, they may become Demobbed.

Proposal: Hold Your Fire

Enacted popular, 9-0. Josh

Adminned at 05 Dec 2020 13:20:09 UTC

Replace “A Jockeying Pilot may fire on a Bogey by making a blog post” with:-

A Jockeying Pilot may spend 10 Power to fire on a Bogey by making a blog post

Removing the option of immediately firing 20 times at everything.

Proposal: Trial Run

Timed out and enacted, 5-4. Josh

Adminned at 05 Dec 2020 13:19:00 UTC

Add a rule to the ruleset, entitled Trial Run:

Poindexter may at any time create a new DEVA, then delete this rule.

It’ll be easier to see what this dynasty feels like once there’s some action going on.

Wednesday, December 02, 2020

Proposal: Man Shot First

Reached quorum and enacted, 8-0. Josh

Adminned at 04 Dec 2020 09:38:13 UTC

Add a bullet point to the atomic action in the Battlefield rule:-

* If the Bogey is still in play, apply all Reactions of its Features to this Fire Post, in the order that they are listed in the ruleset.

Create a subrule of “DEVAs” called “Features”, with the following text:-

The named Features of DEVAs, and those Features’ Reactions, are listed below (with the name in bold and the Reaction afterwards):-

* ‘’‘Deflector Shield’‘’. If the Fire Vector is smaller than the Bogey’s defense, the Bogey gains 1 defense, if this would bring the Bogey’s defense above the maximum it becomes the maximum instead and the Poindexter should add a comment saying that the Bogey’s shield has shorted out.
* ‘’‘Radiant Beam’‘’. If the Fire Vector is greater than the Aggressor’s Defense, the Aggressor’s Power is reduced by 10.

Add a DEVA sub-species to the tracked list:-

Designation OPHANIM, Energy range 11-20, Attack range 11-20, Defence range 11-20, 75% chance of “Radiant Beam”, 50% chance of Deflector Shield.

Remove the definition of Deflector Shield (and the quotemarks around it) from the Ansible Hangar, if it exists there.

Clarifying when “When a fire post is resolved” actually happens (since it’s an atomic action we may as well put it straight into the list there), moving the definition of Deflector Shield into the ruleset and adding another Feature and a DEVA that might have it.

Unidling - lendunistus

hey, I’d like to unidle

haven’t had time to play the past few days unfortunately

Absent Without Leave

Pilot Lendunistus idles out automatically after seven full days without a post or a comment from them. Quorum drops to 6.

Wednesday, December 02, 2020

Proposal: More powerups

Timed out and reached quorum, 8-0. Josh

Adminned at 04 Dec 2020 09:35:30 UTC

If “Mod Your Pod” doesn’t pass, nothing happens.

Otherwise,

In rule “Shells”, subrule “Mod”, under “The following is the list of Modules that are approved by RAID R&D:”, add:

Side Jets(Attachments)
Modifiers: -20% Power +10% Attack +10% Defense

I know the first sentence might be pointless since it’s almost guaranteed to pass BUT it isn’t official so /shrug

Proposal: Error in the program

Reached quorum and timed out, 9-0. Josh

Adminned at 04 Dec 2020 09:34:24 UTC

In section “Mechanoids” change

Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-”.

Pilots can only assign themselves 1 Mechanoid.

Mechanoids can help assist Pilots in combat or research.

to

Mechanoids can help assist Pilots in combat or research.

Ownership of any Mechanoids will be tracked on Ansible Hangar. Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-”.

More than one Pilot can own the same Mechanoid Type.

Pilots can only assign themselves 1 Mechanoid.

The times I don’t reread what I write….....smh

Proposal: Start the clock

Timed out and enacted, 6-0. Josh

Adminned at 03 Dec 2020 21:22:19 UTC

I’m the ruleset, replace the string “An individual DEVA is known as a Bogey, and has statistics” with “A DEVA has statistics”.

Add a new rule to the ruleset, called The Future Is Already Written:

A DEVA becomes a Bogey when it enters the game. All Bogeys are publicly tracked.

The Poindexter is responsible for privately scheduling and tracking, and then publicly or secretly (as appropriate) carrying out, the actions of all DEVAs. For each DEVA, the Poindexter should secretly keep a chronological list of planned actions and when they will occur. To whatever extent is possible, the Poindexter must generate and maintain any necessary information to map out the generation and actions of any DEVA for at least the next week. If a DEVA’s planned actions do not cover the full period of the next week then the Poindexter should randomly generate new actions for it until the full period of the next week is scheduled with actions.

Subrules to this rule detail actions that the DEVAs may take, how they are generated and how information about them is tracked.

All scheduled actions for a DEVA must include a specific date or time at which they will come into effect. Planned DEVA actions should be enacted by the Poindexter as close to that date or time as possible. If the specific time is missed then the Poindexter should carry it out at their first opportunity thereafter.

If a DEVA’s scheduled action can’t legally take place for any reason (such as an invalid target) then it is stunned and all subsequent actions on its schedule are delayed for 48 hours.

Add a subrule to that rule, called Emerging from the Breach:

When Poindexter has created a new DEVA, the first item on its schedule should be Emerging from the Breach. Emerging from the Breach may not be selected as an action for a Bogey. When a DEVA carried out an Emerging from the Breach action, they enter the game, become a Bogey, and become publicly tracked. A DEVA should Emerge from the Breach at a secretly randomly selected time between 24 and 120 hours after it has been created.

The date and time upon which the next new Bogey will Emerge from the Breach is publicly tracked information.

Add a further subrule to the rule called The Future Is Already Written, called Attack a Civilian Target:

When attacking a civilian target is added to a DEVA’s schedule, it must be scheduled to take place between 2 and 72 hours after the action on that schedule that takes place immediately before it. Whenever a Bogey’s attack on a civilian target is enacted, Poindexter must make a blog post informing the Pilots that the attack has taken place.

Add a further subrule to the rule called The Future Is Already Written, called Attack a Military Target:

When attacking a military target is added to a DEVA’s schedule, a Jockeying Pilot must be secretly randomly selected as its target, and it must be scheduled to take place between 48 and 96 hours after the action on that schedule that takes place immediately before it. Whenever a Bogey’s attack on a military target is enacted, Poindexter must make a blog post informing the Pilots that the attack has taken place and the Attack value of the Bogey who carried it out, which then becomes publicly tracked information. The targeted Pilot then loses Power equal to the Attack of the Bogey minus their own Defence.

Kicking the wheels on this a bit. I’m sure there’s a more elegant way of phrasing it, but the gist is: all of your enemies have their next week’s worth of actions invariably planned out. They won’t deviate from their plan but you can disrupt them.

Proposal: Ammo Crate

Enacted popular. Josh

Adminned at 02 Dec 2020 20:19:22 UTC

Add bullet points to the list of Shell Archetypes so that each name has “*” in front of it and each other line describing an aspect of a Shell has “**” in front of it.

Add bullet points to the list of Mechanoids so that each line has “*” in front of it.

Add bullet points to the list of Modules, merging each pair of lines into a single line with a “*” in front of it.

Reformat the “MECHATECH”, “Dynocorp” and “Azamo’s Children” parts of the ruleset to be subrules of “Corporations”.

Not sure how confident I’m feeling about a generic always-available style guide rule of “admins (or maybe just the Emperor) can reformat lists as bullet points and that kind of thing”, so here’s a manual fix instead.

Also the pending Corporations proposal is adding what are maybe meant to be subrules at the wrong level (”==” is rule level, subrule is “===”).

Proposal: Growth

Reached quorum and enacted. Josh

Adminned at 02 Dec 2020 20:17:59 UTC

Add the following to the end of the rule Shells:

If a Jockeying Pilot ever has a Power of zero then their Shell is destroyed. A Jockeying Pilot with a destroyed Shell must set their status to Demobbed and blank their Archetype, Power, Attack and Defence.

Add a new rule to the ruleset, called Pilots:

Each Pilot has the following trackable variables: Experience and Memes.  Experience and Memes can never be lost.

Experience can be gained in the following ways:

* A Pilot gains 1 Experience every time they start Jockeying a new Shell
* A Pilot gains experience equal to the Experience Value of a Bogey’s sub-species whenever a Bogey is removed from the game as a result of one of their Fire Posts
* A Pilot gains 1 Experience every time they cease to be Jockeying because their Shell is destroyed

A Pilot may exchange Experience for Memes whenever they are Demobbed. Available Memes, their costs, and their effects are as follows:

* Rakshasha Targeting: Cost: 5 Experience. Effect: When Firing on a Rakshasha Bogey, a Pilot with this Meme may select a range of two contiguous integers as the attack’s Fire Vector.

Deactivate the special case rule Imperial Deferentials.