Tuesday, May 08, 2018

Proposal: As leap

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 10 May 2018 10:16:06 UTC

Create the following sub-rule “Goal Checking” to the rule “Goals”:

For the purpose of Goals, the last legal value/s that an entity had (even if that entity is no longer part of the game) is the one that counts.

For example, if John Doe was Alive immediately before Idling and never unidles after that, after that Idling and at the End of the Story, the Goal “Protect a Friend, Target: John Doe” would still be fulfilled.

Amend the following:

Health Points: Defaults to 3.

to

Health Points: Defaults to 3. When a Sailor’s Health Points is 0, they are Dead. Otherwise, they are Alive. A Dead Sailor cannot perform any Dynastic Action except for Clinging to Life as a Daily Action. When a Dead Sailor Clings to Life, they roll a DICE10. If they roll a 1, they gain 1 Health Point.

Amend the following:

Structural Integrity: Defaults to 100.

to

Structural Integrity: Defaults to 100. If the Structural Integrity is above 0, the Haniver is Afloat. Otherwise, it is Sunk. A Sunk Haniver cannot have its Structural Integrity rise above 0.

 

So that idling entropy doesn’t screw with Protect a Friend/Avenge an Enemy, which would make them really poor Goals (Not only would you have have to fulfill the condition, but they would also have to not have any IRL concerns or apathy which would prevent from them idling; which I feel is a bit screwy to rely on for gameplay of those who actually do want to/can continue playing.)

Comments

Kevan: he/him

08-05-2018 10:45:50 UTC

Not sure I understand what the first bit is trying to do. If a Sailor idles, they stop being a Sailor from the perspective of the dynastic ruleset. This seems to boil down to “an Idle Sailor is also considered to be Asleep” - which would be redundant, because a dynastic clause affecting “Asleep Sailors” wouldn’t hit an Idle Asleep Sailor (because Idle Sailors are not Sailors).

Madrid:

08-05-2018 10:47:17 UTC

I added a comment for the intent of this.

Madrid:

08-05-2018 10:49:14 UTC

Alternatively, it could be simpler to just have “Sailors cannot idle”, hrm.

Kevan: he/him

08-05-2018 11:00:26 UTC

Or just allow the Goal scoring at the end of the game to include the last known condition of Idle Sailors, when checking whether targets are Dead or Alive.

Madrid:

08-05-2018 11:10:19 UTC

Ok, that works too. Done.

Thunder: he/him

08-05-2018 11:34:58 UTC

for

ElMarko:

08-05-2018 12:16:20 UTC

for We’ll have to take care not to allow negative health the way it’s worded now

derrick: he/him

08-05-2018 12:37:12 UTC

for

Kevan: he/him

08-05-2018 13:52:14 UTC

“the last legal value/s that an entity had” reads oddly, and more like “the previous”, for non-idle players.

Madrid:

08-05-2018 14:25:26 UTC

I’d argue that, if I’ve had this sequence of HP over time:

[start of the dynasty]3,2,3,2,1,2,3,1[now]

The last one is 1, not 3.

Kevan: he/him

08-05-2018 15:03:42 UTC

The last value in the list is 1. The last legal value that the variable had, past tense, could go either way.

Kevan: he/him

08-05-2018 19:45:14 UTC

for Fine for now as Goals don’t do anything yet, anyway.

Dead Sailors waking up after an average of a week and a bit seems a bit harsh on anyone who picks a Goal to see someone else dead.

Corona:

08-05-2018 20:08:57 UTC

for OTOH it would be kind of a downer to die and have to sit out the rest of the dynasty

card:

09-05-2018 00:52:49 UTC

for

Lulu: she/her

09-05-2018 02:15:53 UTC

for

Brendan: he/him

09-05-2018 14:29:26 UTC

for