Friday, April 11, 2008

Comments and Fixes

Weapons exist.  They give bonuses for missions.  Weapons may only be created by the Overlord or by successful proposals.  The Storage Zone wiki page is used to keep track of the weapons, their requirements, bonuses, and the amount in the Storage Zone (SZ) at the time.  There is a column in the GNDT where players may equip a weapon from the storage zone, if they meet the requirements of that weapon. Weapon bonuses only count for the purpose of missions.

Add the following weapons to the Storage Zone:

*Brass Knuckles
Requires 1 MS, 1 GL
Gives 1 MS
Infinite amount in SZ

*Puck grenades
Requires 10 MS, 10 INT, 5 GL
Gives 5 MS, 1 INT
None in SZ

*Guns concealed in hockey sticks
Requires 20 MS, 15 INT, 5 GL
Gives 6 MS, 5 INT
None in SZ

There are Evil Operations, which can only be started with a successful proposal.  They are jobs that all players may attempt.  Each Evil Operation proposal must target one Enemy Group.  Each player who joins an Evil Operation must meet the required amounts of Martial Skill, Intelligence, and Goatee Length.  To target an Enemy Group, the continent that Enemy Group is in must have an Influence value that meets the requirement for the mission.

Players handle die rolls themselves, in the GNDT.

A player joins an Evil Operation by saying “I’m in.” with their For vote on the proposal.

A player may only start an Evil Operation if they meet the requirements.

The following Evil Operations are possible to start:

*Bomb a Base
Requirements: 10 MS, 30 INT, 10 GL, 10 influence
Rolls: DICE100+Combined INT of all players in operation must beat 50 times the amount of players in the operation
Success: Target loses DICE45 members, +1 GL for each player in the operation, +5 INT for each player in the operation, +DICE3 influence in enemy group’s continent
Failure: -5 GL for each player in the operation, -5 influence

*Kill Random Member
Requirements: None
Rolls: DICE50+Combined MS of all players in operation must beat 10 times the amount of players in the operation
Success: Target loses 1 member, +1MS for each player in operation, +1 GL for each player in operation
Failure: -1 influence, all players in operation lose any weapons they are using

*Warehouse Raid
Requirements: 5 MS, 15 INT, 10 GL, 5 influence
Rolls: DICE30+Combined MS must be higher than 20 times the number of players in the operation
Success: Target loses DICE3 members, each player in the operation gets to add a weapon from the enemy group to the Storage Zone

Anything missing, or anything that could be improved?

Comments

Beane:

11-04-2008 05:33:27 UTC

Is it safe to assume “must beat” means the same as “must be greater than”?
To claim “I’m in,” shouldn’t it require the henchmen’s presence in the proper continent?
I had also figured that out roles as henchmen was to decrease a continents influence with our successful evil acts.  If we undermine their influence, it increases evil, no?  Or maybe influence remains static in order to “score” a henchmen’s presence.
Nothing that I can see can’t be fixed in a future proposal.  Reserving judgement for now.

Chivalrybean:

11-04-2008 06:26:44 UTC

Other than you missed making it a proposal… I dunno, I’m tired and going to bed and didn’t read it.

arthexis: he/him

11-04-2008 13:01:54 UTC

I dunno, the bonuses provided by weapons should be something else, not increases to the stats you need to wear them. Perhaps each weapon has 2 stats instead: the first, increases the probability that an attack is succesfull, the second increases the damage done to the enemies influence.  And probably a third thing: some text that gives the weapon conditional abilities or specific bonuses for certain missions (like a sniper giving extra bonus for assasination).

arthexis: he/him

11-04-2008 13:04:17 UTC

Also, for simplicity, let’s not include in our storage those weapons we have never had until we aquire them. We could also assume we have an infinite amount of all weapons, because we are bound to loose track of that eventually (given that weapons are stored in the wiki, and not in the GNDT).

I specially like the Evil Operations Concept.

arthexis: he/him

11-04-2008 13:14:32 UTC

Finally, I think weapons should not be based on, or give bonuses to Goatee Length.

Soyweiser:

11-04-2008 13:24:40 UTC

I think that the additional effects of weapons part is a good idea. But I don’t know if this should replace the added statistics. At first I thought that these stats contained an exploit for multiple equips, but I was wrong, didn’t see the “Weapon bonuses only count for the purpose of missions.” line.

Perhaps certain operations have certain weapon requirements? To bomb a base you need a weapon with the ‘bomb’ special? Or (the other way around) the ‘bomb’ special gives a bonus if used in a operation.

Also, how many weapons can you equip? Perhaps you need some sort of stat for this. Or is this covered in the GNDT part?

Soyweiser:

11-04-2008 13:26:00 UTC

Small detail: doesn’t the “*Kill Random Member” need a weapon to be equipped as a requirement?

Rodlen:

11-04-2008 15:04:04 UTC

Strangle the random member.  Still works, but no weapon.

I’m working on the second version now.

Rodlen:

11-04-2008 15:07:06 UTC

Influence is how much the Overlord controls that continent.

Rodlen:

11-04-2008 15:13:36 UTC

The Overlord would only provide his most evil henchmen with his best weapons, explaining the GL requirements.

Soyweiser:

11-04-2008 15:17:20 UTC

When you write this proposal don’t forget to change the old enemies proposal from ‘weapons of choice’ into a list ‘weapons’ they have.

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16-04-2010 02:17:15 UTC

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