Proposal: Dynasty too grindy? Here’s a Quick Fix
Timed out. 5-3. ~~Chronos Phaenon
Adminned at 09 Dec 2011 21:39:27 UTC
Add a new subroule to the rule “Routes”. Call it “Overtime” and give it the following text:
An Overtime Route has a Scouting Cost of 9. When a Driver Drives an Overtime route, if they have already driven an Overtime route since they last Requested Assignment, they gain 1 Cash. Otherwise, they mark it as Blocked and then Drive every non-Blocked Route in their pool in their current order. (This does not let them Avoid Routes and does not count against how many times they can Drive in any given period.) If a Route Driven during this effect adds or unblocks Routes in their pool, they do not Drive those Routes, although removing a Route or making it Blocked will prevent it from being Driven.
Now you can do all your grinding at once! Note that this usually causes all their Blocked Routes to move to the front of their Pool as a side effect.
Clucky: he/him
For a minute there, I didn’t realize the Overtime route got blocked and thought it was horribly abusable (one might argue that a route is not “driven” until *after* its effect is applied. In this case, if the overtime route were not blocked, one would drive it again causing you to drive every non-blocked route. Repeat this until you have at 75+ cash, clean up everything but your scrubber and some highway routes and by five golden routes. Then hope the scrubber doesn’t come up in your top 5 so you can drive all five routes)
But as it is, this is just like—way over powered. It’s like a highway route on steroids. If you are lucky enough to be able to drive it after driving all your routes, you’re going to see some serious cash gain. So while I originally would’ve been FOR it to try and use the loophole, because it doesn’t exist I’ll vote