Monday, January 22, 2018

Proposal: Getting aggressive

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 23 Jan 2018 12:39:37 UTC

Add to the list of supplies

     
  • Crowbar: can be stored in a belt slot or a backpack slot. A resident with a crowbar in their hand slot may consume it to reduce another resident’s health by 2 if they have a violent stance towards that resident. This damage is lessened to 1 if the target has a hard hat in their head slot.

Make a new rule named “Death” with the text

If at any time a resident’s health becomes 0 that resident is considered dead and all other residents become neutral towards the dead resident. A dead resident may not take any supplies from crates nor preform any actions with their supplies. When a resident is dead either that resident or the Government must make a blog post titled “Corpse”. This posts acts like a crate post but the contents are all the supplies in the dead resident’s slots. Whenever a resident takes an item from this crate, the corresponding item is removed from the dead resident’s slot. Once all of a dead resident’s slots are empty they may make a blog post declaring themselves alive, resetting their alertness and health to the default values. That resident is not longer considered dead.

If health is going to be important I thought we needed a way to lower it. This also means we need a reason not to go to 0.

Comments

Madrid:

22-01-2018 17:55:56 UTC

lol sounds brutal

prov. backwards FED for the organic formation of street gangs and such. This is already a theme we’ve attempted many times before (eg. last dynasty) but oh well lol. I think it can be alright, it’s a lukewarm idea for me.

Madrid:

22-01-2018 17:57:14 UTC

(as in like, now that coordinated attacks can yield massive profit through this, just crowbar en masse the same guy - gangs become a thing out of the interest to exploit this and to defend against it)

Kevan: he/him

22-01-2018 18:14:20 UTC

Feels like we should be avoiding actions that can be taken at any time, as they bring back race conditions where the first player to see a Crate arrive gets an advantage by being able to take free actions before anything else can happen.

Maybe there should be a class of action that you take at the same time as taking an item from a Crate.

Axemabaro:

22-01-2018 19:37:33 UTC

for

Kevan: he/him

22-01-2018 19:53:54 UTC

for Death is a lot like being a crate.

card:

22-01-2018 19:55:23 UTC

for It’s a terrible crate to be dead.

PineTreeQ:

22-01-2018 20:40:01 UTC

for

Diabecko:

22-01-2018 21:58:48 UTC

for I validate this for the death mechanic but the hard-hat part might cause some disagreement. The hard-hat rule states:

“The User has 1 damage reduction to head related trauma when this Supply is in their head slot.”

But this mechanic isn’t being used since it’s not stated that the Crowbar is inducing head-related trauma. On the other hand, if it WAS stated that it is head-related trauma, that damage reduction would be added to the one mentioned in this rule, resulting in 0 damage.

So maybe it would have been better to simply state that the Crowbar causes head-related trauma and let the damage reduction stem from the hard-hat properties.

Diabecko:

22-01-2018 22:02:32 UTC

Stupid me, I see this was already done in the Craction rule…

Madrid:

23-01-2018 03:00:06 UTC

imperial

In the end, aren’t we all Crates in the inside?