Thursday, December 10, 2020

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.

Comments

Kevan: he/him

10-12-2020 15:11:57 UTC

against Not a fan of the best numbers going to the players who are best at tossing coins.

Raven1207: he/they

10-12-2020 17:28:34 UTC

Each one averages out to the same thing. I calculated it that not matter which one they picked, the expected profit would be +20 in all of them.


(.5x40+.5x0=.5x30+.5x10=20)

Clucky: he/him

10-12-2020 18:04:28 UTC

against does seem a bit too swingy. some randomness is good but should cut down on the variance.

robotabc773: he/him

10-12-2020 19:30:18 UTC

imperial

Josh: Observer he/they

10-12-2020 19:43:56 UTC

Averages are only do comforting when you’re the one rolling low all dynasty

against I’d rather this was a dice-light dynasty from the player end

Raven1207: he/they

10-12-2020 22:09:42 UTC

I mean, would it be better with d6 or d8s?

I’m just trying to give Mechanoids more of a purpose

Clucky: he/him

11-12-2020 07:31:29 UTC

The problem isn’t the dice you are rolling (though it does raise an interesting point that you really could just roll a D2 as everything is “1-5” vs “6-10”). just like the problem isn’t the averages. the problem is the variance. High rolls are significantly stronger than low rolls. And there are not really any options where you can avoid the variance.

Kevan: he/him

11-12-2020 10:10:13 UTC

We can propose options to avoid variance, of course.

The variance is a big deal because “weekly action” pretty much means “three or four times per dynasty”. If we only flip three coins, a player lucky enough to flip heads three times (1/8 chance) will probably have a huge lead over a player unlucky enough to flip three tails. A few coinflips would have a disproportionate impact on the outcome of the dynasty.

Coderblaze:

11-12-2020 12:24:39 UTC

against

Raven1207: he/they

11-12-2020 13:26:50 UTC

Ok. What if it was an action you could do every 48 hours? Or 72 hours?