Friday, March 01, 2013

Proposal: Jobs

Fails 3-6. — Quirck

Adminned at 04 Mar 2013 10:10:33 UTC

Enact a new rule entitled “Jobs”:

As a daily action, a Captain may take and/or complete a job.
There are three types of jobs available.
Fighting jobs: For this job, the Captain rolls a DICE6. This number represents the number of Cylons the Fighter must destroy. Cylons here refer to a class of NPCs that are created for the sole purpose of being able to complete this job type and have no other effect on the game. A Captain defeats Cylons by travelling to any sector connected to the Captain’s current Sector and by rolling a DICEN, where N is the firepower of the ship. If the roll of DICEN>DICE6 then the Cylons are killed. If not, the Cylon number is decreased by N, and the Captain must wait a day before attempting to complete the job.

Transport jobs: For this job, the Captain rolls a DICE20. This number represents the number of resources available for the Captain to transport. While the Captain does not have to transport all the resources available, the left over resources simply vanish. In order to complete this job, the Captain must unload the resources taken onto a Sector that does not produce the resource the Captain is carrying. A Captain may not receive a job of any type before delivering the amount of resources taken from the original Sector. If the original Sector produces more than one resource, then the Captain may take a combination of these resources. If they do so, the Captain may only unload a resource on a sector that does not produce that resource.

Scouting jobs: For this job, the captain rolls a DICE6. This number represents the distance that the Captain is requested to travel. In order to complete this job, the Captain travels that number of distinct starlanes away from the original Sector. Additionally, the Captain must, create a Story Post with a log of the Sectors traveled to along with their Spectral Values.

Jobs are completed by returning to the Sector from which the job originated. Upon the completion of this job, the Captain is rewarded in resources produced by that Sector in the following fashion:
Fighing jobs: 1 resource for every Cylon killed rounded up (thus 1 Cylon killed nets in 1 resource, etc).
Transport jobs: 1 resource for every 3 resources transported rounded up.
Scout jobs: 1 resource for every 3 starlanes traveled.

Jobs are tracked in GDNT in the following fashion: “[Sector of Origin]/[Job Type (F/T/S)]/[Dice roll]” Thus, if someone accepted a scout job on Sirius and rolled a 4, they would write “Sirius/S/4”. For Transport jobs, the type of material shall also be recorded - i.e. “Sirius/T/4 (T)”.

A Captain may never have more than one job per ship owned by the Captain

Sorry that this is so long. Yes I realize that a Captain could technically get resources by taking a Transport Job and keeping the resources, but this is bad for the Captain due to the clause that prevents them from taking any further jobs if they do this. Also, Cylons! It would be fun to do more with these, but right now they only exist for the purposes of fighting jobs.

Comments

RaichuKFM: she/her

01-03-2013 21:55:58 UTC

Seems interesting, but I’m unsure.

MurphEngineer:

01-03-2013 22:33:59 UTC

Tentatively for . There are some minor balance issues (scouting jobs are exceedingly unprofitable compared to the other two jobs) and the “free resources” clause will have to be reworded to allow this. However, I’d rather pass this and then patch these problems as they are relatively minor.

(I’m thinking of scrapping the “no free resources” clause altogether as I don’t see the point of it. It seems like any rule that will put resources into the game “from nowhere” will end up patching it to allow exceptions for every case. After all, game state can’t be changed except as defined by the rules, so even right now the clause does nothing! Any thoughts?)

Larrytheturtle:

01-03-2013 23:27:34 UTC

for The free resources thing doesn’t matter since you had to expend time it isn’t free. that wording means nothing unless you literally have to do nothing and they are magically added to your resources. You could also define free in a way like “gaining something without giving up a resource “.

Also am I missing something or is there no point to saying rounded up on the fighter job. Since it’s one resource for one kill it will never not be a whole number.

Thirdly I don’t want to see it exploited so I’ll point it out and see if other’s agree it’s a scam. When it says rounded up you can round to anything. Normally you use rounding to reach the next whole number but you can round to anything. I could round up to the next multiple of 5 for instance. I’m not sure if saying round up on it’s own expressly means to the next whole number so I’m not sure if that would work or not.

Skju:

02-03-2013 04:18:56 UTC

against Daily Random Actions.

Josh: Observer he/they

02-03-2013 07:11:28 UTC

Urgh, dice.  against

scshunt:

02-03-2013 17:52:08 UTC

against

quirck: he/him

02-03-2013 19:31:39 UTC

against

Larrytheturtle, I guess rounding up must be taken as rounding up to the nearest integer. Otherwise note the definition of a Quorum in appendix, if you round down to, say, multiple of 10, then Quorum is just one, and you can pass proposals much more easily.

kikar:

03-03-2013 02:32:27 UTC

I intended to reward 1 resource for every 2 Cylons killed, but I guess I missed the 2. That’s why there was the rounded up clause. Also, scouting missions are a lot less profitable, but a lot easier to complete - you need firepower or space in your hold to complete the other jobs.

Purplebeard:

03-03-2013 09:18:50 UTC

against

Kevan: he/him

03-03-2013 12:04:49 UTC

against