Saturday, February 25, 2023

Proposal: Just like a battle royale

Times out 1-3. Failed by Brendan.

Adminned at 27 Feb 2023 20:12:59 UTC

In the rule Location, reword “The total Capacity of all Indoors Locations may never exceed the number of Villagers plus 2; if ever it does, the Blizzard must destroy Indoors Locations (by removing them from the table above, and setting the Locations of any Villagers in Locations thus destroyed to the Village Square) until that is no longer the case.” to:

The total Capacity of all Indoors Locations may never exceed the number of Conscious villagers minus 2; if ever it does, the Blizzard must reduce the total capacity of Indoors Locations by reducing the capacity of individual Indoors Locations of their choice until that is no longer the case. There should be a preference towards reducing the Capacity of locations that are over capacity. Any locations reduced to 0 capacity in this way are destroyed (by removing them from the table above, and setting the Locations of any Villagers in Locations thus destroyed to either a Location that had a route to the destroyed one if possible, or to the Village Square if not).

The space limits of indoors locations are a little crazy. As I’ve said in another comment, there’s 6 spaces and 7 conscious players. It’ll only get worse from here since they don’t start vanishing until we have *3* villagers in the game, and that counts unconscious ones.

Comments

Josh: Observer he/they

25-02-2023 20:28:13 UTC

I don’t hate this but it doesn’t solve the cellar problem and it puts too much control at Habanero’s discretion; a more transparent, guided selection mechanism would make much more sense to me.

SingularByte: he/him

25-02-2023 20:44:28 UTC

There is the clause “There should be a preference towards reducing the Capacity of locations that are over capacity” that I added a bit after proposing this. There shouldn’t be many locations at once that would fit the bill.

Josh: Observer he/they

25-02-2023 20:48:52 UTC

My guess is that there would usually be none; that’s the problem. It’s too weak a steer.

Kevan: he/him

26-02-2023 10:00:21 UTC

against Would rather see location pulldown decision put into the hands of the players (which it already has been to some extent with the Pressure Bomb), if we think we need it.

SingularByte: he/him

26-02-2023 10:01:40 UTC

Surely if there’s no locations that are over-capacity, then your proposal to connect the cellar to the outside would also do nothing?

Plus, this is still needed because the building will soon be able to fit literally everyone without conflict.

SingularByte: he/him

26-02-2023 10:01:57 UTC

This last comment was @Josh

Josh: Observer he/they

26-02-2023 10:20:31 UTC

I agree that my proposal to make the cellar linked directly to the outside is minimal, which is why Kevan’s theatrics and your vote are so peculiar to me.

I thought we were pulling on the “it puts too much control at Habanero’s discretion; a more transparent, guided selection mechanism would make much more sense to me” conversation thread; my response was in that context, as we are self-evidently fiddling while the cellar burns.

against A fine first pass and something like this is needed but the hand is too light on the tiller and the undirected outcome is too unpredictable.

SingularByte: he/him

26-02-2023 10:30:22 UTC

Hm. Would both of you be happy enough if I were to make it voted for similar to the Rejected Goals field? You pick which one you want the capacity reduced for, with a few tiebreakers thrown in.

SingularByte: he/him

26-02-2023 10:30:38 UTC

Once I have a free slot.

Josh: Observer he/they

26-02-2023 10:47:22 UTC

At that point, why not just integrate it into the Goals mechanic? Seems silly to have a parallel mechanical structure aimed at the same thing.

Habanero:

27-02-2023 03:16:00 UTC

against , though I do think the capacity limit needs to be lowered.

JonathanDark: he/him

27-02-2023 15:39:51 UTC

against