Monday, November 14, 2011

Proposal: Looking for Trouble

S-K. ~~Chronos Phaenon

Adminned at 16 Nov 2011 01:52:12 UTC

Amend subrule ‘Bad Neighbourhood’ to read:

A Bad Neighborhood Route has a Scouting Cost of 15. When a Driver Drives a Bad Neighborhood Route, that Driver loses 1 Cash. If a Driver has at least one Bad Neighborhood Route in their pool, they may pay 2 Cash in order to remove one Bad Neighborhood Route from their pool, and place it at position DICE(N+1) in the pool of the DICE(P)th Driver in alphabetical order, where N is the number of Routes in the target Driver’s pool, and P is the number of Drivers.

This route needs scouting cost also. More complexity/options = more cash required to introduce it into the game.

Comments

Murphy:

14-11-2011 06:04:28 UTC

against scouting cost should be lower

Prince Anduril:

14-11-2011 14:18:12 UTC

imperial Part of me feels that bad neighbourhoods should be a route type, rather than a location.

Bucky:

14-11-2011 14:18:56 UTC

for  While I don’t like it, it’s better than what we have

PBURNS:

14-11-2011 14:21:17 UTC

Prince Anduril: It is a route type?

Kevan: City he/him

14-11-2011 15:34:44 UTC

for

Spitemaster:

14-11-2011 17:41:58 UTC

If scouting passes, this fails, because there will be no subrule called “Bad Neighborhood”.  Also, there’s still the problem that it will replace the route at the position it’s placed at.

ChronosPhaenon:

14-11-2011 18:23:33 UTC

imperial

SingularByte: he/him

14-11-2011 19:35:10 UTC

against Per spitemaster.

Ornithopter:

14-11-2011 20:33:23 UTC

against Broken if “Scouting” passes per Spitemaster. Broken if it doesn’t pass, because then “scouting cost” will be meaningless. Fails to make the Bad Naighborhood route active when moved into someone else’s pool, without which it doesn’t work very well.

Kevan: City he/him

14-11-2011 23:51:47 UTC

against CoV.

PBURNS:

15-11-2011 18:31:52 UTC

against
S/K—Bucky’s is better