Proposal: Synchronise Watches, everyone
Withdrawn -SingularByte
Adminned at 26 Jan 2025 07:03:03 UTC
If Secret Schemes, or No Pressure, or both have been enacted, this proposal does nothing. Otherwise:
Create a subrule of Heists called The Plan {I}, placing it after Focus and before Tools of the Trade:
The Plan is a privately tracked variable for each Team, which is held by that Team’s Mastermind. It is a list of Participants of that Team, with 0 to 3 Heist Actions for each of those Participants (defaulting to blank for each Participant), and an amount of Focus for each Participant, defaulting to 0. The Plan goes back to its defaults whenever the Mastermind’s Target changes.
At any time, a Participant may add to The Plan by informing the Mastermind of their team of this, giving a list of up to three Heist Actions and an amount of Focus. This list of Heist Actions may include ones that are not currently legal to perform, and an amount of focus that they need not currently hold. A participant may also choose to remove Heist Actions and/or Focus from The Plan by informing the Mastermind.
Any any time, a Mastermind may perform any Participant’s Heist Action on The Plan on that Participant’s behalf so long as it would otherwise be legal for them to perform that action. This performance may include the use of Focus if that would not exceed the amount that the Participant has added to The Plan. When the Mastermind performs this Heist Action in this way, the Participant is classed as having performed the Heist Action (or failed that Heist Action in the case of it failing to be performed) for the purposes of calculating future legality of their actions (including the DICE48 roll for checking if they can perform a Heist Action yet).
The Mastermind is encouraged to use their team’s guidance on the best sequence of Heist Actions to use, but are not obligated to use all Heist Actions they have been provided, nor to do them in the order received.
This is a compromise between the delayed and immediate heist actions. If you make use of it, it allows the Mastermind to act with relative free will with regard to which actions they use and in what sequence, allowing them to adapt to failing actions, and removes much of the timing issues that plague the current gameplay. On the flip side, you are still free to cut the mastermind out if you desire to just get an action over with on the spot so that you can start the cooldown faster.
Josh: Mastermind he/they
I’ve avoided weighing in on all of this so far, but my concern is twofold:
1) If we remove timing coordination from the dynasty then what’s left? I find coordinating with a team more fun than most, sure, but if we remove it then the dynasty becomes a game of who can spot a sequence that can be squeezed out in the smallest number of moves - and for some players not even that, as if they come online after a plan has been hatched then all they really get to do is sit there and do as they’re told, as the actions that could disrupt a plan are totally reduced to ‘the other team finishing theirs quicker’.
2) As a corollary to that, this proposal doesn’t really alleviate timing issues, it just focuses them. A lot of rounds will simply be reduced to “which Mastermind can act quickest”, which is a fight ais will always win.