Tuesday, November 22, 2011

Proposal: Trains for more interaction between Drivers

Times out and fails 2-7. -Bucky

Adminned at 24 Nov 2011 19:00:10 UTC

Add a subrule to the the rule “Routes”; call it “Railway Crossing”; make sure the Routes subrules remain ordered alphabetically by name; give it the following text:

A Railway Crossing Route has a scouting cost of 2. The Level Crossing is a game variable that can hold the value “Open” or “Closed”. By default the Level Crossing is Open. If the Level Crossing is Open, then all non-Blocked Railway Crossing Routes are considered Active; if it’s Closed, all non-Blocked Railway Crossing Routes are considered Inactive. When a Driver Drives a Railway Crossing Route while the Level Crossing is Open, that Driver earns 2 Cash, and the Level Crossing becomes Closed. When a Driver Drives a Railway Crossing Route while the Level Crossing is Closed, the Level Crossing becomes Open.

If the rule “Routes” contains the text:

if that Route was Active and the Driver did not Avoid it, causes them to get the effects, if any, described in the subrule corresponding to that Route.

replace it with:

unless stated otherwise, a Driver only gets the effects described in the subrule corresponding to that Route if the Route was Active and the Driver did not Avoid it.

Since it earns either 2 or 0 Cash, I assumed it should have the same scouting cost as a Downtown Route.
I forgot to put it in the Proposal category, but since it’s been less that 15 minutes and there was no comment, it’s ok, right?

Comments

Murphy:

22-11-2011 16:28:35 UTC

for

Soviet Brendon:

22-11-2011 18:28:18 UTC

No one would drive unless they can be sure to drive it again before anyone else. Thus it is worse than a downtown if lots more than one perspn has it. against

Soviet Brendon:

22-11-2011 18:29:35 UTC

Sorry for the poor spelling above. I sent from phone.

Cpt_Koen:

22-11-2011 18:36:55 UTC

Maybe the Open/Closed switch should work nonregarding to the Route being Driven or Avoided?
Afterall, if Avoiding a Route means not taking customers on this Route, then it has nothing to do with the state of the Level Crossing.

Clucky: he/him

22-11-2011 18:57:36 UTC

against

Because its still broken. You don’t “otherwise specify” that the effects of a Railway Crossing route should apply even if the route is inactive, just that “Level Crossing is Open”. So if the level crossing is closed, its impossible to reopen it.

Furthermoreso, there needs to be an easy way to track the status of the level crossing.

Futherermoreersoer, I don’t think the risk/reward is enough. It still only averages out to 1 cash per ride, and chances are if you go through someone else is going to close it behind you.

ais523: Mastermind

22-11-2011 19:01:30 UTC

against In addition to other comments, proposals that add new pieces of gamestate but don’t specify how they’re tracked are frowned on. (They still work, but it becomes pretty annoying to play, so tends to be voted town, if you add some relevant piece of gamestate that can’t easily be tracked in the GNDT and isn’t specified as tracked some other way.)

Bucky:

22-11-2011 19:52:55 UTC

against

Spitemaster:

22-11-2011 21:14:12 UTC

against

Cpt_Koen:

22-11-2011 22:34:38 UTC

I assumed the GNDT was suppose to track the gamestate, and it needn’t be precised in the rules…
I guess I’ll repropose then.
Clucky: If Level Crossing is open, the route is considered Active, so I don’t see what’s the problem? The “otherwise specify” bit is only about the effect “switching from Closed to Open” which wouldn’t be applied without the rephrasing.
against

Clucky: he/him

22-11-2011 23:35:45 UTC

Right, but if the level crossing is closed then the route is inactive so the effect doesn’t triggers and can never trigger because as long as the level crossing is closed the route is inactive and inactive routes don’t trigger.

Cpt_Koen:

23-11-2011 00:32:15 UTC

Oh I see what you mean now.

Pavitra:

23-11-2011 07:56:18 UTC

against