Wednesday, December 07, 2011

Proposal: We Will Interact!

It has been open for voting for at least 48 hours and cannot be Enacted. ~~Chronos Phaenon

Adminned at 09 Dec 2011 21:38:43 UTC

Add a new subrule to the rule “Routes”.  Call it “Burglary” and give it the following text:

A Burglary Route has a scouting cost of 8.  When a Driver Drives a Burglary Route, they transfer 1 Cash to themselves from each of up to 2 other Drivers.

Add a new subrule to the rule “Routes”.  Call it “Construction” and give it the following text:

A Construction Route has a Scouting Cost of 3.  When a Driver Drives a Construction Route, they gain 1 Cash, and may chose a set of Inactive Routes that satisfies the criterion that no Route in that set belongs to the same Driver as any other Route in that set.  Each Route in the chosen set becomes Blocked.

Construction route has been expanded by a factor of two and made harder to read to get rid of a purported ambiguity that did not exist in the first place.  Otherwise, this proposal is identical to the previous one.


Clucky: he/him

08-12-2011 01:23:29 UTC

against I still think Construction routes are too powerful for the cost. They are basically a much more powerful downtown route, at the cost of one more.


08-12-2011 02:39:27 UTC

Clucky: Right now, the only real difference between 3 and 4 is how easy it is to get multiples in a cycle.  And if you buy too many Construction routes…


08-12-2011 02:41:40 UTC

...well, let’s just say I think they’re good at 3 but not unfairly so.

Clucky: he/him

08-12-2011 03:08:14 UTC

I’d put them 6 at the cheapest


08-12-2011 03:39:20 UTC

“They are basically a much more powerful downtown route, at the cost of one more.”
Except Downtown Routes are waaaay overpriced. Their Scouting Cost could as well be negative. I guess they were never meant to be Scouted!
Though I still think the cost is too low, and would be even without the +1 Cash. It would cost its Driver one slot at random, but allows him to choose the best slot from every other Driver and Block them.

Prince Anduril:

08-12-2011 09:29:32 UTC

for Just to make the dynasty more interesting.


08-12-2011 14:51:19 UTC

Ltn_Koen: Construction only affects Inactive routes. It’s main effect is to make its targets unavailable as Highway targets.


08-12-2011 15:57:26 UTC



08-12-2011 15:57:59 UTC



08-12-2011 17:32:46 UTC

for per Bucky


08-12-2011 23:01:53 UTC

for Well, OK. Sorry my attention why focused on the “set” thing ;)


08-12-2011 23:21:06 UTC

for My only objection basically comes down to “I don’t want there to be any Aggressive Routes”, which is silly.

Clucky: he/him

09-12-2011 19:03:11 UTC

So it costs 12 cash to get a route that gives you cash and activates ONE route, but 3 cash to get a route that gives you cash and block EVERYONE from doing that? How does that remotely make sense? Just because your pool isn’t setup as well as others for making heavy use of highway routes doesn’t make it fair to enact a buttcheap way to counter them.

Also how does this interact with a backalley route? I feel like that would need to be reworded for this to pass in its current form.

I get the feeling Bucky doesn’t want this dynasty to end. He apparently wants everyone just driving 5 routes per week, somehow finding a way to slowly improve their pool up. Which if dynasties were supposed to last a year maybe that would work, but its currently already starting to drag and this would just make it drag even more.


09-12-2011 19:45:54 UTC

I don’t see any ambiguity in the interaction with a Backalley Route:
“If another Driver (the Perpetrator) Drives an AGGRESSIVE Route that would affect the Driver with a Backalley Route (the Victim) marked with a %, instead of the effects of the AGGRESSIVE Route that relate to the Victim, the Perpetrator changes the % on one Backalley Route the Victim has in their pool to a *.”

So a Burglary Route targeting a %-protected Victim would only remove their %, but the Perpetrator could still transfer 1 Cash from a second Victim to themselves.

As for the Construction Route, the only “relating to the Victim” effect is Blocking the Victim’s Route, so the other Routes are Blocked and only the %-protected Victim escapes the blocking.

As for countering Highway Routes… The first three cost only 5 Cash each, not 12. A Construction Route doesn’t prevent anyone from using their Highway Route. We all have at least 2 Airport Routes, from the default pool, and a lot of Inactive Routes (including the previously-Active-but-recently-Driven), so that shouldn’t be a problem.
(Wait, I just remembered Highway Routes were limited to the first three Inactive Routes. Hmm. I’m not sure I have always respected that.)

Clucky: he/him

09-12-2011 21:37:52 UTC

Hrm, for some reason when I read backalley route it looked like the aggresive route is reflected. Still, its over powered. This basically let you kill *everyones* defences at once and then use you big guns later.

A construction route absolutely prevents people from using their Highway Routes. If one of your airport routes comes up inactive, but a highway is still active, you can nuke the airport route to make the highway route a lot less useful.

The point is, the construction route is a good route for the cost if you can only target one other person. Targeting everyone at once makes it game breakingly unbalanced.


09-12-2011 22:07:57 UTC

against I don’t really like routes which promote attacks between drivers. (Especially, as the incentive is to target whoever’s winning, meaning that players can only win if they have such an overpowering lead that they can win even with everyone ganging up on them.)


09-12-2011 22:11:57 UTC

You know what? CoV against per ais523.


09-12-2011 23:45:29 UTC

against per ais523