Wednesday, May 25, 2011

Proposal: When the Rotten come

Timed out and passed, 8-1. Josh

Adminned at 27 May 2011 08:05:42 UTC

Add to the rule “the Dead”:

The health of a Zombie is a integer. If a Zombie has an Health of 0 or less, that Zombie is destroyed (i.e. cease to exist, also known as die).
Behaviour and Powers may include one of these actions the Shambling Zombies may perform:
Move: the Zombie changes its Location to a Square that is adjacent to the previous Location.
Teleport: the Zombie changes its location.
Attack an object (shed, zombie or Crop): If the result of 2DICE@ (where @ is the Zombie’s Attack) is major or equal than the object’s Defence, the Object will get destroyed. The Zombie shall then suffer the object’s Counterback Effect, if any.
Explode: The Zombie will destroy anything located in the same square than its own, and then die.

In the Gardening Compendium:
add the following Counterback Effect to Potato and Cabbage:

Whenever attacked, the Attacker’s Health (if any) is lowered by (DICE3)-1

Add the following Counterback Effect to Watermelon:

Whenever attacked, the Attacker’s Health (if any) is lowered by DICE3

Set the Defence for all the Crops to 2, Except:
* Weed and Walnut and Watermelon to 3;
* Peas, Cabbage, Potato and Corn, to 4;
* Pumpkin to 5.

Comments

Yoda:

05-25-2011 15:41:01 UTC

for I like this, except that the Counterback Effect needs to be defined in the Planting rule.

Yoda:

05-25-2011 15:41:52 UTC

Oh, and there’s no counterback effect for the shed…

SingularByte:

05-25-2011 15:42:45 UTC

for

Josh:

05-25-2011 15:49:22 UTC

for

Ely:

05-25-2011 17:01:13 UTC

No, it doesn’t. There is no need to have it for every Plant. Instead, we need to say that anything with no defined Defence have Defence 0. (maybe 3 is better)
Another thing I forgot is to say that when Attacking Zombies, Health is Defence.

scshunt:

05-25-2011 18:42:28 UTC

against We don’t use square defence here again, and no attempt is made to remove them. Further, “Another thing I forgot is to say that when Attacking Zombies, Health is Defence.” which is clearly a bug.

Additionally, I don’t like that list of actions. “Teleport” is unclear and unused, and it would make far more sense just to describe the effects of an exploding zombie and describe how attacking works rather than trying to bludgeon it into a list.

Ely:

05-25-2011 19:11:48 UTC

“The Zombie will destroy anything located in the same square than its own, and then die.”
These are the effects of an exploding Zombie.
“Another thing I forgot is to say that when Attacking Zombies, Health is Defence.”
It is a bug, that can be easily fixed. It’s a 5-min proposal, really.
I didn’t want to make a too long proposal since there’s the risk to get a mass TLDR, and people voting against because of small things. This is a basis, it can be amended and amplied.
Instead, I was thinking about a reorganizing proposal to create a cathegory for all the map objects (sheds crops zombies) and to define death/destruption and such common things. Any thoughts?

Darknight:

05-26-2011 03:40:18 UTC

imperial

SingularByte:

05-26-2011 07:06:28 UTC

I’ve just noticed something. Will setting the defence of crops to a number do anything? The defence of a crop isn’t actually tracked anywhere, unless “Zombies can attack” gets a lot more votes FOR in less than an hour.

Purplebeard:

05-26-2011 07:17:26 UTC

imperial

aguydude:

05-26-2011 11:23:00 UTC

for I don’t care about square defense.  Someone else can vote to remove cruft later; its existence doesn’t break anything.

I still like my rejected proposal better, though.  This does leave room for zombies to attack the same plant repeatedly without being able to kill it, and forces us to track zombie health.

qwertyu63:

05-26-2011 13:29:08 UTC

for