On Wednesday, October 17, 2018 1:56 AM, Reuben Staley <reuben.sta...@gmail.com> wrote:
> Okay so overall, this is a decent idea, but I don't really want to play > this version of it. Why? It suffers from Boilerplate Syndrome. This is a > feature of proposed new minigames where the core mechanics are too > lightweight for their own good. Many hypothesize that the proposer > assumes that people will just add on with new proposals and create a > well-balanced game after the fact. Contrarily, minigames infected with > Boilerplate Syndrome tend to be forgotten quickly due to a lack of > interesting mechanics in the already existing game. > > The best way to combat Boilerplate Syndrome is to add interesting > gameplay. I don't know where you want to go with this so I'm just going > to throw some of my ideas here and leave you to be insprired. > > (1) How about instead of a destroyed switch, ships have hit points and > you have to repair the ship using coins or some other asset. If a ship > has 0 hit points, it becomes immobile until you buy another ship, which > resets all of your switches > > (2) Crewmen can be hired for money. The more you have, the faster you > can repair your ship. When you are defeated in a space battle, the enemy > can capture some crewmen to aid them. > > (3) Ships are upgradable. "Modules" can be added to a ship to increase > the maximum value of your different switches. When you're defeated in a > space battle, the enemy can steal some of your modules. When your ship's > hit points are 0 and you have to replace your ship, you can attempt to > salvage some modules before resetting. > > (4) The number of sectors is two times the number of active players. > Each sector has two wormholes open at a time. You can travel back and > forth between any two sectors connected by a wormhole. When a player > deregisters or becomes inactive, two random sectors are deleted and all > wormholes move to sectors that exist. Each month, the wormholes all > change. (this takes lots of effort to keep track of but it's cool) > > (5) If you're famous, you can decrease your fame by 1 to gain either > coins or voting power or modules or something. Ooh, I like these ideas. I don't necessarily agree that they all need to be put in the same proposal - your plan for avoiding Boilerplate Syndrome works just as well if people _know_ that more mechanics are in the works even if they haven't been adopted yet. So it's fun to think about but I agree with G. that we should get the core mechanics running and being playtested first. A bit of riffing off your idea though: ////////////////////////////////////////////////////////////////////// Title: [proto] Spaceship Modules Adoption index: 1.0 Author: twg Co-authors: Trigon If the proposal titled "spaaace?" authored by ATMunn has not been adopted, this proposal has no effect. Enact a new rule "Spaceship Modules" with power 1.0: Spaceship Modules (syn. "modules") are assets tracked by [somebody]. Modules can be owned by players and spaceships. To equip a module to a spaceship is to transfer it to that spaceship. To de-equip a module from a spaceship is to transfer it from that spaceship to oneself. Any player CAN, by announcement, de-equip a module if e is the spaceship's owner or has the express or reasonably implied consent of the spaceship's owner. A spaceship CANNOT own more than 3 Utility Modules or more than 1 Auxiliary Module. Any attempt to transfer a Module to a spaceship such that it would violate this constraint fails. A player CAN create a Module in eir possession by paying the Module's Cost, as defined in this rule. While a Module is owned by a spaceship, its Effect, as defined in this rule, applies to that spaceship. The following types of Module are defined: Armor - Type: Utility Module - Cost: 10 coins - Effect: The spaceship's maximum hit points are increased by 50. [Assumes your hit points idea is adopted] Shields - Type: Utility Module - Cost: 5 coins - Effect: The spaceship's maximum hit points are increased by 50. The spaceship's maximum Power is decreased by 4. [Does not currently work as intended with the way "Power" is defined in ATMunn's proposal but that could be changed] Reactor Booster - Type: Auxiliary Module - Cost: 5 coins - Effect: The spaceship's maximum Power is increased by 5. Nanobot Repair System - Type: Auxiliary Module - Cost: 20 coins - Effect: The spaceship's owner CAN, by announcement, cause the spaceship to regain 3 hit points if e has not yet done so in the current Agoran day. [Assumes the hypothetical hit points rule already defines "regaining" hit points, and prevents exceeding the hit point maximum] ////////////////////////////////////////////////////////////////////// -twg