DIS: Re: BUS: deregistration intents

2010-06-11 Thread Ed Murphy
Wooble wrote:

 I intend, without objection, to deregister each of the following players:
 
 ehird
 Ienpew III
 Phoenix
 Sgeo
 Taral

I object to deregistering Taral.


DIS: Re: BUS: Fragment

2010-06-11 Thread Ed Murphy
ais523 wrote:

 (By the way, do we actually have a rule that
 allows actions to fail due to ambiguity?)

Rule 478:

  Where the rules define an action that CAN be performed by
  announcement, a person performs that action by unambiguously
  and clearly specifying the action...


DIS: Re: BUS: Fragment

2010-06-11 Thread comex
On Fri, Jun 11, 2010 at 12:48 PM, Kerim Aydin ke...@u.washington.edu wrote:
 On Fri, 11 Jun 2010, ais523 wrote:
 On Thu, 2010-06-10 at 22:10 +0200, Jonatan Kilhamn wrote:
 I create a Fragment with the following text:
 [[[
 @@
 ]]]

 CFJ: Tiger created a Fragment in the above-quoted message.

 Gratuitous:  As granulator it was pretty clear to me that the actual
 fragment was @@ due to line breaks and the common use of [[[]]]
 to denote framing.  -G.

Gratuitous: Me too.  Was anyone actually confused about the intended
content of the fragment?


Re: DIS: Proto: Space Alert

2010-06-11 Thread Jonatan Kilhamn
On 10 June 2010 23:05, Ian Kelly ian.g.ke...@gmail.com wrote:
 On Thu, Jun 10, 2010 at 2:09 PM, Jonatan Kilhamn
 jonatan.kilh...@gmail.com wrote:

 At any time during the journey
 may he create a Threat by specifying the following:

 At any time may be a bit generous.  The Enemy could watch what the
 players do and then submit threats at 23:55 specially designed to
 avoid what the players have done that day.  I would suggest that the
 Enemy be allowed to announce new threats at any time, which are not
 actually created until the last step of the daily update.

That's a good one. Newly created threats appear enter space and
appear on the map should be a point on the check-list, right after
everything shoots.


 This is done by paying a number of Threat Points equal to the
 following formula: H+|d|+e+a+s+10-|S-p|, where S is the current
 position of the Shuttle. It must be positioned between the two
 wormholes and cannot have the same starting position as the Shuttle.

 Minimum zero?

Yes, good catch. Though it would have to be way far out, pretty
harmless, and slow-moving in order to go below zero. I'm thinking
limiting to creating one or two threats per day, then doing one just
to generate points doesn't help as much.

 iv) If any two objects have the same position, they collide. If any
 object collides with a wormhole, it disappears. Threats that disappear
 this way generate Threat Points equal to their current cost, which are
 awarded to the Enemy.

 This seems like it could be abused by creating cheap, far-distant
 threats that exist for the sole purpose of running away and being
 dumped into a wormhole to generate threat points.

Definitely. Is it enough if I add something that a threat has to pass
the Shuttle before disappearing into a wormhole in order to give its
threat points back? I think it is.


 Does this make sense? Is it too much to keep track of? Do we want this
 kind of gameplay, even if it is/gets streamlined enough?
 Yes, it's a rip-off from Space Alert, but enough people have not
 played that game to make that fact a point in its favour: Space Alert
 gameplay deserves to be experienced.

 The turbo seems too powerful.  As written, 8 players could complete a
 10-distance journey in less than a day by recharging three times and
 then jamming the turbo.  The threats wouldn't even get a chance to
 attack.  Perhaps limit each button to being pressed once per day,
 scaling for number of active players?

There is already a clause saying each button can only be pushed once.
The only problem now is that nothing at all scales according to the
number of players. Probably the best thing to scale would be the
threat points: maybe difficulty/4*number of players or something.

 Regarding whether there is too much to keep track of, one of the best
 aspects of the board game is that there is supposed to be to much to
 keep track of.  You can never be sure exactly what the effect of your
 action will be because you don't really know what the current state of
 the ship is -- it might even have been destroyed already and you just
 don't know it yet.  Perhaps a way to help achieve this would be to
 implement partial secrecy of actions -- actions must be sent privately
 to the Ship Computor and not publicly announced, and during periods of
 Enemy-imposed radio silence they may not even be discussed.

 Anyway, I could be talked into registering in order to play.  It even
 makes me want to revive my Battlestar Galactica proto...

 -root


I was thinking of how to make this even more like actual Space Alert,
and sending actions to the Computor really is a good thing. Drawback
is of course that it increases the workload for the Computor, as well
as making em unable to play on either side. Another good thing, apart
from the chaos that is partially secret actions, is that one can make
the Captain's Log thing even more interesting: what if the computor
didn't announce who activated it? Then any player who happened to
stand there could be subject to mutiny.

If we have this partial secrecy, should moving about be an action? I
think t could be pretty interesting if one were to see where everyone
was all the time, but not what buttons they were pushing. And should
all resolution be weekly, like a seven-card SA phase, or should the
computor announce stuff every day?

-- 
-Tiger