Re: DIS: Re: BUS: Monsters

2017-09-05 Thread Gaelan Steele
Huh, I also had a scam in mind involving this one. We should compare notes at 
some point later on.

Gaelan
> On Sep 5, 2017, at 1:50 PM, Alex Smith  wrote:
> 
> On Tue, 2017-09-05 at 19:00 +0200, Cuddle Beam wrote:
>> Proto: Perks. A Player has a Perk if they fulfill the requirements in
>> brackets next to the perk's name. Perks are the following:
>> 
>> - Monsters Miners: [Having a Monster with at least 9 Power at an Estate you
>> own] Allows you to purchase Stamps whenever you want, not only once per
>> month.
> 
> Scammable. I'm not going to share the details because it's a fairly fun
> scam and might be reusable under other rulesets (and you might need the
> Secretary's help), but the specific outcome of using the scam in this
> context wouldn't be pretty.
> 
> -- 
> ais523



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Re: DIS: Re: BUS: Monsters

2017-09-05 Thread Alex Smith
On Tue, 2017-09-05 at 19:00 +0200, Cuddle Beam wrote:
> Proto: Perks. A Player has a Perk if they fulfill the requirements in
> brackets next to the perk's name. Perks are the following:
> 
> - Monsters Miners: [Having a Monster with at least 9 Power at an Estate you
> own] Allows you to purchase Stamps whenever you want, not only once per
> month.

Scammable. I'm not going to share the details because it's a fairly fun
scam and might be reusable under other rulesets (and you might need the
Secretary's help), but the specific outcome of using the scam in this
context wouldn't be pretty.

-- 
ais523


Re: DIS: Re: BUS: Monsters

2017-09-05 Thread Alex Smith
On Tue, 2017-09-05 at 07:43 -0700, Kerim Aydin wrote:
> 
> Proto:  Portfolio wins.
> 
>  Estates are worth 10 points each.  Stamps are worth 2 points each
>  Monsters are worth 5 points each.  (other possible assets other
>  than shinies).
> 
>  A Portfolio is a combination of assets worth 200 or more points.
>  A Player CAN submit an SHA-512 hash of a text detailing a specific
>  portfolio (specific, non-conditionally defined set of assets) -
>  this becomes eir target portfolio.   If a player has submitted a
>  target portfolio and not changed it in 6 weeks, e CAN win the game
>  if e possesses all the assets in the target portfolio and publishes
>  eir target portfolio (confirmable via hash).
> 
>  [add some text so the same portfolio can't win multiple times, etc]

Numbers are off here, I think. Estates and Stamps are both rate-limited 
as a matter of months, and Monsters are rate-limited by Stamps, making
this a very long-term goal; being able to change your portfolio only 6
weeks before winning is a very short time period in comparison. Either
the point count needs to be lower, or the lockout period needs to be
longer.

Also, this doesn't really fit with monsters as envisaged by the
original proposal, as you'd have no reason to go for the stronger ones.

-- 
ais523


Re: DIS: Re: BUS: Monsters

2017-09-05 Thread Nicholas Evans
I really like this.

On Sep 5, 2017 9:44 AM, "Kerim Aydin"  wrote:

>
>
> Proto:  Portfolio wins.
>
>  Estates are worth 10 points each.  Stamps are worth 2 points each
>  Monsters are worth 5 points each.  (other possible assets other
>  than shinies).
>
>  A Portfolio is a combination of assets worth 200 or more points.
>  A Player CAN submit an SHA-512 hash of a text detailing a specific
>  portfolio (specific, non-conditionally defined set of assets) -
>  this becomes eir target portfolio.   If a player has submitted a
>  target portfolio and not changed it in 6 weeks, e CAN win the game
>  if e possesses all the assets in the target portfolio and publishes
>  eir target portfolio (confirmable via hash).
>
>  [add some text so the same portfolio can't win multiple times, etc]
>
>
> On Tue, 5 Sep 2017, Nic Evans wrote:
> > Right now, under my reading, Monsters don't do anything when created? In
> > my experience stub mechanics wither before being expanded upon. I'd
> > suggest making a more clear usage of Monsters. Additionally your
> > proposal should specify AI and Power for the enacted rule.
> >
> >
> > On 09/04/17 23:16, Cuddle Beam wrote:
> > > I create the following proposal and pend it with 1 Action Point:
> > >
> > > - Title: Monsters
> > >
> > > - Content: Create a rule that titled "Monsters" and with the following
> > > content:
> > >
> > > "Monsters are entities that exist within Estates and are tracked by
> > > the Surveyor. Monsters have a name which is a string of text and an
> > > amount of Power, which is equal to the amount of characters their name
> > > string has. (eg, an "Imp" has a Power of 3, and a "Pit Demon" has a
> > > power of 9).
> > >
> > > Players CAN, by announcement, cause themselves to lose a positive
> > > integer amount of Stamps and create a Monster at an Estate of their
> > > choice with Power equal to, at most, the square of the Stamps they
> > > chose to lose."
> >
> >
> >
>
>


Re: DIS: Re: BUS: Monsters

2017-09-05 Thread Cuddle Beam
Proto: Perks. A Player has a Perk if they fulfill the requirements in
brackets next to the perk's name. Perks are the following:

- Monsters Miners: [Having a Monster with at least 9 Power at an Estate you
own] Allows you to purchase Stamps whenever you want, not only once per
month.

---*---

Logistically, at least 3 people would need to group up and work together to
make this happen unless you want to wait a long time and just do it by your
own (or maybe buy stamps from others! Oho). Intentionally so for game
design so that people can have a reason to start to self-organize with
Organizations (or whatever version of it we happen to get in the future)
and Agencies. Or do it on their own and start to trade in the Stamp economy
(do I hold onto my Stamps and sell them later? do I invest them into making
a Monster Mine? I wonder if Bob would like to make a Mine with me.).

On Tue, Sep 5, 2017 at 6:45 PM, Josh T  wrote:

> I kind of like this idea, and goodness knows that I am perfectly willing
> to deal with long-term mechanics and planning. *looks at 蘭亭社*
>
> 天火狐
>
> On 5 September 2017 at 10:11, Nic Evans  wrote:
>
>> Right now, under my reading, Monsters don't do anything when created? In
>> my experience stub mechanics wither before being expanded upon. I'd
>> suggest making a more clear usage of Monsters. Additionally your
>> proposal should specify AI and Power for the enacted rule.
>>
>>
>> On 09/04/17 23:16, Cuddle Beam wrote:
>> > I create the following proposal and pend it with 1 Action Point:
>> >
>> > - Title: Monsters
>> >
>> > - Content: Create a rule that titled "Monsters" and with the following
>> > content:
>> >
>> > "Monsters are entities that exist within Estates and are tracked by
>> > the Surveyor. Monsters have a name which is a string of text and an
>> > amount of Power, which is equal to the amount of characters their name
>> > string has. (eg, an "Imp" has a Power of 3, and a "Pit Demon" has a
>> > power of 9).
>> >
>> > Players CAN, by announcement, cause themselves to lose a positive
>> > integer amount of Stamps and create a Monster at an Estate of their
>> > choice with Power equal to, at most, the square of the Stamps they
>> > chose to lose."
>>
>>
>>
>


DIS: Re: BUS: Monsters

2017-09-05 Thread Josh T
I kind of like this idea, and goodness knows that I am perfectly willing to
deal with long-term mechanics and planning. *looks at 蘭亭社*

天火狐

On 5 September 2017 at 10:11, Nic Evans  wrote:

> Right now, under my reading, Monsters don't do anything when created? In
> my experience stub mechanics wither before being expanded upon. I'd
> suggest making a more clear usage of Monsters. Additionally your
> proposal should specify AI and Power for the enacted rule.
>
>
> On 09/04/17 23:16, Cuddle Beam wrote:
> > I create the following proposal and pend it with 1 Action Point:
> >
> > - Title: Monsters
> >
> > - Content: Create a rule that titled "Monsters" and with the following
> > content:
> >
> > "Monsters are entities that exist within Estates and are tracked by
> > the Surveyor. Monsters have a name which is a string of text and an
> > amount of Power, which is equal to the amount of characters their name
> > string has. (eg, an "Imp" has a Power of 3, and a "Pit Demon" has a
> > power of 9).
> >
> > Players CAN, by announcement, cause themselves to lose a positive
> > integer amount of Stamps and create a Monster at an Estate of their
> > choice with Power equal to, at most, the square of the Stamps they
> > chose to lose."
>
>
>


DIS: Re: BUS: Monsters

2017-09-05 Thread Kerim Aydin


Proto:  Portfolio wins.

 Estates are worth 10 points each.  Stamps are worth 2 points each
 Monsters are worth 5 points each.  (other possible assets other
 than shinies).

 A Portfolio is a combination of assets worth 200 or more points.
 A Player CAN submit an SHA-512 hash of a text detailing a specific
 portfolio (specific, non-conditionally defined set of assets) -
 this becomes eir target portfolio.   If a player has submitted a
 target portfolio and not changed it in 6 weeks, e CAN win the game
 if e possesses all the assets in the target portfolio and publishes
 eir target portfolio (confirmable via hash).

 [add some text so the same portfolio can't win multiple times, etc]


On Tue, 5 Sep 2017, Nic Evans wrote:
> Right now, under my reading, Monsters don't do anything when created? In
> my experience stub mechanics wither before being expanded upon. I'd
> suggest making a more clear usage of Monsters. Additionally your
> proposal should specify AI and Power for the enacted rule.
> 
> 
> On 09/04/17 23:16, Cuddle Beam wrote:
> > I create the following proposal and pend it with 1 Action Point:
> >
> > - Title: Monsters
> >
> > - Content: Create a rule that titled "Monsters" and with the following
> > content:
> >
> > "Monsters are entities that exist within Estates and are tracked by
> > the Surveyor. Monsters have a name which is a string of text and an
> > amount of Power, which is equal to the amount of characters their name
> > string has. (eg, an "Imp" has a Power of 3, and a "Pit Demon" has a
> > power of 9).
> >
> > Players CAN, by announcement, cause themselves to lose a positive
> > integer amount of Stamps and create a Monster at an Estate of their
> > choice with Power equal to, at most, the square of the Stamps they
> > chose to lose."
> 
> 
>



DIS: Re: BUS: Monsters

2017-09-04 Thread Gaelan Steele
Maybe I’m just impatient, but I’m not particularly keen on spending multiple 
stamps on something when stamp can only be purchased once a month. Tying them 
to stamps means they will be a very slow-moving mechanic; I’m not sure if 
that’s a good thing or not.

Gaelan
> On Sep 4, 2017, at 9:16 PM, Cuddle Beam  wrote:
> 
> I create the following proposal and pend it with 1 Action Point:
> 
> - Title: Monsters
> 
> - Content: Create a rule that titled "Monsters" and with the following 
> content:
> 
> "Monsters are entities that exist within Estates and are tracked by the 
> Surveyor. Monsters have a name which is a string of text and an amount of 
> Power, which is equal to the amount of characters their name string has. (eg, 
> an "Imp" has a Power of 3, and a "Pit Demon" has a power of 9).
> 
> Players CAN, by announcement, cause themselves to lose a positive integer 
> amount of Stamps and create a Monster at an Estate of their choice with Power 
> equal to, at most, the square of the Stamps they chose to lose."



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Re: DIS: Re: BUS: Monsters

2017-09-04 Thread Cuddle Beam
I dunno. But for just 1 AP you can attempt to edit reality and have them do
something :D

...But yeah, you are right there. My intent is to try to start to
create/incentive speculation around the worth of Stamps (So that Agora can
be less broke plus have more stuff to actually do with shinies).

On Tue, Sep 5, 2017 at 6:20 AM, Owen Jacobson  wrote:

>
> > On Sep 4, 2017, at 9:16 PM, Cuddle Beam  wrote:
> >
> > I create the following proposal and pend it with 1 Action Point:
> >
> > - Title: Monsters
> >
> > - Content: Create a rule that titled "Monsters" and with the following
> content:
> >
> > "Monsters are entities that exist within Estates and are tracked by the
> Surveyor. Monsters have a name which is a string of text and an amount of
> Power, which is equal to the amount of characters their name string has.
> (eg, an "Imp" has a Power of 3, and a "Pit Demon" has a power of 9).
> >
> > Players CAN, by announcement, cause themselves to lose a positive
> integer amount of Stamps and create a Monster at an Estate of their choice
> with Power equal to, at most, the square of the Stamps they chose to lose.”
>
> I’d be tempted to remove the example from the text of the rule, personally.
>
> What does a monster _do_? Why is it worth converting Stamps into Monsters,
> on an individual basis?
>
> Kudos for inventing a way to stop Stamps from piling up without limit when
> Agora is broke.
>
> -o
>
>


DIS: Re: BUS: Monsters

2017-09-04 Thread Owen Jacobson

> On Sep 4, 2017, at 9:16 PM, Cuddle Beam  wrote:
> 
> I create the following proposal and pend it with 1 Action Point:
> 
> - Title: Monsters
> 
> - Content: Create a rule that titled "Monsters" and with the following 
> content:
> 
> "Monsters are entities that exist within Estates and are tracked by the 
> Surveyor. Monsters have a name which is a string of text and an amount of 
> Power, which is equal to the amount of characters their name string has. (eg, 
> an "Imp" has a Power of 3, and a "Pit Demon" has a power of 9).
> 
> Players CAN, by announcement, cause themselves to lose a positive integer 
> amount of Stamps and create a Monster at an Estate of their choice with Power 
> equal to, at most, the square of the Stamps they chose to lose.”

I’d be tempted to remove the example from the text of the rule, personally.

What does a monster _do_? Why is it worth converting Stamps into Monsters, on 
an individual basis?

Kudos for inventing a way to stop Stamps from piling up without limit when 
Agora is broke.

-o



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