Author Topic: Genso Monopoly (Discussion thread)  (Read 8008 times)

Stuffman

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Re: Genso Monopoly (Discussion thread)
« Reply #30 on: December 09, 2010, 08:25:33 PM »
Why should you be allowed to counter us when we can't counter you?

Hello Purvis

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  • Hello Jerry
Re: Genso Monopoly (Discussion thread)
« Reply #31 on: December 09, 2010, 09:49:40 PM »
Why should you be allowed to counter us when we can't counter you?

When was this the case? Pesco said that cards do not necessarily follow turn order.

Pesco

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Re: Genso Monopoly (Discussion thread)
« Reply #32 on: December 09, 2010, 10:48:50 PM »
When was this the case? Pesco said that cards do not necessarily follow turn order.

Did I? Cards that you can use at any time are only usable during the beginning of your turn. So it would follow turn order. Triggered cards will take effect when they trigger. The only cards that are use now and effect later are STOP! HELEPOLIS, Knockout in 3(0) steps and Artful Sacrifice. They place an object on the map for people to step on.

Barring an update for each player's move, no more changing moves once they're posted is the only way to keep action priorities fair.

Hello Purvis

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  • Hello Jerry
Re: Genso Monopoly (Discussion thread)
« Reply #33 on: December 09, 2010, 11:22:42 PM »
A better idea would be to randomize priority every turn, without the players knowing what their place is until the turn is played.

Affinity

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Re: Genso Monopoly (Discussion thread)
« Reply #34 on: December 10, 2010, 12:35:20 AM »
Actually, regarding this, I think the turn priorities are fine, provided that we take our turns in order.  E.g if I had the nuke and I saw everyone move, then I can nuke them at their newly used spaces.  And if I saw Stuffman getting the nuke the last turn, i could prepare for that by running for the shop, etc.

Stuffman

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Re: Genso Monopoly (Discussion thread)
« Reply #35 on: December 10, 2010, 09:18:40 AM »
Quote
Actually, regarding this, I think the turn priorities are fine, provided that we take our turns in order.  E.g if I had the nuke and I saw everyone move, then I can nuke them at their newly used spaces.  And if I saw Stuffman getting the nuke the last turn, i could prepare for that by running for the shop, etc.

The problem is that I didn't buy the nuke, I got it from an event, so by the time the board was updated and we all found out about it, your turn had passed and it was too late for you to save yourself (but not too late for Dormio to save you, apparently!)

Quote
A better idea would be to randomize priority every turn, without the players knowing what their place is until the turn is played.

I would be okay with this. It would add another gambling element to the game, and god knows you can't have too much randomness up in this bitch :V

For future reference, how many qualifying conditions can we specify for what we want to do on our turn? Do I have to say "I nuke this specific space", or can I say "Nuke Purvis wherever he lands"? Or can I take it even farther and say "If Purvis and Affinity are within 9 spaces of each other, target the nuke so that it hits them both, and if possible shift it so that it can also hit the Kappa Lab"?

Pesco

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Re: Genso Monopoly (Discussion thread)
« Reply #36 on: December 10, 2010, 09:34:47 AM »
You can specify as many conditions as you want so long as they are clear enough.

I'm thinking of taking it like this:
Player posts move.
GM replies with the outcomes of that move.
Once all 4 players have moved, an updated map gets posted.

Nobody gets the jump on anyone and there'll be less dodging or mis-aimed nukes.

Stuffman

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Re: Genso Monopoly (Discussion thread)
« Reply #37 on: December 10, 2010, 10:07:17 AM »
let NukeDist = GetDist( GetPos(Purvis), GetPos(Affinity) );
if( NukeDist<9 ){
  UseCard(ControlRod, GetPos(Purvis) - (NukeDist/2) );
}else{
  UseCard(ControlRod, GetPos(Purvis));


etc.

Pesco, while that does sound like the most effective way to ensure fairness, it will make the game rather slow since then we have to post in order and it may take more than a day per round that way.

Pesco

  • Trickster Rabbit Tewi
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Re: Genso Monopoly (Discussion thread)
« Reply #38 on: December 10, 2010, 10:22:24 AM »
Yeah the slow does suck. Well if everyone wants to do the randomized turn order thing, we can do that.

Affinity

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  • ... but I have promises to keep.
Re: Genso Monopoly (Discussion thread)
« Reply #39 on: December 11, 2010, 03:43:41 AM »
Hmm, I see.  This is tough.  Well, I would go for the slow version personally.  :(

Dormio Ergo Sum

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Re: Genso Monopoly (Discussion thread)
« Reply #40 on: December 11, 2010, 03:45:59 AM »
What if we just PM our moves or something?

Hello Purvis

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  • Hello Jerry
Re: Genso Monopoly (Discussion thread)
« Reply #41 on: December 11, 2010, 03:55:49 AM »
What if we just PM our moves or something?

That'd be a pain for the GMs; especially since we'd have to mail to all three of them.

Dormio Ergo Sum

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Re: Genso Monopoly (Discussion thread)
« Reply #42 on: December 11, 2010, 03:56:47 AM »
True, that.

Pesco

  • Trickster Rabbit Tewi
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Re: Genso Monopoly (Discussion thread)
« Reply #43 on: January 03, 2011, 10:02:30 AM »
I'm feeling really bad about the balance of the game. The cost of buying property is too high compared to what you get back in the fees. At this rate the game could go on forever because landing on other people's property doesn't hurt at all.

Proposed change to the fees:

Basic plot - max level 5
Build cost  - 500*(1+house level) per upgrade
Fee - 100*plot rank*(1+house level)
Buy - 600+200*plot rank
Value - Buy cost + total build cost + fee

Big plot - max level 5
Build cost - Build card (initial), structure build cost*house level per upgrade
Fee - Structure fee*1d6*house level
Buy - 5000
Value - Buy cost + total build cost + structure value*house level

27. Scarlet Devil Mansion - 80
Structure build cost 1000. Structure fee 1500. Swaps current big plot into this structure. Structure value 2000.

29. Eientei - 80
Structure build cost 1200. Structure fee 1000. Player misses 1 turn. Swaps current big plot into this structure. Structure value 2250.

*New Card*
36. UFO theme park - 80
Structure build cost 1500. Structure fee 2500. Swaps current big plot into this structure. Structure value 3000.

Bolded figures are double of what they were before.

Dormio Ergo Sum

  • MotK's Official Idlebot
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  • I don't bite... much.
Re: Genso Monopoly (Discussion thread)
« Reply #44 on: January 03, 2011, 10:38:51 AM »
Previous transactions are unaffected, right?

Pesco

  • Trickster Rabbit Tewi
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  • Make a yukkuri and take it easy with me
Re: Genso Monopoly (Discussion thread)
« Reply #45 on: January 03, 2011, 10:49:03 AM »
Of course. Once everyone has seen this I'll pick a date to implement it from.

Hello Purvis

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  • Hello Jerry
Re: Genso Monopoly (Discussion thread)
« Reply #46 on: January 03, 2011, 11:06:25 AM »
Been seen. No worries here.

Affinity

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  • ... but I have promises to keep.
Re: Genso Monopoly (Discussion thread)
« Reply #47 on: January 03, 2011, 01:15:39 PM »
I'm alright with the figures.

Stuffman

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  • We're having a ball!
Re: Genso Monopoly (Discussion thread)
« Reply #48 on: January 03, 2011, 07:38:11 PM »
I'm cool with this.

Pesco

  • Trickster Rabbit Tewi
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  • Make a yukkuri and take it easy with me
Re: Genso Monopoly (Discussion thread)
« Reply #49 on: January 03, 2011, 08:00:04 PM »
Okay, it'll take effect from turn 15-01-2011.
« Last Edit: January 08, 2011, 05:23:16 PM by Inaba Tewi »