mf0 logs -> 2012 -> Mon, 03 Sep 2012< mf0.20120902.log - mf0.20120904.log >
--- Log opened Mon Sep 03 00:00:16 2012
00:38 addking [ak@Nightstar-0ac86db8.mi.comcast.net] has quit [Ping timeout: 121 seconds]
02:03 MoF0-136 [rsbdnvbwein@Nightstar-da7fffe9.ma.comcast.net] has joined #mf0
02:03 MoF0-136 [rsbdnvbwein@Nightstar-da7fffe9.ma.comcast.net] has quit [Client closed the connection]
03:13 afny [locas@Nightstar-42c41d95.res.rr.com] has joined #mf0
03:27 AnCarver [NSwebIRC@Nightstar-8d9f9e3d.sntcca.sbcglobal.net] has joined #mf0
03:27
< AnCarver>
It's like I never left
03:28
< AnCarver>
Everyone is exactly where I last saw them.
03:28
< AnCarver>
^^
03:28
< afny>
except I'm naked.
03:29
< afny>
bumping that irc thread didn't really get things hopping around here
03:29
< afny>
oh well
03:29
< afny>
if you stick around, you might see Malcolm; he's got a lot of Mechaton experience
03:29
< afny>
more than most people on the forum, since he's played older editions
03:29
< afny>
I'm gonna go take a shower though, so...hold the fort.
03:30
< AnCarver>
This channel is safe with me?
03:30
< afny>
This channel is never safe.
03:30
< AnCarver>
that got an immidiate shiver reaction from me
04:25
< afny>
hm
04:25
< afny>
I only have 3gb free
04:25
< afny>
on this partition
04:25
< afny>
must fix.
04:41
< AnCarver>
that is a low number nowadays
04:41
< AnCarver>
but it used to me an insane number
04:41
< AnCarver>
sometimes the progression of technology over my lifetime bewilders and impresses me
04:46
<~McMartin>
We now live in The Future
04:47
< neoaez>
Bah. 640k will always be enough.
04:47
<~McMartin>
30 years of the C64 \o/
04:48
< neoaez>
Long live the Timex Sinclair!
04:48
<~McMartin>
That had 1K.
04:48
<~McMartin>
1K isn't enough
04:49
< neoaez>
Heh
04:49
< neoaez>
How I miss playing Androids! Starting it up from my dad's giant boombox because it was on cassette.
04:49
<~McMartin>
There used to be radio broadcasts of cassette-stored programs.
04:50
<~McMartin>
Despite the fact that we have, you know, an Internet now, this is still mind-bogglingly awesome to me.
04:50
< neoaez>
Now that I did not know.
04:50
<~McMartin>
The idea was that you'd tape the radio show and feed the result to the computer; the bitrate was apparently low enough that reception noise was not an issue.
04:51
< neoaez>
Makes sense.
04:51
< neoaez>
Wow.
04:51
< neoaez>
I need to remember that for after the apocalypse.
04:53
<~McMartin>
Is Androids this game? http://en.wikipedia.org/wiki/Robots_%28BSD_game%29
04:55
< neoaez>
http://www.worldofspectrum.org/infoseekid.cgi?id=4000001
04:56
< neoaez>
I fondly remember the box art. http://www.flashbackgames.co.uk/shop/Item.asp?Title=Androids_Rom_Cartridge&Produ ctID=2232
04:56
<~McMartin>
OK, that is a much fancier system than the one I had
04:56
<~McMartin>
Which was the US version of, IIRC, the ZX81.
04:56
<~McMartin>
That machine was incredibly terrible
04:58
< neoaez>
I was in elementary school. My brother and I would beg dad to set it up. It would take FOREVER to load from cassette.
04:58
<~McMartin>
Yeah
04:59
<~McMartin>
What I mean is, the screenshot I see there isn't anything like what the TS1000 was capable of
04:59
<~McMartin>
This looks closer to a Speccy 48k
04:59
<~McMartin>
I hadn't realized Timex stuck with it that long
04:59
< neoaez>
Heh. Yeah we had the 2068.
05:00
< neoaez>
Dad had some friends that had the 1000.
05:04
< AnCarver>
And I just finished having a conversation with my roommate about how gigs were small nowadays. Shoulda just pointed him to the chatlog
05:05
< neoaez>
Yay for being old!
05:06
< AnCarver>
as time goes on, I get better at that.
05:07
< neoaez>
Yeah. It is kind of inevitable.
05:08
<~McMartin>
My lawn
05:08
<~McMartin>
You kids are on it
05:08
< neoaez>
Hah.
05:15
< neoaez>
So I have failed at the racing rules. I really want to see what mchnzr has come up with.
05:23
< afny>
I should post what I have so far
05:24
< afny>
though I think I'm doing something completely different
05:24
< neoaez>
You, too? I thought you were happy just building =)
05:24
< neoaez>
Post! My sucked.
05:24
< afny>
well mine is like
05:24
< neoaez>
Mine sucked
05:24
< afny>
two teams
05:24
< afny>
it's roller derby scoring
05:24
< afny>
and the mechanics are more or less poker hands
05:24
< neoaez>
Hmm
05:24
< afny>
I'll probably simplify that a little bit but it's card based
05:25
< afny>
the idea so far is that a card based system lets you "bluff" your position
05:25
< neoaez>
I'd gone back and forth on cards. I also considered a Mouseguard like mechanic that is used for Chases, but dismissed it since it was only two-sided.
05:25
< afny>
yeah, mine is only two sided as well
05:25
< afny>
but each team has multiple pieces
05:26
< afny>
I dunno, it's not WORKING yet
05:26
< afny>
so maybe I'll wait until it WORKS to post :P
05:26
< neoaez>
Heh.
05:27
< AnCarver>
What exactly is the effort?
05:27
< neoaez>
I've been playtesting about 4 different rule mechanics and none really grabbed the either the fun factor or pushed the thematic buttons I wanted.
05:27
< neoaez>
Rooftop racing rules.
05:27
< AnCarver>
For MF0, or independent of
05:27
< neoaez>
For MF0
05:27
< afny>
well sort of
05:28
< afny>
for Solar Century
05:28
< afny>
I mean, right? I dunno, I haven't seen your rules
05:28
< afny>
I should say Solar Calender
05:29
< neoaez>
AnCarver: Joshua briefly mentioned the concept here: http://www.mobileframehangar.com/viewtopic.php?f=9&t=1599
05:29
< neoaez>
afny: thus my "Premise" statement: Illegal or semi-legal racing using tricked out hot rod frames in MF0's Solar Union Calendar
05:30
< afny>
I just mean that it isn't directly related to the mf0 ruleset
05:30
< afny>
it's more tied to the solar calender setting
05:30
< neoaez>
Yeah
05:30
< neoaez>
I was trying to maintain some parity to make it easier to learn if you knew MF0
05:30
< neoaez>
But that just didn't work out
05:30
< afny>
I don't really think it's necessary
05:31
< afny>
if it happens to work out that way, great, but the ruleset isn't part of the setting
05:31
< afny>
it's just representative
05:32
< neoaez>
I still would like to come up with a mechanic that allows you to take chances and "red-line" your frame.
05:32
< neoaez>
Without adding a ton of bookkeeping or being stupidly complicated.
05:33
< neoaez>
I was trying to find a way to engage the "audience"
05:34
< afny>
Yeah, my ruleset (and my image of the sport) doesn't really awknowledge an audience at all
05:34
< afny>
other than some groupies and a betting pool
05:34
< neoaez>
My vision is the same.
05:34
< afny>
I was thinking ILLEGAL races, but some people have definitely stepped it up and gone for a grand prix kinda deal
05:34
< afny>
which is also sweet
05:35
< neoaez>
I just wanted to have a way to engage the other players when it wasn't their turn.
05:35
< afny>
oh, that's what you meant by "audience":P
05:35
< AnCarver>
I am interested in these things
05:35
< afny>
well I think an action cascade would be doable
05:35
< AnCarver>
Can I help>
05:35
< afny>
that's why I'm trying to make it a sprint/jamming system as opposed to an endurance race
05:35
< AnCarver>
?
05:35
< neoaez>
AnCarver: just jump in.
05:35
< afny>
we're all pretty much just spitballing at this point
05:35
< afny>
^
05:36
< afny>
with a sprint, everyone wants to stay close together until someone breaks into their sprint
05:36
< afny>
so there is potential for action cascading like in mf0
05:36
< neoaez>
I liked the mouseguard mechanic because everyone played simultaneously.
05:36
< afny>
and with lapping, each player is activating multple pieces
05:36
< neoaez>
afny: go on
05:36
< afny>
I dunno, that was all
05:36
< afny>
how does the mouseguard mechanic work?
05:36
< afny>
I've only read a bit about that ruleset, it seems sweet
05:36
< afny>
and I like the comic
05:37
< neoaez>
There are 4 basic action types you can choose for any conflict type: Attack, Defend, Feint, Manuever
05:37
< neoaez>
Applied to racing/chase these map out as:
05:37
< neoaez>
Attack: full speed ahead
05:39
< neoaez>
Defend: drafting (in a chase it's covering your tracks)
05:40
< neoaez>
Feint: sudden change in direction
05:40
< neoaez>
manuever: dirty trick (trip, push, etc...) against your opponent
05:41
< neoaez>
You choose in secret and reveal together.
05:41
< neoaez>
There is a little chart that tells you how to resolve each action based on what two options were picked
05:43
< neoaez>
Issues: plays well with 2 distinct sides to a conflict; hard to determine what scale and granularity to play out the race
05:45
< AnCarver>
I could imagine a couple ways to incorperate a version of that mechanic with the MF0 ruleset
05:46
< neoaez>
AnCarver: what are you thinking?
05:46
< AnCarver>
First thing that comes to mind would be altering the meaning of the four dice colors to match the four options, and then making the options simplify down to flat bonuses on the rolls (like spot in MF0 now), or making manuvering work in some similar important way
05:47
< AnCarver>
SSRs would be speed boosts
05:47
< neoaez>
afny: (off-topic -- oooo! shiny!!) seen this? http://www.flickr.com/photos/magusthemando/7918094110/in/faves-ironbricks/
05:47
< afny>
yeah, it's nice
05:47
< afny>
I love those phones
05:48
< neoaez>
AnCarver: hmm... I didn't make that connection. I'd considered other systems to replace or supplement the current ones.
05:48
< afny>
too many travis for me, though
05:48
< neoaez>
Have to think it through.
05:48
< neoaez>
afny: not me =)
05:49
< AnCarver>
What exactly do you imagine the "defend" option accomplishing?
05:49
< afny>
I really gotta get some of those phones
05:49
< afny>
they're just hilarious
05:49
< afny>
and a grappling hook gun
05:49
< neoaez>
afny: yes. I almost bought some the other day. Have to stay off cracklink.
05:49
< afny>
is a SWEET direct fire/movement system combo
05:50
< AnCarver>
Different movement systems could be different red die types
05:50
< neoaez>
AnCarver: I have to think that one through more. I'd originally seen it as a conservative move forward. It allowed you to move ahead "cautiously" just incase someone put an obstacle in front of you.
05:51
< neoaez>
It also didn't incur any of the "red-line" penalties I had contemplated.
05:51
< neoaez>
Attack was more reckless abandon
05:51
< neoaez>
Moving ahead at full speed
05:52
< neoaez>
Pushing your manuever system to its limit
05:55
< AnCarver>
How different do you want it to be?
05:56
< afny>
Like I said earlier I don't see any reason the rulesets even need to resemble eachother
05:56
< afny>
you don't have to go crazy like me and use poker hands, but
05:56
< afny>
you just have to figure out what tools let you carve out the kind of scenario you want best, and then use them
05:57
< afny>
if a bunch of color coded dice in turns aren't the best tools, well, find some other tools.
05:57
< neoaez>
Not sure that is the real question. I want whatever mechanic we end up using to capture "the spirit of giant robots practicing parkour across the rooftops of a futuristic colonial town".
05:57
< afny>
yeah, exactly
05:57
< afny>
you want your mechanic to serve your aesthetics
05:57
< neoaez>
I just started with trying to modify mf0's mechanics.
05:58
< afny>
not a bad place to start, surely; I just don't think resemblance should be a priority
05:58
< neoaez>
afny: A point I have conceded after beating my head against my desk this afternoon.
05:58
< AnCarver>
So my first thought is you probably have to drop the mini
05:59
< afny>
heh
05:59
< AnCarver>
*mini's
05:59
< afny>
what? why
05:59
< neoaez>
WHOA!
05:59
< afny>
the minis are like, the ONLY thing you can't drop.
05:59
< neoaez>
=)
05:59
< AnCarver>
Really now?
05:59
< neoaez>
Exactly
05:59
< AnCarver>
Do you know a game with minatures that takes less than 2 hours to play?
05:59
< AnCarver>
It's a race
05:59
< AnCarver>
You want it to be fast
05:59
< afny>
you're thinking wargames
05:59
< afny>
not games with pieces.,
05:59
< afny>
they're just game pieces
06:00
< afny>
candyland doesn't take two hours to play
06:00
< neoaez>
or chutes and ladders
06:00
< afny>
enchanted forest
06:00
< afny>
PARCHEESI
06:00
< AnCarver>
Mini's and game pieces are not the same thing, guys
06:00
< afny>
effectively, they are :P
06:00 * neoaez considered adapted Chutes and Ladders
06:00
< neoaez>
adapting, too
06:00
< AnCarver>
ok fine if you want to be literal about it.
06:01
< afny>
:\
06:01
< afny>
I'm just saying there's absolutely no reason to get rid of the lego robots
06:01
< AnCarver>
but you cant actually model a whole race track and then run through it in any kind of speed
06:01
< afny>
the POINT OF THE THNG is lego robots
06:01
< AnCarver>
though that would be cool
06:01
< afny>
you don't have to build a 1:1 scale rooftop racetrack to use lego robots as game pieces
06:01
< neoaez>
I think you can model the race track more abstractly
06:01
< afny>
yeah, exactly
06:01
< AnCarver>
not saying drop the lego models, just the models as minatures
06:01
< neoaez>
But not drop the robots!
06:01
< neoaez>
Blasphemer!
06:02
< AnCarver>
sorry to freak you guys out there
06:02 * neoaez gets the matches
06:02
< AnCarver>
eep.
06:02
< neoaez>
Seriously, it is a design goal to keep the lego robotos
06:02
< AnCarver>
I meant you couldn't use full mesurements, have the full range of motion, etc
06:02
< neoaez>
I cannot type
06:02
< neoaez>
robots!
06:02
< afny>
what do you mean measurements or range of motion
06:03
< AnCarver>
moving around on a table
06:03
< AnCarver>
in any direction
06:03
< afny>
like, at least for my card thing, I don't imagine using rulers at all
06:03
< AnCarver>
yea
06:03
< neoaez>
Same for the rules I originally wrote
06:03
< neoaez>
Each "rooftop" was a space.
06:03
< AnCarver>
Right, well I'm just starting
06:03
< AnCarver>
so I'm back where you started
06:03
< neoaez>
You had to beat a challenge score to proceed to that system
06:04
< neoaez>
wow. I need coffee.
06:04
< neoaez>
system = rooftop
06:04
< neoaez>
thoughts. jumbled.
06:04
< afny>
same
06:05
< AnCarver>
You could tile the board, so the difficulty of the next couple rooftops wouldn't be immidiately obvious, and so you could create multiplul paths
06:05
< AnCarver>
You could even create a system where players stack the deck for and against each other
06:05
< AnCarver>
that would be pretty neat
06:07
< neoaez>
https://docs.google.com/document/d/1WcJ_HBkYr6T7lKe5_QT0-d-vR_AOMlPAGvfzPlOkpvk/ edit
06:07
< neoaez>
If you want to subject yourself to the horror
06:07
< neoaez>
Some of the things you mention are implied in there: cooperatively building the track; assigning the challenge ratings as a group
06:08
< neoaez>
The math in those mechanics don't work
06:08
< neoaez>
but I think some of the goals and ideas can survive in one form or another.
06:10
< afny>
oh god I've watched the same three minutes of this video like eight times
06:10
< afny>
I'm going to go make tea
06:11
< neoaez>
I just grabbed some coffee
06:11
< neoaez>
I need randolph's math skills.
06:13
< afny>
I'm studying pvp right now so I'm not really being productive
06:13
< afny>
but I suck at math anyway
06:13
< afny>
that's why my system uses cards :\
06:13
< neoaez>
I'm pretty good with it, but what I've seen him produce is just amazing.
06:15
< neoaez>
http://danielsolisblog.blogspot.com/2010/10/split-decision.html
06:15
< neoaez>
http://danielsolisblog.blogspot.com/2010/10/split-decision-alpha-testing-with-ma rk.html
06:15
< neoaez>
Another mechanic I tried to shoehorn.
06:16
< neoaez>
Again pushing the idea of deciding how much you wanted to push your luck
06:27
< AnCarver>
What if you used a MF0 like roll-assign dice system, and took redline every time you took the HIGHEST value?
06:28
< AnCarver>
Or at least highest value of the appropreate color
06:28
< AnCarver>
white dice are safe, but you only get two
06:28
< neoaez>
interesting...
06:29
< neoaez>
what are the systems?
06:29
< neoaez>
Are we still mapping the mouseguard actions as systems?
06:29
< AnCarver>
Something like that
06:30
< AnCarver>
I don't quite like what blue maps to right now
06:30
< neoaez>
Its the hardest to map, I agree.
06:31
< AnCarver>
It could be it maps to Cooling systems
06:31
< AnCarver>
when you gain redline, you roll a die at the end of the turn for every point, or some such
06:31
< AnCarver>
and the number you need to roll under is you Blue number
06:31
< AnCarver>
otherwise you take a system of damage
06:32
< afny>
but do you really want to have a damage system?
06:34
< neoaez>
How could we track systems overloading, malfunctioning, etc... as a result of red-lining or another player causing mischief?
06:34
< AnCarver>
Alternate version: If you fail your roll (Based on BLUE systems)
06:34
< afny>
a movement penalty
06:34
< AnCarver>
then you have to pick the next highest value of your rolls next turn
06:34
< AnCarver>
I like the pick the next highest mechanic
06:35
< AnCarver>
because it isn't a flat penalty (which would get out of hand bad), and is flexable in its intensity and flavor
06:37
< AnCarver>
It also fits the flavor of the MF0 universe we've seen so far, mechanically - straight stacking adds are difficult to balance for
06:39 * neoaez taking notes and doing some intense pondering
06:41
< AnCarver>
Green and Yellow might map to a offensive and defensive score, where Green allows you to redline your opponent and Yellow to not be Redlined
06:46
< neoaez>
Yeah.
06:47
< neoaez>
I was thinking it would act like a spot. They can place a yellow on you and it you have to compensate with your cooling system; reduce your speed or suffer some penalty.
06:48
< neoaez>
The mechanics are still jumbled up in my head, so I need to think it through.
06:48
< neoaez>
Good stuff though.
06:48
< neoaez>
Like, what does assigning a die result to Engine/Speed get you?
06:49
< neoaez>
How does the cooling system result offset your choice for speed/engine.
06:49
< neoaez>
I mean, if we are not measuring out movement units, how do you move ahead?
06:50
< neoaez>
Is your turn independent? Do we roll simultaneously and try to arrange the best results before everyone reveals?
06:51
< neoaez>
Then move to the next roof in the order of highest to lowest?
06:51
< neoaez>
Then the rooftops just become window dressing and represent smaller conflicts for lead position.
06:52
< neoaez>
Does having the lead give you any benefit in subsequent conflicts?
06:55
< neoaez>
Ooooo...
06:55
< neoaez>
maybe after the first round, you determine position.
06:55
< neoaez>
For all subsequent rounds you are only competing against the one frame in position ahead of you.
06:55
< neoaez>
You have to work your way to the leader.
06:56
< neoaez>
I like it!
06:57
< neoaez>
The leader basically becomes the defender.
06:58
< AnCarver>
YEah
06:58
< AnCarver>
And you have a doomsday counter that determines how long to the end of the race
06:59
< neoaez>
So we now have a basic pacing mechanic.
06:59
< neoaez>
The dooms day clock is basically how many rooftops we have on the track.
06:59
< AnCarver>
Players counting down the timer represents the racers gunning it to the end, vs not ticking is jockying for position
06:59
< neoaez>
We don't really need that
07:00
< AnCarver>
It depends on how abstract you want the track.
07:00
< neoaez>
Hmm.... I don't see how you can have the physical track and the abstract clock representing the track
07:00
< afny>
that's the central mechanic to my rules
07:00
< afny>
but I don't have a physical track in the same way
07:00
< AnCarver>
But yeah, mainly just spitballin
07:00
< neoaez>
afny: Oh?
07:00
< AnCarver>
discard and progress
07:00
< neoaez>
No.
07:00
< neoaez>
Hold up.
07:00
< neoaez>
I'm not throwing it out.
07:00
< afny>
like jockying for position vs choosing went to go into a full split
07:00
< neoaez>
I like it, but it conflicts with the track building aspect.
07:00
< afny>
is the "meat"
07:00
< afny>
for me
07:01
< afny>
but it doesn't have to be for you
07:01
< afny>
especially if you have a physical track
07:01
< neoaez>
If you aren't moving game pieces on a board, then why have game pieces?
07:01
< neoaez>
How did you envision your board?
07:02
< afny>
I'm not entirely sure yet, but the movement of pieces represents their position in relation to one another
07:02
< afny>
and not their position on a plane
07:02
< afny>
again I've only got two players max
07:02
< neoaez>
I really want to see people building terrain rooftops out of lego.
07:03
< afny>
The way I'm incorporating terrain is like
07:03
< afny>
you build radar dishes or air conditioners or whatever
07:03
< afny>
and then occupy the same squares that a frame might occupy
07:03
< afny>
but not at the same time, necessarily
07:03
< afny>
so movement is abstracted; obstacles move a fixed distance every hand
07:04
< afny>
and your frames move a variable distance based on their positioning
07:04
< afny>
two frames on a square with an obstacle interact differently than two frames on a square without, etc
07:04
< afny>
it changes the kind of hand you are dealt for that square of movement
07:06
< neoaez>
Hmm
07:07
< neoaez>
So you have multiple hands per roof where what we are doing is having each rooftop be a single contest for position.
07:07
< AnCarver>
See, to me, Rooftops was a way of mesuring Distance Ahead, where the DC would measure Distance To End
07:07
< neoaez>
I guess you could incorporate both.
07:07
< AnCarver>
So a DC mesures how long until the Rooftop position would be the final configuration
07:08
< afny>
I wasn't so particular as to have each square be a discrete rooftop
07:08
< afny>
but essentially, yeah
07:08
< afny>
I mean, I didn't have a concept of an individual rooftop at all
07:08
< afny>
there's just relative positionings and obstacles
07:09
< afny>
one type of obstacle is a gap
07:09
< afny>
but it occupies a square the same way an air conditioner or whatever would
07:11
< neoaez>
I'm trying to picture how you are handling positioning. How are obstacles introduced to the "board"? At the start or are they emergent in play?
07:12
< afny>
some at the start, some emergent
07:12
< afny>
there's just a small pool of obstacles
07:12
< AnCarver>
It sounds like you only model a part of the track at a time, and obstacles move down it while players move around on it
07:12
< afny>
I'm not entirely sure how you determine when they are placed
07:12
< afny>
but once they are placed
07:12
< afny>
they move a fixed distance (probably one square) in one direction every hand
07:12
< afny>
er, I should say
07:12
< afny>
every round
07:13
< afny>
because each square has a hand to resolve
07:13
< afny>
yeah, AnCarver's got it
07:15
< neoaez>
Ok.
07:15
< neoaez>
I'm going a little more abstract there.
07:16
< neoaez>
Basics: Each roof represents a single round, contest for position.
07:17
< neoaez>
You compete against the player immediately ahead of you or tied with you for position.
07:17
< neoaez>
Obstacles are introduced by other players.
07:18
< neoaez>
..by the dice they decide to assign to their red dice.
07:19
< neoaez>
This can represent a dirty trick or distraction that prevents you from seeing or reacting appropriately to an obstacle (radar dish, ac unit, etc....)
07:21
< AnCarver>
Would they have the same variation as normal red dice? (Same roof/another roof/more than one roof away)?
07:22
< neoaez>
With each rooftop being a single round of play that abstracts several seconds of time spent jockeying for position, etc... how do you see that playing out?
07:25
< AnCarver>
Oh, I was imagining rooftops being zones, rather than rounds
07:26
< AnCarver>
Say you pass the check to the next roof, but your opponent doesnt
07:26
< AnCarver>
your on different rooftops now
07:26
< neoaez>
I see the disconnect.
07:26
< AnCarver>
You're 1 "zone" ahead
07:26
< neoaez>
I was dumping that part of the mechanic.
07:27
< neoaez>
Then you were competing against the track. Now you are competing against the other racers.
07:27
< AnCarver>
So... what's the point of winning earlier in the race? What does it get you?
07:27
< AnCarver>
Inintuitive, I guess... which does what?
07:27
< neoaez>
Control of the DC
07:28
< neoaez>
That's my gut reaction.
07:28
< AnCarver>
So there has to be some kind of round-to-round caryover of points, otherwise you can't know whether to count down the DC or not
07:28
< AnCarver>
How is that tracked?
07:29
< neoaez>
Good questions.
07:31
< AnCarver>
So, does this have a cascade inituitive score like Vanilla MF0?
07:31
< afny>
are you saying intuitive or initiative
07:31
< afny>
I was confused last time but now I'm more confused
07:31
< AnCarver>
the second one but with dyslexia
07:31
< afny>
ah okay
07:31
< afny>
because both sort of apply
07:32
< AnCarver>
they look the same to me unless I pay very close attention
07:32
< AnCarver>
and I didn't mean to write score
07:32
< AnCarver>
I should sleep soon
07:32
< neoaez>
Same
07:32
< afny>
so do you mean the intitiative
07:32
< AnCarver>
yes
07:32
< afny>
or like, the cascading
07:32
< afny>
frame activation
07:33
< AnCarver>
Yes, that thing
07:33
< afny>
they're not the same thing
07:33
< afny>
i'm not trying to be pedantic I'm just lost
07:33
< AnCarver>
I call that initiative because its how you determine the order.
07:33
< AnCarver>
Sorry, I'm tired and have never actually played MF0
07:33
< afny>
well the initiative determines who INITIALLY starts
07:33
< afny>
but the cascade is based on attacks
07:33
< AnCarver>
Yeah, I see where I went wrong
07:34
< afny>
so they're like, related concepts
07:34
< afny>
but not the same, so that's why I was confused
07:34
< AnCarver>
which I crossed in my head
07:34
< afny>
yeah, it's easy to get them confused
07:34
< AnCarver>
I meant the cascading activation
07:34
< afny>
honestly until I played the game I had so many misconceptions
07:34
< afny>
kind of smacked my head after
07:34
< afny>
like I thought your asset value changed dynamically :\
07:35
< AnCarver>
I've been reading about other people's, so I've saved myself a bunch of headache already
07:35
< afny>
I'm relatively sure mine has a similar cascade; every time a frame moves into a space with another frame, that hand is played out
07:35
< AnCarver>
but I think I've still got a few hidden away somewhere
07:36
< afny>
the problem is a lot of those games had misconceptions all over the place when they were chronicled
07:36
< afny>
at least some of the earlier ones in the battle reports
07:36
< afny>
dunno what it looks like now really, I haven't read that board in a while
07:37
< AnCarver>
The whole moving an inch away from stations thing really confused me until they sorted that out recently
07:38
< afny>
yeah, but to be fair that rule was confused as fuck
07:38
< afny>
and Joshua just kept making it MORE confusing as that thread unfolded
07:38
< AnCarver>
true that
07:38
< AnCarver>
I got to the post he made and went crazy for a little bit
07:38
< afny>
heh
07:38
< afny>
the natural response I think
07:38
< AnCarver>
until I managed to get it together and read the next page
07:40
< AnCarver>
neoaez: frame "weight" could impact inituitive scores, allowing lighter teams to move more quickly and take inituitive more easily
07:40
< AnCarver>
so systems per frame would matter
07:40
< AnCarver>
the trick is how to make that dynamic so initiative can change without exploding your opponenets frames
07:40
< neoaez>
I'm trying to work out how to resolve the die assignments
07:41
< AnCarver>
What's wrong with the way MF0 does it? You want there to be more guesswork?
07:41 * neoaez stares at the mock rolls in front of him cross-eyed
07:42
< neoaez>
It can't be like MF0. At least not 1:1.
07:42
< neoaez>
Movement isn't in units.
07:42
< AnCarver>
Oh, I see what you mean
07:42
< AnCarver>
I thought you meant how the dice are assigned each turn, not the effect of the dice values
07:42
< neoaez>
An attack is basically jockeying for position; trying to force your opponent to react in a way that hinders them so you can move ahead.
07:42
< neoaez>
Ahh
07:43
< neoaez>
Yeah. Actually determining how the various assignments interact.
07:43
< neoaez>
I think I'll take a pic and look at it again in the morning.
07:43
< AnCarver>
Attacks are the additive element - spots, if you will
07:43
< neoaez>
This has been productive.
07:43
< neoaez>
Yeah.
07:43
< AnCarver>
in my mind anyways.
07:44
< AnCarver>
Yeah, sleep is good. I should probably get going too
07:44
< AnCarver>
Night, guys
07:44
< AnCarver>
good talking with you
07:44
< neoaez>
I'm stuck more on how speed plays into it; how cooling offsets your choice for speed; how situational awareness reduces the "attack"
07:44
< neoaez>
Night.
07:47
< afny>
night o/
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09:10
< Malcolm>
I think I might propose a new ground rule for the Hangar: you can only comment on the rules if you can provide signed witness statements that you've actually played the damn game at least once.
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10:11
< Malcolm>
That last comment was, it must be noted, not in any way related to the discussion of rooftop racing rules
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--- Log closed Mon Sep 03 23:42:18 2012
--- Log opened Mon Sep 03 23:42:56 2012
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--- Log closed Tue Sep 04 00:00:51 2012
mf0 logs -> 2012 -> Mon, 03 Sep 2012< mf0.20120902.log - mf0.20120904.log >

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