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  1.  
  2.  
  3. CODE/OOC/IC Caste Mechanic Bug:
  4.  
  5. Slave players don't have a standardized, defined path to release their characters from slavery, creating potential for an open loop.
  6.  
  7. Denizens/Citizens/Master and Mistress players are capable of changing class (mostly) at-will every three months.
  8. The Master/Mistress promotion is dependent on
  9. ------------------
  10. Expected function:
  11.  
  12. Experienced players, or players that started in a different caste, should be able to escape slavery without the required assistance from other players. Additionally, players choosing to start a slave character but are unfamiliar with the game should have a mechanism in place to start the three-month wait period to Denizen on the same day as chargen.
  13.  
  14. --------------------
  15. Further explanation:
  16.  
  17.  
  18. >Clarifications:
  19. 1. Currently, slave players must find an ICly and OOCly amenable second party to purchase, hold, and then free their characters after three months in order to achieve Denizen.
  20.  
  21. We don't want to change this.
  22.  
  23.  
  24. 2. This can generate a situation where the player is unable to find an amenable second party, or the slave-owning player becomes unavailable to release the slave character through no fault of the slave player's own.
  25. Result:
  26. 1. The slave player must then repeat this process from the beginning in order to advance their characters.
  27.  
  28. ICly, the situation of a character being shuffled between owners makes perfect sense and is thematically true to the nature of the world.
  29.  
  30. We don't want to change this, and should encourage demotions from Denizen, Citizen, and Master/Mistress to Slave in order to allow all players to play each caste without OOC interruption to their narrative.
  31.  
  32. OOCly, it can generate a situation where slave players must contact +staff to resolve this issue.
  33. We want to reduce instances of player/staff interaction and increase the amount of available
  34. IC resources to resolve that situation.
  35.  
  36.  
  37.  
  38. 3. This can create a situation where the slave-owning player quits, and forces the slave player to make IC choices based on OOC influences, rather than the slave character's natural progression.
  39. Result:
  40. a. Player deletes and then re-creates character as Denizen (OOC interruption of IC narrative)
  41. b. Player is thematically forced into Hydra (OOC interruption of IC narrative)
  42. c. Player has slave character roaming the grid (out of theme)
  43. d. Player gets bored of grid and sandboxes (out of theme)
  44. *This isn't confined to slave players. <-Does this issue account for some of that?
  45.  
  46.  
  47. 4. While there are some routes in game that are based on a collective pool of other players for advancement (Example: The Academy of Sensual Arts), there are none staffed by characters which can be removed and replaced for inactivity except by group majority, and all have arbitrary rules and time periods for achievement that are not in line with the minimum wait time.
  48.  
  49. We need to ensure that the players wishing to change class are doing so for legitimate IC purposes,
  50. and not because of an arbitrary or transitory reason, otherwise this is pointless. <-What mechanics can we
  51. introduce to gate this behavior and redirect players to active groups of players?
  52.  
  53.  
  54. >OOC Restrictions
  55. 0. We must include players that chargen slave characters.
  56. 1. We must exclude players that are not slaves.
  57. Code:
  58. &dat.applicant.name calculator=[lit(%#)]
  59. &dat.applicant.class calculator=[u(%#/class)]
  60. &fun.classcheck calculator=[if([strmatch([u(dat.applicant.class)],Slave)]
  61.  
  62. This is so that we can prevent non-slaves from applying.
  63. We want to store as much information as possible so that we know how to reference it later.
  64.  
  65.  
  66. 1. We can't outlaw or triviliaze slavery.
  67. a. An ideal solution will reinforce the current theme.
  68. *Require 3/5 Ducal approval
  69. We can do this with 1
  70. a. But this introduces abuse
  71. *Require Overseer or Preceptor approval of initial packet
  72. 1. *Include designated representatives to act on behalf in the event of absence
  73. *Provide enough oversight to ensure guidance of players to their goal
  74. *Automate the application process for Day 0 characters
  75. b. An ideal solution will give players a rewarding experience and encourage them to continue playing
  76. 1. and will encourage players to share that experience with others. <-We can't force this, only incentivize.
  77. c. An ideal solution encourages and rewards players to play as each caste and creates a mechanism by which to achieve that
  78. 1. and encourages the use of that experience to drive further roleplay
  79. 2. We can't change any +laws. <- Adressed in IC Restrictions
  80. a. We can add to existing +laws.
  81. 1. An ideal solution creates accountability and responsibility
  82. a. and sets examples for other players in lower leadership positions
  83. b. and encourages players to share positive experiences with others.
  84. b. An ideal solution is bound to, by, or cited as a restricted exclusion from +laws.
  85. 3. We can't change any code
  86. a. But we can introduce new code or use existing systems
  87. 1. and should minimize +staff involvement where possible.
  88. 4. We can't add new +groups.
  89. a. but we can repurpose existing bboards.
  90. 5. We can't add new +buildings.
  91. a. but we can repurpose existing buildings.
  92. 6. We must adhere to $cash
  93. 1. but include a mechanism to ignore it
  94. 2. and track the use of $cash to prevent OOC abuse.
  95.  
  96.  
  97. >IC Restrictions
  98. 0. The Principality does not engage in the practice of Imminent Domain
  99. a. and we can't free slaves
  100. 1. But we can award titles and monetary benefits
  101. 1. We can't force demotion once players are Citizens
  102. a. But we can prevent advancement to Master/Mistress
  103. *Prevents abuse
  104.  
  105. >Staff Restrictions
  106. 1. Proposed +laws should
  107. a. Be beneficial to the game <- This is an arbitrary requirement and needs to be further defined
  108. 1. And create positive RP opportunities. <- This is an arbitrary requirement and needs to be further defined
  109. b. Fill a necessary gap or inconsistency in IC environment
  110. 1. and will justify the cost of complexity.
  111. c. Apply to more than one player over the course of a year.
  112. d. Not affect the long-term future of the game. <-This is can only be predicted and measures taken to prevent it.
  113. 1. and prevent large groups of players from abusing the mechanic
  114. a. and preserve anti-slavery position.
  115. 2. and prevent future abuse from future governments.
  116. e. Increase RP in Houses
  117. 1. but not detract from them
  118. f. Allow for private corruption
  119.  
  120.  
  121.  
  122.  
  123. [lt(and([u(P)],[u(c)]),[u(f)])]=1,{@pemit %#=Yes},0,{@pemit %#=No}
  124.  
  125. &cmd calculator=$+release *?:@switch [lt(and([u(P)],[u(c)]),[u(f)])]=1,{@pemit %#=Yes},0,{@pemit %#=No}
  126. &cmd apply=$+apply:@switch [u(fun.release)]
  127.  
  128. S= slave
  129. P= purchase price+cost of living during three-month period
  130. c= arbitrary value of slave's current projected life earnings
  131. *This is either the slave character's owner's player, a member of a representative house, the player themselves, or
  132. 1. We can include an option to allow Overseer/Ducal intervention
  133. *We can make this function include self-registering groups which can donate funds
  134. 1. and use this to publicly show amenable player groupings
  135. *Allows for Day 0 Chargen players to contact these groups
  136. *Allows for the dynamic creation of like-minded groups
  137. a. Player-formed groups may abuse mechanic
  138. 1.but we can limit proposed groups to Council approval.
  139. *Allows flexibility on the grid so that as different groups grow and wane, there is an easy mechanic which is usable by new House heads to bring on players desiring to help drive RP within the house.
  140. *Allows for unlimited negotiation potential by allowing different groups to fund the purchase of a slave.
  141.  
  142. f= arbitrary value of slave's projected life earnings in self-defined function
  143. *Player-entered, determines the duration of Denizenry
  144. 1. We can include an option for deferred payment over time by including a function that auto-Slaves the player.
  145.  
  146. *encourages donations to fund the government/principality
  147. *increases Hydra/Merchant caravans to find slaves of value (Negative: Artificial inflation of price - how is this resolved/is this an issue?)
  148. *account for 3/5 ducal vote
  149. *We need to send @mail out at the one-month mark to Overseer's office
  150. *We can shuffle players to the Preceptor position by requiring at least one monthly meeting
  151. *This would allow for the Preceptor to track attendance of free people
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