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  #31  
Old July 5th, 2004, 10:12 AM

Balmoth Balmoth is offline
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Default Re: Players needed for an experimental game

How many players do we still need to start the game?
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  #32  
Old July 5th, 2004, 06:27 PM
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Nagot Gick Fel Nagot Gick Fel is offline
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Default Re: Players needed for an experimental game

Quote:
Originally posted by Balmoth:
How many players do we still need to start the game?
I think I'll post the VC tomorrow, or at the very Last Wednesday (I'm not at home today). Expect the game to start very soon after that.
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  #33  
Old July 5th, 2004, 06:33 PM
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Default Re: Players needed for an experimental game

Superb, merci Jacques!

In case you or anyone else cares, I will be gone all day tomorrow on a conference, will be able to be on Wednesday evening (Europe time) at the earliest -- sorry if this is a hangup.

EDIT: It would be most wonderful if you could notify the players per Email as well as to conditions, just in case some do not access this website...

[ July 05, 2004, 17:35: Message edited by: tinkthank ]
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  #34  
Old July 6th, 2004, 07:57 PM
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Default Re: Players needed for an experimental game

So far I have received files from:

metanile
Stelteck
Zenus
tinkthank
Balmoth
reverend
Daesthai
En Forcer
Tannath
Tuna-Fish
PvK
Bobum (you forgot your list of preferences)
Kalkkis

I've had problem with my HotMail account lately, so if your name isn't listed above (Teraswaerto, maybe others), try to email your files again, it should be fixed now. Or you may want to try this alternate address:

nagotgickfelZyahooZfr

(as usual, replace the Zs with the ad hoc characters - also note the fr suffix, instead of the more usual com).

That's 12 players, 13 with Teraswaerto. I would have liked a few more, anyway I'll submit the VCs as soon as I receive Teraswaerto's files. Remember, NO SUBMISSION WILL BE ACCEPTED AFTER THE VICTORY CONDITIONS ARE MADE PUBLIC, so if you want to give this one a try, you'd better hurry!
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  #35  
Old July 7th, 2004, 08:03 AM
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Teraswaerto Teraswaerto is offline
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Default Re: Players needed for an experimental game

Pretenders sent (for the third time now). Hopefully they get there this time.
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  #36  
Old July 7th, 2004, 08:04 AM
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Default Re: Players needed for an experimental game

DP

[ July 07, 2004, 07:05: Message edited by: Teraswaerto ]
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  #37  
Old July 7th, 2004, 08:44 AM
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Default Re: Players needed for an experimental game

Quote:
Originally posted by Teraswaerto:
Pretenders sent (for the third time now). Hopefully they get there this time.
If your initials are T.V. and you're from Finland, you're in this time. I'll let you confirm this since neither your profile nor your Messages give a clue you're really that person.
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  #38  
Old July 7th, 2004, 10:31 AM
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Default Re: Players needed for an experimental game

Yup, that's me. Sorry about that.
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  #39  
Old July 7th, 2004, 08:29 PM
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Default Re: Players needed for an experimental game

Submissions closed.

So what's this game all about?

Simple: it's a Killer game. You're both an assassin and a victim, and you score points for killing your victim(s) while avoiding being killed.

The catch is this: your victim will play your chosen nation, and you'll use your own assassin's chosen nation. So as an assassin, you'll get complete knowledge of your victim's nation and pretender. OTOH as a victim you have absolutely no clue about who your assassin is.

I suppose some of you will feel 'cheated' by this and decide to drop out. I understand that. I just hope you won't be too many in that case. For the remaining players, see that as a test of your own adaptability.

Once I know who the remaining players are, I'll do the following:

(1) pick nations depending on your preferences

(2) randomly choose assassin/victim relationships (it will be a loop: A kills B kills C ... kills Z kills A)

(3) generate new pretender files using the chosen designs, except I'll let the game pick random names for pretenders (just so victims have absolutely no clue about who designed the nation they'll play), and OFC I'll put your chosen password on the nation you'll actually play.

(4) pick a map depending on the number of players (probably Inland, because of the wraparound)

(5) place capitals in such a way that the distance from assassin to victim is about the same for everyone

(6) generate the game

With your 1st turn you'll also receive a reminder of your password, and the identity of your victim. Try to keep that info secret, or sell it for something that's really worth it. OFC no rule forces you to tell the truth

Scoring:

The first nation to suffer extinction will grant 6 points to its assassin, even if the said assassin didn't participate in its victim's oblirteration. You don't get points for actively obliterating a nation that's not your designated victim.

The 2nd dead victim is worth 4 points.

The 3rd dead victim is worth 2 point.

The game will end as soon as 3 nations are extinguished. Each survivor will get 5 points.

Note with this system it's possible for 2 succesful killers to win at the same time. That's intended, but I'll leave you as an exercise to figure out why.

Victim status is transferable when a nation dies. Eg, if A is B's assassin, and B is C's assassin, C becomes A's new victim if B dies.

I'm not that happy with the scoring system, but I haven't found anything that did really please me. If anyone thinks of something better, feel free to post your ideas here. It might be these conditions make the game somewhat somewhat unplayable, but after all I stressed the fact it's an experiment enough.

Questions?
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  #40  
Old July 7th, 2004, 08:42 PM
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Default Re: Players needed for an experimental game

Sounds like a kick! I'm still in. =)
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