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Old 01-10-2005, 01:54 AM   #61
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Default RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Ideas for future

I still think there shoudl be some form of "defend" other then killing them back... otherwise people are jstu gonna kill everyone no matter what.. gauranteed.
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Old 01-10-2005, 07:17 AM   #62
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Default RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Ideas for future

noone liked my name idea
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Old 01-10-2005, 07:49 AM   #63
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I still think there shoudl be some form of "defend" other then killing them back... otherwise people are jstu gonna kill everyone no matter what.. gauranteed.
No. You kill someone if you want them to die.. If you don't, it's probably not your smartest option, lest they end up dead and you've got a big mess on your hands for facing the lynch.
 
Old 01-10-2005, 09:56 AM   #64
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This idea certainly sounds interesting enough.

I'm wondering how you are going to be able to make this work in a messege board setting without the game taking months to complete.
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Old 01-10-2005, 10:12 AM   #65
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its also going to be rare that 2 people will even be in the same room.... 16 people? or, will there be more. 50 (64?) rooms... odds that 2 people will be in the same room at a given time? don't have my calc handy to figure it out.

its just a simple permutation. 50 choose 16 with repetition. so... we can do it this way:

odds that they won't be in the same room:

48/49*47/48*46/47*45/46...35/36*34/35 um... someone care to do that math? then, take 1-ANS, and that will be the odds of 2 people being in 1 room at the same time.

1429628183315795054592000/2060346499484528166912000 = .693878... or, the odds that of 16 people, 2 will be in the same room on any given day: about 30%. so, about 1/3 days 2 people will be in the same room.

will someone validate my math? not sure if my logic is right.
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Old 01-10-2005, 10:59 AM   #66
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Looks about right.. the point I'm saying is that a newb in TWG just sits there.. but a noob in this can singlehandedly ruin the whole game.
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Old 01-10-2005, 11:31 AM   #67
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so start it smaller than 16, smaller than 50. proportional to whatever random odds chardish wants. and, from there... make it extremely elite. like...

must have played in at least 4 TWGs minimum to sign up. something like that.
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Old 01-10-2005, 12:26 PM   #68
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or perhaps, an even more accurate way of getting an elistist group would be to require an essay on your merits to enter. The non-hardcore wouldn't be bothered to write a 2-3 page essay.
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Old 01-10-2005, 12:50 PM   #69
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GUESTS, BE GONE

Tass, I know the odds are low of 2 people being in the same room if they're picked randomly. But a lot of things add up to two people being in the same room.

Examples:
One person tells everyone where he's going and another follows in order to keep an eye on him (or kill him.)
The wolves see people are always hanging out in one room and go there to kill him.
Someone gets lured into a trap.
2 humans decide to travel together for protection in case they're walking into a trap. Etcetera.

Something I should make known: Death isn't publicly announced. If you walk into a room where someone died earlier, it will say that his corpse is there. It won't say who killed him, but it will report how he died (gas, nanites, gunshot, etc.) But the person is very quitely removed from the game, and it's up to the players to keep tabs on their comrades.
 
Old 01-10-2005, 01:15 PM   #70
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i like math. and, i'm aware of those factors. but, random probability is always a good estimate, even if its a low end one for this case.

and... excellent. call me Tass the Ripper. makes it much more interesting with silent kills.
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Old 01-10-2005, 01:38 PM   #71
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I have a question about people being "quietly removed from the game." What if we have a friend that we talk to on AIM- are they allowed to say if they died?
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Old 01-10-2005, 01:56 PM   #72
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Wait, deathes aren't announced at all? So when you die you're not allowed to talk anymore, but nobody is informed that you have died? So silence may just mean that the person is dead...yipes. We'll need people who are very active.

And as far as requirements, I don't think essays or 4 TWGs should be something to base eligibility off of. Somebody could have played in 4 TWGs and done horribly, or been inactive and not really paid attention, or been killed a bunch. I think signups should be fairly open, but if somebody signs up and we all agree to boot them, they get booted. It's happened in the past in TWG, and it can work for this too, I guess.
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Old 01-10-2005, 06:48 PM   #73
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I'm thinking of making the game AIM-free - or else forcing people to register new AIM accounts for the game. State opinions.

And yes, if someone dies, they can't talk anymore. How and why did they die? It's up to you to investigate.

Writing the Colonel's part is going to be so hard. The Colonel will respond and give advice/orders/etc. based on everything the people have said publicly. He won't give hints though. But he'll be player-activated - he will only respond to what people have said publicly. I'm not going to put words in people's mouths for this story - you say what you're doing. You say how your character is feeling.

Thinking about "Infiltrators" as a game name. Possibly "Infiltration." Other suggestions?
 
Old 01-10-2005, 10:21 PM   #74
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Sounds good Chardish. And I think making it AIM free serves no purpose. People will talk on AIM regardless. Rather, I think it should be AIM-required. When the game starts, everybody tells what their main sn is and it is posted in the list of people playing. That way everybody knows everybody else's contact. AIM is the easiest way to talk, and making new screennames can only mask so much.

About how long till you suppose a test version is ready? This doesn't need to be TWG X, it can be a separate thing, so you could start it sooner. It doesn't matter if the beta TWG: Infiltration is bad, because it'd just be a beta test. I really wanna try this.
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So I've gone completely slack-ass and haven't done any work on creating games. =(

In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.

So now I'm on Twitter @NoahWright.
And I write the blog for their website.

Plus I do cool programming in-house that you'll never see. =O
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Old 01-10-2005, 10:54 PM   #75
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3 reasons why this probably won't be a beta:

1) Those 2 sidequests I mentioned? They involve plot. If I start this thing, I'm going all-out. I've used random.org to generate the facility and I'm already writing the game script (which is EXTREMELY long, as I have to detail specific PMs for specific circumstances.) I'm thinking this will be the final Metal Gear game - at least, the final game with the GHOST story arc. Trying to create a third given the current contrivances would be nigh impossible.
2) Based on the amount of PMing I have to do (FSKING LOTS OF IT), I won't want to run 2 of these close to each other. Think maybe about a month between games.
3) Depending on when I'm ready to roll, I may be done with it before VIII ends.

The only thing with allowing people to talk over existing AIM screennames is the fact that you can be "captured" by the wolves, so to speak. If that is the case, you need some way of transferring the screen name to the new owner.

I think this will be PMs-only.
 
Old 01-11-2005, 05:45 AM   #76
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I know why you think PMs only would be better, but the fact is that the game is much more fun with realtime involved. This, and, if you walk into a room where someone was killed, is their dead body still there? DO you know who got killed in what room? Maybe when they got killed too, because we are all agents and can probably determine time of death. Also, if you are above, below, right or left of a room, maybe you can say "the smell of something dead is in the air" to let someone know they are one room away from a dead person.

I also have a question, is there diagonal movement?
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Old 01-11-2005, 07:51 AM   #77
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Read more carefully.

Quote:
Originally Posted by chardish
If you walk into a room where someone died earlier, it will say that his corpse is there. It won't say who killed him, but it will report how he died (gas, nanites, gunshot, etc.)
Quote:
Originally Posted by chardish
During the Movement phase, each player privately informs me which room they want to go to on the base - it can be any room - movement is unrestricted.
 
Old 01-11-2005, 08:04 AM   #78
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whoops, I guess i missed those one's. Sorry. Not sure about that last one though. Is it so realistic that a person can transport instantly to another room across the base without passing through any others?

And I still think you should do the smell thing for adjacent rooms
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Old 01-11-2005, 10:38 AM   #79
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The base is set up in 8 floors. Each floor has a "lobby", and 8 doors that go off to separate rooms. By quickly moving up and down the stairs, yes. If I include "tile-by-tile" movement, it makes the game more RPG like. However, this makes it less appropriate for a forum and more appropriate for a group gaming session. In fact, I think it ruins the spirit of the game - the game's, at its core, about information gathering and putting that information to work for you. Anything else dilutes the game (which is why I decided not to include items.)
 
Old 01-11-2005, 01:43 PM   #80
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I really don't like the idea of taking over people. That's just a bit over the top, and I'm sure you can come up with something better and still balance the game just fine...
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So I've gone completely slack-ass and haven't done any work on creating games. =(

In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.

So now I'm on Twitter @NoahWright.
And I write the blog for their website.

Plus I do cool programming in-house that you'll never see. =O
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