Does entering your highest level of Twilight take a commitment of one spell point while you're in it, or does it just cost one point to enter, and you have full spell points next turn, or is it a permanent loss?
Being in the Twilight lasts for one turn. If you wish to be in the Twilight the next day, you must indicate such in your PM.
Thus, the answer to Plutonium's question is that you must spend a point for each turn you're in the Twilight.
Can we get a little more clarification on Accusations and Deals?
Who determines whether a supposed breach is to be prosecuted, and who picks the prosecutor?
With regards to deals, it sounds like any player can make a deal which is effectively binding on his whole side. Is that right?
Claims that the Treaty has been violated are made by specific players of level 3 or more powerful. They submit to Maxim (playing the role of Inquisition) the name of the person who made the attack, and the person who was targeted. If the accusation holds true (i.e. Player A really did attack Player then Player A is punished, otherwise the prosecutor is penalized.
Deals are made between players on opposite sides, submitting to the Inquisition (played by Maxim) a bargain of their choice. Bargains typically allow players to cast attack spells without fear of being accused once; these bargains only apply to the players signing off on the deal. Should someone make an accusation against such a player, if they are protected by a deal, then the judgment returned is that no judgment can be made. Deals can also be made semi-retroactively: as an example, if Player A knows that Player B broke the treaty, rather than make an accusation, he can strike a deal with Player B to be able to violate the treaty himself, and give Player B immunity to accusations on that attack. Keep in mind that both players in a deal must consent; it helps to bargain before submitting to the Inquisition.
Can we get a little more clarification on Accusations and Deals?
Who determines whether a supposed breach is to be prosecuted, and who picks the prosecutor?
With regards to deals, it sounds like any player can make a deal which is effectively binding on his whole side. Is that right?
Claims that the Treaty has been violated are made by specific players of level 3 or more powerful. They submit to Maxim (playing the role of Inquisition) the name of the person who made the attack, and the person who was targeted. If the accusation holds true (i.e. Player A really did attack Player then Player A is punished, otherwise the prosecutor is penalized.
Deals are made between players on opposite sides, submitting to the Inquisition (played by Maxim) a bargain of their choice. Bargains typically allow players to cast attack spells without fear of being accused once; these bargains only apply to the players signing off on the deal. Should someone make an accusation against such a player, if they are protected by a deal, then the judgment returned is that no judgment can be made. Deals can also be made semi-retroactively: as an example, if Player A knows that Player B broke the treaty, rather than make an accusation, he can strike a deal with Player B to be able to violate the treaty himself, and give Player B immunity to accusations on that attack. Keep in mind that both players in a deal must consent; it helps to bargain before submitting to the Inquisition.
I like MrBlarney's ruling better. Go with this.
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El SkidThe frozen white northRegistered Userregular
edited May 2008
Ohhhhhhhh...I get it. So the light and dark people can make a deal so they are BOTH immune to prosecution for a single action for a single day. That makes a whole lot more sense- the light and dark guys each get to clean house a little more in a day, and noone can be prosecuted.
The depth is amazing. This game looks like it could be amazing.
Working today, so don't expect me to be to talkative. I'll be back around 10pm EST, but may be able to sporadically pop up here and there. By then, I should have a grasp on the rules.
I assume deals are not limited to attacks? We can wheel and deal for information exchange?
You can make any side deals you want. The only deals that are sanctioned by the Inquisition, though, are deals regarding breaking the Treaty. And the only way you can break the Treaty (in this game) (as far as you guys know) is by attacking someone.
Please don't send a PM to Maxim telling him about how you exchanged knowledge of the Dark One's seer for the Light One's vigilante or something...
(Note: seer and vigilante roles may or may not exist)
What does "three times as powerful" mean? Is it just another way of saying three times as many surviving players, or are our power levels factored in somehow?
What does "three times as powerful" mean? Is it just another way of saying three times as many surviving players, or are our power levels factored in somehow?
It means just what it says; "more powerful".
The information is out there to figure out exactly how we're going to judge that.
Clarification: For the light and dark incentives. The de-materialization for the light ones state (1%)one percent but the information death for the dark ones is (10%) ten percent is that correct or is the light ones also (10%) ten percent?
For the sake of game balance, I'd hope the stated values are correct. Things would get ugly in a hurry if one in ten Light Ones died every time they attacked anyone, while the one in ten shot for the dark side is only for successful vote kills against a fanatic, and then only on one player at most.
About the win conditions, it seems to me that we have two starting strategies to pick from. The Inquisition is a problem in both cases, since according to the rules attacking our own side violates the Treaty too. So I guess we should just ignore the Inquisition for now.
1) Regard this as a race between two separate Phallas. We focus everything on finding our Fanatics and hope to find them all before we lose. If we do this, we should add an additional "vote" or "vig kill" by using whatever offensive abilities we have against suspicious Dark Ones. Given how little information we have on day one, people would probably be better off defending or hiding in Twilight today, and start playing aggressively tomorrow. Level 6 players, whose usefulness in the long run seems a bit questionable (since they're unable to both enter Twilight and cast a spell on the same day), might want to take some risks for the purpose of testing the game mechanics.
2) Go to war against the Light right from the start, focusing everything we have on them. Since they need to appoint a separate level 3 player as Prosecutor for each crime, and they can only have so many level 3 players, overwhelming the Inquisition seems doable. Just send in more attacks than they can possibly prosecute. But the Light would undoubtedly retaliate, in which case the game would effectively become all about win condition #1 again, since it doesn't seem likely that either side could gain a 3:1 advantage in a direct conflict.
So #2 would only work if the Light focuses on #1 and for some reason does not retaliate at all, which isn't realistic. Ergo, hunting down our Fanatics is the way forward for now. If the Light loses some of their high level dudes, things may change.
About the win conditions, it seems to me that we have two starting strategies to pick from. The Inquisition is a problem in both cases, since according to the rules attacking our own side violates the Treaty too. So I guess we should just ignore the Inquisition for now.
1) Regard this as a race between two separate Phallas. We focus everything on finding our Fanatics and hope to find them all before we lose. If we do this, we should add an additional "vote" or "vig kill" by using whatever offensive abilities we have against suspicious Dark Ones. Given how little information we have on day one, people would probably be better off defending or hiding in Twilight today, and start playing aggressively tomorrow. Level 6 players, whose usefulness in the long run seems a bit questionable (since they're unable to both enter Twilight and cast a spell on the same day), might want to take some risks for the purpose of testing the game mechanics.
2) Go to war against the Light right from the start, focusing everything we have on them. Since they need to appoint a separate level 3 player as Prosecutor for each crime, and they can only have so many level 3 players, overwhelming the Inquisition seems doable. Just send in more attacks than they can possibly prosecute. But the Light would undoubtedly retaliate, in which case the game would effectively become all about win condition #1 again, since it doesn't seem likely that either side could gain a 3:1 advantage in a direct conflict.
So #2 would only work if the Light focuses on #1 and for some reason does not retaliate at all, which isn't realistic. Ergo, hunting down our Fanatics is the way forward for now. If the Light loses some of their high level dudes, things may change.
Here's the problem: There are two strategies that are detrimental to eachother - committing to one strategy makes you weak to the other.
If we start going after the Fanatics, the light can simply decide to focus all on us and win by letting us whittle ourselves down - they can refrain from killing eachother and focus on us - with them losing only one per night to their vote, they'll easily outnumber us before we can get all the fanatics - though this depends on how many there are.
If we focus on the light, then they can either start gunning for us, or start gunning for their Fanatics, and it becomes a race.
It's like a prisoner's dilemma. Of course if a bunch more of us get attacked tonight than those uncivilized guys in the Light thread, I think we have to retaliate.
Toxic ToysAre you really taking my advice?Really?Registered Userregular
edited May 2008
Jebus! I have no clue what is going on. I'll have to catch on the rules when I get off of work because I'll never understand them in the 10 minutes I have left.
Toxic Toys on
3DS code: 2938-6074-2306, Nintendo Network ID: ToxicToys, PSN: zutto
Posts
Nah, that'll be when the day one narration comes in and all hell has broken loose.
LoL: BunyipAristocrat
Being in the Twilight lasts for one turn. If you wish to be in the Twilight the next day, you must indicate such in your PM.
Thus, the answer to Plutonium's question is that you must spend a point for each turn you're in the Twilight.
Claims that the Treaty has been violated are made by specific players of level 3 or more powerful. They submit to Maxim (playing the role of Inquisition) the name of the person who made the attack, and the person who was targeted. If the accusation holds true (i.e. Player A really did attack Player then Player A is punished, otherwise the prosecutor is penalized.
Deals are made between players on opposite sides, submitting to the Inquisition (played by Maxim) a bargain of their choice. Bargains typically allow players to cast attack spells without fear of being accused once; these bargains only apply to the players signing off on the deal. Should someone make an accusation against such a player, if they are protected by a deal, then the judgment returned is that no judgment can be made. Deals can also be made semi-retroactively: as an example, if Player A knows that Player B broke the treaty, rather than make an accusation, he can strike a deal with Player B to be able to violate the treaty himself, and give Player B immunity to accusations on that attack. Keep in mind that both players in a deal must consent; it helps to bargain before submitting to the Inquisition.
I like MrBlarney's ruling better. Go with this.
This makes more sense to me.
Anything else would be uncivilized.
LoL: BunyipAristocrat
Oh god rules
Oh well, I have an evening. Lets learn!
Working today, so don't expect me to be to talkative. I'll be back around 10pm EST, but may be able to sporadically pop up here and there. By then, I should have a grasp on the rules.
You can make any side deals you want. The only deals that are sanctioned by the Inquisition, though, are deals regarding breaking the Treaty. And the only way you can break the Treaty (in this game) (as far as you guys know) is by attacking someone.
Please don't send a PM to Maxim telling him about how you exchanged knowledge of the Dark One's seer for the Light One's vigilante or something...
(Note: seer and vigilante roles may or may not exist)
Steam
Day 2: bloodbath.
Crovax.436 Steam: Crovaxan
It means just what it says; "more powerful".
The information is out there to figure out exactly how we're going to judge that.
Edit: In other words, I'm not telling :P
Kill the Dark Others fanatics. Unless you are one. Then kill the Light Others.
Your avatar is incredible.
Steam
1) Regard this as a race between two separate Phallas. We focus everything on finding our Fanatics and hope to find them all before we lose. If we do this, we should add an additional "vote" or "vig kill" by using whatever offensive abilities we have against suspicious Dark Ones. Given how little information we have on day one, people would probably be better off defending or hiding in Twilight today, and start playing aggressively tomorrow. Level 6 players, whose usefulness in the long run seems a bit questionable (since they're unable to both enter Twilight and cast a spell on the same day), might want to take some risks for the purpose of testing the game mechanics.
2) Go to war against the Light right from the start, focusing everything we have on them. Since they need to appoint a separate level 3 player as Prosecutor for each crime, and they can only have so many level 3 players, overwhelming the Inquisition seems doable. Just send in more attacks than they can possibly prosecute. But the Light would undoubtedly retaliate, in which case the game would effectively become all about win condition #1 again, since it doesn't seem likely that either side could gain a 3:1 advantage in a direct conflict.
So #2 would only work if the Light focuses on #1 and for some reason does not retaliate at all, which isn't realistic. Ergo, hunting down our Fanatics is the way forward for now. If the Light loses some of their high level dudes, things may change.
This analysis seems sound to me.
If we start going after the Fanatics, the light can simply decide to focus all on us and win by letting us whittle ourselves down - they can refrain from killing eachother and focus on us - with them losing only one per night to their vote, they'll easily outnumber us before we can get all the fanatics - though this depends on how many there are.
If we focus on the light, then they can either start gunning for us, or start gunning for their Fanatics, and it becomes a race.
Crovax.436 Steam: Crovaxan
Maybe they've set up proboards right from the start.
Crovax.436 Steam: Crovaxan
It's like a prisoner's dilemma. Of course if a bunch more of us get attacked tonight than those uncivilized guys in the Light thread, I think we have to retaliate.
Steam
Steam