Difference between revisions of "Talk:E.I.S. Eternal"

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m (Moved the dig boss rule chat transcript to bottom of page, somehow it made all sections below it invisible.)
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== Dig Monster Baseball==
 
== Dig Monster Baseball==
  
Players: Two teams of 2-4 players  
+
Players: Two teams of 2-4 players (competing teams must be composed of even numbers of payer and non-payer players, or must waive all claim to handicap)
 
Object: Score the most runs in nine innings.
 
Object: Score the most runs in nine innings.
  
How: Two teams agree to dig together and against each other. Each boss that two or more team mates dig begins an "inning" for the digging team. A team scores a "run" by having one player land a successful influence and a successful VC on a successful attacking round. The VCs and influences can be of any sort, so long as they have exactly the intended effect (no back- or mis-fires). There is no limit to the number of runs scour able in an inning. Whatever team has the most runs after nine innings for each team (or more, if a tie persists) wins.  
+
How: 
 +
# Two teams agree to dig together and against each other. Each boss that two or more team mates dig begins an "inning" for the digging team. 
 +
# A team scores a "run" by having one player land a successful influence and a successful VC on a successful attacking round. 
 +
# An attacking round is a "pitch." A defending round is not.
 +
# An influence and/or a VC is a "swing."
 +
# There are no "partial" runs-- one player cannot have a successful VC and a team mate have a successful influence on a successful attacking round and have that count as a run; one player cannot have a successful influence on a successful attacking round and then have a successful influence on the defending round and have that count as a run. All runs must be contained within a single round for a single player.
 +
# Multiple teammates may score runs on the same round.
 +
# The VCs and influences can be of any sort, so long as they have exactly the intended effect (no back- or mis-fires).
 +
# Not all swings have to be for runs. There are no "outs" or "balls" or "fouls," so swing away as necessary (ie, a player might swing a "pray" VC on a defending round in order to build up GP).
 +
# There is no limit to the number of runs scorable in an inning. Whatever team has the most runs after nine innings for each team (or more, if a tie persists) wins
 +
# An inning is finished when either the boss is defeated or sneaks away, or all members of the team have been defeated.
  
Rule: There are no partial runs-- no loading bases.
+
Rules:
 +
* There are no partial runs.
 +
* Miracles do count as influences-- destruction of loot is the misfire.
 +
* Anything you would normally do with a boss (healing a leeching-auriferous, for example) is clean play.
 +
* Dig link must be shared by the third pitch with a member of the opposing team and an "umpire," which is a mutually agreed upon person who is a member of neither team.
  
Exceptions: Innings may be postponed for inclement weather (deafening boss or faithless-leeching boss) and spectator interference (number of non-players in on the field equals or exceeds the number of players on the field in a given inning), but postponement must be made publicly before the third "pitch" (attacking round).
+
Exceptions: Innings may be postponed for inclement weather (deafening boss or faithless-leeching boss) and spectator interference (number of non-players in on the field equals or exceeds the number of players on the field in a given inning), but postponement must be made publicly (to the member of the opposing team and to the umpire) before the third pitch in a dig with a link already shared.
  
 
''Game One'' -- Will figure out how to do up an inning score table.
 
''Game One'' -- Will figure out how to do up an inning score table.
Line 58: Line 72:
 
* ''The founding of Monsterdam'' -- Some kind of ethical or political divide between monsters and an immigration from Deville to Monsterdam of those content to leave heroes well enough alone if not provoked.  And a simple explanation of why healing is so slow there: if it's a town settled by nonhumans, not many local doctors would be good at it.
 
* ''The founding of Monsterdam'' -- Some kind of ethical or political divide between monsters and an immigration from Deville to Monsterdam of those content to leave heroes well enough alone if not provoked.  And a simple explanation of why healing is so slow there: if it's a town settled by nonhumans, not many local doctors would be good at it.
 
* ''The Founding of Herowin'' -- built by heroes who'd naturally forget to include a city hall or local laws, but not go easy on choice of pubs. The notion was something like, with few local laws if any,  merchants not allowed in Tradeburg, even shadier than normal, would likely gather there, and the choice of recreation plus lack of regulations would account for the prices there too.
 
* ''The Founding of Herowin'' -- built by heroes who'd naturally forget to include a city hall or local laws, but not go easy on choice of pubs. The notion was something like, with few local laws if any,  merchants not allowed in Tradeburg, even shadier than normal, would likely gather there, and the choice of recreation plus lack of regulations would account for the prices there too.
 
<!--Um. That boss earlier. .. the game said it was the 800th. Time to confess to boss addiction. :)
 
Jimbob642h
 
Congratulations. ^_^
 
SourceRunner2h
 
And who could complain? Bosses can be quite fun.
 
SourceRunner2h
 
Yeah... looking forward to the new sport around it, really would be cool should it prove to be a hit.
 
Jimbob642h
 
Right... I have to do something with that!
 
SourceRunner2h
 
I'd love to try it once the folks I've asked get back to us. :)
 
Jimbob642h
 
"09:18: Strange words came in a puff of smoke: 'I said "PIG" you insolent... Why would you need a shovel to get gold anyway?'" -- Baron la Croix (? French spelling, anyway).
 
SourceRunner2h
 
Someone may ask what happens if a hero dies so there might be a note about if it would affect things or not. Even if only one line.
 
Jimbob642h
 
It's D!
 
Jimbob642h
 
Another Guild member?
 
Jimbob642h
 
Last she mentioned him that's where he was headed.
 
Jimbob642h
 
Oh! Good point!
 
SourceRunner2h
 
What do you think should happen if someone kicks?
 
SourceRunner2h
 
Don't know. .. assumed it was already figured out. Probably nothing unless there's some better idea?
 
Jimbob642h
 
It sounds to me like sending a player back to the dugout.
 
SourceRunner2h
 
And after all, all influences and VC types are allowed.
 
SourceRunner2h
 
Any ready equivalent or translation for the game? *lost in thought*
 
Jimbob642h
 
So if you bat with the wrong sort of VC, your hero kicks from bad management. ;)
 
SourceRunner2h
 
I don't know. Hmm.
 
SourceRunner2h
 
Yeah- what happens then? Points scored uo to then get kept or changed?
 
Jimbob642h
 
Kept. They're still runs scored.
 
SourceRunner2h
 
Thought so.
 
Jimbob642h
 
I can't think of a time that would necessitate disqualifying a run.
 
SourceRunner2h
 
And. .. what do we do with miracles in case someone hits it by accident?
 
Jimbob642h
 
*Shrugs.* it's still an influence.
 
SourceRunner2h
 
But that's why faithless-leeching counts as bad weather.
 
SourceRunner2h
 
OK. Do we count loot destruction as a backfire I wonder
 
Jimbob642h
 
We don't want to encourage miracles.
 
SourceRunner2h
 
Absolutely.
 
SourceRunner2h
 
All influences have a backfire. ;)
 
SourceRunner2h
 
If a non-player miracles and destroys loot, that's no reason to call the inning, though.
 
SourceRunner2h
 
It feels like a backfire when you do it- that stuff smarts.
 
Jimbob642h
 
Especially after the third pitch.
 
SourceRunner2h
 
Agreed.
 
SourceRunner2h
 
Right.
 
Jimbob642h
 
Shoot. I should be writing this down.
 
SourceRunner2h
 
And if all players die off, or all players and all allies?
 
Jimbob642h
 
...hadn't thought. I'd count the runs as scored and the inning ended.
 
SourceRunner2h
 
What do you think?
 
SourceRunner2h
 
Have to give it some thought. ..
 
Jimbob642h
 
If they all die off, players and allies, probably call it... should it be discounted or just keep what did get scored? Probably the second one since it's about hero obedience and influence success as far as I understand. Would that work?
 
Jimbob642h
 
That makes sense.
 
SourceRunner2h
 
And not every swing has to be for a run. There are no strikes or outs here.
 
SourceRunner2h
 
You can simply prayer and heal VC without influences.
 
SourceRunner2h
 
It's about technical precision, predicting random, and hero obedience.
 
SourceRunner2h
 
Makes a great deal of sense. Too msny restrictions seem to turn some people off things. So, focus in scoring would be on success of action and orders over survival, which is a natural side effect? Jimbob642h
 
That would be one way to play. I'd still favor survival, though, and there's something to be said for prolonging the battle to get more chances to score runs.
 
SourceRunner1h
 
The baseball game will be about scoring the runs. But it only overlays the dig, not subverts it. ;)
 
SourceRunner1h
 
Anything you would do naturally with a boss is clean pool.
 
SourceRunner1h
 
Good. Anything special after step 60 when multipliers kick in, or do we keep it simple?
 
Jimbob641h
 
I was just thinking to keep it simple. A run is a run, no matter when it happens.
 
SourceRunner1h
 
08:51 PM Notes from the battlefield: The heroes brought together by their common destiny have defeated the Hulking Pickpocketing Auriferous Giga Byter!
 
Jimbob641h
 
Whoa! Sorry, was I distracting you?
 
SourceRunner1h
 
Good plan. If more can understand easily, it's that much simpler when it catches on.
 
Jimbob641h
 
Nope. From where I'm standing the boss was the distraction.
 
Jimbob641h
 
OK. I think I can remember this stuff. Just can't put it on the talk page right now.---!>
 

Revision as of 23:43, 28 August 2013

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Dig Monster Baseball

Players: Two teams of 2-4 players (competing teams must be composed of even numbers of payer and non-payer players, or must waive all claim to handicap) Object: Score the most runs in nine innings.

How: 

  1. Two teams agree to dig together and against each other. Each boss that two or more team mates dig begins an "inning" for the digging team. 
  2. A team scores a "run" by having one player land a successful influence and a successful VC on a successful attacking round. 
  3. An attacking round is a "pitch." A defending round is not.
  4. An influence and/or a VC is a "swing."
  5. There are no "partial" runs-- one player cannot have a successful VC and a team mate have a successful influence on a successful attacking round and have that count as a run; one player cannot have a successful influence on a successful attacking round and then have a successful influence on the defending round and have that count as a run. All runs must be contained within a single round for a single player.
  6. Multiple teammates may score runs on the same round.
  7. The VCs and influences can be of any sort, so long as they have exactly the intended effect (no back- or mis-fires).
  8. Not all swings have to be for runs. There are no "outs" or "balls" or "fouls," so swing away as necessary (ie, a player might swing a "pray" VC on a defending round in order to build up GP).
  9. There is no limit to the number of runs scorable in an inning. Whatever team has the most runs after nine innings for each team (or more, if a tie persists) wins. 
  10. An inning is finished when either the boss is defeated or sneaks away, or all members of the team have been defeated.

Rules:

  • There are no partial runs.
  • Miracles do count as influences-- destruction of loot is the misfire.
  • Anything you would normally do with a boss (healing a leeching-auriferous, for example) is clean play.
  • Dig link must be shared by the third pitch with a member of the opposing team and an "umpire," which is a mutually agreed upon person who is a member of neither team.

Exceptions: Innings may be postponed for inclement weather (deafening boss or faithless-leeching boss) and spectator interference (number of non-players in on the field equals or exceeds the number of players on the field in a given inning), but postponement must be made publicly (to the member of the opposing team and to the umpire) before the third pitch in a dig with a link already shared.

Game One -- Will figure out how to do up an inning score table.


Legends of Godville

Per a recent vote (results were, I believe, 6 aye:0 nay), E.I.S. has agreed to make use of this talk page to create the "Legends of Godville." Below are the ideas currently under development:


  • God of Monsters-- Also known as "The Leveler," the mists of time obscure whether this monster was a God or simply a primordially huge monster. He carried on a war with the First Deities that was long, horrifying, bloody, and endless. His single known footstep upon Godville flattened the great mountain range of [insert name; must have something to do with magnetism] into the meadowlands now known as Vector Field. The blood and viscera of his enemies dripping from his claws soaked into the soils of Godville and became the deposits of startite known today. The particular concentration of startite within and around the Caves of the Leveler is explained among monsters this way: When the great Leveler concluded his razing, he settled to admire his work but his scaly eyelids drooped. He stretched forth his smeared and glistening claws across the forests and the dales. He sank into the soil to rest as into a soft nest of sand and leaves. He opened his terrible maw and fell asleep, to be covered in a blanket of rocks and gravel as the gods and goddesses of the human heroes rained down meteors in the same measure as their tears. The Caves of the Leveler are the great one's mouth and throat and stomach as he slumbers, and the startite around and within them is the remnants of his vanquished enemies, rent asunder or eaten as meals to prepare for his hibernation.
  • Dig Monsters-- Where did they come from? Why did they suddenly appear? All monsters must have startite to eat. It is a trace mineral, much like salt to humans, and it is similarly essential to survival. However, some monsters gain an addiction to startite, and overindulge, growing to great size. These monsters could be controlled by the general monster population, until the weeks prior to [date of dig boss appearance], when they threw off their yokes and rampaged into the startite mines around the Caves of the Leveler. Their sizes, their uncontrollable hunger for startite, their crazed aspects, and their lack of care to preserve and share resources wrecked the monsters' mines of startite (which caused a shortage among monster populations-- address?). The boss monsters fell, one-by-one, into comas induced by gorging on startite, allowing regular monsters to gather them, sentence them in a court of monster law, and banish them to the undergrounds. Each boss was separated from its fellows, and left in a place where a small deposit of startite existed. When they woke, the bosses hungrily burrowed for the startite, hollowing out lairs in their searches for final morsels, until they came to the conclusion that no more existed.
    • Experience/processed startite also exists in the form of heroes. Boss monsters concluded that they had to start luring heroes if they were to survive and feed their addictions.
    • Alliance formed with spiteful goblins. Goblins collect treasure from heroes and surface burrowing, which they give to the boss to use to lure heroes. Boss, in return, shelters the goblins from the heroes, and will give the goblins food when it kills a hero.
    • Goblins develop a mystery box cocoon upon hearing the sound of a hero digging, so if the sheltering boss is defeated, the heroes will transport the goblins aboveground, release the goblins, and provide a bit of gold or an artifact for the goblin to offer to the next boss it finds in exchange for shelter.
  • The founding of Monsterdam -- Some kind of ethical or political divide between monsters and an immigration from Deville to Monsterdam of those content to leave heroes well enough alone if not provoked. And a simple explanation of why healing is so slow there: if it's a town settled by nonhumans, not many local doctors would be good at it.
  • The Founding of Herowin -- built by heroes who'd naturally forget to include a city hall or local laws, but not go easy on choice of pubs. The notion was something like, with few local laws if any, merchants not allowed in Tradeburg, even shadier than normal, would likely gather there, and the choice of recreation plus lack of regulations would account for the prices there too.