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Spaced Cowboy
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Dallas TX
Nov 2001 time: 23:17
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Rules - pretty much the same from last time, with some interesting new additions. I'm currently about 1/2 way through Need For Speed Underground II and have added some elements from that game to spice this up a bit.
The game is turn-based. Each driver issues orders for each turn. Possible orders are combinations of the following:
1. Change speed:
a. Accelerate - add one to speed (Accelerate at the beginning of your turn will add one speed [move point] to your total for that and following turns. Accelerate at the end of you turn will add one speed to yout total after the current move [for accelerating out of a corner].
b. Decelerate - subtract one from speed (Again at the beginning of you orders, slow you down by one for that turn. At the end of your orders, slows you down to start next turn, useful for slowing down for a corner).
c. Slipstream - If you start a turn directly behind another player (must both be moving in the same direction.) You can call a "S" command at the beginning of your turn, and it will act as a free "A". (this can not be used if your placement was due to a crash)
d. Don't change speed
* You may accelerate and brake in the same turn without using a WC.
2. Steer:
a. Left (45 degree direction change)
b. Right (45 degree direction change)
c. Left-Right, Right-Left (lane changes)
d. Don't change direction
WildCards: (Start with 4)
*Each player also can use wildcards during their turn, doubling their change in speed or doubling their turn rate. Multiple wildcards can be used in a single round. Please designate WC usage with +1 in parens: MMRMM(R+1) or AMMRMMM(A+1)
*Clarification: RRLL, RLRL, or any combinations of 2 rights and 2 lefts is only 1 WC, not 2.
*Only two wildcards for a direction or speed on any turn.
accel 2 and right 2 are allowed in the same turn, but accel 3 or right 3 are not allowed.
* Steering can now be controlled much finer.
Turning (moving to the left or right) will always move you forward 1 square, but you can now influence when this move takes place.
A complete order may look like this: (current speed of 4, North)
"A(2M)RM(R+1)"
This will up the speed to 5, move the car North twice, once to the right (Northeast), once more to the Northeast, and then due East once, and uses up one wildcard. Example:
code:
..45
.3..
2...
1...
Y...
A new addition to this game is walls (/, \, and -). Crashing into a wall will reduce your speed by 2. There is no way to drive off the track. you can intentionally drive into walls to slow down (like in NFS U2). This makes it easier for noobs since there is no way to drive off the track.
*I considered doing some damage modeling, but dropped that idea since NFSU2 does not do that.
Specials:
Oil Slicks (s): There back, since you can't go off the track. These will change your direction (L or R) randomly, and are not visible until hit by a player. There are five on this track.
Sand bags (o): Hitting a hidden sandbag will be a speed -1 penalty. There are quite a few sandbags in sandbag alley, and a few others scattered around the track. These are not visible until you hit them.
Grass (o): Driving on the grass gives you a -1 speed penalty. Grass is like a visible sandbag.
Jumps: Jumps are designated by V, <, ^, and >. Each jump has a take-off and a landing ramp. If you do not make it over the jump in one turn (land on the landing ramp at least), then you are considered crashed, speed will be reduced to 0, and you'll be placed on the landing ramp for the next turn.
Crashes: A random pick will determine who gets the lead spot. the other player will be placed behind. Both players will suffer a 50% speed reduction.
Cars:
You now can pick one upgrade for your car before the race starts. Send your choice in a pm. It will be secret for a while, but the other racers will be able to figure it out soon enough. The options are:
1. Turbo: You can issue a second accelerate command during your turn without using a WC.
2. Swaybars: You can issue a second steer command during your turn without using a WC.
3. Tires: You can issue a second brake command during your turn without using a WC. In addition, you can issue a second acclerate command in a turn that you issued a second brake command without using a WC. EX: B(B+1)MRMA(A+1) or B(B+1)MRM does not cost you any WC, but BMMRMMA(A+1) will.
4. Performance Package: You get 6 extra WC to start with.
*You still cannot do more than 2 speed changes or 2 directional changes in one turn even with the car options, hence A(A+1)(A+1)MMMMMMMMM is not allowed.
Here be the track:
code:
|*1234567*| /----\ /------\
|*********| /******\ /********\
|*********| /********\ /**********\
|*********| /***ooo****\ /***oooooo***\
|*********| /***ooooo****| /***oo/---\o***\
|*********| -/****/---\****| |***oo/ \o***\
\********o\/o****/ /***/ |o****| |***|
\*******ooo****/ /***/ /---\ \o***| |^^^|
\************/ /***/ /*****\ \o***\ |...|
\**********/ /***/ |******\ \o***| |...|
/-------------------/***/ |***o***\ |o***/ |...|
/***********************/ |***|***| /o**/ |^^^|
|***********************/ |***|***|/***/ /***|
|***oo*****************/ |***|***|***| /o***|---\
|**oo-----------------------------------------------/oo***/****\
|***oo*****************>.....>***********>.....>*********/***o**\
\*********************>......>***********>.....>*******/***/***/
\----------------------------------------------------/***/***/
Sand Bag Alley /---\ /---\ |***|***|***| /***/***/
/*****\ /*****\|***|***|***o\-----/o**/***/
|*******|*******|***|\***\***ooooooo**/***/
|***o***|***o***|***| \***\**********/***/
--------------/****|***|***|***|***| \***\********/***/
F******************|***o***|***o***| \***\------/***/
F*****************/|******/|******/ \************/
F****************/ \****/ \****/ \**********/
----------------/ \--/ \--/ \--------/
We have time to get a few more racers in case anyone is interested.
code: NASCAR 8
| Car Number |
Player Name |
Speed |
Wild cards |
Direction |
Orders |
| 1 |
Filler |
4 |
4 |
S |
- |
| 2 |
Rah |
4 |
4 |
S |
- |
| 3 |
Kassiopeia |
4 |
4 |
S |
- |
| 4 |
Jonny |
4 |
4 |
S |
- |
| 5 |
Sparrowhawk |
4 |
4 |
S |
- |
| 6 |
gjramsey |
4 |
4 |
S |
- |
| 7 |
waiting |
4 |
4 |
S |
- |
Last edited by Spaced Cowboy on 19-12-2004 at 10:23
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Spaced Cowboy
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Dallas TX
Nov 2001 time: 23:17
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Yeah, probably need to think through that more.
If you (2) are traveling east sp5 MMMMM and you hit (only three possible wall angles):
code:
2*\
**|
You would end up
**\
*2|
With a resulting speed of three (-2 penalty) and heading SE, you might hit the wall again next turn. Slowing you down even more.
We'll call this one the "good" hit.
For the straight on collision same start, different wall.
code:
2*|
**|
I'm changing this to a -3 penalty. You will end up.
*2|
**|
facing SE (so your going to slap the wall again next turn, but it will be a good hit and only cost you 2).
Now the last "bad" Scenario, this will be a -4 penalty
code:
2*/
**|
you really should bounce in the opposite direction (all examples assume the correct path is southerly).
You again end up
*2/
**|
but your end speed is 1. You hit the wall again next turn.
What I'm looking to see is the "good" bounce used like this.
code:
**2**|
*****|
*****|
*****|
*****|
Sp 6 heading SE orders 6M, you'll end up:
*****|
*****|
*****|
*****|
****2|
headed south with speed 4, more easily done with a turn and a brake, but some strat involved. You'll have to know when and where to use the wall. If I see abuse, I'll make the penalties more severe.
Interesting that most folks are choosing the same mod..hmmm, did I overpower one?
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