User:4st/Cycle 13 Ideas

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Here's a page of free ideas. Add or remove as you please.

Persistent Ideas[edit | edit source]

NONE.

Small Ephemeral Ideas (could these be the basis for a loop?)[edit | edit source]

Optional Engagement[edit | edit source]

Players may choose to not obey an ephemeral rule by saying so in #game-actions. When they do so, they can no longer obey it for the rest of the loop as well. A player who doesn't obey a rule cannot change gamestate based on that rule. If changes to gamestate would affect a player who doesn't obey the rule those changes would affect, they instead don't. If said changes to gamestate that would affect that player would last beyond a loop, those changes begin affecting that player when the next loop begins.

Proposal Rewards[edit | edit source]

Whenever a standard proposal is adopted, the player that proposed it can Generate Coins an additional time this phase.

Unicorns[edit | edit source]

Once per phase, any player may have any player randomly selected as the chosen one.

The chosen one may use :trungStonkUp: and :trungStonkDown: to vote in favor or against, respectively, on standard proposals that are in their voting period.

Once per phase in which the chosen one has been randomly selected, the chosen one can choose any ephemeral item, and it is granted to them, by posting to #game-actions.

Once per phase in which the chosen one has been randomly selected, the chosen one can choose any ephemeral item, and each player is granted one of it, by posting to #game-actions.

Once per phase in which the chosen one has been randomly selected, the chosen one may choose to not obey an ephemeral rule by saying so in #game-actions. A player who doesn't obey a rule cannot change gamestate based on that rule. If changes to gamestate would affect a player who doesn't obey the rule those changes would affect, they instead don't. If said changes to gamestate that would affect that player would last beyond the time frame they are disobeying that rule, those changes begin affecting that player normally when the time frame expires.

Once per phase in which the chosen one has been randomly selected, the chosen one must submit a standard proposal. If they don't, everyone is cursed, and all standard proposals for that phase are invalid.


Graphnomic Loop basis? (skinned to be Magical)[edit | edit source]

Critique: need some way to make this set of rules more asynchronous, currently, very dependent on ordering ie, who does what first, etc.

Mana[edit | edit source]

Mana (singular and plural Mana) is an ephemeral, fungible, non-transferrable item.

Each phase, each player is granted 1 Mana.

Aether[edit | edit source]

Each player is a row and a column on a matrix (called the Aether) that contains integers from -10 to 10. Initially, all values in the Aether are 0.

Each row represents a starting point, and each column represents a destination. Each cell represents a directed, weighted edge from the starting point, to the destination, defined by the row and column that cell is in.

A path exists between a starting point and a destination if there is some set of edges with non-zero weight where every starting point in that set, other than the first starting point, is also a destination. Each edge in a path must be unique.

Masterwork Spell: Runic Circles[edit | edit source]

Any player can Cast Runic Circles by posting their intent to do so to #game-actions and indicating one or more paths which have the starting point and the destination as the same thing. Using N as the total edge weight of a path, if N is positive, grant all players in that path N coins, and if N is negative, instead revoke negative N coins from all players in that path. If more than one path is indicated, grant and revoke coins for all such paths. Then, set all edges in the indicated paths to 0.

Spell: Charm[edit | edit source]

A player may Cast Charm by posting their intent to do so and revoking any number of Mana in their possession to #game-actions and specifying another player. When they do so, update the Aether at the row of the player who posted and the column of the specified player, to its current amount plus the amount of Mana revoked.

Spell: Chain Lightning[edit | edit source]

A player may Cast Chain Lightning by posting their intent to do so to #game-actions and specifying one or more paths from themself. When they do so, for each path to a player (called destination player) from the player who discharged (called the starting player), calculate the total edge weight of each path to the destination player from the starting player, and call it N. For each N, if N is positive, grant the destination player N coins. For each N, if N is negative, revoke negative N coins from that player's possession. Then, after granting and revoking these coins, set all edges in these paths to 0.

Spell: Absorb[edit | edit source]

A player may Cast Absorb by posting their intent to do so to #game-actions and specifying one or more paths to themself. When they do so, for each path to the player who absorbed (called destination player) from any other player (called the starting player), if N is positive, grant that starting player N coins, where N is the total edge weight of each path from the starting player to the destination player. If N is negative, revoke negative N coins from that starting player. Then, after granting and revoking these coins, set all edges in these paths to 0.

Spell: Fireball[edit | edit source]

A player may Cast Fireball by posting their intent to do so to #game-actions, revoking any number of Mana, and specifying any player as the primary target and any player as the secondary target. When they do so, update the Aether at the row of the primary target and the column of the secondary target, to its current amount minus the amount of Mana revoked.

Spell: Blood Magic[edit | edit source]

A player may, once per phase, Cast Blood Magic by posting their intent to do so and specifying another player. When they do so, update the Graph at the row of the player who posted and the column of the specified player, to its current amount minus one. If the Aether changes from casting this spell, grant the player who posted 1 Mana.

Spell: Wild Magic[edit | edit source]

A player may, once per phase, Cast Wild Magic by posting their intent to do so to #game-actions, and randomly selecting any player as the primary target and any player as the secondary target. When they do so, update the Aether at the row of the primary target and the column of the secondary target, to its current amount plus either -1 or 1, with this amount chosen randomly. Grant the player who posted 1 Mana.

A different Magical Idea[edit | edit source]

Mana[edit | edit source]

Mana (singular and plural Mana) is an ephemeral, fungible, non-transferrable item.

Each phase, each player is granted 1 Mana.

Thaum[edit | edit source]

Each player has 4 properties, called Thaums (singular Thaum), which are initially 0 and are integers in the range from -10 to 10. These properties are Fire, Water, Earth, and Air.

Each ordered pair of properties has a strength, forming a matrix. The attacking Thaum is the first Thaum in the pair, and the defending Thaum is the second Thaum in the pair. These pairs can be seen in the below table:

Defending Fire Water Earth Air
Attacking
Fire 0 -1 1 2
Water 2 0 -1 1
Earth 1 2 0 -1
Air -1 1 2 0

Each Thaum has a Defeats property, which is a Thaum. Fire Defeats Air, Water Defeats Fire, Earth Defeats Water, and Air Defeats Earth.

These properties can be considered as a 1x4 column vector [Fire, Water, Earth, Air]

Spell: Gather Power[edit | edit source]

A player can Gather Power by posting their intent to #game-actions, revoking any amount of Mana in their possession, and specifying a Thaum. When they do so, update the specified Thaum for that player to its current value plus the amount of Mana revoked.

Spell: Blood Magic[edit | edit source]

Once per phase, a player can Cast Blood Magic by posting their intent to #game-actions, specifying a number, and specifying a Thaum. When they do so, update the specified Thaum for that player to its current value minus the amount specified. Then, grant that player Mana equal to how much that Thaum has actually decreased as a result of this action.

Spell: Alchemy[edit | edit source]

A player can Cast Alchemy by posting their intent to #game-actions, revoking any amount of Mana in their possession, and specifying two different Thaum. When they do so, grant that player N coins, where N is the amount of Mana revoked multiplied by the value of the first Thaum multiplied by the value of the second Thaum. If N is negative, revoke negative N coins from that player instead. Then, set those Thaums to 0.

Spell: Bending[edit | edit source]

A player can Cast Bending by posting their intent to #game-actions, revoking any amount of Mana in their possession, and specifying a defending player. Set the defending player's Thaum to the result of multiplying the the posting player's Thaums (as a column) by the strength matrix, and multiplying by the amount of Mana revoked, and adding this vector to the defending player's vector. Then, set all the Thaums of the player who posted to 0.

Spell: Summoning[edit | edit source]

A player can Cast Summoning by posting their intent to #game-actions, revoking any amount of Mana in their possession, and specifying another player. When they do so, grant the posting player and the specified player N coins, where N is the result of multiplying the posting player's Thaums (as a column) by the strength matrix, and multiplying that by the transposed specified player's Thaums. If N is negative, instead revoke negative N coins from both players. Then, set all the Thaums of both players to 0.

Spell: Tornado[edit | edit source]

Once per phase, a player can Cast Tornado by posting their intent to #game-actions, revoking any amount of Mana in their possession and specifying another player. When they do so, for each Mana revoked:

  1. Randomly select a Thaum.
  2. Randomly select either themself or the specified player.
  3. Randomly select either -1 or 1, as K.
  4. Set the selected Thaum of the selected player to its current value plus K multiplied by the posting player's Air Thaum.

Then, set the posting player's Air Thaum to 0.