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Old February 19, 2004, 09:19   #1
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Formula 3 - Apolyton
Ok,

The field is set.

1. Spaced Cowboy
2. Alva
3. Jamski
4. Skanky Burns
5. Jonny
6. Drogue
7. ADG
8. DrSpike

From the sign up thread.

http://apolyton.net/forums/showthrea...hreadid=108899

Rules and track real soon.
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Old February 19, 2004, 09:38   #2
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Rules
The game is turn-based. Each of the two drivers issues two orders for each turn. Possible orders are as follows:

1. Change speed:
a. Accelerate - add one to speed
b. Decelerate - subtract one from speed
c. Don't change speed

2. Steer:
a. Left
b. Right
c. Don't change direction

Added:
* Each player also has 6 wildcards, which they can use to double their change in speed or double their turn rate. Multiple wildcards can be used in a single round.
* 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.
Say your speed is 3, and you want to go right without changing speed. You send this order in.
Code:
..
.o
..
Y.

Y = you
o = oil slick
By default you would move:
Code:
.3
.2
.1
Y.
which unfortunately takes you through a known oil slick.

If, with your order, you specified to mmr (move, move, right), then your movement would look like this:
Code:
.3
2o
1.
Y.
Allowing you to bypass the oil.
If you don't specify when do your turn, it will by default be done on the first move.

A complete order may look like this: (current speed of 4)
"Accelerate left+1
mmlml"
This will move the car forward twice, diagonally left, once more forward and then diagonally left once more, and uses up one wildcard.
Code:
..5
.4.
.3.
2..
1..
Y..


* Orders are to be PMed to me. They are not being made public this time. Its not like that helped preventing collisions last time, anyway.

There will be no hidden oil slicks. They will appear at crash sites and come into effect in the second lap.

NEW RULES
There are hidden sand traps that will reduce your speed by two. The will be exposed after hit.

Only two wildcards for a direction or speed on any turn.
accel 2 and right 2 are allowed in the same turn, just no accel 3 or right 3.

Oil spots, random left or right 1-3 spaces, speed reduced in half. (unless you leave the track)

If you go off the road. 1-2 spaces. reduced to speed 0.
If you go off the road 3+ spaces. reduced to speed 0 and lose a turn.
You will be placed back on the track where you last exited, (my judgement)

CRASHes. If you crash, random roll who gets the space and who gets behind. (so first order is no longer an advantage) Both reduced only half speed. (if I determine that two people plan a crash for controlled breaking, I will reduce them both to 0 and they will lose a turn)

TWO LAPS (so watch those wildcards)
Only cars within 20 or so spaces of the lead car will participate in the second lap. My judgement for competitive reasons.
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Old February 19, 2004, 09:41   #3
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Nice rules

-Jam
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Old February 19, 2004, 09:46   #4
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[pedantic] How about saying that when you hit a sand trap, your speed is reduced by two, to a minimum of 0? [/pedantic]

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Old February 19, 2004, 09:48   #5
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LAST NEW RULE
The slip stream rule
If you start a turn directly behind another racer, (not including the result of a crash) the car in the rear can slip stream. To do this, his first command must be a left or right and an S is added to your command stream. This will give you a free space forward and it will not count towards your final speed.

1
2

car 1 is at speed 3 and car two is at speed 3
The two card issues a slip
RSMMMM assuming an acceleration
The 2 car will move r and 5 forward but will still be considered at speed 4.

OK,, start your engines.
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Old February 19, 2004, 09:51   #6
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Code:
        ******
        *****
       *****
      *****
      ****
      ****
      ****
      ****
     ******
     ******
     ******
     ******
     ******
     ******
     **  **
     **  **
     **  **
     ******
    ********
    ********
    ********
    ********
    ********
    ********
    ********
    ********
    ********
    ********
    ********
----25187346-----Start line
speed,WC
1. Spaced Cowboy 2,6
2. Alva 2,6
3. Jamski 2,6
4. Skanky Burns 2,6
5. Jonny 2,6
6. Drogue 2,6
7. ADG 2,6
8. DrSpike 2,6
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Old February 19, 2004, 09:54   #7
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We'll use a 24 hour rule during weekdays, and longer on the weekends. I may decide to end a turn at anytime based on what is experienced. I'll decide what happens if a person misses and order, based on timezones and players previous experience in being on time.

The decisions of the game master are final.

The goal is for the race to stay competitive.

GOOD LUCK ALL.

The clock has started on Round 1.
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Old February 19, 2004, 10:23   #8
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Odours smelled.

(orders sent)

-Jam
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Old February 19, 2004, 10:24   #9
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Nice to see the PMs starting.

Being a mod, my inbox fills quickly. To make it easier on this old man, Could people use the following title convention.

F3 Turn [x] [car number]

Thanks,
those that have already sent do not need to resend.


Currently TURN 1
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Old February 19, 2004, 10:36   #10
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I'm back behind the wheel again!
Hooray!

/me places his foot firmly on the floor and turns the steering wheel to the left.
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Old February 19, 2004, 10:38   #11
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You wouldn't dare.

You WOULD...

-Jam
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Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
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Old February 19, 2004, 10:40   #12
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Well, you can't very well ram Rah in this game.
ADG can join in the ramming fun though.
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Old February 19, 2004, 10:49   #13
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Brake and right might be funny then

-Jam
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Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
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Old February 19, 2004, 12:46   #14
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Do you only crash if you end the turn on the same square as another car, or also if you are at the same square at a certain point within the turn?
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Old February 19, 2004, 12:59   #15
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Only considered at the end of your turn.

No way I want to calc relative position for every subsection of a turn.
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Old February 19, 2004, 13:10   #16
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Quote:
Originally posted by Skanky Burns
ADG can join in the ramming fun though.
Don't worry, I will
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Old February 19, 2004, 13:12   #17
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Orders sent
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Old February 19, 2004, 13:23   #18
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Quote:
Originally posted by rah
Only considered at the end of your turn.

No way I want to calc relative position for every subsection of a turn.
Yeah, I realised it would be tricky, but didn't know how you were handling it.
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Old February 19, 2004, 13:35   #19
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Ok, sent.
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Old February 19, 2004, 15:03   #20
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Nice changes
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Old February 19, 2004, 15:04   #21
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Turn 1 orders sent

/me wonders who will make a turn this turn
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Old February 19, 2004, 15:37   #22
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Just because I spent most of my WC's to move to the left, you don't have to worry... I wont be able to hit you... this turn
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Old February 19, 2004, 15:50   #23
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Just waiting on Jonny and Drogue
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Old February 19, 2004, 18:34   #24
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Sent...
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Old February 19, 2004, 20:15   #25
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Ach, on the outside again

Sent.
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Old February 20, 2004, 02:31   #26
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Still a fair few hours till round 1 is finished.
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Old February 20, 2004, 04:56   #27
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Why? All the orders seem to be in now.

We're just waiting for the red lights to come up, then the green lights, then off.........

(and then the safety car comes straight out onto the track, and ADG's wrecked car is winched away, as he jumps up and down at the entrance to the pits, blaming his early exit on every other driver out there)
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Old February 20, 2004, 04:59   #28
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damn missed the sign on thread, only two days
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Old February 20, 2004, 05:09   #29
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Quote:
Why? All the orders seem to be in now.
But rah needs to wake up and have his breakfast yet.

-Jam
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Old February 20, 2004, 08:24   #30
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Yes, you not only need orders but for the GM to actually process them too.
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