<-- 2004 2006 -->
============================ Policy/Code Changes =============================
Message: 3/3 Posted Author
Training Rooms Mon Jan 03 Pluto
------------------------------------------------------------------------------
The safeties code has been fixed to correct a bug causing people's health to be
set to a rediculous surplus (kudos to Sylpheed for helping identify this
problem). Additionally, the 'heal' command no longer works with safeties off,
matching the IC function of the safeties code.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/4 Posted Author
Radio Update Sun Jan 23 Pluto
------------------------------------------------------------------------------
It is now possible to listen to broadband radio while OOC. This is so that you
hang out OOC and still be able to have some idea of what's going on and what
your character likely would have heard IC if you decide to go IC later. If you
do *not* want to hear broadband radio while OOC, just use +radio/off. Your
radio will automatically be turned on again when you go IC. You still need to
be IC to do any of the following:
* Send or recieve tightbeam transmissions
* Speak on broadband radio
* Set frequencies
* Intercept
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/5 Posted Author
Couend Tue Feb 01 Pluto
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A while ago, the couend policy was adjusted along with some new code, allowing
you the choice to continue fighting past couend with reduced accuracy and
evasion.
It is counter to our intention that fighters should make up for their lost
accuracy with increased attack power - in other words, we do not want you to
start using higher attack levels after couend then you would before. Please
continue to abide by the standard combat etiquette regarding attack levels,
stuns, and other matters if you choose to fight past couend.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/5 Posted Author
Holograms Sat Feb 19 Pluto
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The bug causing hologram users' quota to decrease should now be corrected.
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============================ Policy/Code Changes =============================
Message: 3/6 Posted Author
Discussion and Replies Wed Feb 23 Pluto
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Board 29, previously Endless Threads, is now called Discussion and Replies. Any
post which is a reply to another post (except for those on the locked boards,
such as your faction board) or which does not belong on the board to which it
was posted will be moved to board 29.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/7 Posted Author
Grand Combat Update II (1/5) Sat Feb 26 Pluto
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The following posts will outline some updates that have been applied to the
combat system. First, I'll explain the two main philosophies behind these
changes.
The first is the reduction or elimination of 'combat etiquette' as we're used
to it. While combat etiquette is a good idea, it simply leads to more
misunderstandings and hard feelings than it's worth, so when it's possible and
fair to do so it seems a better idea to replace etiquette with strategy, and
that's what this update aims to do.
The second part is charstaff simplification. Our stat system has left a few
holes which allow for potential 'optimization', making it hard for charstaff
to determine when a setup crosses the line between representational and
imbalanced. The remaining updates aim to correct these issues, making
character design easier for both players and staff, as well as helping those
who already have designs that had significant flaws.
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============================ Policy/Code Changes =============================
Message: 3/8 Posted Author
GCUII: WE (2/5) Sat Feb 26 Pluto
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First off, something I know you've been anticipating: WE. WE (Weapon Energy)
replaces the fuel system. Those of you who've played Command Missions should
be familiar with how this system works. Instead of starting at some maximum
value and working down, you start at some initial value and gain some each
turn, less the cost of your attack. As before, using more WE than you have
available will cause the extra to be taken from your health as overload
damage. Keep an eye on your WE to avoid overloading. A couple features of the
WE system:
* Just as before, higher level attacks are less efficient than low level
attacks. The stat backing your attack has no effect on WE cost.
* Globals are no longer 'free'. They cost the same as any attack of that level,
which is a net WE increase.
* Bioroids recieve a small bonus to WE Gain.
* You recieve additional WE Gain when fighting more than one opponent; that is,
if you're attacked more than once between turns.
* To pass a turn without attacking, but still gain the normal amount of WE, use
+generate. Those with the Refuel ability will generate a bit extra this way.
* The cost of the Homing effect (when active) has been reduced to +25. The cost
of the Inefficient effect has been reduced to +50. Note that these and other
modifiers pertain to the attack COST, which is subtracted from your gain to
produce the net CHANGE shown in +attacks. Just as before, the Drain restores
some health on a hit, it does NOT restore WE.
* Just as before, area attacks cost additional WE per target at a diminishing
rate. The area multiplyer for 1 target is x1, for two targets is x(1 + 1/2),
for three targets is x(1 + 1/2 + 1/3), and so on.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/9 Posted Author
GCUII: WE Cont. (3/5) Sat Feb 26 Pluto
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* Primary weapons are *slightly* more efficient than secondary weapons of the
same level and effects.
* Starting at level 4, attacks on a stunned target do less damage than attacks
on a non-stunned target, while using the normal amount of WE. At level 4 the
relative inefficiency is small but it increases quickly.
* Joke attacks (level 0s which are not Stuns), and attacks for which you target
ONLY yourself, are ignored by the WE system. They do not generate WE or reset
your last attack timer. If for some reason you want to use a combat turn
attacking only yourself, you may ask your opponent(s) if you can also use
+generate.
* After being out of combat for two hours, your WE will reset to its initial
value (15). This is now the same time limit for autohealing to start working.
WE also resets to its initial value when you are healed by a repair chamber,
recieve a +repair or +heal, use 'heal' in a training room, or enter or leave a
training room with safeties enabled. Recieving a +jury-rig or +first-aid does
NOT reset WE.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/10 Posted Author
GCUII: Defence Checks (4/5) Sat Feb 26 Pluto
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Next up, the new defensive checks. Firepower, Strength, and Velocity are now
used for defensive checks in some cases. Without going into exact formulas,
I'll explain a bit about the logical basis and how the system works:
* If a target has limited capability to attack at a distance, they leave
themselves more vulnerable to long ranged attacks than someone who can return
fire.
* If a target has limited physical strength, they leave themselves more
vulnerable to physical blows, melee weapons, and ramming than someone with the
strength to resist these kinds of attacks.
* In both of the cases above, what determines 'limited' is relative to the
target's opposing stat. So, two targets may have the same Firepower, but one
may have a weakness to long range attacks while the other may not.
* Additionally, target faster than their attackers are less vulnerable to both
kinds of weaknesses than those who are not. A faster target with limited
ranged capabilities cain simply stay in close range of their attacker, while a
faster target with limited melee capabilities can simply keep out of range.
* The above does not apply when a target uses Impact attacks, because they must
at some point be both far and close to their attacker. Targets who use impact
attacks often will, by doing so, leave themselves vulnerable based on how
their other two damage stats compare to their velocity. Incidentally, the
velocity damage renormalization has been removed; that is, a level A impact
with a velocity of B does just as much damage as a level A melee with a
strength of B.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/11 Posted Author
GCUII: Weak/Res (5/5) Sat Feb 26 Pluto
------------------------------------------------------------------------------
Lastly, weakness penalties and resistance bonuses are now variable depending on
the relative rarity of attacks of your weakness and resistance types. If your
weaknesses (taken as a set) are more common than your resistance, you will
take less than 50 additionaly damage from them. If your resistances (taken as
a set) are more common than your weakness, you will have damage reduced by
less than 33 by them (33 is now the default). In no case will your weakness
add more than 50 or your resistance subtract more than 33. Timestopper
weaknesses and resistances aren't variable, although their rarity is still
evaluated for comparison. General resistance is assigned a very low rarity for
weakness comparison. Currently, double weaknesses and double resistances hits
don't add or subtract extra, because all of the types are already factored
into the rarity comparison.
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============================ Policy/Code Changes =============================
Message: 3/12 Posted Author
Update FAQ Sat Feb 26 Pluto
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Answers to some questions you might have about WE anomolies...
Q: My WE numbers all shifted from what they were before! What happened?
A: You probably have Blink on or have been hit by more than one person since
your last turn. Blink costs WE both when you attack with it and when someone
tries to attack you. Being hit by several people between your turns increases
WE gain. That WE net change is applied to your next attack, so that you can
keep track of your WE more easily.
Q: Is Refuel broken?
A: No, its syntax has been changed. +refuel <target>=<WE> to donate some fuel
to someone.
Q: What IC change accounts for this update?
A: There is no IC change in the nature of combat or robotics associated with
this update. It is merely a change in the way the existing principles of
combat are represented.
Q: Should I app for more attacks?
A: I can't speak for all of the facstaff, but if you play a Maverick Hunter and
find you don't have enough low-level attacks, I welcome you to app for some
more (please do this via email). However, I probably will not be handling any
stat change requests (or removing Inefficient from existing attacks), since
there hasn't been an IC change to justify those.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/13 Posted Author
Refuel -> Generator Sun Feb 27 Pluto
------------------------------------------------------------------------------
To make it more clear what this ability represents (and more importantly, what
type of character should apply for it), the REFUEL ability has been renamed to
GENERATOR. GENERATOR still does what REFUEL did, it increases +generate and
allows you to use the +refuel command.
Characters who should have Generator: Power generating or power harvesting
characters. Example: Elec Man, Spark Mandrill, Heat Man, Volt Catfish
Characters who should not have Generator: Medics, field medics, and characters
with super powered cores primarily to fuel their own combat abilities.
Examples: Dr. Light, Douglas, Pharaoh Man, Zero, Bass
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/14 Posted Author
+attacks Mon Feb 28 Pluto
------------------------------------------------------------------------------
To accomodate the WE system, lots of new ATKNUM options are available for you
folks to play with.
&atknum me=0 - List attacks alphabetically. WE shown. This is the default.
&atknum me=1 - List attacks by level. WE shown.
&atknum me=2 - Show attacks in a short two-column form, sorted alphabetically.
WE shown. This is the same as +sattacks.
&atknum me=3 - Graph attack damages, sorted alphabetically. WE shown. This is
the same as +dattacks.
&atknum me=4 - List attacks by WE. WE shown.
&atknum me=5 - List attacks alphabetically. WE not shown, no truncation.
&atknum me=6 - List attacks by level. WE not shown, no truncation.
&atknum me=7 - Show attacks in a short two-column form, sorted alphabetically.
WE not shown.
&atknum me=8 - Graph attack damages, sorted alphabetically. WE not shown.
&atknum me=9 - List attacks by WE. WE not shown, no truncation.
Those with armor forms can also use +attacks/<armor #>.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/15 Posted Author
Update: Bugs and Suggestions Tue Mar 01 Pluto
------------------------------------------------------------------------------
* The bug preventing some people from having their WE reset when hit for the
first time in a fight has been fixed. Additionally, the autoheal timer no
longer tries to heal fuel up to 100.
* A level 0 non-stun attack should have no effect on WE at all, either for
attacker or target. This has been fixed.
* Attacking and +generate create WE and take your turn, therefor, these actions
reset your attacker count (hits and misses aren't treated differently). Being
stunned, because it foreits your turn without creating any WE, does not reset
the bonus (which is less than a regular turn's regeneration anyway).
Currently, Forcefield and Reflect work the same, although the decision for
these hasn't been finalized.
* Changing armor modes no longer costs fuel. The main reason for this decision
is that people often only realize after a fight has started that they're not
OOCly in the mode they're ICly in. =)
* +decoy: Many characters currently have holographic stun attacks. Since it's
not pheasable to have all of these attacks removed, it wouldn't be appropriate
to create a seperate +decoy system.
* There aren't any plans to add new globals at this time. The present list is
underused as it is. +freeattacks is now aliased as +globalattacks and +globals
for your convenience, so use them!
* +stats is the main way we have of seeing the full names of those long, spammy
attack names some of you have. To see WE costs please uses +attacks.
* There have been several good suggestions for how to change Forcefield and
Reflect. While there are no immediate plans to change these, we may have an
open discussion/vote on them at some future date.
* App for Boomer Kuwanger, he has +5 to Tentacle Removal.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/16 Posted Author
&BLINKNUM Tue Mar 01 Pluto
------------------------------------------------------------------------------
This attribute, which is the one set by the +blink/<on|off> toggle, now can
also be set manually for better control. BLINKNUM will never reset itself to
something else unless you change it.
&blinknum me=0 - Do not use combat blink. Same as +blink/off, also the default.
&blinknum me=1 - Use combat blink. Same as +blink/on.
&blinknum me=2 - Use combat blink only to improve accuracy.
&blinkmum me=3 - Use combat blink only to improve evasion.
Note: Option 2 does NOT improve accuracy more than 1, nor does 3 improve
evasion more than 1. However, combat blink will be used less often, so your
fuel will be depleted less often as a result. +blink and the +retreat bonus
work with all options (including 0).
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/17 Posted Author
Double Trouble Mon Mar 07 Pluto
------------------------------------------------------------------------------
By popular demand, double weakness penalties and double resistance bonuses are
back (some of you already noticed these in the updated news types file). For
the breakdown on how all of the weakness and resistance business works, check
out news types4.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/18 Posted Author
+globals Tue Mar 08 Pluto
------------------------------------------------------------------------------
+globals now uses your ATKNUM just like +attacks, and shows WE changes with
those ATKNUM settings that include it. Remember, +globals is your friend, and
/everyone/ has a way to get WE.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/19 Posted Author
Inefficient + Homing Tue Mar 08 Pluto
------------------------------------------------------------------------------
Once again responding to the suggestions some of you have brought up, the WE
cost of Inefficient has been lowered again from +50% to +33%, and the cost of
Homing has likewise been lowered again from +25% to +20%.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/20 Posted Author
Lost Passwords Sat Mar 12 Gemma
------------------------------------------------------------------------------
I've gotten this request a few times in the past month, and I have to make an
annoucement about it.
It is not the policy of M3 to 'page' a logon password to a Guest. Passwords are
delivered by E-mail, only. If you lose your password, you may log on as a
Guest, page, and request that your password will be reset. The password will
then be sent to the e-mail account name you have provided for us. That is why
it is important to have an e-mail in your +oocfinger.
I will never page a logon password directly to a Guest. This is not secure and
the staff respects the security of the players on this game, such as it is. If
you want to avoid losing your password, what I've found works the best is to
not set your client to automatically log you on. This forces you to type your
password each time...so there is very little chance you will forget it.
Always make sure your e-mail in your +oocfinger is up to date, just in case.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/21 Posted Author
Small +fclist change Fri Mar 18 Gemma
------------------------------------------------------------------------------
The +fclist MHX area was getting crowded.
I redid the Hunter FC list slightly to help matters, and to reflect the
name-change from "Maverick Hunters" to the sleeker and more accurate "Hunters."
New Command Mission Hunters will be added to +fclist H-CM. X-Series hunters are
found in +fclist H-X, and Classic Series hunters in +fclist H-C.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/22 Posted Author
New Command: +areas Sat Mar 19 Pluto
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Syntax: +areas or +areas <#>
This command shows you the WE costs of your area attacks for a particular
number of targets (with no number given, it shows you 2, 3, 4, and 5). Also
note, for a spam-free check of current WE, use +we.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/21 Posted Author
Scene Announcements Board Wed Apr 06 Gemma
------------------------------------------------------------------------------
I got only positive response to my idea to replace TP Suggestions with Scene
Announcements, so that is what I did.
There is a new board. It is called Scene Announcements.
This board will be used by the admin to post times for scheduled scenes. It can
also be used by the players to post times for scheduled scenes.
Currently it has a 30-day timeout, though it would be courteous to delete your
scene announcement post after the scene has been run, to save space on the
board system.
SUBSCRIBE TO THIS BOARD. If you do not read it, you will not know when and if
TP scenes are being run, if any.
This is an experiment: let's see how it works!
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============================ Policy/Code Changes =============================
Message: 3/22 Posted Author
Size Stat Fri Apr 08 Pluto
------------------------------------------------------------------------------
News Size has been updated. It's the same as before except for the note on the
bottom.
For characters this applies to who don't match the standardization rule, you
get the choice of whether you want to change your desc or your size. If you
want your size increased by one to fit the rule, @mail me (Pluto).
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/23 Posted Author
News Robot Masters Sun Apr 17 Gemma
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News Robot Masters was updated with additional information.
It is all stuff you already know, but now it is in a file!
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============================ Policy/Code Changes =============================
Message: 3/10 Posted Author
+random Fri May 27 Cygnus
------------------------------------------------------------------------------
As requested, +random will randomly select someone in the same room as
you, including yourself. Good for blind attacks and other games of chance.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/7 Posted Author
News Repliforce Sat Jun 11 Cygnus
------------------------------------------------------------------------------
News Repliforce is updated. Also, the information in the Repliforce -
Boot Camp room is now current.
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============================ Policy/Code Changes =============================
Message: 3/6 Posted Author
Virtual Armors Fri Jul 01 Pluto
------------------------------------------------------------------------------
Because the combat system now includes its own checks and balances for Frp,
Str, and Vel distributions (and because about ten percent of the VAs in
existance didn't meet them anyway), the Firepowerp, Strength, and Velocity
limits for new Virtual Armors have been repealed. Existing avatars are not
presently being offered a free respec since respecing way from the old limits
doesn't provide any benefit.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/7 Posted Author
Groups Tue Jul 05 Cygnus
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Syntax: groups
This command is the same as where, but only those not alone are shown.
Note that Unfindable people will not show, but are considered for determining
a group.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/5 Posted Author
Cover Sun Jul 17 Pluto
------------------------------------------------------------------------------
Success at covering each others is now based on three factors: Agility,
Courage, and Size (relative to protectee).
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============================ Policy/Code Changes =============================
Message: 3/6 Posted Author
Space-Capable Velocity and Zero-G Tue Aug 09 Gemma
------------------------------------------------------------------------------
Policy Change:
It is no longer mandatory for a character to have a "10" (ie, 100+) in his/her
Velocity stat to enter orbit.
The combination of Zero-G, Flight, and a higher Flight velocity (7, 8, 9) is
sufficient. If your character concept needs to be able to enter space, and you
app the requisite abilities, it is assumed your character can get to space if
he/she needs to.
The Zero-G ability is required to battle in space, regardless of your velocity
score. If you don't have Zero-G, you can't fight in space. However, anyone can
enter space (sometimes this requires the proper equipment), just as anyone can
log onto the internet-- it is just that you cannot fight without Zero-G. If
you have Zero-G but a lower Velocity, you can fight in space, but cannot get
there under your own means. Reach space by leaving an airlock in Eurasia, or
taking a vehicle.
News files may be changed to relfect this, later. Thank you!
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/4 Posted Author
Soandso just +icfingered you. Sat Oct 01 Cygnus
------------------------------------------------------------------------------
The code that gives you a message whenever people +finger or +oocfinger
you has been shot, beaten, and fired out of a cannon into the sun. You can
+finger people freely. In fact, I'm +fingering you right now! Repeatedly!
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/2 Posted Author
POT Wed Nov 09 Cygnus
------------------------------------------------------------------------------
The POT is now a parent. So if you need one, you can create one. The
commands to do so are:
@create Temp POT
@parent Temp POT=#4772
@set Temp Pot=!no_command
@set Temp Pot=listen_parent
@set Temp Pot=Monitor
Then just @name it to something reasonable. Don't leave these laying
around (I realize I accidently do it every so often, though).
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/3 Posted Author
Interpol Notice Fri Dec 02 Gemma
------------------------------------------------------------------------------
I will be doing the 'coded' portion of STARS/SciTech/Interpol transfers later
tonight, or tomorrow. Just so you know, you may experience technical
difficuilties very temporarily with your faction tag while I am fixing things;
such difficulties, if they do occur, will occur after midnight tonight.
Go about your usual RP.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/4 Posted Author
STARS flags Sat Dec 03 Gemma
------------------------------------------------------------------------------
Interpol flags should now be transferred.
O-Interpol was removed. Please if need be add yourself to O-Stars.
Interpol bulletin board will remain for archive purposes.
There may still be some problems with +org.
==============================================================================
============================ Policy/Code Changes =============================
Message: 3/5 Posted Author
Ally Code Thu Dec 08 Cygnus
------------------------------------------------------------------------------
The Ally code has been changed. Anyone who was allied to a faction will
have to be re-allied. The fachead of the faction can do it for you (+allied
will give you a list of everyone allied to your faction). On the plus side
(and the point of this) is that you can now be allied to more than just one
faction. Let me know what breaks.
==============================================================================
<-- 2004 2006 -->
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