<-- 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
------------------------------------------------------------------------------
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
------------------------------------------------------------------------------
The bug causing hologram users' quota to decrease should now be corrected.
==============================================================================

============================ Policy/Code Changes =============================
Message: 3/6                       Posted        Author
Discussion and Replies             Wed Feb 23    Pluto
------------------------------------------------------------------------------
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
------------------------------------------------------------------------------
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.
==============================================================================

============================ Policy/Code Changes =============================
Message: 3/8                       Posted        Author
GCUII: WE (2/5)                    Sat Feb 26    Pluto
------------------------------------------------------------------------------
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
------------------------------------------------------------------------------
* 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
------------------------------------------------------------------------------
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.
==============================================================================

============================ Policy/Code Changes =============================
Message: 3/12                      Posted        Author
Update FAQ                         Sat Feb 26    Pluto
------------------------------------------------------------------------------
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
------------------------------------------------------------------------------
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!
==============================================================================

============================ 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
------------------------------------------------------------------------------
News Robot Masters was updated with additional information.

It is all stuff you already know, but now it is in a file!
==============================================================================

============================ 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. 

==============================================================================

============================ 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
------------------------------------------------------------------------------
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).
==============================================================================

============================ 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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