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Re: MyrMen OOC.
Posted: Fri Apr 26, 2013 1:37 pm
by ThroughTheWell
If we can get confirmation from LAYF on the math (45 -> 75), then instead of exploring I'll aid. A bridge might help us over the poision cloud, over the upper tunnle gap, over ponds, and reduce the needed height of a ladder in the lower pond (which we might not need after all).
Re: MyrMen OOC.
Posted: Fri Apr 26, 2013 1:40 pm
by kida
I think we need to use the valve to stop the gas coming from the crack under it.
This will probably work better than using a bridge or gas masks.
Re: MyrMen OOC.
Posted: Fri Apr 26, 2013 1:44 pm
by LAYF
gamecreator wrote:I think invention chance is standard chance multiplied by number of characters inventing together with added bonus of 5% for each character except first. And on top of that is inventor hobbie bonus.
So if basic chance was 15%, Mint has that chance and Mike has 25% chance. When they work together they get 15%+25%+5%=45%.
If T was to aid, the chance would've been 75%.
Well... near close... but not totaly....
Mint has 5% chance... Mike adds 15% (5+10 inventor). that task, by it self has 20% chance to suceed. = 45% chance. then Mint decides to use a SA (+20% instead of his regular 5%) thats 60%. f T helps, thats+15 (5+10inventor) a total of 75% now.. no matter how many helps. 95% is the maximum....
hope that answers...
BadgeAddict wrote:Idea:
Forman (When another myrman is within x number of pixels from a forman they work (either 1. twice as fast)(or 2. gain a bonus to their bonus)
example: A ore miner is mining some ores giving him +1 to ores collected, when within the (area of effect) of the forman, the miner gains +2 ores when mining.
Sounds legit.... Hmm... if we say he adds 10% or +1 depending on the type of bonus.. hmm... not sure... will have to work on a good way to formulate that....
Re: MyrMen OOC.
Posted: Fri Apr 26, 2013 1:52 pm
by gamecreator
Ok, so if T is going to help, then 1 SA must be enough.
Re: MyrMen OOC.
Posted: Fri Apr 26, 2013 2:10 pm
by LAYF
(sorry.. SA is +20% not 25%.. my bad)
Re: MyrMen OOC.
Posted: Fri Apr 26, 2013 2:22 pm
by ThroughTheWell
LooksAtYouFunny wrote:(sorry.. SA is +20% not 25%.. my bad)
Well, maybe you want to remove an extra zero so we don't think it is 200%?
And can you please remove all of the RE's from the game thread title. There are 3 of them, and now I can't tell what week we are in since that gets pushed too far right. Thanks. (Well there were 3 of them, now there are only 2 of them, but that is still 2 too many.)
Re: MyrMen OOC.
Posted: Fri Apr 26, 2013 2:38 pm
by LAYF
Hehe.. thats fixed... and... I THINK... THINK.. I say.. that the rules are compleate now...
they are found in the Recourse section
Here
And from now one... Status will be posted in the first post in the game thread only, not in every update...
Any thing missing? suggestions? questions?
Spelling errors of note
Re: MyrMen OOC.
Posted: Fri Apr 26, 2013 3:15 pm
by Dlover
ThroughTheWell wrote:Dlover, what about nondestructively analyzing the new item? We don't even know what it is yet.
ThroughTheWell wrote:Well, we probably don't need 2 pressure valves, so I don't think we need to destructively analyze it and then have to spend resources to build a new one.
The analyst specialises in taking something apart and finding out how it's made, not how it works. I believe it's the scientist that would work out how things work. I can try though.
kida wrote:I think we need to use the valve to stop the gas coming from the crack under it.
This will probably work better than using a bridge or gas masks.
Agreed.
Re: MyrMen OOC.
Posted: Fri Apr 26, 2013 3:27 pm
by gamecreator
LooksAtYouFunny wrote:(sorry.. SA is +20% not 25%.. my bad)
So SA and FH bonuses replace standard 5% bonus?
Re: MyrMen OOC.
Posted: Fri Apr 26, 2013 3:28 pm
by LAYF
Yep...
Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 8:01 am
by LAYF
+12 Hours.. I'll allow myself to double post...
So... I guess we can agree that the game is started now, and I guess you all know how it works (more or less at least)
SO!!!! Do any of you have any special wishes? Requests? Ideas? Questions? This is as much your game as mine, I just care take it... make it run... but I do it for you (and the joy of seeing this world develop)
So.. yea... I... well... IÔÇÖd like your ideas and constructive critique....
Best regards -LAYF-
Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 8:41 am
by M0rtimer
I want laser turrets. That is all.
Seriously though, this is looking promising.

Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 9:26 am
by LAYF
Hehe... well, I guess we are a bit away from laser turrents, teconogicaly... Hmm.. I'll have to post a picture of my drawings one day.
I'm glad that you think its going in hte right direction....
Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 11:52 am
by LooksAndSmiles
IF noone has made a "doctor" myrman yet, I'd like to create one. His name will be "Doc".
EDIT: Question!
If I choose to be a doctor, what advancement possibilities do I have? Will I need "science" to become a better doctor (like modern "western" medicine?), or will I need "nature lore"? (like shamans, tellers or "eastern" medicine)? Or both? If I have to choose I'd go with the nature lore theme.
Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 12:03 pm
by LAYF
no Doc's made yet... so... that seems fine... here is the player list:
(It's in the first post in hte game thread, along wit hrecourses and all)
Players, SA, FA, Hobbies and tools (8/20 spots taken)
BadgeAddict, Mint ÔÇ£1ÔÇØ 1HP, 0XP
SA: 2. FH: 1.
-Metal miner
- Pick axe.
-Bag (Empty - can hold 2 pixels worth of items or 2 tools)
Dlover, D ÔÇØ2ÔÇØ 1HP, 0XP
SA: 2. FH: 1.
-Analyst
Gamecreator, Mike ÔÇ£3ÔÇØ 1HP, 0XP
SA: 3. FH: 1.
-inventor
nikohl, N ÔÇØ4ÔÇØ 1HP, 0XP
SA: 3. FH: 1. Can stay in the water for 5 rounds.
-diver
-Bag (Empty - can hold 2 pixels worth of items or 2 tools)
ThroughTheWell, T ÔÇ£5ÔÇØ 1HP, 0XP
SA: 3. FH: 1.
-inventor
-Pick axe
-Rope
Kida, Zik ÔÇ£6ÔÇØ 1HP, 0XP
SA: 2. FH: 1.
-Scientist
Nolandking, Bob ÔÇ£7ÔÇØ 1HP, 0XP
SA: 3. FH: 1.
-Builder
m0rtimer, 8-1 ÔÇ£8ÔÇØ 1HP, 0XP
SA: 3. FH: 1.
-Mineral miner
-Pick axe
-Bag (Empty - can hold 2 pixels worth of items or 2 tools)
Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 12:05 pm
by M0rtimer
Maybe add a list of possible hobbies in there somehow?
By the way, how would one go about procuring "XP"?
Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 12:10 pm
by LAYF
The hobbies are
Here in the Rules thread...
XP is gained by "missions" and some discoveries, there are a few other way.. but most things give skill points.... it will soon be clear

Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 12:14 pm
by LooksAndSmiles
LooksAtYouFunny wrote:XP is gained by "missions" and some discoveries, there are a few other way.. but most things give skill points.... it will soon be clear

I bet you 1 ration of my food that the purple myrman is an NPC giving quests!
Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 5:00 pm
by Dlover
I'm waiting for 1 to suddenly be consumed by the eggs.
Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 5:51 pm
by WhirdCheese
9 Stinky
farmer
Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 7:58 pm
by ThroughTheWell
We NEED a farmer.
LAYF, how much will a bridge cost?
Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 8:06 pm
by LAYF
ThroughTheWell wrote:-SNIP-
build a bridge over the top of the tunnle hole (Hey LAYF, how much will this cost?),
-SNIP-
1 iron and 1 building stone per 10 pixels of bridge (to a maximum of 25 pixels)
So This: (18 pixel ladder 22 pixel bridge) would be 5 iron and 5 building stones and require 5 rounds (or 5 myrmen) to build.
You could proberly do witl a 10 pixle ladder and a <20 pixel bridge, to lower the cost to 3 iron and building stone, but the ladder would be a bit unsafe then, and if you later devolop things with wheels, the bridge needs to be up there
Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 8:13 pm
by ThroughTheWell
We have lots of workers, yet I feel a bit like the scene in the Princess Bride where the bad prince complains about all that he has to do. We have a purple guy to fend off, eggs to aquire, a bridge to build, a ladder to build, food that we need to figure out how to get more food, a gas leak to fix, and rapidly diminishing resources (food), not to mention 2 ores to mine, stone to mine, more holes to dig, buckets to invent, rope to analyze so that we can make more, and after a bit of exploring another mother machine to build (for safty). I'm swamped, since it takes 3+ players to start to get good odds on any significant action.
Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 8:48 pm
by LAYF
Ah yes... harder actions be harder :S but....
To explain inventing (and other player character actions) I've added a chapter to the rules:
Inventing, creating and other player stuff:
► Show Spoiler
Player characters, in difference from MyrMen Workers, have the ability to invent, analyze and build. The way this work is much like voting, but not in total.
An example: MyrMan 1 wants to invent a more efficient way to dig and tunnel, instead of having to use a shovel for digging and a pick axe for tunneling!
Based on different suggestions from players, (a drill, a pick axe with a shovel, dynamite and so one) I decide that this has a task chance of 300% success, and a task bonus chance of 10% (will explain task chance and task bonus chance in a bit)
MyrMan 1 has a standard 5% chance to succeed in all his projects.
The task has a 10% task bonus.
ThatÔÇÖs a total of 15%
The task chance was 300%, so we take 15% of 300% = 45%
So 45% is the chance that MyrMan 1 can invent this.
Now, letÔÇÖs say that MyrMan 2, an inventor decides to help MyrMan 1.
Inventors, as every other MyrMen has 5% chance to succeed in any given task. So thatÔÇÖs 15 + 5% = 20%
But inventors also add a bonus of 10% whenever trying to invent something so 20 + 10% 30%
The task chance was as you remember 300%, so now we take 30% of 300% = 90%
So 90% chance that MyrMan 1 and 2 can invent this together. There are no limit to how many MyrMen can work together, but the Chance will never be above 95%
Last, is the option of using SA and FH. When using SA and FH, the normal 5% chance a MyrMan has is replaced by 20% or 50% respectively for SA and FH.
So lets say that MyrMan 1 and 2 Works together, MyrMan 1 decides to use a SA, replacing his 5% with 20%. So now we have.
MyrMan 1 - 20% +
MyrMan 2 - 5% +
Inventor - 10% +
Task bonus chance + 10%
Total 45%
So, 45% of the task chance of 300% = 135% chance of success, but since the maximum is 95% then thatÔÇÖs 95% chance of success. And IÔÇÖll properly give some kind of bonus if the roll is high enough because of the high %. LetÔÇÖs say they invent a pick axe with a shovelhead, and IÔÇÖll add that while developing it, they found out how to mine iron more efficiently, giving them an Iron Mining manual....
There are no limit to how many times one can try to invent things, and no limit to how many SA and FH can be added, for more on SA and FH read below in possible actions and frames.
Last, some Task requires the use of Skill points, when ever that happens, IÔÇÖll try and warn the players in advance (If I see it) using skill points allow for developing things that would normally be outside the MyrMenÔÇÖs reach, and will in most cases boost the chance of success.
Whenever a skill point is needed, a player can volunteer to use an XP instead.
About:
gamecreator wrote:
If T agrees to help, Mike will try and devise a way to farm green plants. He will use 2 SA for that..
This will require a Nature lore skill point, but will have a high task bonus chance....
Hmm... do you guys feel there is to much to do right now?
if so, Ill tell you this:
► Show Spoiler
are you sure you want to know?
► Show Spoiler
The gass dont spread, not for now...
The purple guy will not atttack unless provoked into it...
there is a good chance that if Inventors and scientists work together about the green food, they can devolop something special.. even bigger if a farmer helps....
Re: MyrMen OOC.
Posted: Sat Apr 27, 2013 10:25 pm
by WhirdCheese
For the record I changed my hobby