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Offline ValerianFlame

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1239812#msg1239812
« Reply #24 on: August 01, 2016, 05:38:07 pm »
Hey organizer-person -- can you find a way to use this in the game somewhere/sometime?



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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1239815#msg1239815
« Reply #25 on: August 01, 2016, 05:46:09 pm »
You know what they say, the plumbers make the world go around-and-down.

FTFY? ;)
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Offline ValerianFlame

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1239816#msg1239816
« Reply #26 on: August 01, 2016, 05:52:02 pm »
You know what they say, the plumbers make the world go around-and-down.

FTFY? ;)

And sewage pipes that aren't filled with so-called "Flushable Wipes"
I always liked fire. It "warmed up" to me. :fire
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Offline CleanOnionTopic starter

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1239925#msg1239925
« Reply #27 on: August 03, 2016, 12:32:11 am »
Poll added!

Question: What happens when a team is controlled solely by Spies from a single faction?

This situation can arise if Spies manage to evict all the genuine players from the faction, such that only a Spy/Spies of a single faction remain.

Please do provide your thoughts. Nonplayers are welcome to vote.

Offline CleanOnionTopic starter

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1239972#msg1239972
« Reply #28 on: August 03, 2016, 11:32:05 pm »


Spoiler for Pipeworks at the end of Round 1:
Map at the end of Round 1:


Items at the end of Round 1:

Spoiler for Notable events:
Megalomaniacs used Running Shoes W on T19, ending on R17
RUNNING SHOES ARE GOOD. Y'ALL STARTED WITH 2 OF THEM. USE THEM.
Megalomaniacs and Wraiths have formed an alliance!
Engineers' expansion in F9 failed because they do not control territory adjacent to it
Engineers used Illuminate on H10

Engineers picked up a Damaged Hammer on H10
Megalomaniacs picked up an Electric Drill on R17
Megalomaniacs picked up a Uranium Rod on R19
Hunters picked up a Some Less Bricks on N23
Wraiths picked up a Laser Pointer on X5

ROUND 2

Round 1's conclusion has brought with it a lot of discussion, subterfuge and various devious tactics. The two options for victory have divided factions into little balls of stress trying to tear themselves apart.

You are no longer allowed to screenshot or directly quote your role PM. This not being disallowed previously was an oversight.

To address some concerns:
* The Spies have been distributed. How evenly remains to be determined.
* Some players have worked out how many Spies are in the game. If you haven't, do have a go at it.
* All changes in the titanpad - and by whom - are visible to all members of the pad. Deleting everything is a sure-fire way to get yourself labelled as a Spy.
* When Evicting a player, make your action "Evict [name of player]". Just use whatever name they're currently using in the pad, I know who they are. Remember that it's a Group Action, so everyone will need to PM me to approve it (the player being Evicted does not need to do this). Remember also that there are consequences to evicting a non-Spy.
* If you're evicting someone, you should probably PM me a copy of the actions. The evictee will probably attempt to change the titanpad such as to not be evicted.
* The only methods of communication between players are this thread and the titanpads. However, you may contact the host (me) however you like to discuss anything. I can confirm that no players are exempt from this rule.
* Evicting someone from their actual faction will boot them from the game. They will withdraw from any factions in which they're Spying and be left to die alone in the foodless Pipeworks.

Round 2 has ended.

Submit your actions in the top six lines of your titanpad. Please PM me any queries.

I'd like to thank all players for, so far, not manipulating the easily-exploited titanpad system.
« Last Edit: August 04, 2016, 05:28:33 pm by CleanOnion »

Offline Silver Emerald

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1239982#msg1239982
« Reply #29 on: August 04, 2016, 01:21:04 am »
The point isn't that the glass is half full or half empty. The point is that it's refillable!

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Offline Demagog

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1239986#msg1239986
« Reply #30 on: August 04, 2016, 03:21:21 am »
I've heard through the grapevine that engineers are planning to backstab the sani's.

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1239988#msg1239988
« Reply #31 on: August 04, 2016, 03:33:01 am »
Spicy.
Interested in running a Forum Game? PM me or drop by the Transfer Thread and we'll see what we can do.

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1239989#msg1239989
« Reply #32 on: August 04, 2016, 03:42:06 am »
Sani's I speak for both the wraiths and the megas. We can consider an alliance with you. You'll need to unally the other two factions, however. Your actions this round determine whether we will go forward with an alliance with you.

I will update you once I have spoken about it with both the wraiths and megas.

Offline CleanOnionTopic starter

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1240007#msg1240007
« Reply #33 on: August 04, 2016, 02:20:12 pm »
A note about Eviction:

Prior to the game starting, the rules document specified that an Eviction targeting a player who is not an enemy Spy would lose that faction 1 action per member remaining in it for the next round. This was added assuming 5 players per faction.

When the game started I changed the rule to 1.5 actions per member remaining in it, rounded up. However, I only changed it in the Actions part of the document. The other parts of the document that referenced it still said that you only lose 1 action per member. I have corrected this.

It's a bit bigger of a risk to Evict, but that's not happened yet. Plus, this rule doesn't come into effect if you do evict an enemy Spy, so if you're sure, evict away!

So yeah, heed.

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1240036#msg1240036
« Reply #34 on: August 05, 2016, 01:09:51 am »
As the spokesman for the MegaWraiths, I would like to extend a formal invitation to all other factions. We will agree to ally with you if you offer it. If you accept, we can all place the alliance actions next round.

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1240043#msg1240043
« Reply #35 on: August 05, 2016, 01:20:40 am »
Hey Sani's, on behalf of Engineers we would very happily accept your request of an alliance, a team of 3 should give us an advantage if the other two are unwilling to ally. One of the players on the other 2 teams is clearly assuming we'll backstab people, but blame one of our own bad teammates for that; we're evicting him tonight due to his unnecessary desire for violence, and thus, hope that we can ally with wraiths and/or Megas this round possibly. (By evicting one of our mean spies, we should be able to forge a better relationship with you, and potentially the wraiths).

Wraiths, we officially have us allying with you on our 5th action THIS round. If you want to delay it until next round, we'll give it to you then instead. Ya'll are alright (that includes you Dema)

Mega's, we are willing to ally with you as long as you are also ok with us teaming up with Sani and/or Wraiths, and stop trying to spread unnecessary violence amongst the factions (we know how you've acted so far). If we all team up together we might actually be able to escape these pipes.

We plan on allying with at least 1 group this round, or all three if you all want to work together.

 

anything
blarg: