Rules - pretty much the same from last time, with some minor changes
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. Slipstream - If you start a turn directly behind another player (must both be moving in the same direction.) You can call a "S" command at the beginning of your turn, and it will act as a free "A". (this can not be used if your placement was due to a crash)
d. Don't change speed
2. Steer:
a. Left (45 degree direction change)
b. Right (45 degree direction change)
c. Left-Right, Right-Left (lane changes)
d. Don't change direction
*Each player also can use wildcards during their turn, doubling their change in speed or doubling their turn rate. Multiple wildcards can be used in a single round.
*Clarification: RRLL, RLRL, or any combinations of 2 rights and 2 lefts is only 1 WC, not 2.
*Only two wildcards for a direction or speed on any turn.
accel 2 and right 2 are allowed in the same turn, but accel 3 or right 3 are not allowed.
NOTE: Accel 3 and right 3 are allowed in this race (VI), in fact you can use as many WC in a turn as you have left.
* 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.
A complete order may look like this: (current speed of 4, North)
"(2m)r(m)r"
This will move the car North twice, once to the right (Northeast), once more to the Northeast and then due East once, and uses up one wildcard. Example:
In an attempt to keep the race closer, the following penalties have been modified.
Crashes/off track
Crashes will mean -3 speed
and driving off the track 1 square -2 speed
2 squares -3 speed
3 squares- reduction to 0
Doing a Chaunk will get you style points but will probably result in a DQ
Any seemingly intentional off track - reduction to 0
And anything really funny will cause a missed turn.
Specials
Oil: Hitting a hidden oil slick will result in change of direction (No oil in VI)
Sand bags: Hitting a hidden sandbag will be a speed -1 penalty (No Sandbags in VI)
Jumps: Jumps are designated by V, <, and >. Each jump has a take-off and a landing ramp. If you do not make it over the jump in one turn (land on the landing ramp at least), then you are considered crashed, speed will be reduced, and you'll be placed on the landing ramp for the next turn.
NEW RULE. IF ORDERS RESULT IN A PLAYER LEAVING THE TRACK, I will post an option for correction before executing the orders. (since the track is sometimes confusing)
Racers, Speed, direction, WC
1. rah, 4, S, 12
2. gjramsey, 4, S, 12
3. Gamecube64, 4, S, 12
4. Jonny, 4, S, 12
5. Duke of York, 4, S, 12
6. Sparrowhawk, 4, S, 12
The track....more to be revealed.
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. Slipstream - If you start a turn directly behind another player (must both be moving in the same direction.) You can call a "S" command at the beginning of your turn, and it will act as a free "A". (this can not be used if your placement was due to a crash)
d. Don't change speed
2. Steer:
a. Left (45 degree direction change)
b. Right (45 degree direction change)
c. Left-Right, Right-Left (lane changes)
d. Don't change direction
*Each player also can use wildcards during their turn, doubling their change in speed or doubling their turn rate. Multiple wildcards can be used in a single round.
*Clarification: RRLL, RLRL, or any combinations of 2 rights and 2 lefts is only 1 WC, not 2.
*Only two wildcards for a direction or speed on any turn.
accel 2 and right 2 are allowed in the same turn, but accel 3 or right 3 are not allowed.
NOTE: Accel 3 and right 3 are allowed in this race (VI), in fact you can use as many WC in a turn as you have left.
* 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.
A complete order may look like this: (current speed of 4, North)
"(2m)r(m)r"
This will move the car North twice, once to the right (Northeast), once more to the Northeast and then due East once, and uses up one wildcard. Example:
Code:
code:-------------------------------------------------------------------------------- ..45 .3.. 2... 1... Y... --------------------------------------------------------------------------------
Crashes/off track
Crashes will mean -3 speed
and driving off the track 1 square -2 speed
2 squares -3 speed
3 squares- reduction to 0
Doing a Chaunk will get you style points but will probably result in a DQ
Any seemingly intentional off track - reduction to 0
And anything really funny will cause a missed turn.
Specials
Oil: Hitting a hidden oil slick will result in change of direction (No oil in VI)
Sand bags: Hitting a hidden sandbag will be a speed -1 penalty (No Sandbags in VI)
Jumps: Jumps are designated by V, <, and >. Each jump has a take-off and a landing ramp. If you do not make it over the jump in one turn (land on the landing ramp at least), then you are considered crashed, speed will be reduced, and you'll be placed on the landing ramp for the next turn.
NEW RULE. IF ORDERS RESULT IN A PLAYER LEAVING THE TRACK, I will post an option for correction before executing the orders. (since the track is sometimes confusing)
Racers, Speed, direction, WC
1. rah, 4, S, 12
2. gjramsey, 4, S, 12
3. Gamecube64, 4, S, 12
4. Jonny, 4, S, 12
5. Duke of York, 4, S, 12
6. Sparrowhawk, 4, S, 12
The track....more to be revealed.
Code:
******* 123456* ******* ******* ******* ******* ******* ******* ****** ****> >**** **** *****> >**** *** *** *** ***** *** *** *** ******* ****** *** *** *** **** *** ** *** ***** VV *** *************> >****** ***** **************> >*******> >******** ******* ***************> VV >*******> >********* *** *** *** ** ****
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