Note: Titles in parentheses are for reference and are not part of the contest text. (Objects In Space) Some game objects are In Space. Objects In Space are represented on the following style of map: @->---@ All such objects are located on a straight line leading from one wormhole (@) to another. The line is divided into segments of one AU each, with no more than one object in the same segment, and dashes representing empty segments. Any definition of a type of object In Space must include the symbol to represent it on the map. Objects In Space have a number of stats. All objects have a position value and a delta value. The position is the number of the segment it occupies, counting from the left with the first wormhole as 0. If an object's delta is positive or 0 it faces right, if negative it faces left. An object's position must be between 0 and the position of the second wormhole. Any object that finds itself outside of this area or on a wormhole is warped and disappears (is destroyed). Other common stats include maximum hit points, current hit points, attack value, explosion value and scouting value. By default, the current hit points of an Object In Space is equal to its maximum hit points. To deal N damage an Object In Space is to reduce its current hit points by N. If an object does not have positive current hit points, it is destroyed. (The Shuttle) The Shuttle, if it exists, is a singleton object In Space that houses the crew consisting of almost all active players. It enters play through the first wormhole and its objective is to reach the second one. When it appears, it has the following stats: Symbol: > Maximum hit points: 12 Position: 1 Delta: 1 Explosion value: 0 Station is a switch possessed by all active players, with possible values Outside (default), Lower Deck, Engine Room and Bridge. While the Shuttle is on a journey, a player may flip eir Station switch at most once every 12 hours to te value of an adjacent room, where Lower Deck is adjacent to Enginge Room which is also adjacent to Bridge. This is known as walking to the room indicated by the new value. A player whose Station is x "is (stationed) in/on the x". The non-Outside values of the Station switches are also rooms aboard the Shuttle. A player whose Station is not Outside is a crewman. (Journeys and the Enemy) A journey is in place while the Shuttle and two wormholes exist. If a journey is not in place, any player can with notice initiate a new journey. That player then becomes the Enemy, eir Station switch is flipped to Outside, the Station switches of all other active players are flipped to Bridge and all Objects In Space and wormholes are destroyed; then, a new Shuttle is created. The initiation of the journey is invalid unless, in the same message, the Enemy posts the map of the new journey, marking out two new wormholes and a new Shuttle in valid positions, which are created. The position of the second wormhole is multiplied by the number of players on the Bridge to get the journey's Level, and the Enemy is awarded that many Threat Points (a non-tradeable currency). The Enemy can use these Threat Points to create Threats by defining the new Threat, paying its cost, and deploying it ready to attack, so long as the Enemy's Threat Points would not then fall below 0. The cost of a Threat (minimum 0) is calculated by the following formula: H+|d|+e+a+s+10-|S-p| where the symbols denote the following values: H = its Maximum hit points d = its delta e = its explosion value a = its attack value (maximum 6) s = its scouting value p = its starting position S = the current position of the Shuttle The Enemy must also state its name and map symbol. Failure to name any of the required information means the Threat is not created. The Enemy may not have more than two Threats with the exact same stats in play at the same time. The Enemy cannot deploy any Threats until at least one day has passed since the start of the journey. Credits are a currency whose recordkeepor is the contestmaster. If the Shuttle reaches the end of the journey and is warped, each player aboard the Shuttle is awarded a credit. If the Shuttle is destroyed in any other way, the Enemy is awarded five credits and can only initiate the next journey with three support (anyone else still only needs notice). A player CAN destroy ten credits in eir possession to win the contest. (Buttons) The Shuttle holds many buttons that can be pushed, causing the Shuttle to take certain actions at the start of the next day. Every player can push one button in eir Station once per day, and each button can be pushed once per day unless otherwise stated. Charges, measuring energy, is a currency whose ownership is restricted to Stations. When the Shuttle sets out for a new journey, all Stations have 2 charges each. Some of the actions the Shuttle takes cost energy, denoted by a number of Charges in brackets after the name of the associated button. These Charges are taken from the Station holding that button if possible; otherwise, the action fails. The following buttons, with corresponding Charge cost and Shuttle action, exist: Lower Deck: Reload - Charges are transferred from the Engine Room until either the ER is empty or the LD has at most 4 Charges. Pulse Cannon (1) - Fires the Pulse cannon, causing 3 damage to any other object with a position within 2 AUs of the Shuttle's. Missile Launch - Dispatches a Missile In Space. Whhen it appears, it has the following stats: Symbol: X Maximum hit points: 5 Position: One less than that of the Shuttle Delta: -2 Explosion value: 2 If there is a Missile next to the Shuttle, dispatching another fails. If a Missile ever passes another object, it counts as having collided with that object. Engine Room: Reactor Recharge - Awards the Engine Room 3 Charges. More Speed (1) - Increases the Shuttle's delta by one (maximum 5) Turbo (2) - Increases the Shuttle's position by 2. Zero-Point Handbrake (1) - Reduces the Shuttle's delta to 0. Bridge: Reload - Analogous to the Reload button on Lower Deck. Heavy Laser Cannon (1) - Causes 6 damage to the closest object with a position between 1 and 9 greater than that of the Shuttle. The player pushing this button may choose to push it harder, which increses the Charge cost by 1, the damage caused by 3, and causes the Shuttle to reduce its position by one. Doing this when it causes the ship to have the same position as another object is the class-1 crime of Hoisting One's Own Petard. Recording the Captain's Log (1) - Causes the Shuttle to activate the very fancy recording device for full hologram recording, which causes all other systems to go offline. The Shuttle can then not take any other actions until the end of the next day. During this time any other crewman can, with 2 crewman support, initiate a mutiny which moves the pusher of the Captain's Log button to the Outside. If this does not the player doing the recording may save it within one day for a cost of 2 ergs. A player who successfully performs this action twice within a single month wins the contest. (Space Flight) At the start of each day, the following procedure is performed: i) The Shuttle performs the action associated with the buttons pushed during the previous day. These are performed in the order the button were pushed. ii) Each threat performs its attack. This does damage equal to its attack value to the closest object in the direction it faces, maximum range 8 AUs. Each threat then generates a number of Threat Points equal to its scouting ability value, which are awarded the Enemy. iii) If the day began a new week, each object is moved according to its delta. Any collisions occur. iv) Any Threats deployed ready for action enter play. If any such Threat has the same position as another object the Threat is instead placed on the first space farther away from the Shuttle that is available. If no such position exists, the Threat is destroyed. Collisions occur between two objects which have the same position. The object with the least amount of remaining hit points is destroyed, but causes the other object damage equal to its explosion value times its remaining hit points prior to the collision. If both objects have the same amount of hit points, the one with the higher explosion value is destroyed. If they have the same explosion value, they cause 2 damage to each other and move backwards one AU. (The Ship Computor) The contestmaster's weekly report contains the following: - Station switches - The map of all objects In Space - Charges - Threat Points - The Difficulty of the current journey - The stats of the Shuttle and all Missiles