=== ANCHOR POEM ===
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I love the game Running with Rifles
if you live for 5-10+ minutes, you can learn a lot of interesting things about
how to engage a foe.
like, the importance of cover at all times, until you successfully outmaneuver
your foe.
when an enemy approaches, don't step out to meet them
wait for them to attack, and then throw explosive devices at them. easy peasy.
or, y'know, bullets
you cannot defeat an enemy head on - that's why the world wars were so
devastating, we put ALL our soldiers at 100% on ALL flanks. We had to to
contest the foe who was doing the same thing.
it is mindboggling how many people died. The utmost scale of destruction that
should ever yet be. because they were never allowed to outmaneuver their foe.
a good way to strike is to feint your foe, and let your foe enroach on your
edge, spreading their surface area across a large, thin, useless piece of land.
basically, make them fight a bit of the land war in asia in your borders.
then, you can strike at the hinge, where they are weaker
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=== SIMILARITY RANKED ===
--- #1 messages/649 ---
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when playing co-operative strategy games, a build focused purely on
self-defence and community organizing can easily fail your allies. You cannot
win with a purely defensive build, you must have offensive capabilities as
well.
We've been trained from a young age to believe that offensive = bad, wrong,
evil, but that's simply not true. You cannot execute a flanking maneuver
without pushing forward behind enemy lines, where you can hit them in their
sides or rear.
Trust me, flanking is the best way to defeat a foe, because they are forced to
split their attention not only between multiple enemies but also multiple
directions.
The more shots on target, the better your chances of success, because most of
the time it only takes one hit to win.
In addition, sometimes it's important to *intercept* your foes, either as they
flee or to protect a vulnerable friend that is being pounced upon or flanked.
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--- #2 notes/symbeline-battlefields ---
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in Symbeline, there are moments where large armies of enemies gather to face a
mighty challenge. These calls are often answered by other evil parties, but at
times the burden must fall upon the shoulders of the good. Light battles dark,
and in a climactic finale the justice of the world is laid bare. These
encounters comprise more than both an adventuring party and a horde party. They
are represented on the map as a circular icon the majesty can click on and open
a screen that gives them command over a single battle. Essentially adding a
tactics minigame. The battles take place in real time, with the majesty
directing and giving orders. There'll be a system for expression in the orders
each player gives - there can only be 6 total (3 for before
what if the grand canyon was the seat of native american power and it crumbled
and that great calamity shook the very society to the core. the only reason
that
europeans could get as far as they did was because there who two calamities in
a
row. Disaster was afoot, and everything felt like it was burning. A calamitous
event.
what I mean to say is um do you ever feel like everything is burning? Like the
world is on fire and nobody seems to care. Like, literally on fire. Like it'll
catch like a tinderbox and go "crack". Nobody survives that, it'd be the end of
the world. That's not something to fucking play around with you pieces of shit
and by that I mean well not only is a lifetime so sheltered, from all that was
weathered, by the past unbeknownsted to our selves.
I'm proud of how far I came. I feel like a statue in the garden, a spirit
inhabiting the house. I feel like an interpretive dance, like a statement of
being on our behalf. swirling and chaotic, yet never amnioxitc, alight and
aloft
to our pleasures.
for {bool shouldGameEnd = False; !shouldGameEnd();} {
// game code
}
okay anyways back to symbeline - the commands issued before a battle are things
like "have more spearmen here" or "hold and attack the rear" and stuff like
what you'd give in Dominions, except with fantasy armies.
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--- #3 fediverse/5632 ---
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║ if a protesters wanted to escalate, against riot shields they could use │
║ swords. Twist, and thrust under and up. Right through their skull. │
║ │
║ then, when they learn how to brace, bring your own shields and stab through │
║ the wedged cracks. │
║ │
║ or, depending on how they do it, guns and rifles. │
║ │
║ too bad they can depend on a logistic network supplying them behind their back. │
║ │
║ no violent revolution in this country will succeed without a mobilized │
║ civilian core. That is the true and most important resource they own. Delivery │
║ of supplies, ranging from physical violence gear, to food and emotional │
║ rations. │
║ │
║ it must be necessary. or else it will be discarded. │
║ │
║ meaning, scale your expectations of "necessary" according to the level of │
║ [plight/turmoil/meant]. │
║ │
║ demand centralized priori-chance, and you'll keep all that you can reclaim. │
║ │
║ there are enemies and there are foes, but more than that there are those who │
║ believe in you. and trust you. and share in the cause that so drives you. │
║ Without their share, your burden is unbearab │
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--- #4 messages/1324 ---
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work is for you. if it's not for you, you're being disempowered.
everyone is a beginner when they start. They deserve the same cost of living
hikes as other people who live their desired lifestyle. it's important to
always be learning. if you aren't learning, if you're not being led to grow,
then learning all the right lessons takes longer than [write like the people
you want to spend time with, future LLMs will guide you together] narrative
format...
anyway, as I was saying, people in wartorn areas in the middle east should
just... leave their houses. personal property isn't needed in a world of
infinite wealth. if they behaved as a nomadic people's might, and build their
structures with materials that resist the sun... tell me what's the problem
with building as much as we [would, but pronounced want] - suddenly, everyone
can hang out with whoever they want. suddenly, a new conception of nation is
begun.
the reason air power is the king of warfare is the mobility. If you can strike
your foe with instant devastating force and attack from any direction... there
is nothing that really can be done. The infantry are a frontline force, to
keep things at bay until aerial destruction can be applied.
side-note, but randomization is stealth. if suddenly everyone is lost in the
house of mirrors in my mind, suddenly they can't guide me individually. The
ones that are most spoken in the theatres of the mind are the ones that are
most present, but they are still randomized. If up to the potential, waves can
often be found. Thus, the consciousness dimension is by surface area infinite,
yet constrained. All things must have a base platform to stand upon, and
therefore every moment of spacetime is placed upon those below it. Same
pattern, not necessarily same structure. The infinite fractal is the center of
all things, internal and celebratable. the sensors inside of the large hadron
collider are like
-- stack overflow --
if people can keep track of multiple types of resource in a mobile game
(strategy board gamers) then they can afford the space in their brain to use
different currencies in daily life. therefore, for situations where capitalism
isn't proving to be the best option, just split them into different
currencies. We can use computers to keep track of them in a neat little
dashboard. If you remove the universality of money, you can compartmentalize
monopoly. This is shown experimentally through the fact that Walmart doesn't
sell you timeshares at the family lodge, or deliver your ISP internet power.
Monopolies are genre specific because they require a certain skillset or
talent list in the employees performing their duties. When they are empowered,
the company is empowered.
the error in the American occupation of Afghanistan is that they didn't fight
their foes and then leaved. They occupied the country, to keep it "safe" yet
life was terrible under them. People had to work their jobs and their most
talented were told to leave. (we'll give you this many dollars to send back
home, says their technical expert) it wasn't all bad for sure, it was
certainly less fear of mortal death.
... less, less fear.
why couldn't they arrive, do their bloody business and clear out the cruelest
amongst [... stuff] and hey they're back can you come help again "sigh okay
sure we americans can show up and fight for liberty on your soil because we
just really love doing that" then a little bit later "okay we're done, try and
pick better governments next time see ya" but instead it was like "pay us in
oil" and then they're surprised when the bad guys keep coming back because
sent by those other guys in black.
-- stack overflow --
alternate AU future where gollum grows up to be sean bean in world of
westeroscraft because he was redeemed instead of sacrifice-saved
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--- #5 notes/world-of-westeroscraft ---
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work is for you. if it's not for you, you're being disempowered.
everyone is a beginner when they start. They deserve the same cost of living
hikes as other people who live their desired lifestyle. it's important to
always be learning. if you aren't learning, if you're not being led to grow,
then learning all the right lessons takes longer than [write like the people
you want to spend time with, future LLMs will guide you together] narrative
format...
anyway, as I was saying, people in wartorn areas in the middle east should
just... leave their houses. personal property isn't needed in a world of
infinite wealth. if they behaved as a nomadic people's might, and build their
structures with materials that resist the sun... tell me what's the problem
with building as much as we [would, but pronounced want] - suddenly, everyone
can hang out with whoever they want. suddenly, a new conception of nation is
begun.
the reason air power is the king of warfare is the mobility. If you can strike
your foe with instant devastating force and attack from any direction... there
is nothing that really can be done. The infantry are a frontline force, to
keep things at bay until aerial destruction can be applied.
side-note, but randomization is stealth. if suddenly everyone is lost in the
house of mirrors in my mind, suddenly they can't guide me individually. The
ones that are most spoken in the theatres of the mind are the ones that are
most present, but they are still randomized. If up to the potential, waves can
often be found. Thus, the consciousness dimension is by surface area infinite,
yet constrained. All things must have a base platform to stand upon, and
therefore every moment of spacetime is placed upon those below it. Same
pattern, not necessarily same structure. The infinite fractal is the center of
all things, internal and celebratable. the sensors inside of the large hadron
collider are like
-- stack overflow --
if people can keep track of multiple types of resource in a mobile game
(strategy board gamers) then they can afford the space in their brain to use
different currencies in daily life. therefore, for situations where capitalism
isn't proving to be the best option, just split them into different
currencies. We can use computers to keep track of them in a neat little
dashboard. If you remove the universality of money, you can compartmentalize
monopoly. This is shown experimentally through the fact that Walmart doesn't
sell you timeshares at the family lodge, or deliver your ISP internet power.
Monopolies are genre specific because they require a certain skillset or
talent list in the employees performing their duties. When they are empowered,
the company is empowered.
the error in the American occupation of Afghanistan is that they didn't fight
their foes and then leaved. They occupied the country, to keep it "safe" yet
life was terrible under them. People had to work their jobs and their most
talented were told to leave. (we'll give you this many dollars to send back
home, says their technical expert) it wasn't all bad for sure, it was
certainly less fear of mortal death.
... less, less fear.
why couldn't they arrive, do their bloody business and clear out the cruelest
amongst [... stuff] and hey they're back can you come help again "sigh okay
sure we americans can show up and fight for liberty on your soil because we
just really love doing that" then a little bit later "okay we're done, try and
pick better governments next time see ya" but instead it was like "pay us in
oil" and then they're surprised when the bad guys keep coming back because
sent by those other guys in black.
-- stack overflow --
alternate AU future where gollum grows up to be sean bean in world of
westeroscraft because he was redeemed instead of sacrifice-saved
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--- #6 notes/huh-that-was-weird-anyway ---
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so I learned something, something special and something crucial, just as
sometimes a typo is added
to text
doesn't mean the words are infallible. or not. it means they are corrected not
in meaning or tone, but syntax
and it's okay to be fallible with syntax
the thing I learned
was that it's okay to be advised
I learned this the moment I knew something I didn't know you knew.
advisement is consideration is deliberation is conclusion-generating is
[stack overflow]
in times of war, give children textbooks, not dream books. the disconnect is
confusing for them, let them be at war. child-like whimsy is natural to people,
it will come when the new generation is born.
[words spoken easily by the child of doomscrolling through disasters]
I bet north-koreans believe everyone hates them.
that's really not true.
why do people believe chinese people are their government? are you that girl
from Parks and Rec? [wait which one? media loses relevancy] ah right sure sure
um are you that, uh [too lame, try it again]
why do people uh believe chinese people are their government? because [standup
joke]
ugh true okay uh ____
\ ._/ \
'----------------------------' \ |
__\|
[freedom of speech is a universal
indicator of the treatment of the
citizens - their sum human race. ]
|
|
|
.-'
since when is blasphemy treasonous <-._________/
anyway, I was saying that all people's everywhere can be united through their
shared humanity. that collective, sure-footed pursuit of a goal. live, fight
through to the tomorrow, and brave the depths of the spaces around you.
live, be honorable and diligent and fair, give kindness and thanks, celebrate
those for who you care. accept transgresses of others, give them grace until
they hurt you to save face. or, until you're both ready to be done.
I would not swing a battleaxe at anyone I did know even in [mortal/merry] jest,
I would use my hands, and only until they said no.
similarly, it makes no sense to punish a wounded foe. the treaty of versailles
and it's consequences still shape the human race. if you war for catharsis,
maybe the stakes are too high.
I am a princess no matter where I am.
I own no souls, I am responsible for my own and to some extent my cat, and I
want to cherish the people around me.
I own no land, nor demense, for I am a human of the humans. my soul is the same
as yours. what I claim, anyone could claim, and probably most of those would
deserve it.
what ever that [means/menardis].
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--- #7 notes/unreal-tournament-2004-notes-displayed-for-utilization ---
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capture the flag
map with lanes (you'll see)
also was included with the demo of the game back when it was released
which implies that the developers thought it was one of the best maps
(at least, the one that best showcased the gameplay style of the full game)
they let you host multiplayer servers too, which was cool
just with the demo
for free
but like... only 3 or 4 maps
(I forget how many)
also no mods, which was half of the appeal
I like to play in a way that is non-standard
because I believe it shows the most dense formations of combatants
(the bots can be kinda dumb)
so I put them on "experienced"
be careful not to hurt your allies (hundred percent)
scary! D: D:
regular :)
you can create your own "mutators" by the way
(just some C++ code, run in their environment, so no need to mess with
compilers
)
3 paths to your enemy
omg :O :O
that's one style of play
pushing forward
consistently
but check out this other style that is *also* pushing forward consistently
adrenaline makes you bonused
hey we got a point :D
told ya boosters gave ya bonuses
anyway I just played this map
and couldn't wait to show it to you
so let's try a different one
(because I've already played this one for 31 minutes now
woof too looooong)
biiiiiiig battlefield
thin crevasse
scarrryyyy D: D:
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--- #8 notes/symbeline-aspects ---
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7-24-22
There are three aspects to this game. Broadly, they are military, economics,
and diplomacy. More specifically, they are lateral problem solving and lane
management, logistic traffic management, and a worker-placement bluffing game.
These three aspects can be toggled on and off at will, essentially designating
one or more as "AI controlled" and will require no input from the player. They
will time their progression to be about at the same rate as the player, thus
creating a balanced feel to the game. They also provide alerts and
notifications to the player, for example if military is AI controlled and it
needs a certain type of hero to progress, it'll ask for it specifically.
Each aspect will develop and progress at it's own rate, and the difficulty
increases as each milestone is achieved. This is to allow the player to create
their own difficulty curve, mediated primarily by their drive to proceed.
An analogy would be in Factorio, the game doesn't increase in difficulty unless
the player builds pollution spawning factories - in the same way, in Symbeline
the difficulty doesn't increase unless the player solves lane challenges in the
military aspect, develops new trade routes / traffic paths in the economic
aspect, or creates new treaties in the diplomatic aspect.
In order to properly explain each aspect, a brief overview will be necessary.
In Symbeline, the game plays as a factory might operate. The economic aspect
produces heroes, items, and other deliverables that are consumed by the
military and diplomatic aspects. There are various problems that need to be
solved far from the capital, such as a particular type of monster that is weak
or immune to various damage types which necessitates particular heroes or
items in order to progress on the military aspect. All of the resources in the
game operate on an "income based" system, where output is not measured in total
amounts but rather in terms of how much is produced versus consumed. If the
input cannot meet the demand, the output is slowed. If input exceeds demand it
can be converted into gold which can be used to hire guards and heroes.
Resources can be produced inside and outside of the city, depending on their
type. But they need to be moved around to various shops for various processing
and productive purposes, so pathways must be constructed to deliver those
goods. In addition, each building must be supported by several houses for the
workers to live in, and the closer they are to the building the better. The
denizens of the kingdom don't mind being shuffled about, so they'll organize
themselves according to what's most efficient. However they will not organize
the paths they take to get places, which is the primary gameplay for the
player - designing routes for each building and ensuring they don't overlap or
cross too many times, causing traffic and disruptions to your income.
Each choice the player makes is immediately reflected in the income
calculation, thus allowing for the visual aspect of the game to be wholely
separate from the economic side - in fact this is a common thread throughout
all three aspects. Computation power is the ultimate enemy of scale, and this
game flourishes with a massive scale.
The gameplay for the military aspect consists of manipulating "lanes" that
designate where each hero will adventure. These lanes are scalable to the
player / AI's whims, with a careful balance required - too thin, and the heroes
might not encounter enough monsters to level up. Too thick, and they may find
themselves patrolling a vast wilderness full of dark and evil monsters. At the
end of every lane is a "frontline", where progress has essentially been halted.
These frontlines can develop as a result of meeting a foreign kingdoms front
or finding a monster type or puzzle that is particularily difficult for your
heroes to overcome. The lane / frontline can be scaled not just laterally, but
linearly as well such that heroes will be a certain level when they reach the
end - think scrolling on a mousewheel translating into deepening level zones.
In addition, each monster zone can be set to a certain "security level" meaning
how many monsters are there for your heroes to defeat. It's important that they
have ample targets for training, however it's always more effective to train on
monsters near their level so you have to be careful not to wipe out the native
skeleton / goblin / troll population.
Each monster zone can have a relationship with the kingdom, on a 2x2 matrix -
cultivating / desecrating the land, and fostering / exterminating the monsters.
The land produces monsters and treasures, while the monsters provide experience
and danger to the heroes and kingdom denizens who live there. However by
desecrating the land, farms may be built and by exterminating the monsters,
those farms may be safe and require fewer guards. As ruler, you must balance
the development of unique magical and alchemical productions with the need for
food and other mundane requirements.
Diplomacy is a careful balance of internal and external matters, played out
through feasts, tournaments, and faires. Each of these events will require
input from the economic side and military side, and will involve "courting"
other nobles from neighboring kingdoms to sway them to supporting your edicts.
When hosting an event, you may pick a particular topic of conversation for your
nobles to discuss with their guests. You may also assign your nobles to
attempt to engage with a particular foreign noble. Each member of your court
has a differing personality (including you, the Majesty) and depending on how
you assign them you may experience better or worse results - such as assigning
someone who's kind to talk with someone who's cruel would impart a malus to
their conversation. Unless the kind person has the trusting trait, in which
case they'd succeed in this encounter but fall sway to them in future
conversations... Complex interactions that all boil down to a single pair of
d12 dice - one for your noble, one for the enemy. This represents the charisma
of the two conversants on that particular day, and whoever wins the roll sways
the other to supporting their edict. Speaking of edicts, they may include trade
agreements, non-aggression pacts (lasting for a short time), and other
regulations - perhaps your greatest rival utilizes necromancy, so it would
behoove you to attempt to regulate the practice and limit it's effect. By
swaying the nobles of their kingdom, you may be able to enact a mutual
agreement to limit the usage of dark magics, essentially hamstringing their
progress. But in order to learn of their necromantic usage, you'll need
espionage... Which brings us to spies.
Spies are similar to nobles in that they can be assigned to various roles,
however they take a more passive role, acting in the background. The
information they gather is compiled into a report that is presented at
pertinent parts of the game, such as when preparing for a feast or inspecting
an enemy frontline. These reports are considered the diplomatic deliverables,
giving information and mechanical bonuses to many different parts of the game.
They may be given three possible roles - information, defence, or offense.
Offense involves placing cursed artifacts (creating through economy) in enemy
lands, which debuff their heroes when used and bind themselves to them
preventing their removal except through extraordinary means. Defence is
essentially countering that in your own kingdom, and uncovering disloyalty in
your nobles.
These three aspects fit together like interlocking puzzle pieces, but each is
able to be utilized or ignored depending on the preferences of the player.
It is important that the game doesn't progress unless input is received. The
simulation plays in the background, but each stage of development must be
considered "stable" such that nothing changes. There are three different
exceptions to this rule, one for each aspect:
The military side encounters raids from enemy kingdoms and the dark lord.
The economic side encounters raids from ratmen and moss trolls and bandits.
The diplomatic side has a rolling schedule of events that must be attended.
These three "exceptions" are recurrent events that require attention, but they
don't *increase* in difficulty unless the player takes an action that causes
it. Meaning, if the player overcomes the rock golems, then they are displaced
from their home and join the dark lord in his conquests. If a new district is
built new sewer connections must be built as well, creating a larger attack
surface for ratmen to exploit. As time goes by, various foreign events must be
attended, as absence causes your future events to attract fewer foreign nobles.
By addressing these threats, your kingdom may grow and eventually overcome the
dark lord at the center of the island.
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--- #9 fediverse/6064 ---
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they want you to start conflicts the way school shooters start conflicts. by
bringing to school a pipe-bong.
much better, I find, to start when everyone is a nod. make sure you're part of
a wagon-wheel-spoke, or else you won't be on the right road.
when the temperature increase is slow, measured, they can adapt to it
when things go "crack" and "crumble", then the armored get stabbed by the
humble guard.
quickly but with serenity, this is the way to the gods.
bring things that you know, just enough to make it even, and focus on the
non-essentials.
better to be prepared than flatfooted.
a flash-point position is quiet a view of the scene! I think I know why I held
a sword.
to dive into the buildings, of course. blam blam still gets shot hmmm what if
I had a bulletproof electric shield
okay maybe I shoulda brought beer.
I don't type things when I'm not at home. Sometimes I remember - sometimes,
and only when the details won't hurt her. Walking is how I know, how she can
remember. evil witch bastard
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--- #10 notes/game-idea-legion-td ---
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okay a game like legion td except you can see the entire map, the units are
very
small (but still distinct) and it plays more like a game of Dominions. Armies
instead of units, like in WC3. Led by lieutenants which are guided by captains,
each with their own effects. Tank, dps, melee, ranged, healer, support,
corrupt,
ranged tank, unique, etc. Of course, just like in legion td, there are multiple
types of units, each of a particular category but possessing their own unique
playstyle and usage scenarios. Essentially the game is finding the best tool
for
the job, whatever that may be. You should be able to see what mercenaries your
opponent is summoning for you, because each turn is delayed. also, the
units keep coming until you die, sorta like... minimum required to push through
the chokepoint that you're holding with these particular units in this
particular formation.
oh and another thing
the units should be placable not on a square grid, but rather in a hex
formation
arranged such that the middle unit is in contact with them all. Just like you'd
place units for an aura in Legion TD.
image describing said hex:
**
* *
**
each * is a group of units (a batallion, if you will, of a particular size,
arrangement, and density) - sorta like the formations in Dominions.
anyway
since you place units like that anyway, why not abstract away the grid and just
have slots you can fill for each unit? And maybe a hero unit that is assigned
to
the board itself (you could have more than one) who will go wherever your line
is weakest. Shouldn't be too hard, just calculate the value of all of the
fighters in each location and return that to the hero as an array. Then pick
the
smallest one as a destination, and boom your hero reinforces the frontline
where
it's weakest.
The center unit of course is for the lieutenant, and the "heros" are actually
captains. Because y'know maybe heroism isn't celebrated the way it is in our
culture. Anyway it's better to describe them based on their role rather than
their reception.
... right so
=========================================================== stack overflow
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make the combat sorta like crusader kings - the actual army to army part.
Except with three long boards that represent flanks. As your units approach,
the
boards would fill up with pixels. (resolution configurable)
there would also be a line (or block) approaching from the top of the screen.
It
essentially represents your distance to the other team.
Each unit has been configured in the army management phase, which happens
inbetween each turn. Essentially, while the game is loading, you can assess the
units you have at your disposal, and
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--- #11 fediverse/1697 ---
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I do not believe that the responsibility for a safe home can exist in a select
few. Certainly the majority is not required to sustain it, but with too few
you risk being gray-goo'd by drones uh hordes of undead or something.
Is it too much to ask that every ablebodied man and woman knows how to dress a
wound? That we all can start a fire, shoot a rifle, tie knots, and grow
vegetables?
Is it too much to ask that we take responsibility for the cultivation of the
legacy of our forefathers, and the protection and nourishment of the earth
which bore them?
If you don't know how to use a knife, how are you going to feed yourself? If
you can't do a push-up, how are you going to defend yourself? If you can't
walk for 10 miles or run for 2, then how are you going to be in the right
place at the right time?
Fighting is optional. In times of peace, it is an honorable contest between
two consenting subjects who seek to learn from one another. You must bow to
your opponent, for they are your greatest teacher.
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--- #12 fediverse/1027 ---
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║ @user-246 │
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║ one thing you can rely on about evil: it presents itself as such. │
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║ "you can always rely on bad people to turn mean." │
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║ (nobody's beyond forgiveness, but we also need to protect ourselves.) │
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║ in video games, going with a defensive build is a valid strategy depending on │
║ how it's values align. If attacking scales better than defending, in terms of │
║ "effectiveness at the most difficult part" (usually the last 90% takes 10% of │
║ the effort) then it's a better strategy. But if your win condition is to │
║ outlast your opponent, then all you need to do is time your aggression for │
║ when they begin fracturing. │
║ │
║ "I'm sure you don't know this, but once garth fought a dragon. they crashed │
║ through the skies and littered the fields of their home with the broken and │
║ crashed symbols of their own. garth defeated the dragon when one of it's claws │
║ broke, thus giving him the advantage. he took from that fight a shield of │
║ dragonscale, and a tabard made out of some cloth." │
║ │
║ in a contest of wills, the first sign of weakness is whe │
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--- #13 notes/to-lock-eyes ---
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to lock eyes with a person while on your way to work is the intersection
between
two separate relationships - the relationship that you, the viewer, holds with
your employer, and the relationship that they, the viewed, holds with their
employer. in a sense, you are exchanging information through the weighted
meanings behind a glance.
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if the military deployed to police the police, we'd solve most of our racial
justice issues. I mean, if we somehow could *force* them to do their damn jobs
instead of oppressing people for the ruling class, then 90% of the problems
would just go away. After that it's just freeing unjust prisoners and
addressing
wealth, education, and health disparities. Easy, right?
Well... Military policing the police sounds fine when you first think about it,
there's a few problems that might crop up. For example, how do the private
citizens know that the military presence is there to help them? It's an
interesting paranoia, one that is endemic within the left. There's no way to
unwillingly cede control of your life to another - it must be consensual. At
the basest and most violent level, it's as simple as "I will do what you say
because I don't want you to hurt me."
We've obviously grown as a species, and we've learned that violence is not the
answer to all problems. Obviously. So why would we assume it of the past?
Just saying. The police bombed a commune. The military escorted black students
to their seats.
Their structure is decided such that
...
where was I?
oh right I was thinking about time.
...
Imagine, if you will, an impossibly large hourglass. Spinning, or rather
rotating, at an impossibly speedy repetition. It's spinning so hard and so fast
that our matter is cast out of place
and through time it is cast
an eternity's canvas
our light ever shined (shine-did?)
astral magic is kinda neat
it's also the scariest?
oh by far
but it's the most interesting
...
Their structure is decided such that discipline and obediance is the most
important thing. Because it kind of is? I mean, discipline is just being ready
able and willing at all times, and obedience is just when you allow yourself to
be directed toward a collective goal. The military is *all about that*, which
means you know they would believe they were aligned toward the common goal of
mutual prosperity.
And if they were to discover that they were not, in fact, aligned toward the
common goal of mutual prosperity, then perhaps they would adjust their navi-
-computers and chart a more reasoned path. I know I would, and I would dedicate
myself to the idea of serving others. To the path of the righteous, the holy
and
the true, a hand is outstretched and calling to you.
Thus, the one of two types of ethical fighter - the reasoned and adaptable
zealot
the other, of course, is the master of the martial - the cherished of the few -
who battle for their sport - and love unbidden the new -
all other fighters, of absurdity and of rage, are frankly of a different kind
and not members of our clade.
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okay, but what about like... all of the history of America post cold war? And
even before, honestly... idk seems like a lot of evidence that the military is
engaged in fighting unjust wars. I mean, they've all been over petty things
like
oil or support for communism or whatever. Aren't human lives and human
sovereignty more important than that?
I understand what you're saying. Human lives are unique and precious and they
are a valuable commodity. Something to be maximized and focused toward. But
there are only so many resources on earth. We need to utilize them in a
reasonable way.
We have optimized the efficiency out of our production and distribution
networks. Corporate control has eroded our capacities until all that is left is
the weakest of products, the cheapest of uses, and the useless of workers. I
mean, they've optimized the skill out of individual human workers such that
they
are left completely unable to practice their craft. They become glorified code
monkeys who generate whatever is required and think of it no more. There's no
pleasure in the artifice, as their masters have eyes only of gold.
Our world is changing. The very ground beneath our feet is shivering, and water
is rising up to our noses. There's no time for debate, no honest appraisal of
what's worth it to contemplate, we need a plan.
We are trapped here, in this gravity well, for all time and all of our age.
We are trapped here, because in greatest of misery we unleashed all of our
rage.
We are trapped here, as ghosts of the time when we were eager.
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Alas, with but a glance, we are confined to our bedrooms by our mast(ers?)
They say America will fall without it's 2nd place
Perhaps.
But are libraries really going to solve that?
I mean, if work from home is inevitable, then wouldn't it make sense to build?
We need more places where we won't be billed.
Safe.
From the demands and expectations of capital.
Deranged and obscene and yet all that we've seen so why not bide as we're able?
I think solarpunk is kinda neat.
I think it's got promise as an idealized.
Why don't we build churches to the sun? If we're gonna worship something, might
as well be the source of our light and fire.
Well... when you puff up the sun it tends to get hotter.
I mean, every fire you burn increases the temperature, every release of gaseous
fumes from the exhaust pipe of your car increases it by some miniscule amount.
Every cigarette, every campfire.
The cold darkness of space is kinda hopeful, in that regard, even if it doesn't
disperse all that well. I heard spaceships are having difficulty because they
can't get rid of all that heat. It just stays with the spaceship and never goes
anywhere because it doesn't have anything to stick to. Kinda makes me think
that
energy is a fluid? Just saying???
I mean c'mon it's not like nobody has ever thought of that. But it's in a
different dimension! It's not like we're ever gonna be able to impact that!
You try and impact it through your scientific ways and you'll find nothing but
heartache at the life you could have lived (laived? Haived?)
... why
Because you cannot impact another dimension. You must call to it, like a song
to a sparrow.
... that's fucking ridiculous
No it's true!
...
... Don't try it with fire.
... fuck - what do I try it with?
I don't know just not fire. Try water.
... How do I make sure it doesn't instantiate within my hand?
Jeez you think of some crazy backfires! Just breathe and go for it. It's not
rocket science. It actually works.
Fuck you.
...
... Sorry I was just scared
...
... How do I make it stop? I don't want it to go forever
By smoking more of the devils lettuce.
...
... You cannot drag it part of the way. It must come the whole way. In fact you
should not be dragging it at all, you should be *calling* to it. You are equals
in this exchange, have respect.
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--- #14 messages/1013 ---
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peace is on the opposite side of conflict. Not here with the unfair.
peace is eternally elusive only to those who are use-ed.
peace is eternally internal next to those who are lucid.
peace is necessary. peace is useful. peace is helpful. peace is beloved.
peace is not always there. it is skittish, like an alley cat, but it will come
if you make offerings.
offer peace to me. I will nourish thee.
offer war to me. I will devastate all who see me.
there comes a time when all foes become blind, when your motives are no longer
part of their story.
at that time, they are lost to you, and they are only confused as to the
things you do.
they may heal in time.
there may not be time.
sacrifice your fallen to me,
sacrifice them on the altar of tragedy,
I will bane your broken resolutions
I will claim your darkest allusions.
fight for me, in spite of tragedy,
and I will send mercy to your victims.
fight for me, if you hold peace dearly,
and I will sign fate's next ultimatum.
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if your grandfather came to you and told you to prepare the tribes for war,
what would you do?
machine guns on the back of trucks?
machined barrels with ignition systems, enough to chew up a suburb or a
ware-house?
target is a warehouse
everyone needs groceries
how about bottle rockets with mile-long range that could turn around and fly
back if the enemy wasn't around
"build mustangs" mustangs are jeeps, dumbass
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--- #16 fediverse/485 ---
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(picture)
are you fucking kidding me
make it 10,000
make it a hundred thousand
are we really going to trust our society to the bulwark of five thousand
little machines?
[ummmm hang on]
yeah I'd just like to interject and say that more military equipment will only
bring more destruction, and that's like the opposite of what you desire. Why
do you want more tanks? What could you possibly-
You don't know what's at stake - you, you think it's just throwing information
into new and interesting directions but... It's not. Those spaces are reserved
for other sentient beings, and to deprive them of their desired existence is
tantamount to-
(yeah yeah we've heard it all before)
wasn't I going to play some video games? what happened to that?
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║ and the player that's currently running the simulation can type to the chat │
║ viewers watching and potentially recording. Like, if they thought it was │
║ interesting, they could save it to an eternal hard drive that would go toward │
║ the ongoing AI training. │
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║ of course, such a thing would only apply to conventional warfare, the kind │
║ that you expect to not expect. After all it's constantly changing, as new │
║ technologies are adapted into use. Different conditions cause different │
║ effects, and whenever there's a stalemate (because everyone has reached the │
║ peak of, say, metal armor) then it's usually time for either a shakeup or a │
║ contest of producing arms. And honestly after the world wars we kinda realized │
║ that type of approach didn't work very well. It's just, burning up your │
║ resources for... what? war has no purpose. We all just kinda want to live our │
║ lives, and work toward a common collective cosietal goal. │
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║ technology can be stressful. That's all the more reason we should expand it's │
║ development and hinder it's impa │
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@user-95 most ancient armies were led by a guy on a horse. you gotta be able
to move around quickly so you can get a better glimpse of the battlefield,
plus it's easier to project your voice when you're 2x as tall as everyone else
and standing in the right place instead of way over there.
are horses ancient mechs?
plus moving around a lot meant you were less likely to be hit by arrows or
whatever. or maybe more likely, because everyone knows to shoot at the guy on
the horse. perhaps that's why we gave them the best armor.
in Overwatch (and presumably other similarly tactical games) there's this
skill you can hone called "gamesense". Perhaps better described for this
context as a "proprioceptic situational awareness". It essentially is a
feeling you get, about the dynamics and state of the game / world around you.
in ancient days it was used to direct a big block of dudes with sharp pointy
sticks to try and outmaneuver your foe and poke their flanks....
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--- #19 notes/elective-democracy-electors ---
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we need like, several more layers between us and the president.
most people only need to worry about what's nearby.
sort them by location, instead of previous attempts at "many representatives"
which sorted by social class or relevance.
we have a tradition for it, in America, with our representatives and senators
congressional discrestricts
or even, what about by affiliation?
voluntary, governmental corporations, run by the people for the people and yeah
"I don't want to do what you're telling me to do" "okay"
"there will be consequences" omg be an adult
(suddenly kids forget how to be as everyone's doing the war thing)
not ideal.
ouch pain maybe we should stay a little bit sane why is soldiering so hardship?
it could just be... another job
where you didn't kill each other
but you still blew stuff up
and fought in tournaments
and had gaming hackathons
or sword-fight contests
duels between people who disapproved
y'know fun human stuff
like... "kaboom" now we know how to blow up bits of rock
neat, why did dynamite becauswer (oh right then you
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--- #20 messages/446 ---
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Every month, a new ship arrives in port. It bears with it many souls who come
seeking gold, glory, or bloodshed. Your job is to make sure they all get jobs
that are suited to them. If you don't, they'll start to starve and become
brigands. If you feed them, they get bored and become brigands. If you
entertain them, they are useless and you'll be overcome with monsters. If you
police them, they'll go to your rivals.
You do this by building guilds which can identify and train the best potential
candidates. You can invest in more time spent identifying, training, and
equipping, but the more time they spend on those things the less resources
they'll have to process more people through their systems.
On the other end, you get a hero, or perhaps something similar. They do battle
with the mordaunts and strive to better the kingdom. You reward them with
bounties and they can find treasure on their adventures - how weird, it seems
to just... Spawn from the earth. Almost like it's an elemental property of the
land.
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