|
116 |
✓resolved |
Demand should scale with number of customers |
Apollo 6 |
Christopher Peplin |
about 14 years old |
|
29 |
✓resolved |
Design contract parameters and data model |
Mercury-Atlas 7 |
Christopher Peplin |
over 14 years old |
|
10 |
✓resolved |
Design generator parameters |
Mercury-Atlas 6 |
Christopher Peplin |
over 14 years old |
|
12 |
✓resolved |
Design line parameters |
Mercury-Atlas 6 |
Christopher Peplin |
over 14 years old |
|
17 |
✓resolved |
Design map node parameters |
Mercury-Atlas 6 |
Christopher Peplin |
over 14 years old |
|
16 |
✓resolved |
Design map zone parameters |
Mercury-Atlas 6 |
Christopher Peplin |
over 14 years old |
|
4 |
✓resolved |
Design multiplayer scoring algorithm |
Mercury-Redstone 4 |
Christopher Peplin |
over 14 years old |
|
7 |
✓resolved |
Design multiplayer scoring incentives |
Mercury-Redstone 4 |
Christopher Peplin |
over 14 years old |
|
6 |
✓resolved |
Design multiplayer, shared ranking algorithm |
Mercury-Redstone 4 |
Christopher Peplin |
over 14 years old |
|
19 |
✓resolved |
Design parameters for a multiplayer's region |
Mercury-Atlas 6 |
Christopher Peplin |
over 14 years old |
|
20 |
✓resolved |
Design relationship between user account and a game |
Mercury-Atlas 7 |
Christopher Peplin |
over 14 years old |
|
21 |
✓resolved |
Design relationship between user and a map region |
Mercury-Atlas 7 |
Christopher Peplin |
over 14 years old |
|
5 |
✓resolved |
Design single player game ranking |
Mercury-Redstone 4 |
Christopher Peplin |
over 14 years old |
|
3 |
✓resolved |
Design single player scoring algorithm |
Mercury-Redstone 4 |
Christopher Peplin |
over 14 years old |
|
8 |
✓resolved |
Design single player scoring incentives |
Mercury-Redstone 4 |
Christopher Peplin |
over 14 years old |
|
14 |
✓resolved |
Design storage parameters |
Mercury-Atlas 6 |
Christopher Peplin |
over 14 years old |
|
30 |
✓resolved |
Design workflow and data models for growing the region |
Mercury-Atlas 7 |
Christopher Peplin |
over 14 years old |
|
22 |
✓resolved |
Design workflow for creating a public game |
Mercury-Atlas 7 |
Christopher Peplin |
over 14 years old |
|
23 |
✓resolved |
Design workflow for inviting user to a private/public multiplayer game |
Mercury-Atlas 7 |
Christopher Peplin |
over 14 years old |
|
70 |
✓resolved |
Determine cost of an amount of fuel |
Gemini XII |
Christopher Peplin |
about 14 years old |
|
104 |
✓resolved |
Determine demand for fuel at average operating level for all generators yesterday |
Apollo 4 |
Christopher Peplin |
about 14 years old |
|
73 |
✓invalid |
Determine supply for each market |
Apollo 4 |
Christopher Peplin |
about 14 years old |
|
25 |
✓resolved |
Diagram data model |
Mercury-Atlas 6 |
Christopher Peplin |
over 14 years old |
|
143 |
✓resolved |
Discount capital costs if in RoR regulation |
Apollo 7 |
Christopher Peplin |
about 14 years old |
|
142 |
✓resolved |
Display game time on web page |
Apollo 7 |
Christopher Peplin |
about 14 years old |
|
154 |
✓resolved |
Display MC curve for today for a state |
Apollo 8 |
Christopher Peplin |
about 14 years old |
|
139 |
hold |
Don't charge anybody anything if capacity doesn't meet load |
Future Work |
Christopher Peplin |
about 14 years old |
|
61 |
✓resolved |
Don't let a line point to the same city/state that it starts |
Gemini XI |
Christopher Peplin |
about 14 years old |
|
109 |
✓resolved |
Drop average cap, generators should have only a peak capacity |
Apollo 7 |
Christopher Peplin |
about 14 years old |
|
102 |
✓resolved |
Drop reactive power from spec |
Apollo 4 |
Christopher Peplin |
about 14 years old |