Developing the next RNES.

RoddyVR

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STOP!!! What are you doing HERE?!?!?

this is the thread i throw my "in development" NES ideas into.

currently developing the Rnes8: Run for President in the next post.

PLEASE do NOT post replies to this thread

I do NOT want it to go to the top of the forum. i like it here in the forgoten realms of old threads.

If you realy want to comment on the currently developing game, send me a PM please, i'd love to hear your comments and/or suggestions.
 
Rnes8: Run for President
The year is 2024. The US two party system has collapsed, the last elections were a complete mess rife with sabotage, cheating, recounts, bribes and even a murder. The end result was highly contested. The president of the last 4 years acomplished nothing except to show that the two major american parties have been working as one for many decades and only showing a two sided face to the nation to keep up the appearance of democracy. The public has turned away from the major parties and now looks to the individual candidates of the new elections to pick a president from. For the first time in centuries the voter turnout is expected to reach over 95%. This makes most old truths about which state is conservative or liberal or prolife or prochoice or any other old defenition prety much mute, with so many new voters it is almost imposible to know how which state will lean.
You are a hopeful for the presidency. You can be a Senator, Congresman, Judge, Business man, beurocrat, bus driver, minimum wage worker, 18 year old kid with nothing better to do, or anything you want. It makes no difference, what you are in this game is a Candidate.
You have a home state.
You have a core political folowing in your home state from which build your candidacy.
And you have the Million Dollars that the government handed you to help you start your campaign.
And you have your most important asset. Your Time.

Every turn, you can spend your time doing two things:
Raising money for your campaign or Getting the people to Vote for you.
And you can also spend any amount of your saved up money on TV adds, Newspaper spreads/stories or any other way you can come up with to get the people of a state to vote for you.

Every state has a pool of undecided voters that you need to convince to vote for you, and then there are ones that have already made up their mind.
 
there will be a 50 state map, with each state being colored in the color of the candidate who has the largest support in the state.

every turn the person who spends the most "time" courting the voters in a state will gain popularity in that state (a #of points gain based on time spent), candidate who spent second most time gains "half points" and third place gains "1/4 points". the rest only loose their "fair share" to the winners.
the person who spends the most money, gains a significant amount popularity if he is already popular, but a small amount if he is not already popular (you gain a good fraction of the points you already have). second biggest spender gets 1/2 the effect. no third place with money.
 
map. will proly need a second map on the first post with the state names for people who dont know them by heart (like me).
 
this post for now is more for me to remember what i've come up with, rather then part of the game rules.

for each hour spent fundraising in a state:
$5k per point in the state at start of turn
$25k for each point gained in the state this turn.

Time spent campaigning in a state:
1st place = gain 12 points
2nd place = gain 6 poins
3rd place = gain 3 points
taken from undecideds unless there are no more left, then split equaly from all other (non winning)candidates (each looses same # of points).

Money Spent in a state:
1st place = gain 30% of your current points in the state
2nd place = gain 15% of your current points in the state
taken from all categories fairly (each looses same fraction of their points)

Visiting a state that you already control doesnt give you much, but visiting one you dont have any following in will give you a good boost there.
Spending money in a state you do not have any followers in will get you nothing. spending money in a state you have a good presense in will give you biggest value for you money.
 
old posts from this down. if you're reading the Rnes8 rules, then you've gone too far.
 
interesting, i like the sea units, maybe we should also have 2 kinds of land units.......maybe even air units.....;)
 
edited out to avoid confusion with new rules.
 
Map:

What about to write the numbers of units instead of painting 'em?
Will that make it easier?

Economy:

I was thinking maybe a regoin you just took fron an enemy willl riot for X number of turns and not pay you money, maybe even cost you money.

Units:

:I don't like the isea of 2 land units but 2 ships is very nice.
 
Map

writing the number of units instead of drawing dots is actualy harder, not easier.
the old numbers are harder to erase then dots (dots you just fill in with the color of the nation, number you have to actualy draw over manualy)
drawing a number is harder then drawing a dot (or even a bunch of dots).
on small provinces, getting the number to fit can be REALY dificult.

for a map this large it prety much HAS to be "hidden army size" in order to not make a VERY long update time.

Economy
Nivi, i like your idea. it will sure make steamroller effect harder to achieve. it can be a bit tough to keep track of though, but i think i could manage it.

i'm thinking of maybe making the 'incomes' of each province different as apposed to having them standard by continent or area (or world wide).

clearly some countries will have more space to spread through then others, so the territories around them will be poorer, but i think that if i play around with the values enough i can make a prety balanced map.
maybe to make the beggining a little more interesting, make it so that each nation knows the values of only the territories that border lands it holds. sort of an exploration thing.
 
Units

Nivi, how come you dont like the 2 land units idea?
any specific reasons, or just "doesnt feel right" type of thing?
 
I find nivi's idea very good personally, especially the one concerning the rioting.

I don't like 2 land units either, I prefer to stick to "armies" when refering to my ground forces, I don't want to start talking about "tank divisions" and "infantry divisions", I think that armies well simulate a nice mixture of tank/cavalry and infantry, good in defence and offense, there is no need to divide them (plus it will just extend the time it will take you to do the updates)

Also for Air Units here are my ideas.

Air units may move 4 provinces, but must always end up in an airport or they will be lost. They have the same attack value as ground units, but they are harder to be destroyed (i.e. make it so that it will take an higher roll than normal to shoot them down) but only if the air units are attacking, if the air units are defending they will be easier to be destroyed, because it will take a long time before they will still have to take off, and in said event the enemy's tanks will have an easy time blowing them off.

Also Air Units will have a little attack advantage against Naval Units.

ALso Air Units will be the most expensive ones:

i.e.
Army = 3c
Ship = 5c
Aircraft = 9c

Although the implementing of such a unit will have the effect of extremely enlarging the time of updates, so I suggest to drop the idea of Air Units is such a huge map, on smaller maps though it could be cool.

Saluti
 
perhaps the air units can be used as spy planes, w/ range of the terrytorys adjacent to it. make spy planes expensive

also we can make improvements to counter planes w/ air defenses
 
If air units are used maybe they increase attack or defense by 1
 
Combat System
Giovani, i'm not too worried about the complexity of the combat system. i'm gonna have to make a computer program to run the combats anyway (i'll enter the attacker and defencer forces, and it gives an outcome, with maybe a 'trail' of how it got to that outcome)
so a complex combat system wont realy make update time longer. (atleast not by much).

i like the ideas for Air units so far:
Spying with a range.
air superiority adds to your rolls.


the way this thread is going, i get the feeling that if i put in everything i like, its gonna end up being a monster game. i like monster games, but i'm not too sure there's enough players here who could commit the time to it that too much complexity will require.

will probably have to trim the thing down once there's a good list of posibilities.
 
doesnt feel right" type of thing.

Also, i was thinking, maybe air units main purpose is to sink fleets? They would have a higher chance of succses then other fleets, they will also be carried by transports.
 
The idea posted by nivi, aircraft carried by transports, is a good idea but IMO the same transport should be unable to carry both air units and land units at the same time.
 
perhaps the idea of infantry and tank divisions might not work.
but i like the idea of armys that can only defend and cant move.
also why instead of having infantry and tanks, we have armys, and artillery :)
 
Stalin,

15 for one territory?????? you're kidding right?

my video card sucks on this computer, so i cant tell the difference between the red and teh orange dots, but i can guess where you put which.

without the starting locations marked theres no way to tell if the map is balanced. i was thinking more of something like the farther from a starting location the less the province is worth.

i dont like the idea of air units being primarily for fleet sinking.
if we're using 'carriers' then the range of the air units is gonna be SEVERELY reduced. maybe 2 provinces. cause other wize a plane could reach almost any spot on earth in one turn.

had another idea.
Industrial capability
cant build more land units in a turn then you have territories.
cant build more sea units in a turn then you have coastal territories.

unfortunately, that will make the big get bigger and the small smaller. so that might not work.
 
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