DragoNES Pre-Thread: Space? Maybe?

I wouldn't mind joining as an outsider race... Thou I would like more information of how this NES is going to be first and about the outsiders too
 
Okay, then please read post 80 =P
Why do people ALWAYS post while i'm editing posts?!

No offence Erez, it's just the third time it happened in this thread =S
 
I just read it

What will stop people from just making just the strongest unit they can? Unit strengths that actually affect gameplay stinks.

Story based battles rule.
 
Units will have special abilities, special strengths and weaknesses that will add to their strenghts.
Some might not even be used in combat at all.

Sometimes, i will cast all the rules away and decide what happens myself, but it is a nice thing to have a basic rule to rely on.
It seems to me that it doesen't stink that bad. And really: Ofcourse people will make the strongest unit they can. Why shouldnt they? Maybee they don't have the time because enemies are at the doorstep, or maybee they need a specefic kind of unit that isn't just strong.
I'm sorry, but i can't really see what a unit strength that actually affects gameplay should be bad. (If it doesen't affect gameplay, why have it?)
But ofcourse, if everyone's against it, i can make up another system.
 
Would stretegy also cause bonuses in combat?
 
If someone else chooses Outsider, I'll keep Sylvan. Almost done. :) I may even write something tonight.
EDIT: NVM, I'm definitely going to be Outsider. I like the idea of being a physically impotent blob of magic meat.
 
If you are writing stories, than I may as well :p
 
Ohmygawd! Northern Wolf wrote something out of charecter!
 
So, when can this mess get off the ground? :p

P.S.: Any previews on technology research/magic?
 
could you just give a general lvl of tech as a baseline? Instant inter-galactic travel? sub-light travel? anything at all would be helpful
 
Ohmygawd! Northern Wolf wrote something out of charecter!

We have fixed writing errors, those responsible of these flaws have been tortured and slain for the glory of the hive!

It is difficult for us to use your primitive language.
 
Empire Name: The Imperium Stella
Empire Type: Technomantic (The Imperium Stella seeks to advance far enough ahead of the other nations and act as protectors of higher learning and art. With the power they seek, the Imperium believes that it will be able to watch over a greater area than ever before and have the authority to launch a crusade if needed.)
Empire Main Race: The nation The Imperium Stella is mostly comprised of Seraphim but there is a sizable minority of Outlanders who long ago gained the rights to set up a city of their own on Aether.
Empire Race Politics: Both the Seraphim and the Outlanders are fairly open to other races but view themselves as slightly superior to the common masses of the others. However, they are more than willing to accept anyone who can prove their worth through skill or strength.
Empire Starting Technologies:
Homeworld Name: Aether
Empire Leader Name: Seraph leader (main character) Arch-Paragon Gwenivere Kosciuzko, Outlander leader (minority leader) Chancellor Daedalus Budarin
Homeworld Climate: About 1/3 larger than Earth, is unusual in the fact that it has a horizontal axis, making the poles in the East and West and the tropics in the North and South. is composed of 57% water, most of which is contained in the planet's fresh-water ocean. However, there are two large lakes in which the water is mixed with various minerals and not as potable. The land is composed of mainly jungles and rounded mountains in the tropics and changes to more barren and rugged terrain toward the poles.
Homeworld Defense: Long ago the Seraphim learned to create powerful explosives capable of completely shredding anything in a relatively small radius. Using this technology the Arch-Paragon commissioned the creation of the first planetary defense ring. Aether now possess five planetary defense rings. The first four are made up of different types of orbital mines packed very closely together yet made of transparent materials so as not to block Aether's starlight. There are very few spots amongst the mines where any type of ship could easily fit through (although personal fighters could squeeze through the minefields one at a time, they would have to go so slowly that they could be picked off). The few openings a patrolled by the Outlanders craft as well as Seraphim. The Seraphim, since they do not require ships to travel in space, can easily navigate the mines. The first four rings of mines are a fair way out from Aether as to protect the fifth ring if they were ever to go off. The fifth and final ring holds the planets satellites as well as a ring of defense stations designed by the Outlanders and housing their fleet.
Empire Magic Politics: Both the Seraphim and the Outlanders of Aether highly value magic and see it as a power that should be embraced and expanded to its full capabilities (whatever those may be). The Outlanders are more naturally adept but both races train their members extensively if they show promise and frequently share secrets with each other on how to control and apply magic.
Empire Magic Specialization: The culture of the Imperium cares little for debating which branch of magic is more appropriate than another, instead all magics are allowed and students are encouraged to pursue the area which they feel most attracted to. The only condition is the purpose to which the magic is applied. If a citizen repeatedly uses magic in ways that are of questionable merit they will be investigated and stopped. Traditionally since magic and technology were separated the most powerful advances have come in areas such as elemental manipulation and spirit magics as well as some darker endeavors.
Empire Technology Politics: Traditionally the Imperium has tried to keep magic and technology separate in major productions such as space and weapons advancement for fear of creating something unstable. This led to an equal importance being placed on the development of technology as magic. However in recent years specialists have been successful in creating a branch of the national research institution that deals with safely combining the two and huge breakthroughs are expected soon.
Empire Technology Specialization: As with magic, it has always been the merits of the application and as such most areas of technology have been explored. However, the areas which were historically deemed more technological than magical have seen greater technological improvements. These include construction (both planetary infrastructure and defensive installations) as well as heavy industry and computerization. Of course the Outlanders of Aether have also delved into space technology, both for their own needs to survive in space and to create large ships for command, cargo, and colonization ships (since the free-flying Seraphim take the place of fighters).
History: The Seraphim of the Imperium Stella were once part of a larger loose collection of Seraphim among the stars. However Seraphim of Aether split with the others over the use of magic and technology. The conservatives of the order saw magic as something that should only be wielded by a few, carefully selected holy orders and only certain types of magic should be allowed. Never should technology be corrupted by mixing it with magic. The conservatives pushed for a galactic purge of all the cultures who used 'dirty' magic and corrupted the purity of life. The moderates of the order resisted this purge and the idea was placed upon the shelf for future consideration. Then in the year -12Ae a Seraph was discovered trying to create a device which mixed magic and technology and she was exiled to the far side of the galaxy. Unforeseen by the elders several thousand other Seraphs supported her and elected to accompany her into exile. This group, referred to as the Fallen, finally established a colony on Aether. For centuries they lived in seclusion until the year 308Ae. The first warning was the Outlander refugees who begged asylum on Aether from a great war that had consumed their world. This turned out to be the purge that the Seraphim alliance had planned centuries before. The Fallen accepted the Outlanders onto Aether but set them apart as a lower caste and forced them to help defend the planet. As the alliance forces drove the Fallen back to the planet's surface they gathered their greatest mages of the Holy Orders and attempted to smite Aether with a giant beam of solar energy (one of the few areas of magic allowed to them). Realizing the planet would be destroyed, the Outlander chancellor gave his life to pull Aether's single moon out of orbit and smash into the planet's surface. This move destroyed much of the surface and many of the inhabitants of Aether died. However the planet was knocked out of the path of the energy. This collision is also the reason for Aether's horizontal axis. After creating such powerful magic the Holy Order was left weakened and forced to retreat. The Outlanders of Aether were granted equal rights and their chancellor was recognized as a true political leader. The Fallen have recognized talented individuals of other races as their equals but never has any other entire culture been granted this distinction.
 
Drag, we are lost without you :(

and also am slowly updating my nation to be more detailed and stuff.

edit: another important question is if our nations know about the other nation's existence (any first contact scenarios?)
 
Yes seon, you might be, but without my real life i'm lost too =(
Some days i might not have time to come on, so please, do not worry too much.

@Seon
This Mess? Well.. as we all know, messes can't fly.
So we need to clean it up first.
Also we need to have established rules. I need to make a list of buildings (anybody wishing to contribute is more than welcome!), a preveiw of magic and tech (Contribution? anyone?), make up a way the game is going to start, and more. There's things to be done, and though it might take time, i'm sure it'l be worth it if this thing will at some point be able to fly me too the moon, and let me dance among the stars, lalalalala!

@KyF
Well, at the beginning of the game, you will all be able to make ships that can move from one Mother Star (the white star-dots on the map) in one turn, lasers that can shoot through 6 meters of steel (wich is considered a weak metal in this NES), various teleportation devices, use things such as telephones through the vaccum of space, make devices that produced unliminited oxygen, create semi-self sustaining space stations, and more.

As for magic... Well, what you can do depends on how many mages you have, and how skilled they are. Apart from that, the limits is only your imagination, though there is also that borderline with a sign on that reads:
Beyond this point is Lameness.
Bypassing this point might result in:
-DM smiting you.
-Other players being buffed up and then smiting you with their giant lazors.
-You being banished from the NES.
Though the most common result is that you will be told to go back.

So, nuff said, this is both high-tech and high-magic.

@Northern Wolf
I will have to get used to this...

@Lost Praetoria
Eh... hub of text?
I bet that it is real creative, and that i will really enjoy reading it, but i can't =(
Would you PLEASE bold the various fields? it is really hard to read like that, and alot of reading it is. =P
 
Also we need to have established rules. I need to make a list of buildings (anybody wishing to contribute is more than welcome!), a preveiw of magic and tech (Contribution? anyone?), make up a way the game is going to start, and more. There's things to be done, and though it might take time, i'm sure it'l be worth it if this thing will at some point be able to fly me too the moon, and let me dance among the stars, lalalalala!

I'll be willing to contribute to this! After all, I'd really like for this to start!

I'll do it later, though. Right now I am about to start class, and I doubt the Professor will like me writing on a forum in the middle of this.

But, first, a couple of ideas:

Buildings: Spaceport, Dock.
Tech: Terraformation (to restore old planets and/or make them more livable for the races)
Magic: Divide it in 8 elements: Air, Death, Earth, Fire, Life, Space, Time, Water
 
Dragonson, I disagree with some parts of the techs we start with.

First of all, I don't think lasers should be the weapons that everyone have. Of course, it depends on what type of lasers we are talking about. Explosive Star Wars plasma beam traveling in sub-light speed, or are you talking about real lightspeed lasers?

Other things people may prefer are missles and mass drivers.

Also, I don't think we should start in that advanced age. Teleporters are a bit too much I think. Drop pods, may be. But technological teleporters I think not.

If you are in doubt, look at Galciv techtree or Sins of Solar Empire tech tree.

As for buildings, we can design unique ones, right? :D
 
@Milar
Awesome =)
I already had terraforming and elemental magic in mind, but its good to know that my players agree ^^

@Seon
What i'm going for with this game, is that the foundations for really advanced technology has been created, so that you have alot of free space to expand in. But actually, i would like to rephrase my previous statement on technology:
At the beginning of the game, you will get a number of technology points.
You can spend theese points in "Technology Pools" such as Terraforming, Space Travel, Laser Weaponry, Explosive Weaponry, Energy Weaponry, etc. Using this way of technology deviding, we might have a abit more satisfying tech-startout. Ofcourse, some races will have bonuses for some of the tech pools. For example the Sylvans will have a major +in Spaceship Building, but a minus at Colonization.

And maybe the teleporters are abit too much yes, but you have to remember that you do need to place one at the target location aswell at the orginial one. (And ofcourse they'l be expensive to build, and you'l need some good tech in space travel, and blablablabla balance talk.)
 
Empire Name: Karakkis Imperetat
Empire Type:Mago-technological, great bias on magic due to the physical weakness of Outsiders.
Main Race:Outsiders
Starting planet: Karakkis. A massive gas giant that rotates a medium-sized yellow star. The gas giant is the only planet in the system, and only has to share with an asteroid belt. Its one small moon is unexplored as of yet. The Outsiders, for the most part, live in floating city-ships in the upper level of the planet's atmosphere, and enjoy the moderate climate therein. Some Outsiders have ventured deeper, but all that rests at the center of the gas giant is a large crystal of unknown materials surrounded by a sea of practically useless ethane and methane.
Politics:Magocracy. The three most powerful mages make most of the decisions, but if it will come down to some kind of empire-changing decision, a metaphysical or magical ballot is fairly simple to organize. In case an empire-wide vote comes about, it overrules the opinions or wants of the three head mages. (I'll add more details in a little while, I'm trying to get some original concepts going, and I can't find any paper.)
Starting Tech: I don't know what goes here, but it's not much. Their infrastructure is magical, for the most part. Their ships are a mixture of magic and tech, I don't know how valid that is, though. If you don't want hybridization or whatever, just tell me so I can change races or change my plans. :)
 
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