IOT Developmental Thread

the funny thing is nobody on this page besides me and civo in that 2-post conversation are actually talking about the game.
 
the funny thing is nobody on this page besides me and civo in that 2-post conversation are actually talking about the game.

I am. Well, I would if I had anything else to say but this looks awesome. :goodjob:
 
Well we're using different page sizes :p

in any case, glad to hear.
 
Well, simply put, they don't exist. I don't know how else to explain the entire game generally in that respect with any other answer. The game is a pure role playing game a it's core with stats only there so we have a tangible grasp at how economically strong everyone is, plus it makes balancing the designs a lot easier.
 
This all assumes they're even possible, which is fairly suspect in and of itself.

Guess who thought it wasn't possible to go to the moon. Almost all of humanity until the middle of the last century.

Guess who was wrong. Almost all of humanity.
 
People had no issue with that from a "physics allows it" standpoint.

They probably did.

But anyway, pure RP sounds really cool!
 
Good Day .
I i want to propose this rules for a game :

Map : using a modifed version of the Victoria's Map ( http://imageshack.us/photo/my-images/201/mapfo.png/ )


Orders movement and attack are reported in the topic, the diplomatic actions (alliances, territorial settlements ..) are made via PM, you have a time limit to post orders, but we are talking about at least 24, if all respond in the short distance l 'from each' other.

Movement: you have the ability to move as many armies / floats you want in an adjacent Territory
Attack: The attack system is similar Risk, the fleets and armies fight in the same way, there aren' t limits of attacking armies and t, but there's a rule "at least one 'army must remain in the territory of' attacker 'also some areas (eg the Alps) will be easier to defend in case of attack, it adds one die to the result of the defendant unless otherwise specified in the description of the map, the Territories easily defensible will be marked with a yellow stripe on terriotory

Diplomacy: Diplomatic treaties can be made between two players to decide what to do, treaties are:

Assignment of terriotory: Bidder 's gives a terriotorio to the recipient.

Alliance: You can make an alliance + any other tax, if the recipient accepts, the two nations are allied and you can not attack, but instead may be stationed in allied territory.

Military Tribute: Bidder 's gives military units

Economic contribution: the 'offer offers some production points

Creating units: each territory, unless otherwise specified or is a Crossroads (which is 3 Production Points), gives a Production point, usable for the creation of armies, cities or create a commercial basis. The unit production cost one point each, and can be created to "liking" (except in specific cases or end points), cities production cost 3 points and give a free army +2 points production, commercial basis it costs 5 points production and gives 3 to turn and can not be destroyed (unlike the armies and cities), so when you go to the conquered enemy. The accumulated points are NOT lost at the end of the turn.

Search: by deciding to give up 10 points in production, you will receive a technology, simply divided into Military and Diplomatic. As the technology will changhe eventually , the only sure one are this , the space race techs (Engine, Stasis Chamber and Chambers of 'Spaceship)



Victoria: In addition to the victory and
phaseout of the opponents you win a prize for Space Race (first build a spaceship), Diplomacy (allies with all nations) and Commercial (Take control of 4 Crossroads).
 
That is a good idea, but unless if you have any GM experiance, it will be hard to manage.
 
That is a good idea, but unless if you have any GM experiance, it will be hard to manage.

I have it , just eventually give me your approval
 
From what?

People had no issue with that from a "physics allows it" standpoint.

They probably did.

And besides, all we have to do is temporarily decrease the mass of ships or put a bubble around them that makes light either really damn slow or really friggin fast. HOW HARD COULD THAT BE
 
Obviously quite difficult if we haven't done it yet.
 
This all assumes they're even possible, which is fairly suspect in and of itself.

lurker's comment: Warp drives are possible, yes, but such a thing would require either what effectively amounts to negative amounts of energy, or this thing called "exotic matter" (!=dark matter) which is basically a fancy term for something physicists throw in to make the equations work, and may or may not actually exist.

This is, of course, assuming that we're referring to warp drives as the specific type of FTL that involves creating a "bubble" in the local space around an object, and not just FTL in general, which is broad and an entirely different thing.
 
Spoiler for the use of space travel in a game :
Since you can't simulate reality close enough, why try and let it ruin fun things? Just make "nods" towards realism and go for broke.

You want a FTL game, let there be FTL. How does it work? I dunno, you dunno. Even most of the in game scientists dunno. It will take quadruplectodoctorates to even learn the basics of how the physics work in such a situation- few mechanics would have a working knowledge of just how it affects stuff If something is damaged during warp or whatever. You want it rare, it's expensive and difficult. If the setting calls for it to be common, make it cheep and easy.

You don't want an FTL game, go ahead. Warn all to respect distances and just roll with it. How did the same character leave and arrive after a hundred light years? I dunno, cloning? Cyro sleep? DOES IT REALLY MATTER? No. The chance of two spacecraft randomly meeting in outerspace without aiming for each other and with different start-end points are effectively nil. How about relativity time shifty whatevers.

Doesn't really matter.

What the game design calls, you provide. Cheap FTL? Expensive Sublight drives? Whatever floats your boat.


As for the discussion on space travel itself, in the end for FTL you can choose to do so within or without the time stream. If you do so within, you can either accelerate past the speed of light, or you can "brake" your way sideways from the speed of light. If you do it without the time stream, you get stuff like warps and wormholes.
 
Well the question of FTL isn't really a... well, question for the game. I've got travel all worked out; it's in the rules I posted and everything. These guys just decided to randomly talk about actual FTL travel for some reason.
 
ACTUAL FTL FTW.

This discussion can never end. In current physics, it is indeed, impossible because a core concept is that it is indeed, impossible.
 
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