IOT Developmental Thread

See my new CYOA.
 
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Ever since a week I had to go AWOL for personal reasons, I had a difficult time getting back into the flow of things. I decided that in order to revitalize my game, I needed something new. So here it is. A redux to Reclamation — Now with 50% more edginess.

Will you be the one to reclaim this crumbling Galaxy?​

DISCLAIMER: This universe will be based on a lot of things in Star Wars. Like the first Reclamation, it is something if an althist — I’ll explain further later.

Boring rule stuff that you should definitely read all of:[IT IS DIFFERENT FROM THE FIRST GAME DON’T BE LAZY]
Spoiler :

Character and Faction Creation (essentially the application)
I put this way up here for ease of access. While the first game was focused on parties of individuals, this game will focus on a faction — much more in line with more mainstream games. But there is a twist. You will need leaders for your faction. This will all be explained below.

Faction Name: Obviously, the name of your faction as known by the rest of the galaxy. More or less. Your faction can be a “remnant” faction of any of the other collapsed “galactic” factions, which are still the same as the first Reclamation aside from the fact they essentially don’t exist as powerful forces in the galaxy.
Starting Planets: These are the planet that your Faction start out with influence on. Use the Galactic Map. You cannot start in Core Worlds for reasons™. Multiple factions can start on the same planets. I encourage this as it will drive more player interaction, so take note at where people are starting.
Faction Leaders: Like implied, these are the people who lead your faction. They are your faction’s generals, admirals, and administrators. You can start with up to 5 Faction Leaders. Look below for creating Faction Leaders.

Character creation is a bit more involved than fill-in-the-blank. You have
  • Name: The character’s name. Star Wars doesn’t really have much of a naming convention for most things, so I’ll give you all (basically) free reign. However, your character(s) cannot be a major character from the Star Wars movies or otherwise big players within the factions, such as Admiral Thrawn.
  • Assignment: Essentially the job the character is supposed to complete. A character will only contribute to the titles they hold. So an Admiral won’t contribute to science unless they also hold a title for research. as implied, you can have characters take multiple assignments, but they hit efficiency penalties for being in more than one assignment that compounds as they’re given more duties.
  • Stats
    • Tactics: Describes how a character fares in commanding battles, on land and in space. Higher Tactics lends itself to more battles being won with less resources.
    • Stratagem: Describes how well a character can run a military as a whole. Higher Stratagem entails better military-related gains in espionage, research, etc. and possible advisory on possible course of action.
    • Intrigue: Describes how well a character can lead and commit themselves to espionage missions. Higher intrigue lends itself to better odds of espionage missions succeeding and better payouts on success.
    • Management: Describes how a character can run an organization. Higher Management lends itself to more gains in domestic resource yields.
    • Science: Describes the technological vision of this character. Higher Science entails faster researching.
    • Scavenging: Describes how well a character can navigate junk fields for things that work. Higher Scavenging increases scavenger mission yields, and also getting ruined facilities back into working order.
    • Charisma: Describes how good this character is at speaking. Higher charisma helps entails a better diplomatic stance for both players and NPFs.
  • Background: A character's background affects stats that you won’t be deciding, such as Force Sensitivity and Loyalty. This is a fairly story-driven game, so this is required.
Setting
The year is 2 BBY. The Galaxy as you know it is no more. In its stead is a hostile soup of war and turmoil.
Under unknown circumstances, the governments of the Galaxy have collapsed. Only remnants remain of the old orders. New upstarts have tried and failed at unification. Enter you, the leader of your own faction in this fractured and fragile galaxy. Your course is for you to decide. Will you attempt to reclaim this Galaxy for your cause, or perhaps you feel the Galaxy deserves being torn asunder?

Your Faction and You
Your faction is what you make of it. A remnant of the Republic, seeking to reunify the Galaxy in the name of altruism? Or a band of opportunists just itching to take advantage of this shattered Galaxy?
Whatever you are, you have options. Your faction starts of relatively well-off, with outposts in up to 3 planets. You likely have a ship or two, and maybe a small band of warriors that want nothing more to do but your bidding. You will find you have incomes in credits, as well as various resources, such as Durasteel and Energy. So what’s this all mean? Let’s take a look.

Resources
as briefly mentioned, there are several resources in this game that you’ll need for whatever you want to do, whether it be expand your empire or wreck any attempts at civilization.
The most iconic of these are Credits, still the Galactic standard for currency. You’ll be paying your men with the stuff. You’ll be trading with the stuff. Money is the best negotiator. This won’t be an economics simulator. Pretty simple.
Durasteel will be the first true resource we talk about. In the Star Wars Universe, Durasteel is very popular for building structures, tools, and ships. It doesn't take a huge logical leap to figure how you’re going to be using it.
Energy is also straightforward. While you don’t need to actually fuel mooks (beyond paying them), you do need to actually fuel your ships, so yeah. Additionally, if you want your facilities to have power, you’re going to need it for that too.
Special Resources are the last, and least straightforward, resources. These resources, early in the game, are found exclusively by scavenging. They can be used for many things - from research, to arming your men, to giving to your populace. Unlike other resources, this is not a single numerical value. An example would be the easiest way to explain it. Say your scavenging party goes out and finds mysterious suits of plastoid armor. You can use these suits to increase the effectiveness in your current military units, or send them to research for a chance to unlocking production of these suits or something. Thus, special resources are largely on a case-by-case basis. Though they aren’t necessarily rare by default — some special resources are rarer than others, and things that may be useful early on may really be garbage later.

Resource Gathering
As I’ve implied a couple times, scavenging is fairly important. To scavenge, it’s important to have a number of units and a leader who has a decently high scavenging skill. To paint a clear picture, more units to a scavenging mission can increase gains linearly, but having a leader that's good at scavenging can increase gains exponentially. Let that be an example for howel important leaders are. This is the biggest way to gain resources early, but not the only way. Eventually, you can establish more permanent means to gather resources, such as constructing fabrication plants and energy-gathering facilities.

Research
Research does things you would expect, such as improved unit and new structures. It is determined by several things:
allocation of credits, your characters working in the field, and particular special resources you happen to find.

Military
This wouldn’t be hosted on IOT if you couldn’t mindlessly kill each other. In this game you will have individual units - squads of troops, single AT-ST’s, etc. However, you will have a lot less to work with as a symptom of the galactic collapse, so “army” composition will matter in this game more than other games with certain units performing certain jobs on the fields of battle — each one of these jobs being important. I also expect ground battles to dominate early game. While scavenging the derelict Star Destroyer seems appealing, it is much less dangerous and much easier to scavenge the crashed Corvette. That said, there will be many who want to scavenge that Corvette, so you better be armed. A Leader who’s good at scavenging may not be good at leading troops, so either have one who’s good at both or send your rat a bodyguard.

Roleplay
The bread and butter of all games, roleplay. I like a good story, so I definitely encourage you to write them. If I begin to care about your character, I can be sure to make the updates more interesting for them. I’d prefer this game to be less “you give me an action and I tell you the result” and more a collaborative effort for an interesting game and story.


I'll probably actually post this soon.
 
tyo can I be a Hutt, a clone, or a Wookie that eats Trandos
 
Erection 2015

Every once in a while, when I have lots of free time (all the time) I begin work on an innovative ruleset. That time is now, and the question is what I should work into developing over the holidays* for a start early in the new year. I want people to pick a concept that seems like the best. I can elaborate further if needed.

Assassin's Creed: Alliance: In the aftermath of the Napoleonic Wars, the Brotherhood of Assassins is devastated in Europe. The Holy Alliance reigns supreme, and the Templar Order works mercilessly in the shadows to crush the flickering embers of liberalism. Players are assassins working to bring about the overthrow of the Templar Grandmasters as the Industrial Revolution gathers strength. Gameplay influenced by EQ's Xcom2 game and the non-terrible Assassin's Creed games (so, nothing after Rogue).

That Hideous Strength: Mankind is ruled by physical gods, the Titans, who slew the Creator God. But players are wizards, humans making use of newly discovered magic, and they're gonna fight the power while conducting magical research and possibly bringing about the end of the world. (Dominions 4)

Pale Blue Dot: In 2000 CE, a hundred years after Earth was first visited by representatives of the Martian Empire, the planet is unrecognizable. World war, ecological disaster, and economic inequality have created a world on the brink of collapse. Players are political parties in one of four superpowers (America, Europe, China, India) and must deal with domestic, international, and interplanetary politics. Because in addition to rogue states like Brazil and Russia, the Martian Empire is reaching into space once more, and the tribal-nations of Venus are passing through their industrial revolution with frightening speed.

The Meek and the Mighty: Three hundred years ago, tribal warriors with great magical power seized control of the Thalassine Empire. They have since conquered the continent, but the potency of the Blood is thinning and with it the strength of their sorcery. Players take control of governors and client-kings of the decaying empire, at a time of great political unrest and with the omens of the apocalypse growing in number. (Inspiration).

A Time for Wolves: Out of collapse of the Ottoman Empire emerged the Anatolian Republic, a multi-ethnic state. But in the 1990s, after the fall of the Communist government, ethnic and religious tension threatens to tear the nation apart. Players take control of political movements in a nation that combined the best parts of Yugoslavia and the Middle East. Most like EQ's RebelNES.

*No promises I'll actually produce something.
 
The Meek And The Mighty sounds the most interesting.
 
Oh. :p It means that Pottsylvania and a hypothetic Gethic mutiny would have to go Republic in a switch to civil government, whereas GSG 9 can jump straight to Democracy.
 
Surely the Gethic would be theocracy esch with Vancore's cult of personality? :mischief:

Of course if GSG 9 did go democracy... is there a way to make a faction auto declare war? It would fit Vancore quite well...
 
Spoiler :
Erection 2015

Every once in a while, when I have lots of free time (all the time) I begin work on an innovative ruleset. That time is now, and the question is what I should work into developing over the holidays* for a start early in the new year. I want people to pick a concept that seems like the best. I can elaborate further if needed.

Assassin's Creed: Alliance: In the aftermath of the Napoleonic Wars, the Brotherhood of Assassins is devastated in Europe. The Holy Alliance reigns supreme, and the Templar Order works mercilessly in the shadows to crush the flickering embers of liberalism. Players are assassins working to bring about the overthrow of the Templar Grandmasters as the Industrial Revolution gathers strength. Gameplay influenced by EQ's Xcom2 game and the non-terrible Assassin's Creed games (so, nothing after Rogue).

That Hideous Strength: Mankind is ruled by physical gods, the Titans, who slew the Creator God. But players are wizards, humans making use of newly discovered magic, and they're gonna fight the power while conducting magical research and possibly bringing about the end of the world. (Dominions 4)

Pale Blue Dot: In 2000 CE, a hundred years after Earth was first visited by representatives of the Martian Empire, the planet is unrecognizable. World war, ecological disaster, and economic inequality have created a world on the brink of collapse. Players are political parties in one of four superpowers (America, Europe, China, India) and must deal with domestic, international, and interplanetary politics. Because in addition to rogue states like Brazil and Russia, the Martian Empire is reaching into space once more, and the tribal-nations of Venus are passing through their industrial revolution with frightening speed.

The Meek and the Mighty: Three hundred years ago, tribal warriors with great magical power seized control of the Thalassine Empire. They have since conquered the continent, but the potency of the Blood is thinning and with it the strength of their sorcery. Players take control of governors and client-kings of the decaying empire, at a time of great political unrest and with the omens of the apocalypse growing in number. (Inspiration).

A Time for Wolves: Out of collapse of the Ottoman Empire emerged the Anatolian Republic, a multi-ethnic state. But in the 1990s, after the fall of the Communist government, ethnic and religious tension threatens to tear the nation apart. Players take control of political movements in a nation that combined the best parts of Yugoslavia and the Middle East. Most like EQ's RebelNES.

*No promises I'll actually produce something.

Generally anything with a nation is more enjoyable than a squad or a political party. I like nation games. I think i like something like dominions most because i love the rich history of the world's mythologies come together. I like the idea of pale blue dot as a setting but don't relish playing a political party as much as a nation state or something like that.
 
Edit: nvm Regularly updating IOTs are clearly not what's wanted here, I should have known better
 
The idea of an IOT engine that is programmed makes me happy on so many levels. If you want to combine it with the ease of spreadsheets I'm sure there would be an easy way to output as an Excel file. I actually started programming an espionage engine in C# if you're interested in that.
 
I don't care what you do, I will jump over a cliff if I have to (as long as the setting is insteresting).
 
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