IOT Developmental Thread

No dip Sherlock.
Spoiler :

EDIT: Arguing how future physics might look is like arguing how future societies might work. You have leads, you can get an interesting conversation if both sides allow for extrapolation and talk, and you can get great fanfiction/rp ideas out of it, but there are no real answers. Whatsoever.

Anyway, I've figured out how stupid I've been the past couple of pages/threads/years/decades so I'll be off from this topic.
 
You don't really need approval to start an IOT, but sure ;)
 
It's hard to get player support without first being in an IOT - certainly doable, but usually at a very small scale.
 
IOT Omerta

The Idea:
Unlike the majority of IOTs, Omerta will be played on a city scale. Instead of nations the players take the role of criminal gangs vying for control of the various rackets.

The Concepts:
'Hoods
Much like a standard IOT the map will be split into a number of regions, in this case neighbourhoods. Each player chooses a certain 'hood as their home turf and will try to expand their influence. 'Hoods come in three flavours - residential, retail and industrial. Residential and retail are both given an affluence value from 1-5, indicating the relative wealth of the inhabitants/establishments present. Affluence affects the kind of products that are likely to sell well but also the difficulty in operating in those neighbourhoods. Affluence, and type, of a 'hood can change as the game progresses.

Mooks
Mooks are the pimps, pushers and enforcers that make up the numbers of the gang. They are used to turn "assets" into cash and to protect or expand turf.

Rep
A gangs Rep score represents their notoriety. A gang with a high Rep may find certain actions such as extortion easier but is more likely to draw unwanted attention from the police.

Operations
This covers a range of establishments of dubious legality from bars and casinos to brothels and meth labs. They will either generate cash or "assets" but require some kind of upkeep.

"Assets"
Things to sell to generate profit. Examples include drugs and prostitutes. "Assets" come in three levels of quality - high, medium and low. In the case of drugs you can cut drugs which will drop quality by one level but double the quantity (low quality drugs cannot be cut and you cannot 'uncut' drugs).
"Assets" can be obtained in a number of ways, primarily smuggling and creation.

Smuggling
Smuggling is a means to acquire "assets". They can come in by road, sea or air. Purchases are arranged made from cartels who will smuggle them in. Only low quality assests can be delivered by road, medium or low by sea and any by air. To receive goods by sea or air requires a coastal 'hood or a private airstrip in you turf if you want to avoid customs, otherwise anyone can make use of the city's port or airport but there is a high risk of being discovered.

NPCs
NPCs refer to non-gang organisations such as the police, local government, customs and cartels. It also refers to the named heads of those organisations and certain unaligned individuals who may provide services for a price. The heads of the legitimate organisations will be periodically elected. Elected officials will have a hidden 'corruptibility' rating which will indicate how willing they will be to work with crooks and just how much it will cost you.

Cash
It's cash.

Gameplay:
Rules are currently WIP.

Before I progress further with this I'm going to ask BirdJag to give the concept approval due to the nature of some of the themes covered.
 
Someone should do an IOT based on Fall From Heaven... That would be like awesome cool.
 
Fill's plan is grand and I support a Fall From Heaven IOT, especilly if I can play as the servents of the God of Winter! :D
 
IOT Omerta

Spoiler :
The Idea:
Unlike the majority of IOTs, Omerta will be played on a city scale. Instead of nations the players take the role of criminal gangs vying for control of the various rackets.

The Concepts:
'Hoods
Much like a standard IOT the map will be split into a number of regions, in this case neighbourhoods. Each player chooses a certain 'hood as their home turf and will try to expand their influence. 'Hoods come in three flavours - residential, retail and industrial. Residential and retail are both given an affluence value from 1-5, indicating the relative wealth of the inhabitants/establishments present. Affluence affects the kind of products that are likely to sell well but also the difficulty in operating in those neighbourhoods. Affluence, and type, of a 'hood can change as the game progresses.

Mooks
Mooks are the pimps, pushers and enforcers that make up the numbers of the gang. They are used to turn "assets" into cash and to protect or expand turf.

Rep
A gangs Rep score represents their notoriety. A gang with a high Rep may find certain actions such as extortion easier but is more likely to draw unwanted attention from the police.

Operations
This covers a range of establishments of dubious legality from bars and casinos to brothels and meth labs. They will either generate cash or "assets" but require some kind of upkeep.

"Assets"
Things to sell to generate profit. Examples include drugs and prostitutes. "Assets" come in three levels of quality - high, medium and low. In the case of drugs you can cut drugs which will drop quality by one level but double the quantity (low quality drugs cannot be cut and you cannot 'uncut' drugs).
"Assets" can be obtained in a number of ways, primarily smuggling and creation.

Smuggling
Smuggling is a means to acquire "assets". They can come in by road, sea or air. Purchases are arranged made from cartels who will smuggle them in. Only low quality assests can be delivered by road, medium or low by sea and any by air. To receive goods by sea or air requires a coastal 'hood or a private airstrip in you turf if you want to avoid customs, otherwise anyone can make use of the city's port or airport but there is a high risk of being discovered.

NPCs
NPCs refer to non-gang organisations such as the police, local government, customs and cartels. It also refers to the named heads of those organisations and certain unaligned individuals who may provide services for a price. The heads of the legitimate organisations will be periodically elected. Elected officials will have a hidden 'corruptibility' rating which will indicate how willing they will be to work with crooks and just how much it will cost you.

Cash
It's cash.

Gameplay:
Rules are currently WIP.

Before I progress further with this I'm going to ask BirdJag to give the concept approval due to the nature of some of the themes covered.

Sounds awesome. :D
 
lurker's comment: FTL itself is not possible. Being in a reference frame that appears to move FTL, but in reality isn't, such as a wormhole, is possible, and that is what most FTL is anyway.
 
What's Fall From Heaven? What's FTL?
 
Like the most popular mod for Civ4 everrr... And I think FTL refers here to Faster than Light
 
Ah... I thought we had already left the FTL discussion behind us.
 
Not the game, the speed.

Anyway, how do tachyons figure into this? And what's wrong with going slightly slower than light speed if they don't?
 
There is quite a bit of debate over whether it not any form of FTL is possible.

As for being slower than light, well, it'll take you over 4 years to send a message to Centauri, and a whole lot longer to send it anywhere useful.

Now try doing diplomacy, or worse, moving goods (which WILL be slower) with that big a delay.
 
as it appears this won't be dropped I'll add my two cents here:

I think we'll find a way to go FTL effectively eventually. I like to think the billions of systems aren't just wasted space. No pun intended.
 
Fall From Heaven NESes used to be a sub community within the NESing subforum.

The Original
More Examples Of Fall From Heaven NESes for inspiration/consideration.

I would like to note that the one behind "More" which I participated in used a "rare province" system. They have provinces, but they are rather hard to get and develop.
 
Back
Top Bottom