New Battle For Arrakis (Dune) NES

Dune NES?


  • Total voters
    16

Gelion

Retired Captain
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Hallo again,
I've decided to make the Dune NES again. I now have some experience with modding so I think this should go better. I'm beginning to read the novel itself, but for now I'll base this NES on the control of planet Dune as in the two PC games. I'm currently working on a map and want to ask you a couple of questions (see poll)

I will post rules and maps here as I go along with making them. This will be a battle NES largely (similar to Warman's) with some (optional) elements of story. Please don't get scared by "sci-fi" nature ofthis thing. Most of the units and structures are quite common and no different than "Earthly" vehicles and buildings. I will try to cut rules down to a minimum. For those who are interested in the lore there will be a special post like in my Middle-Earth NES. I also intend to use a lot of pictures to fit the "environment" from PC games.
Xen, das, Stormbringer, Feanor, North King, Capulet, Jason, Reno, Warman and others I really count on you :)

P.S. I will resume my Middle Earth NES tomorrow in case you are still interested.
P.P.S Please give your comments regarding the map and anythign else you'd like to add.
 
Yeah just to clarify the poll answers:
1-3 - one question
4,5 - another question
6,7 - last question
 
i did not vote on 4,5 becouse i think it should be possible to have a full planet map on one map, like in other nesses
 
Finalised the rules and I'll post them as soon as I get home.
 
This is a draft version of the rules for Dune NES. I'd love if you read it and gave some comments. No buildings or units or other improvements have been posted yet. Once I get some comments I will finish them up.

RULES
1. Introduction to the setup
Note on the Rules: (please read)
The rules are subdivided into 2 parts. Please don’t get scared by their size and the sci-fi nature of this NES. I love the environment of “Dune” and I enjoy writing even about the smallest details. But I also realize that players get scared by long and “unusual” rules. That is why I decided to split the initial posts into 2 parts. The first part consists of the info you actually need to play (rules, stats and price list, map). The second is an expanded version of the rules to add “flavor” to the game with pics and more detailed descriptions. The first part is essential for game play the second is not, so please read the first part.

Lets move on to essential rules:

Short Rules:
Game Setup
Is very similar to Dune 2 PC game which I recommend. (story will come later)

Map
The map is subdivided into territories that have a base as their center of House operations (needs to be built).

Updates, Orders,Turns and Stories
Orders – please write them in a list and submit by PM. In-thread orders are fine, but please write in bold “Orders From House X” as it saves me time while I’m scrolling for them.
Updates – I will try to do them 2 times a week, but I guarantee one update per weekend. First updates should go quicker.
Turns – each turn represents 50 planetary days. No year system whatsoever.
Stories – this is a battle NES largely, but I enjoy reading good stories. Writing stories or beautifully designed diplo will give you some positive random events.

Technology and Society
Dune (the novel) was written in 1965 and is set in a feudalist inter-stellar society. From what I’ve seen in both games and read so far in the books the technology in “Dune” is of about the same level as in 1960’s on Earth, but it allows space travel and such things. “Board” computers are primitive, but the technology is still impressive. The society is largely made up of classes (casts) and is organized in a strict hierarchy in the Great Houses (that you will play). When you design units or write orders (stories?) keep in mind this atmosphere. That’s what I meant when I said that this game is not really sci-fi.

Military
Since seas are virtually inexistent and air traffic is difficult at best due to sand storms, it is the Army that is the main branch of the military. The military is made up of pre-defined units. Units can be manufactured on the planet, but most of your military might typically comes from your home planet. In your orders you need to specify how many units of each type you “order” and they will be shipped and be ready for use by the next turn. Units manufactured on the planet are also in your disposal in the next turn after you give orders for production. Each house is allowed one Unique Unit (UU). When you design one please provide description and keep in mind the “desert” environment of Dune together with the level of technology. For units stats and description please see “Units, Structures and Improvements List.”

Economy
Your House was sent to Dune to mine Spice. Spice is a mineral in a form of dust that makes space travel possible. It is contained in the sands of Dune that need to be sifted to extract Spice. Everything in game is measured in “spice credits”. Spice credits are needed to research technologies, build or order units, construct structures and for other purposes.
“Spice credits” are earned in 3 ways: direct from spice harvesting, sent from home world or received for scrapping buildings or units (1/2 price). You cannot scrap wonders or technologies.

Spice Harvesting
Your “spice account” in the stats is replenished from spice collected in all territories under your command. At the end of the turn every territory sends all collected spice to your account and it is available for use in the next turn. Spice production in a territory is determined by the number of workers, equipment used and base development. Formula used:
Number of fremen/10
Number of harvesters * 20
Number of carryalls *30
Base development level * 200
All added up

Bases, Base Improvements and Expansion
Your initial base is the capital of your planetary empire. Improvements at your home base can affect the attributes of the whole house. Great wonders could only b e built at home bases.
Your house gains control of a territory (and begins mining spice – which is what you are after) when you build (or conquer) a base in that territory.
Bases are built by MCV unit (Mobile Construction Vehicles) that transforms into initial base constructions. Each base has a number of improvements that can increase base stats. Some structures take more than one turn to make.

Players and NPCs
Houses (PCs)
Each player controls one of the Houses. Houses are organised into strict hierarchic feudalist society scheme. There are 3 pre-defined houses (Harkonnen, Ordos and Atredies for reference see the House stats) Each House starts with the same stats save for special House abilities.
There are only few House parameters that are significant for gameplay.
1. Special abilities (listen in the Lists section). These affect houses as a whole. 2 abilities per House.
2. Trust – is your reputation on the planet. It affects morale of troops, workers and your relations with NPCs. Lowered by atrocities, meaningless actions and breaking agreements + promises. Increased by improvements, keeping promises and authoritative policies.

NPCs
Fremen are the people indigenous to Dune. As your House members cannot harvest spice it is only Fremen that produce the necessary workforce for spice harvesting. They are organised in clans (1 clan per territory) and usually accept to work to the Houses. Under extreme circumstances they can be arms, but make poor soldiers. They however may possess secrets that Houses are unaware of.

Emperor (long version)
Is for now - the master of the game. He is the one the Houses are working for. Every now and then (not each and every turn) he will ask for some of the harvested spice to be sent to him. If a House is unable to do so for a long time (some “debt” is possible) it is wiped out by Emperors Elite Troops. He is the one setting the rules and the one to forgive or punish. But don’t worry – he won’t be too interested in planetary policies as long as the spice keeps flowing.
Emperors has Sardukar Troopers – the most elite soldiers in the galaxy. Loyal, disciplined and well trained they stop at nothing to achieve the given task. Other than Sardukar’s the Emperor possesses normal Imperial Units, but as long as everything is ok you shouldn’t be seeing those on the surface of Dune.

Cities
Most outlanders not belonging to Houses dwell in cities. Fremen consider them “aliens” and rarely go in them. Cities vary in size, population and organization. They are a valuable source of income for Houses and treasures for strong Leaders that know how to use them.

Sandworms (long version)
Sand Worms are indigenous to Dune. Attracted by vibrations, they frequent battlefields and often devour numerous combatants. Sand Worms are almost impossible to destroy, have a voracious appetite, and will consume military hardware. Every territory has “sand worm activity levels” (none, very low, low, usual, high, very high, the ground is shaking!). The higher the level are the higher the possibility to loose units (random events).
 
Right.... well I wait for 2 more days, but even a negative result is a result. I really hoped some of the older players get interested or someone who voted might have some ideas. Well at least I know the rules now :-S. "Never do an unusual sci-fi or fantasy NES".... :(

EDIT:
I'm keepiong working on this NES. I will post my progress as I go along and I will launch it no matter what.
 
This would be an awsome NES. I only just realized, so sorry I didn't post sooner. The rules seem fairly okay, but would it be possible to play the fremen?:D
 
:D
Well I will have towns and freeman clans on the map and that leaves a lot of space for maneuvering ;). Your House could have a "Friendly agenda" with Fremen and get bonuses for that. Once this start of I''ll think about that.

If anyone has any ideas about wonders or buildings please post them here. I'm working on units at the moment.
 
If you actually have a world map with nations, sure :)
 
if you get this all harshed out i will gladly join, so far,so good
 
I'm still working on it, but I'm ruinning out of ideas for buildings and wonders (all will be fixed).
So far I have to finish:
1. Polish (sp) Rules (Short and Long - 85% complete)
2. Maps - 40 %
3. Stats - 10 % (only names)
4. Houses - 33% (one House done)
5. Buildings, Techs, Units, etc - 75% (need more ideas)

So I ask anyone who posted to give ideas on any items in 5. I've done defence and harvesting levels I now need things that affect houses or territoires like radar towers and so on.
 
On the Poll you should add watched Dune Movies. I'll join seeing as most of the ones im in have closed :(
 
Come on. Even the book has free Fremen, working for the liberation of there planet. Besides, if I remember right, one of the books had a scientist who wanted to turn Dune into a paradise. That might be fun to do. :D
 
That would be one of the techs.
Pawpaw I need ideas for buildings and technologies.

Common Base Buildings
“Emperor did say that he doesn’t like Dune turning into a military factory or an arsenal.
A non-capital base can only build these structures:
Defense Levels:
1. Check points and Light Guns – creates a light perimeter of defense
2. Walled Base – puts walls with gates around the perimeter of the base
3. Turrets – fortifies the walls with heavy turrets
4. Rocket Turrets – adds rocket turrets, very heavy machine guns and other heavy defensive equipment to the base perimeter
5. Fortress – virtually transforms your whole base defense system into a fortress with bastions, batteries and turrets. This is almost the best type of defense one can think for a base on a desert planet.
Harvesting Levels:
1. Spice Prospecting Facility – holds and operates spice prospecting teams in a base
2. Spice Refinery and Storage – sorts and coordinates all collected spice and thus saves time for actual spice collecting rather than “packing”.
3. Spice Equipment Repair Facility – adds additional resources to deal with this problem rather than divert people from spice harvesting.
4. Early Sandworm Warning Centre – high-tech surveillance and radar tower to warn harvesting teams about worm activity. A very useful structure as now most workers can pull out of the area when they need to and not much earlier.
5. Spice-harvesting Coordination Centre – a logical extension of the ESWC. This tall structure coordinates and makes plans for spice harvesting in the territory. Efficiency almost doubles with this building available.


DRAFT:
b] Home Base Improvements: [/b]
House Great Residence – your planetary HQ. Has everything you need to run a planetary Empire together with large storages for spice and a Space Landing Platform to receive transports.

Palace – Full size palace with grand halls and inner gardens, council room and parade ground. Increases Trust of your men.
Barracks – trains infantry
WoR Facility – trains elite Heavy Troopers
Heavy Factory – allows the production of heavy vehicles every turn.
Light Factory – allows the production of light vehicles
High Tech factory
Repair Facility
IX (technology)
Starport

Research Centre Level (1 onwards): increases the science level (i.e. is the science level)
Defence Level (1 onwards): base defence
Space port (1-5): increases chances of a large force arriving from home.
Palace Level (1-3): increases minimum Trust by 1.
Building Facility (1-5): builds units and UUs on the planet (in packs as they are ordered). Cannot “build” troops.

Remaining Structure Ideas:
Wind Trap
Spice Refinery
Walls, Power plant (Wind Trap) – power + water, Spice Refinery (Industrial facility), Spice Silos, Outpost (radar/surveillance), turret (rocket), construction Yard, barracks, WoR Facility, Light Factory, Heavy Factory, High Tech factory, Repair Facility, IX (technology), Starport, Palace

Wind Traps provide power and water to an installation. Large, aboveground ducts funnel wind underground into turbines which power the generators and humidity extractors.

Base Central Facility – your core base structure. MCV transforms into this structure. It contains living quarters, warehouse, communications center and facilities that allow further construction.
House Residence – increase influence and Trust of Fremen in the Territory.
Industrial facility), Spice Silos, Outpost (radar/surveillance), construction Yard

Other base Improvements:
Radar Station – allows to spot enemy machines and sandworms.


Home Base Improvements:
House Great Residence – your planetary HQ. Has everything you need to run a planetary Empire together with large storages for spice and a Space Landing Platform to receive transports.

Palace – Full size palace with grand halls and inner gardens, council room and parade ground. Increases Trust of your men.
Barracks – trains infantry
WoR Facility – trains elite Heavy Troopers
Heavy Factory – allows the production of heavy vehicles every turn.
Light Factory – allows the production of light vehicles
High Tech factory
Repair Facility
IX (technology)
Starport
 
Seems like some interesting rules. One question though. Can you have a Level 5 spice-harvesting center and a Level-5 defensive base? :D
 
Yeah thats the ideal maximum you can get with the exception of the home base (not done yet). You can develop both parameters, but that takes money.
The part under "draft" is really a rough draft, basically a bunch of ideas so need work.
 
dune rocks. never played an NES before, but this definetly sounds interesting. how true to the book are you going to be? cause the only major vehicle is a thopter, and rockets and machine guns are never used.
and the way the book works, regicidal victory makes sense
 
I'm having a problem with finilising the rules. Some help on buildings would make me move forward.
 
Gelion said:
I'm having a problem with finilising the rules. Some help on buildings would make me move forward.

you are restricted to your room and WILL put on your thinking cap :nono:
 
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