RoddyVR
Veteran Board NESer
We seem to have only a few game systems on this forum:
Board Games - basicaly Diplomacy variations.
Story Games - What i understand to be the original NES game.
Wargame Games - large board games with every player keeping track of their own country in their own thread.
I think the VAST majority of the games here fall under one of these categories. The RPnes is different, but i'm under the opinion that its not yet a developed system.
I'm not planning to mod a game for now, but i've though up a slightly different game system.
For the explanation i'll use a "Gladiators" theme, but it can easily be 'converted' to things like corporations, races, nations, or anything else.
Basics
Every player is a Contractor with the Roman Coloseum. They provide the entertainment for the spectators and get paid for it.
You can buy:
units (spearman, lion...)
weapons(shield, sword, chain....)
or you can bribe a judge, hide someone/something under the floor of the coloseum to come out at the "right" moment, like in the recent "gladiator" movie, or any other number of cheats, tricks, and 'coincidences'
Basicaly a player's orders consist of "signing up" for one of the scheduled events: one on one gladiator fight, Group vs group battle, or something else.
then buying the units/weapons/tricks he'd use in the event.
maybe suplying the "strategy" his units would use (if you wanna go a slightly more story oriented way)
Someone else can sign up for the "other side" of that event, and if noone does till the update is due, then the first player fights a mod generated oponent (or maybe wins by default).
for who wins an event, i'd suggest systems ranging from:
"who ever puts more money into an event wins it"
to
"mod immagines the fight, describes it, and we see what happens"
to
some sort of formula like "spearmen do well vs horse units, but archers do well against spearmen, but horses do well against archers" or something.
the winner of the event claims the predetermined prize money.
they could also be allowed to take the usable items left over by the looser (like the shield of the guy that got killed by an arrow in the back, or the horse that survived it's riders death.....)
The thing i like about this idea (though i know it needs work) is that if only 1 person sends orders, then they still get a "turn" where they spend some money, earn some money(if they win), and maybe come out better then they were. But at the same time, the people that didnt/coundnt send orders dont get left in the dust cause they dont have the "territory" that they missed claiming that turn.
i wont mod a game in the near future, but if anyone wants to give it a try, i'll join the game.
i do however think that it needs to be worked out a bit more. Especialy if you start a game, the rules have to be "designed" in much more detail than what i got here.
Board Games - basicaly Diplomacy variations.
Story Games - What i understand to be the original NES game.
Wargame Games - large board games with every player keeping track of their own country in their own thread.
I think the VAST majority of the games here fall under one of these categories. The RPnes is different, but i'm under the opinion that its not yet a developed system.
I'm not planning to mod a game for now, but i've though up a slightly different game system.
For the explanation i'll use a "Gladiators" theme, but it can easily be 'converted' to things like corporations, races, nations, or anything else.
Basics
Every player is a Contractor with the Roman Coloseum. They provide the entertainment for the spectators and get paid for it.
You can buy:
units (spearman, lion...)
weapons(shield, sword, chain....)
or you can bribe a judge, hide someone/something under the floor of the coloseum to come out at the "right" moment, like in the recent "gladiator" movie, or any other number of cheats, tricks, and 'coincidences'
Basicaly a player's orders consist of "signing up" for one of the scheduled events: one on one gladiator fight, Group vs group battle, or something else.
then buying the units/weapons/tricks he'd use in the event.
maybe suplying the "strategy" his units would use (if you wanna go a slightly more story oriented way)
Someone else can sign up for the "other side" of that event, and if noone does till the update is due, then the first player fights a mod generated oponent (or maybe wins by default).
for who wins an event, i'd suggest systems ranging from:
"who ever puts more money into an event wins it"
to
"mod immagines the fight, describes it, and we see what happens"
to
some sort of formula like "spearmen do well vs horse units, but archers do well against spearmen, but horses do well against archers" or something.
the winner of the event claims the predetermined prize money.
they could also be allowed to take the usable items left over by the looser (like the shield of the guy that got killed by an arrow in the back, or the horse that survived it's riders death.....)
The thing i like about this idea (though i know it needs work) is that if only 1 person sends orders, then they still get a "turn" where they spend some money, earn some money(if they win), and maybe come out better then they were. But at the same time, the people that didnt/coundnt send orders dont get left in the dust cause they dont have the "territory" that they missed claiming that turn.
i wont mod a game in the near future, but if anyone wants to give it a try, i'll join the game.
i do however think that it needs to be worked out a bit more. Especialy if you start a game, the rules have to be "designed" in much more detail than what i got here.