New NESes, ideas, development, etc

And the Mormon faction is portrayed the same in every iteration.
 
...as Mormon? They do kinda have their thing going.

Charles, if you're seriously thinking about trying that, search for The Boundless World. It's the same premise.
 
So looking at Daft's NES, I got the idea to start a new DipNES. However, unlike the previous incarnations, I was thinking about making this more of a "Fresh Start". If people are interested, I'll start it within the next week or so.

DipNES 7: A Land Unclaimed
  • Unless otherwise stated, this game follows normal Diplomacy rules.
  • The game begins in Winter 1901. During the Winter 1901 Adjustment phase, a player chooses a neutral supply center to claim and immediately builds one unit there.
  • During each Winter Adjustment phase, a player may join a game by claiming one neutral supply center and building one unit there.
  • Anyone who joins must provide a starting supply center, a name, and a color that can be used to represent them on the map.
  • The first four supply centers that are owned by a power becomes that power's home supply centers. If there is a tie for the fourth home supply center, the player must designate one immediately. A supply center may be a home supply center for two or more powers.
 
So looking at Daft's NES, I got the idea to start a new DipNES. However, unlike the previous incarnations, I was thinking about making this more of a "Fresh Start". If people are interested, I'll start it within the next week or so.

DipNES 7: A Land Unclaimed
  • Unless otherwise stated, this game follows normal Diplomacy rules.
  • The game begins in Winter 1901. During the Winter 1901 Adjustment phase, a player chooses a neutral supply center to claim and immediately builds one unit there.
  • During each Winter Adjustment phase, a player may join a game by claiming one neutral supply center and building one unit there.
  • Anyone who joins must provide a starting supply center, a name, and a color that can be used to represent them on the map.
  • The first four supply centers that are owned by a power becomes that power's home supply centers. If there is a tie for the fourth home supply center, the player must designate one immediately. A supply center may be a home supply center for two or more powers.
Seems like this sort of Diplomacy game would kinda shaft France, Germany, and Russia.
 
Seems like this sort of Diplomacy game would kinda shaft France, Germany, and Russia.

I probably should add that there aren't the usual contingent of seven nations. Instead, any number of players can create a new nation in any supply center he wishes.
 
I've been musing about a sci-fi strategy sort of thing for a few years, and in my very (very!) brief skim of this board and, more particularly, this absolutely massive thread, I've noticed that a few others have mused about the same idea. Would anyone be interested in collaborating notes on how one could function in the environment of a forum, and possibly even try to develop one to playability (or at least testability)?
 
We have two in the works, but certainly!

What I've learned is that it either has to be not that complicated, with soft rules, or with more rules that restrict the player that usually works. Otherwise it might get too 'SCREAM' hard.

Daft's ZPNES, forexample, have simple. Happy, Sad. Population, Gold, Metal resources that makes warships, tradeships, colonizationships, missionaries, infantry, defenceforces.
 
That's exactly the style of game I've been trying to design. No specifics on food/resources/etc. You have a population on each colony, and each produces/uses food, and each produces/uses materials, etc. No getting caught up in hard science and the limitations of physics, and all that silly business ;) I've tried to locate some sci-fi threads, but I can't really seem to find any; what are the two sci-fi games in development right now?
 
Ice NES: Welcome to Space

Chank's dead NES: Dragonson is also planning one.

So... are you going to make this a stat-less game? (all info on the map, like daft's?)

You can make it 3 Pop capital, 1 pop in colonization ship. Each pop makes 1 Com per turn, 1 material per turn, or uses Material to make items.

So, If I have planet Zero with 15 Population, 5 commerance, and 7 materials, I can...
Use 7 Materials to build 7 Light Ships.
Use 3 Pop to mine 3 Materials.
Use 2 Pop and 2 Materials (Perminant) and 2 gold to make 2 Marines.

You can tell me the gist of the game and I can churn out rules tomarrow.
 
I was thinking of having generic stats for the races and some fairly basic empire stats (based on resources and technology, mostly) with a fairly simple tech tree. Travel would be sort of board game-like, using a 2D hex grid map to show where stars, trade routes, boundaries, etc. are, with some brief notes on the map itself pertaining to what systems produce what.

Really, I've only come up with some preliminary rules for race creation and how to develop planets (which is a little more complicated that most of the game, but only to make planets have value that isn't controlled by me; i.e., to have a planet have worth in some set way, and then have a player develop it in a certain way to make it more valuable, or even valuable in an entirely different way, thus making it a more unique experience from war to war, trade to trade, etc.). I also have some simple ideas on how to operate the map(s).

My main goal in this creation was to develop something that a player can sort of just drop right into and not have to worry too much about complex rules, while still being able to have a potentially limitless game.
 
Well really, if you want to look at strategic boardgame NESes, Daft's are a pretty good example. Chand's NES was fantastic, although it was heavily realistic and I'm not entirely sure that is what you are looking for.

Honestly, this idea sounds extremely interesting and fairly unique. A well developed ruleset and map and I'm sure a multitude of players would join.
 
Races: Generic Human, Elf, Ork.
Ungeneric: Gnoll, Hive of All Sapient Lichens, The Eldars

Maybe have a 'Sector Map' with each hex 2/3 Light year. A fleet can go 1 Hex per turn at the start of the game, more with hyperspace or wormholes. Earth-Alpha Centuri would be 6 Hexes.

Planets: Developement(projects)/Natural Resources/Artificial Resources/Trade/Population?
Value/Wealth/Treasury/Trade ((with?)
Troops/ships?
 
I was thinking of just having a generic 1 light-year distance between each grid space, just to keep things simple. I've looked around for basic hex grids online, and found some that would work fairly well, though they're a little on the small side, which I don't exactly mind. The one that I was thinking about using would really only facilitate maybe two dozen systems or so (unless it was really dense, of course) but then it could just be a single "sector" or "cluster" or whatever and there could be wormholes/ancient stargates/jump points/whatever to connect clusters to each other. It would enable a larger area of space to be played in, while limiting the size of the map (which would end up being fairly annoying to deal with on a very large scale), and create more interesting "terrain" to deal with, such as the choke points of the cross-cluster transit sites.

I'd like to have it be in a purely fictional region of space (i.e., no Sol, Alpha Centauri, Sirius, etc.) so as to not have to deal with whether or not the map is "accurate" to real space. I also want all races to be player-created, though I might throw in some NPC civs here and there to spice things up a bit (and, of course, have pirates; maybe even allow players to take control of pirate groups, for a different angle on the game itself). Have race creation be simple, where you basically just have to figure out what stats you can "buy" with your starting points (stats would go up with random events, tech, integration of alien races into their culture, etc.) and leave the descriptions completely open to the player. Of course, I'd like the descriptions to at least roughly match the stats, but otherwise I wouldn't want there to be any restrictions on what you make. Humanoids are just fine, of any variety (and, hell, you can even make them look exactly like humans, if you want to be really boring about it), and so are more cliche things like giant bugs, giant reptilians, and so forth. I think one of the most interesting parts of the game would even just be seeing what people come up with.

While making the maps and such would be tedious work, I really don't think it would be that hard to do, and often I could even rely on random generation to set out system/planet stats and whatnot. With the liberal use of spoiler boxes, I can fit a lot of cluster maps in one post without it being really quite messy. I think one of the more difficult things will be to come up with an interesting tech tree that won't be too based on singular paths, but also not being too complicated, and preferably not totally ripping it off from a video game. I'm definitely going to be working on these ideas over the coming weeks, I think.
 
I'd be in
 
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