Discussion in 'Never Ending Stories' started by das, Jul 15, 2005.
Looking forward to it kkmo. Sounds very interesting.
That link goes to the place of all things evil.
Even this would be better.
One does not try to prove something is not crap by posting a link to the smelliest, foulest, part of said thing.
I once had a NES set in a gritty low-tech space future with a feudal system and a strong church and a very strict limit on non-human sentient species.
I had some trouble implementing and moderating it but quite enjoyed the world the players and I had created. I would certainly be very curious of the NES you described and would very much enjoy playing i believe. Hopefully when it launches, i can join you.
Thanks for this. It is very interesting. I can see several differences between your NES and what I want to do, but also a fair bit of similarities. I would love to have your input.
well, for one thing don't try to use descriptors for every stat. Numbers are way better.
Also, planetary maps are tricky... i think the galaxy map was okay but i screwed up the planetary ones somehow.
Moneeey and stuff related to gold
Founding a colony costs 1 gold.
Colony: -1 gold per turn, supports: 0
Small village: 0 gold per turn, supports: 0
Medium village: 1 gold per turn, Supports: 1
Large village: 2 gold per turn, Supports: 2
Town: 3 gold per turn, Supports: 2
Ciy: 4 gold, Supports: 3
Metropol: 6 gold per turn, Supports: 6
Support: Every 50 units (round up) requires 1 gold per turn to be maintained. Different sized villages provide different amounts of support to soldiers. For an example, medium village can maintain 50 units for free - meaning that you do not have to pay for unit support. Any 50 unit above total support limit will 1 need gold to be maintained or unit(s) will be disbanded.
To increase village size: You can either hope that you roll well, use regional politics or something like that or you can directly invest into village:
Cost to upgrade village:
Colony: 1 gold
Small village: 2 gold
Medium village: 2 gold + 1 building
Large village: 3 gold + 2 buildings
Town: 4 gold 4 gold + 3 different buildings
City: 5 gold + 5 different buildings
Buildings can be anything you want, you can design them yourself. Few examples: Wineyards, Farms, fishing outposts, docks, hunters outposts, Smiths&armory. Some buildings will generate money, others will provide free experience or increase defenses. Buildings can be upgraded by paying 1 gold. Only one upgrade per building can be done per turn. Can not upgrade level 1 farm to level 3 within 1 turn.
There are just few fixed buildings:
Cost: 1 gold
Level 1: Increase village defense
Level 2: Allow village to organize militia in case of emergency
Level 3: Provide one free unit support, provide 1 exp to all recruits after they have been recruited.
Cost: 1 Gold
Level 1: no effect
Level 2: +1 gold per turn
Level 3: +2 gold per turn
Cost 2 gold
Level 1: Increase village defense
Level 2: Generate 1 gold per turn
Level 3: Increase battle effectivness of all troops and provide 2 exp to all tier 2 units.
Cost 1 gold
Level 1: Generate 1 gold per turn
Level 2: Generate 1 gold per turn, allows caravans
Level 3: Generates 3 gold per turn, allows caravans
Cost: 1 gold
Level 1: Allows to build ships
Level 2: Generates 1 gold, allows merchants ships to use the port
Level 3: Generates 2 gold, allows merchants ships, makes building ships cheaper by 2 gold (min 1 gold per ship)
Rest are up to players
You must first draft recruits. You can then train recruits into specialists.
You can draft 50 recruits for 1 EP. They require 1 experience to be promoted into tier 1 unit.
Experience can be gained in battle or in training. Training costs 1 g per 1 exp. To promote units to tier 3 and 4, units require combat experience (that can only be earned in battle)
Every nation (called "tribe" ingame) starts off with one large village under its control. How they choose to expand is up to them.
Is this too confusing, boring or [insert word here]?
It is quite interesting.
Northen, I would like to see more if possible.
So, kkmo, any new progress on your NES? .
@Northen: So you are progressing into that field? . Very nice.
Well, one thing I have decided is to make settings extremely customizable. What I mean is, instead of having character classes, your character will simply be a character. However, you can have "jobs", and these occupations will provide your character with certain mission strings.
Right now I'm thinking about star ships and how to go about including those in a way that isn't overly ridiculous. Also still thinking about players that want to be single star-system "star-states" (akin to city-states, but in space).
@kkmo: could players be something like a people on the move? something like battlestar galactica?
You could always simply say invented drive xyz allowe FTL using fuel abc. This can be done while saying don't ask how it just works.
Players could be small factions- if you want them on the move, you can do so. This is basically a galaxy coming out of a deep dark ages. Things will be rough for everyone in the beginning.
I don't plan on scientifically explaining much of anything, to be honest. I am not a science freak in that sense. I want a good setting and a good story, and more of an emphasis on the mysteries of the universe. I don't want to focus on the physics of everything. So, Adrogans, I will definitely be doing something similar to what you suggest.
Think of a fantasy NES, but in space. Really.
Can anyone think of any others?
Spoiler Occupations :
Pirate. Also, Mercenary might seem to fall under Soldier or Bounty Hunter, but really I'd say it's a category of its own.
Pirate! Great. Thanks das. In a way, every player is a kind of mercenary. The term is a little too vague. If you can give me a brief description of types of missions that might be available to that occupation, that couldn't be available to others, I would re-consider.
Also, adding Politician as another domestic occupation.
Separate names with a comma.