Discussion in 'Never Ending Stories' started by das, Jul 15, 2005.
What about an explorer/archeologist? Would that cross over into scientist area?
Hm. I think archeologist definitely falls under the scientist category (a type of scientist). However, an explorer sounds like a good addition! Good idea.
Here is what I have on star ships thus far (not including mind-ships):
Every player must allocate starting points to at least one star ship. This may or may not come with a crew. Such a decision is up to you. There are fifty types of star ships. These are basically skeletons. I have given example ships to go with each type, though you can re-name those examples to your liking. For example, if you choose a Type 4, it simply means you will need to pay 400 credits for that ship (or 400 starting points to begin with that ship). it does not mean you have to have a scout ship or a freighter. You can have whatever unique ship you design with the given amount of points that comes with that ship. The number listed next to each type is also the number you must divide between four total categories: cargo, armor, weapons, and speed. Then you will create a ship profile (example below). Technology exits in this game so that smaller ships do not necessarily move faster intergalactically.
Spoiler Normal Ship Types :
Type 1: 100 (shuttle, light fighter)
Type 2: 200 (heavy shuttle, medium fighter)
Type 3: 300 (heavy fighter, cargo ship)
Type 4: 400 (scout ship, freighter)
Type 5: 500 (asteroid miner, star liner, patrol boat)
Type 7: 700 (frigate, science vessel, terracraft)
Type 10: 1,000 (cruiser, colony ship)
Type 15: 1,500 (destroyer)
Type 30: 3,000 (battleship)
Type 50: 5,000 (carrier)
Spoiler Example Ship Profile :
The Megachurch (Ship Name)
(Type 3 / Religious Propaganda Vessel)
Pilot: Sir Fullof**** Evangelist
Cargo is the amount, in tonnage, of space your ship can carry. Some missions require a minimum amount of cargo space.
Armor is the amount of shields and platings you have on your ship to defend it from attack. We are only using titanium/other metallic plates in this game. No Star Trek-esque forcefield shield systems.
Weapons represents the total offensive capability (guns, technology, skill). Speed represents how fast you can move from system to system.
Each point of cargo you have represents 1 ton of cargo space.
To calculate how many hexes your ship can travel per turn, divide your speed by 20. This means your speed number must be a number divisible by twenty.
This ship system is extremely simplified. While we are keeping things simple and streamlined, please consider that the weapons technology of this universe includes only the following:
Spoiler Weapons Technology :
Type 1: 10 (blaster, chaingun)
Type 2: 20 (blaster turret, railgun)
Type 3: 30 (fixed railgun, triple blaster turret)
Type 4: 40 (simple rockets, stellar grenade launcher, mines)
Type 5: 50 (fusion pulse cannon, infrared/radar missiles)
To find exactly how many weapons you have, you must use the points given above and fit them into your Weapons statistic. This will not have much of an effect on gameplay, and is more for us to have a common understanding on what technology exists. Other weapons can be discovered as the game moves on. Ever since the Fall of the Federation and the nuclear bombardments of Devan planets and the nuclear destruction of Earth, nuclear missiles no longer exist (except perhaps on the black market). I left the weapon descriptions intentionally vague, so you can fill in equal weapon descriptions at your leisure (be smart about it). Again, it has no real effect on gameplay. For example, a ship with 10 blasters (100) will be able to take out a ship with 3 railguns (90).
Blasters are rather simple devices. Chainguns fire a stream of highly charged explosive rounds. Railguns fire heavy explosive rounds. Simple rockets are not guided. Infrared missiles are guided by infrared, radar missiles are guided by radar. A fusion pulse cannon is a highly charged energy packet, akin to a photon torpedo. We are keeping it simple, folks. This NES is more focused on story-telling and the mysteries of the galaxy, and not meant for those who wish to dwell on the specifics of science fiction technology.
I have a question concerning the star ships designed for war... if you purchase them are they to be used under a government? Or are they used for protection?
Example; As a wealthy merchant who has numerous trade lanes connecting several galaxies, I would be able to create a fleet of Cruiser or Destroyer to send with convoys to protect against pirates or rivals. Would Carriers and Battleships also be feasible for purchase? I think they (Carriers and Battleships) should be limited to those in the warrior classes, those who serve their governments.
It is possible in our timeline, for a person to found a PMC company and purchase their own destroyer or cruiser under certain laws established by the UN and follow International waters and their laws under the UN. Sometimes they are used against Pirates around Africa. But these PMC's cannot purchase anything above a certain tonnage, thus carriers are forbidden, and their ships that they can purchase must follow weapons allotments and guidelines, no ship-ship missiles or ship-air missiles, only cannons and machine guns. Would such a law be enforced in this game by some form of Intergalactic body?
There isn't really any intergalactic body- hell, I think we'd be lucky to have interplanetary bodies.
Good question. As Lord_Iggy said, there are no intergalactic bodies. Systems are arranged into star-states (like city-states). They are completely independent from each other and the galaxy is emerging from a great Dark Ages. Planets in star systems have maintained contact with each other and usually share the same ideology.
Think of people weary of each other, debris floating around parts of space, alien artifacts left undiscovered, pirates roaming the stars looking for easy prey. It is a dark time, but there is a glimmering hope for recovery as ships have become faster with new technology.
Any kind of UN does not exist. Basically, this NES will pit you in the galaxy as a single character. Now, as a character, you will have a random die roll (2). You will add those two numbers to get a group of points. You can spend these starting points on a variety of things. If you get two 6, you start with 1,200 points, and you can begin with a decent star ship.
Because the galaxy is in such disarray, as a merchant, you could definitely have a fleet of battleships. In fact, if you did, you could theoretically challenge a star-states fleet and overtake an entire star-system and place it under your command. This is actually what we will be going for. The galaxy is up for grabs, and its up to you to either peacefully or otherwise take hold of your destiny. You don't have to take over star-states. You can also just drift around earning money and using your fleet as a mercenary crew. Many star-states don't even have fleets at the beginning of this game, though. They are all getting their acts together.
The starting points you will have for your character come from two die rolls, as already mentioned. These will be allocated towards your starting ship, starting weapons, and starting skills. You will also be able to choose if you want to begin with a star-state, which means you will have to be the overseer or ruler of that star-state at the beginning of the game. The max amount of starting points you can have is 1,200, the minimum is 200. A beginning star-state (a long history, hundreds of years, remember, but now emerging from a dark time) can be acquired using a minimum of 500 starting points all the way to the total 1,100 starting points (-100 because every player must begin with one star-ship). The economy will be determined from how many starting points you spend on that star-state.
The advantages of having a star-state are many: you can create your own mission strings for other players (if you have the money to pay them), you will have an economy, you can create shipyards to construct a fleet, and so on. The disadvantage is that you have an entire star system to govern, which can be costly and difficult. You are also wide open for pirate attacks and other player attacks who might try to threaten you with a large fleet at the beginning of the game (or possibly be hired as a protector). So, you will have to sort of gamble.
But the point is I am starting everyone off as a single character, and then from there you choose how you want to begin. You can be jobless with many different types of missions available to you, or you can have a job and immediately go out searching for work.
If you start as the ruler of a star-state, you can leave your worlds and head to other worlds searching for work (as a rule, players can't take missions found in their own star-states). You can promise your people you will return with great wealth and more ships to protect them.
And so on.
I hope this answers your question! So of course a lowly merchant can rise up to having a fleet of, well, carriers if they want to! That is the chaos of this galaxy. But as you see, a carrier is 5,000¥. That means you will have to pay a lot of money to maintain it (meaning you will need a steady flow of cash). Also, typical low-level missions will earn only 50-100¥ total, so you would have to do fifty of those to reach that much money. Then, even if you purchase that carrier, you will have to maintain it, fill it with fighters (I will write carrier rules when we come to that), etc.
I still need to figure out ship maintenance costs, much like maintaining a nation. If we do the standard 50% thing though, that means you would have to have a lot of cash to maintain a carrier, let alone several of them.
Your idea sounds more awesome the more I hear about it.
I may have to shamelessly steal it, but change it to work with GURPS.
GURPS is great. I hope you will also participate in this.
The NES won't actually begin, I believe, until March. I know this sounds insane to many of you, but there is a reason. I want us to create a galaxy. That means, a sort of pre-NES situation. Players will create their profiles way ahead of time, and then I'll even ask players to create star-states (that their character will not be affiliated with at all- completely independent of anything having to do with their character). That way, each player is also actively participating in the history of the galaxy in some way. So even if your character is a noble merchant, you could participate in this creation process by creating a system that is completely back-breaking labor communist or something. So really, it has nothing to do with your character, simply with what the galaxy will contain when we begin.
However, I will also allow players to create their homestar. Homestars are Home Systems. That way you will all come from some place, and you can create that place (or use someone's pre-existing star system). This homestar will always be a rather safe place for your character, unless you piss it off somehow. But, there will be a payment penalty on your missions you take from there.
So once I create a pre-NES thread, I will give options to you for creating these galactic additions that we will all come to know as the known systems.
After we have all of that, I will write up the past 50 years or so of history given all of this information, to sort of cement the existence of this galaxy and make everything tighter.
how about an demagog or leader of a revolution? or freedom fighter? like politician but with a different script of missions? and maybe more with blowing up stuff
and teasure hunter
charlatan (quack doctor)
That sounds pretty great. Probably the sooner you start the thread the better, so we can get to brainstorming - assuming you have the outline history ready and all.
Awesome indeed! I'll try to write down several starstates from a long-running tabletop game of mine.
And I shall use the GURPS Space random system generator, augmented with GURPS Traveller: First In!
Oh, that's pretty kewl. Anywhere you know we can download the random generator mentioned in your sig. or is it private?
Yeah, NWolfNES II will be set up by these rules.
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.
Armies and Leaders
Your nation can have one ruler, called Warchief of The [Tribe], he can lead armies and he can be used to calm situation in rioting villages - leaders have strong convincing and charismatic abilities. Leaders have personality.
Armies are lead by (War) Chieftains of the chosen tribe. Chieftains can be recruited. Recruited Chieftains have to come friendly villages that have not been captured recently. Chieftains also have two personality traits and one misc personal goal (chosen by Moderator).
One pays 1 gold to recruit a chieftain and specifies village this chieftain is from. You can have Villages/2 number chieftains, heroes and leaders do not count, fractions are rounded down (5,75 -> 5).
Personality traits and goals
Agressive: +Advance faster
Careful: +Less casualties
Loyal: +No chance to surrender or flee from battlefield or change sides.
Cooperative +Works very well with more than one chief on the battlefield.
Looter: +Gains much more money, resources and supplies from battlesites or enemy villages
Players can choose one personality trait for 1 gold. They can self design and name the trait or pick one from the list. 1 Personality trait will be chosen by moderator, it is usually negative. War Chieftain can gain or earn more traits. They can also be trained to own certain traits. It costs 2 gold for one extra trait, 4 gold for next, 8 gold for next and so onwards.
Village from: Gor'
Traits(2): Loyal, Orcish nature(No chance to surrender or flee (leave army behind) if faced by greater odds, Fights on battlefield among soldiers, increase moral on battlefield but has higher chance to die)
Personal goal: Protect Gor'
Name - Name
Village from: Where chieftain was drafted from, chieftains care great deal for their home village (usually).
Experience - battles add different amounts of experience, more experience= better chif
Traits: (described before).
Personal Goal: What this general wants to do most, it can be whatever - spread religion, fight creatures, win many battles, gain money, defeat certain tribe or general.
Heroes fuction like generals, but they are not player controlled. They too have personal goals in mind and one nation can recruit them or convince them to help you by offering rewards or something they want. Heroes usually move from village to village and recruit troops from the village they are currently staying in. They rarely die (usually escape death) and often mount large armies. If you manage to recruit a hero to join your their cause, you're lucky, cuz heroes pay for their own troops - no costs for you.
Heroes can fight or start new factions/rebellions, if they think it is neccessery. They can help villages to deal with their problems, improve villages or cause problems. They usually focus upon working towards their goal - be it from controlling certain village, becoming a war chief, creating a nation or simply earning money. They may want to start a trade caravan business or their own tribe or spread their faith. Whatever.
Everyone know how mercs function.
Is this too confusing, boring or [insert word here]?
It is quite interesting. Though, implementing this into a multi-player NES will be a bit complicated.
What specifically makes it hard to implement? I don't think it's that complex.
Putting all the chieftains in-game. You would actually require 1 per army, and then you would also have to make sure you know where each chieftain is.
If not specified chieftains spend time in their home village.
Ahm, OK. Even with those small problems, it sounds really interesting I would love to play that game.
Which map would you use? Earth or a new one?
Also I handle countless of stats(20+ per player) for 15 players in NWolfNES I - I don't think handling stats of few generals will be so difficult).
I'll use New map - it takes place in the same universe as NWolfNES I - The Greenskins. Players play as orcish chieftains, in universe that is inspired by Warcraft Lore ( But not the same -few examples - Tauren are rather aggressive, Gnolls can rise undead and Harpies form nations).
It'll begin once I hit update 15 in NWolfNES or "The Rising Titan" rolls three "ones". By turn 15, current land of Baimora (land where NWolfNES I takes place on) becomes (again) fighting ground for the "evil, pathetic human alliance" called "The Empire" and its arch-nemesis, Orcish self-defense organization called the "The Horde".
To counter new wave of human paladins and knights, who are equipped with Blessed weapons made out of mithril and stop the ever rising threat of Knossos (human necromancer who is supposed to be dead), the Horde sends several colony ships to East. In the East there is a huge continent that contains mithril. All players can pick a spot on the coast, I'll just say that Colony ship landed there, restocked on food and returned to Baimora to fight against The Empire. Founded villages are under player control - their goal is to settle and/or conquer newly found lands - and claim the sources of mithril. It is not uncommon for orcish tribes to fight among themselves as They send resources to their tribe back on Baimora, helping their Tribe brothers to survive. (They don't send resources directly to The Horde but to the tribe they come from, helping the tribe they come from to survive more surely).
To find and claim sources of "Mithril" from humans and other races is the main goal of players, secondary would be supporting the fight on the homeland by sending mithril, troops and other resources back into Baimora. But things never go the way they are supposed to go - it is highly unlikely there are no other Intelligent Races on the new lands, who will not protect their lands like orcs back on Baimora protect their lands from invading humans, reanimated undead , bothersome gnolls, aggressive tauren and food-source-race that is also known as meremen.
Northen, does upgrading the buildings cost the same as the original building or will that scale up?
Separate names with a comma.