New NESes, ideas, development, etc

@Kozmos: yeah, it is based out of the game. And no, players have to be Evil Geniuses. It is going to be hard enough to coordinate the actions of all the EGs to then add that of the agencies. Given that the agencies main purpose is to eliminate all the EGs, if we add a player to the game in the good guys team then that player will have it really easy to point out where all the EGs are and... game over.

@Adrogans: why would a crazy nut want to TAKE OVER THE WORLD? The Joker never wanted to take control of Gotham City (AFAIK), but just liked to create general chaos.

Fronts:
Store: small place where people can go to buy certain things. Makes for a good hideaway if required, but doesn't give much money.
General Store: like a store, but at greater cost and greater benefit. Great hideaway in the underground, and a great way to get interesting things.
Hotel: bigger initial cost, but if put in a good place it will allow you to rake the money as it comes. Not too much of a hideaway, but great for meetings.
Bank: great initial cost, high benefits. Allows you direct access to money stored in bank.
Casino: great initial cost, great benefit. Perfect to attract agents and blow all of their money.
Factory: great initial cost, and provides certain things for free. Really bad hideaway.
Port: high cost, free transportation for any coastal or sea/ocean mission (reduced mission costs)
Airport: very high cost, free transportation for any mission (reduced mission costs)
Island Resort: really steep cost, but provides a good hideaway and a lot of money.

Lair buildings:
Armory: this one gives your minions access to weapons for when the excrement hits the rotatory cooling device.
Barracks: barracks are required to house your minions.
Freezer: excellent place to collect the bodies of all the agents that dare to get inside your lair.
Infirmary: your minions can get healed in here.
Inner Sanctum: you control the missions from here.
Laboratory: increases research ability
Mess Hall: your minions will be able to eat in here.
Power Plant: required to power anything that needs electricity.
Security room: you can watch out in here for any idiot agent that attempts to get into your lair.
Strongroom: where your money is stored when in lair.
Training room: if you need a minion to be good on a certain thing for a mission, this is what you require to give the minion the required training.
 
About my Evil Genius NES... fronts with costs, earnings and required minions to work!

Store: small place where people can go to buy certain things. Makes for a good hideaway if required, but doesn't give much money.
- Cost: 10000$
- Earnings: 1000$/month
- Maintenance: 3 Minions on Roll-Call
General Store: like a store, but at greater cost and greater benefit. Great hideaway in the underground, and a great way to get interesting things.
- Cost: 50000$
- Earnings: 6000$/month
- Maintenance: 10 Minions on Roll-Call
Hotel: bigger initial cost, but if put in a good place it will allow you to rake the money as it comes. Not too much of a hideaway, but great for meetings.
- Cost: 100000$
- Earnings: 8000$-20000$/month
- Maintenance: 15-50 Minions on Roll-Call
Casino: great initial cost, great benefit.
- Cost: 150000$
- Earnings: 10000-50000$/month
- Maintenance: 20-40 Minions on Roll-Call
Factory: great initial cost, and provides certain things for free. Really bad hideaway.
- Cost: 100000$
- Earnings: 10000$/month
- Maintenance: 30 Minions on Roll-Call
Port: high cost, free transportation for any coastal or sea/ocean mission (reduced mission costs)
- Cost: 200000$
- Earnings: 15000$/month
- Maintenance: 50 Minions on Roll-Call
Airport: very high cost, free transportation for any mission (reduced mission costs)
- Cost: 500000$
- Earnings: 20000$/month
- Maintenance: 60 Minions on Roll-Call
Island Resort: really steep, but provides a good hideaway and a lot of money.
- Cost: 1000000$
- Earnings: 100000$/month
- Maintenance: 100 Minions on Roll-Call

Any opinions will be welcome. Note: Starting money would be around 50000-100000$.
 
Okay I've been working on a little idea for a little bit, a Fallout NES, but not quite like EQ's, so I'm gonna post it here to gauge interest/get feedback on the rules and such. Just so you know, this isn't a complete ruleset, and also would like to get feedback on the perks/traits. I believe they'd make the game feel more like the video games, but I'm afraid of making them unbalanced or making them feel useless.

FalloutNES: Wasteland Settlers

Backstory:

This NES is simple. It takes place at the same time that EQ’s FalloutNES started. The wasteland is a barren place, it has only been a few decades since the bombs were dropped. Civilization is a thing of the past, as people fight day-by-day to survive. But that is about to change. Slowly, people are beginning to settle down in the small town of Sandy, somewhere southeast of the ruins of the ruins of Portland, Oregon. You are one of these settlers. The fate of your town rests on your shoulders.

Idea:

This NES is going to start out fairly simple… how will your people survive? Each person controls him or her own self, trying to survive in the ruins of Sandy, OR. Will the community be able to unite? Will it tear itself apart? The success or failure of the community rests in how its members work together. I want this to be a very open-ended story about the rise of a wasteland community, and/or communities. Like I said, what you do with your character is totally up to you, so be creative, and have some fun! (But, don’t do anything stupid.)

To determine the outcome of actions, I will be using a RNG, for a number between 1 and 10. Player skills and perks can add modifiers to the roll (generally just +1) to increase the chances of the action turning out the way you planned.

Also, stories are highly welcomed and encouraged.

Character:

Each player makes their own character. The player chooses their character name, perks, a trait, and then gives a background. NOTE: All characters must be adults. It doesn’t make sense for a six year old to know how to use power armor, let alone fit into a suit. Periodically, I may grant bonuses to players depending on in-game happenings. These bonuses may be permanent, or only temporary for a turn or two.

Name/Player: (Self explanatory.)
Perk: (Choose 2 perks from the list.)
Trait: (Choose 1 trait from the list.)
Injuries/Radiation Sickness/Conditions: (This section will be filled in by me when and if you gain any.)
Followers: (This section will be filled in by me when and if you gain any.)
Background: (Your character’s history.)
Inventory: (Leave this empty, it will be filled in by me when/if you get any items of note.)

Perk List:
-Power Armor Training: Player is able to wear and use power armor.
-Lucky: Player can cross their fingers once a week, increasing the chances of 1 action going the way they planned.
-Resilient: The player recovers from injuries and radiation poisoning much faster than normal.
-Commando: Player is experienced in the use of conventional weaponry.
-Tribal Warrior: Player is experienced in the use of primitive weapons.
-Soldier: Player is experienced in the use of energy weapons.
-Doctor: Player has a background of medical and experience, learned through years of trial-and-error.
-Patriot: Player loves his home and will do anything to defend it, fighting the best at home.
-Hunter: Player is a skilled woodsman and tracker, with knowledge of all wasteland critters, improving their odds when up against beasts, and increasing the amount of meat they can take away from a kill.
-Scientist: Player knows a thing or two about high tech stuff. Given the right parts, he’s capable of building and maintaining anything from energy weapons to robots.
-Tinkerer: Player is a master at turning scrap into useful items, from buildings to guns, this player can build and maintain nearly anything from seemingly useless items.
-Offensive Spirit: Player fights best when the enemy is on the defensive.
-Diplomat: Player is better at persuading NPCs to accept their side of things.
-Scrounger: Player has a nose for hidden goodies, and as such, finds more stuff while out scavenging.

Trait List:

-Ghoul: Congrats! You’re practically immortal! You’re also a hideous abomination made by way to much exposure to radiation. While nearly intolerant to radiation, you also heal much slower from regular injuries, not to mention the negative reaction most humans have when they see you/smell you.
-Homebody: You’re much more comfortable in your own home town. While at home, you are able to work much more efficiently. Whenever you venture out, however, your unease causes you to perform tasks poorly.
-Bloodlust: You are one heck of a ruthless fighter. You fight well no matter where you are or who you’re up against…the only problem is you have a tendency to lose control and accidentally attack your allies.
-Blue Falcon: You’re only out for number one. You feel no pangs of guilt knowing you’re good at hoarding goods which could help the town without them finding out, or running from a fight. Sure, your fellow townspeople may die because of your actions, but at least you wont!
-

Orders:

Players will the actions they plan to do each turn in the thread. Only send me your character info and very basic orders saying what you want to do, you do not need to write paragraphs explaining each action in your orders, as hopefully you’ve done so in the thread. EXCEPTION: If you are going to attempt secret actions you don’t want the group to find out about, that you haven‘t posted in the thread, you may write up an explanation for them. I cannot, however, guarantee the group wont find out about these actions during the update.

Another note: While this game takes place in a real world location, since the Fallout universe diverged from our own in the 1950s, I am taking creative liberty in the layout of the town of Sandy. Its location will be the same as in real life, but the town’s layout will be vastly different (and more simplified). This is true of all the nearby towns and cities, as well. So, go ahead and bust out that Google Earth, but don’t expect specific places within towns that show up on GE to be there in the game.

Turns:

Each turn will be one week.

Map:

sandymap2.png
 
Hmm wouldn't the commando be the high tech one and the soldier the conventional one?

BTW interested.
 
-Ghoul: Congrats! You’re practically immortal! You’re also a hideous abomination made by way to much exposure to radiation. While nearly intolerant to radiation, you also heal much slower from regular injuries, not to mention the negative reaction most humans have when they see you/smell you.
-Homebody: You’re much more comfortable in your own home town. While at home, you are able to work much more efficiently. Whenever you venture out, however, your unease causes you to perform tasks poorly.
-Bloodlust: You are one heck of a ruthless fighter. You fight well no matter where you are or who you’re up against…the only problem is you have a tendency to lose control and accidentally attack your allies.
-Blue Falcon: You’re only out for number one. You feel no pangs of guilt knowing you’re good at hoarding goods which could help the town without them finding out, or running from a fight. Sure, your fellow townspeople may die because of your actions, but at least you wont!
-
Suggestions for Perks
-Explorer: Its a brave new world out there, and you are going to see it! You take joy at discovering how the world changed and would want to spend all your time away from home: Opposite of Homebody.
-Empath: You feel for other people, you really do. So what if you are closer to starvation by helping strangers, or used your last painkiller for someone else's broken leg? The more who survive the more the world can return to normal... except that the people you helped are now following you around. Creepy, huh?: Opposite of Blue Falcon
-Craftsman: You don't really care for the changes in society. You do what you always did: make stuff, fix stuff, find stuff, destroy stuff, or use stuff for others, and get paid for it. Sure, you get paid in the blue and red stuff instead of the green stuff, but you know what you are good at and you stick to it: Either +1Perk or perks are more useful (+0.5?), but worse at improvising.

Also, for an open-ended NES you must be ready to answer lots of questions from players, fit strangish stories into the storyline and prepare events. I probably can't join but I will if I can!
 
Okay, good point there Terrance, I had some ideas for random events, and since the game would start around the the same time that EQ's started (I guess this is a bit of a spinoff of his, though not in the same style as his own) there'd still be some major FO historical events that would unfold players would have to deal with, not to mention the possibility of other random events of my own devising.

As for the perks, I suppose maybe I should change the Energy Weapons and Conventional Weapon perk names around, and I like the idea of that Explorer Perk, Terrance, but I'm not so sure about your other suggestions, seeing as I was going to give a specific gameplay element to the Blue Falcon, that being a hidden inventory list that only I and the player with the perk knows about, but I don't know how that would affect gameplay with the Empathetic perk, other than if players just want to play an empathetic character...which they wouldn't need a perk to do. And the craftsman perk giving +1 perk seems a bit redundant, so I'm not too sure about it, either.

Milarqui gave me a perk and trait idea, however, so here they are for your guys' considerations:

Perk: -Trapmaster: Player is skilled at employing mines and other devious devices, so that they get the most use out of their traps.

Trait: -Jury Rigger: You’re well known for your ingenuity when it comes to weapons. In fact, you’re so fond of improvised weapons, and so skilled in their use, that you actually perform worse than the average person when using non-improvised weapons. (the reason this is a trait and not a perk is because the jury rigged weapons will all fall into one of the three other categories of energy, conventional, or primitive (for simplicities sake) and I thought it would be a bit unbalanced if a player could get a combat bonus with each weapon type by taking a perk designed just for improvised weapons.)

EDIT: Here's your perk idea Terrance, I just changed the name and description a bit:

-Outdoorsman: You just love to get outside and breath in the fresh air! While away from your home town, you feel at peace and as such, you perform tasks much more efficiently. However, you hate being cooped up, so while at home your negative attitude causes you to perform tasks inadequately.
 
Sorry, I meant +1 trait or helps trait. So a craftsman soldier wouldn't really care about his job. It's just his job and he happens to be good enough at it to be paid. Maybe Master instead of craftsman? Argh! Arbitrary names!
 
Are you going to set it in the Canon Fallout universe? or in BOTWAWKI's fallout universe. (Will the outside factions be such things as the NCR and the BOS? or will it be the Narwhals and the community) (yes, I know they're really far apart, but... :p)
 
Mmm, well I was going to have the cannon factions appear in the game, don't think players would be able to/want to travel all the way to the east coast, as I want to keep the game contained within the, for lack of better word, Willamette Wasteland (basically the area around Portland, OR). The time major events happened in the FO universe, though, just like in EQ's NES, will not necessarily be the same time they happen in this NES.

Edit: Okay Terrance, than how does this look for your +1 perk trait idea?

-Perky: You’re just so happy and full of life its aggravating. Because of your extreme perkiness, you’re able to take one extra perk than everyone else. However, due to your insufferable happiness, you get a negative reaction from most NPCs who just wish you’d shut the heck up.
 
So basically fallout as the setting and you're going to play with it. Cool.

Also if you have the Power Armor or Energy Weapon perk would that mean you start with the same?
 
Power armor, no. Energy weapon... maybe you'd start with a laser pistol, but I'm iffy on that. The reason being, I want all players to start pretty even. I'm thinking to start, people will have a couple cans of food and some dirty water, and that'll be it. Anything else they want, they're going to have to scavenge for or try to barter off other players who might have it.

The idea especially behind Power Armor not being given at the beginning is because its going to be extremely rare and will need to be maintained by someone with the science perk, that way, when the town finally does find a suit of power armor, it'll create some fun discussion on whether or not you all can trust who ever you decide to wear the armor to use it for the benefit of the town, or to take over the town, I just think things like that could lead to some fun possibilities :).
 
Heh I was thinking of making a powered armor scientist...good times.

EDIT - I am not really surprised at your answer but just wanted to verify.
 
Oh yeah and by the way, the trait text and stuff is just to add flavor, and make the game feel more "Fallout-y". Example, if you take the Perky trait, you don't have to play like your character is happy all the time, but you will still get the same advantage and disadvantage that the trait lists just to help keep things balanced.

And while on the topic of traits, should they be optional? I seem to be having problems coming up with a big list of traits, and as such, I'm thinking maybe they should be optional to the player, that way there's a smaller list of things that could go further to helping the player, but also hurting them in another way. Either they can take it or not... what do you guys think?
 
I think I like perks as straight bonuses and required but I feel traits could be kind of like a third perk that also has a negative and be a choice.

I see no reason that isn't acceptable.

Like a Loner trait - bonus to scavenging, negative to diplomacy perhaps.
 
Well I suppose but you could simply say the more you focus your efforts the better they can be performed, the more you try to do the less effective it will be...of course action points would create another perk/trait - Multitasker get 1 extra action point, but unable to do only one action.
 
Well you could always shorten the time frame to 2-3 days.
 
DwarfNES XXI: The Succession of Power
Premise: Instead of Luckymoose leading his awesome community fortress alone, we have a Community/Succession Fortress to facilitate story-writing, participation, and DWARFINESS!

Rules:
1 turn = 1 Year or until you can't take it anymore.
1 Week to play a turn and chroniclize important events.
People are to be Dwarfed by the series they posted in that thread.
NO MESSING UP THE FORT BIGTIME. No magma draining directly into the Meeting Hall, breaching the Aquifer right over a civilian alert zone in a seige, or placing hidden upright repeating spikes everywhere. However, making it FUN for the next player is a OK!
Have FUN!

Embark:
4*4 will be the standard
Vote for desired embark qualities to last for a week.
First 6 Dwarfs get to choose anything they want (Only two start as military, but Woodcutter/Axedwarf is Ok with me), and First Player/Leader should try to fill any deficiencies
Embark items should be an adjusted standard profile.
 
And who says I'll offer my hold on the name DwarfNES for such a thing? :p The markets, the markets, the markets.
 
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