New NESes, ideas, development, etc

Heck, there are mind-controlling fungi out there, things that can turn friend into foe, or foe into slave.

Admittedly, they only work on insects... but with a bit of engineering, we can definitely get around that unfortunate limitation. :D
 
I've thought of the same idea a few times myself, although it always seems to boil down to something more akin to playing a retrieval team. I think it could definitely work as a character-based NES.


Yeah, my idea was that it would be similiar to the Mutant NES that we had going a few months ago.
 
If you are going to do any kind of Ether-based NES, I have a ton of materials (late 1800s maps, various pseudo-science documents, etc.) to assist. However, I think what Iggy said is a better idea: playing the colonies. And specifically, playing the colonies on a single world. The problem with this concept is spreading players and their efforts too thin over the expanse of the fictional sci-fi 1800s solar system. I know you are wanting to have a NES with a focus on polities, not characters, but the same applies: if you have Mercury, Venus, Mars, and the Moon, plus numerous moons of other worlds and the asteroid belt, plus all dealings on Earth, you're creating too much space for players to occupy, which could result in too little interaction and a lot of work for you. Thus explains the death of my very first NES on this forum.

Maybe make a NES in which each player is a colony on sci-fi 1800s Mars, amidst a dying Martian civilization and their more barbaric cousins, where water is running out, but there are countless new and valuable resources to be obtained (including floatwood or something that creates airships). That way, players have very specific reasons and goals for what they're doing, but it's still open-ended, and they still identify with certain nations. You could even have 2 or 3 players be a Russian colony, 1 or 2 a Japanese, some American, British, French, German, etc. Or you could give each player a country, but then you are severely limiting your # of players. Far more interesting, in my opinion, to play a colony, attempting to survive on a new and dying (but valuable) world -- fighting off the highland Martians, forming alliances with the canal Martians, and waging war against rival nations.

Could be interesting, too, if you have, say, 3 players as Russian colonies: they are kind of competing amongst themselves, too, for resources and more colonists from the motherland, but they must work together to stay safe and prosperous.
 
So here is the basic idea for the Anomaly NES, as I would like to call it.

It will be a completely character development, Story Driven NES with little requirements nor limits on what one can be or what can become. Would you play as an investigative reporter? A police detective? A spec ops agent belonging to a Group of Interest?

All of these are possible.

However, if you would play as an inhuman being or an anomaly, be it a woman who is permanantly invisible or a man who causes death and destruction to all those around him with his mere presence, there will be some limitations, which will be detailed out later.

Note that I am not concerned about your characters becoming too powerful. Your character can withstand a nuke and survive for all I care.

But I am concerned that you may choose to have that power without any consequence.

Example Gratia: A person possessing anomalous agility yet still able to live a normal life. This is a big no no for me. Anomalous powers MUST be counterbalanced by something that truly makes them an anomaly, an inhuman being unfit for normal social behavior.

Mutant Registration Act should be a GOOD thing in this universe.

The World: The timeline of the game will start in the modern age, during July 2001. George W Bush is the president.

The World as a whole is ignorant of the existence of the Anomalies as of this

Groups of Interest: These are "factions" within the game who will have much influence in the game's storyline for various characters. Something that resembles the Global Occult Coalition (who advocates destruction of all anomalous objects) and the Foundation (advocates the containment and protection of all anomalous objects for use later) will be in the game. Rest you guys can make up.



So yeah, basically Mutant NES.

How about it?
 
I'd be up for this.
 
In my Girl Genius NES (if I end up modding it, of course) units will have to be created by the players. Of course, there will be several basic units players can recruit while they make their own, special units.

Each unit has a certain set of stats, which I (mostly) pulled out of Crezth's last NES (whom I thank for indirectly giving me the idea for them, as well as hope to persecute in his nightmares with my killer fungi :evil:):

Basic: Attack, Defence
Special: Penetrator, Protection
Land: Evasion, Anti-Air
Sea: Maneuver, Anti-Air, Anti-Sub
Air: Maneuver, Strafe

What do you think?
 
Out of curiosity, are there any nation NES's open at the moment for beginners? Preferably fairly simple, but I'd be willing to try one considered more complex with some help. I'd really like to get into NES, and any help would be appreciated.
 
Well.. NukeNES is fairly simple in terms of ruleset, and Capto Iugulum is a nation NES, though the ruleset is a bit more complicated (though not terribly so!) Most NES's are easy to get involved in, and the moderators or players are generally helpful in terms of getting the hang of things.

My NES is also fairly simple, though it's not really a 'nations NES'. Sorry, but I figured I should plug it. ;)
 
Tis a 'country' NES.?
 
Sorry if I have no knowledge on the subject, but was there any attempt at a NES involving city states in Italy or in Greece?
 
Sorry if I have no knowledge on the subject, but was there any attempt at a NES involving city states in Italy or in Greece?
Yes, there has. Sometimes they were fairly successful by the standards of the time (not particularly historically accurate but WHATEVER).
 
Yes, there has. Sometimes they were fairly successful by the standards of the time (not particularly historically accurate but WHATEVER).

Ah, can I get some links to them? Can't find much of them.
 
Ah, thank you Dachs, I'll look into those as much as I can.
 
So I have an idea for a NES, though I won't be doing it any time soon (mostly because I'm new to actually NESing; granted, I've stalked the forums for a while now and have played similar games on other forums). It is called EvilNES.

EvilNES

Concept
The premise behind EvilNES is that the players are the agents of 'evil' in a particular fantasy setting. Their goal is simple: spread their evil and amass as much 'favor' (points) with the major evil force behind all the lesser evil actions. Players will conquer provinces, slaughter thousands, corrupt the innocent, and do pretty much everything in their power to make sure the world knows terror.

Mechanics
Much of the mechanics behind the game rely on the map and I hope to provide players with an easily digestible (and visually stimulating!) form of information. The map is divided up into provinces, most provinces having something unique/desirable about them. Provinces are the source the game's major resources: Food-Gold-Mana. The amount of FGM a province provides can be altered by the creation of settlements, each type of settlement having a different effect. Moreover, there will be various miscellaneous resources that spice up the game and benefit the players/NPCs in a number of ways.

At the start of the game players will be in control of one or two provinces and are expected to expand from there. Acting as their foes are a great deal of NPC kingdoms, who will be placed once players have chosen their own starting province. Some NPCs will be more 'good' than others, and a few may even be designated as 'Kingdoms of Light', meaning that in previous ages the ancestors of these kingdoms stood by the Gods of Light. Others, however, are less righteous in their nature and may even be swayed to evil's side after bribes, shows of force, and other such actions that glorify evil.

Outside of provinces the other major stats are player armies and their leaders/'heroes'. It is my aim to make armies as customizable and, more importantly, fun for the players as possible. Each army a player has under their power has a certain number of 'slots' and in these slots they can put in different units, allowing players to tailor their forces for the challenges at hand. Of course different units will have various bonuses that make them more appropriate for certain situations over others. I want to keep number-crunching to a minimum, so the actual numerical stats (Attack and Defense) will be fairly regular across the board, which has the effect of placing more emphasis on the unit's traits. However, I will admit that combat is the least developed part of the NES' mechanics (well, most of the mechanics at this point are vague), so I may change my mind in the future.

Leaders/heroes are the last of the three major stats. These are special units whose presence in provinces/armies provides substantial benefits. Players will normally begin with a few leaders/heroes, one of which being their own avatar in the game. Should this avatar die (which should be pretty hard for reasons I will mention later) then they lose the game. I want leaders/heroes to be just as customizable as armies, and most of these units will be able to grow and become the stuff of legends throughout the course of the NES, wielding mighty arms, casting reality-shaking spells, and committing terrible acts.

Conclusion
Now, unlike many NES' I have read/lurked in, I fully intend for EvilNES to have an endpoint that signifies when the prime evil force begins its invasion of the world. At the end of the NES the influence the players have amassed will be revealed and the 'winners' declared. Influence will be kept hidden so players will never really know if they are on top.

This is just scratching the surface for what EvilNES is, so from time to time I will post more in-depth pieces of rules/concepts/lore and I am more than welcome to criticism/thoughts in general.

Thank you for reading. :)
 
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