New NESes, ideas, development, etc

Do you have an ETA in mind, Khan?
 
Maybe about a week or so. Not 100% sure. Maybe sooner.

Currently I'm working on making the rules clearer and less obfuscated, once thats done the pre-thread will be up, and after that the final NES will be good to begin.
 
Preamble: I am commited to NESLifeV and resuming work on an update after long absence. I won't start any second project until I have churned out a few more updates. But... I think I have realised the NES-lite I always wanted to run. Part Nesse, part DaftNESIV+III, part Minecraft, part The Sims. I would like to share this idea for your consideration ;)

NEScraft?

When do you think you would be able to run this? Are we talking a week, month, half a year? I would hate to join something, fill up my available time, and find out you start a week later :)
 
When do you think you would be able to run this? Are we talking a week, month, half a year? I would hate to join something, fill up my available time, and find out you start a week later :)

Aah, that is a question. I am notoriously unreliable like that, sorry! *Maybe* a month? All I can promise is to send you a PM when I start putting together such a NES... It would not be very time-consuming, however. I could take orders posted in the thread and such.
 
The words 'not time consuming' are good enough for me to justify joining also something else
and I'm planning to stay here for longer than a month, but that PM is always good :)
 
So there's this NES idea that's been shifting around my head for a while now. I've always wanted to mod, but feared that I would abandon my projects dues to lack of interest/too much schoolwork coming on me at once. But if I keep the updates short, it might last.

My basic idea is something of a mash between Crusader Kings and Neptune's Pride. Players would be in control of a family who would rule a section of space in a recently collapsed "galactic empire". 3-4 people would own an independent nation, and everyone else would start as a vassal of someone else. Combat would be like a board game NES, where each system would have a recorded amount of ships in them, and military placement makes up an important part of the strategy. Economic development would be represented in projects, like a more traditional NES, and there would be plenty of opportunity for exploration, colonization, medieval-style diplomacy, and intrigue.

I likely would not get it up and running until Winter Break, but is there substantial interest in something like this? I can get into more detail if anyone wants, but nothing's set in stone yet.
 
@Popcornlord I really like that idea. Right now it seems we have GalaxyNES and SysNES at the two extremes of story-only and complex rules (although people keep saying SysNES is actually quite straight forward, it does have its own rules document :) ).

As a Master of Orion player I would prefer multiple alien races as opposed to the fallen empire scenario. Although in my experience, allowing players to create their own races can lead to a real mish-mash and too many humanoids. I've toyed with the idea of doing a space NES where players can customise template races I create, but not make ones from scratch.

Another scenario is a clash of empires with players in a contested zone, like the Caribbean in space.

I do like the idea of multiple players being part of the same nation, probably specialising in different areas like tech or trade?
 
It's partly based off CK2, it can only possibly be good :D

I'd be interested for sure.
 
You mean with players as the clashing empires? That might work out well, and the main empires could represent the possible races (created by me, of course :p).

And yes, I forgot to mention that a ruler can choose other players as "advisers" for certain areas, although I'm still trying to figure out a good way to represent it without taking too much power from the ruler. Maybe have the ruler only able to directly affect his own Demesne, and advisers take care of stuff that affect the entire nation? The advisers would need to listen to their master, as otherwise they could be sacked, but they send in the orders, and therefore have the final say.
 
So there's this NES idea that's been shifting around my head for a while now. I've always wanted to mod, but feared that I would abandon my projects dues to lack of interest/too much schoolwork coming on me at once. But if I keep the updates short, it might last.

My basic idea is something of a mash between Crusader Kings and Neptune's Pride. Players would be in control of a family who would rule a section of space in a recently collapsed "galactic empire". 3-4 people would own an independent nation, and everyone else would start as a vassal of someone else. Combat would be like a board game NES, where each system would have a recorded amount of ships in them, and military placement makes up an important part of the strategy. Economic development would be represented in projects, like a more traditional NES, and there would be plenty of opportunity for exploration, colonization, medieval-style diplomacy, and intrigue.

I likely would not get it up and running until Winter Break, but is there substantial interest in something like this? I can get into more detail if anyone wants, but nothing's set in stone yet.

I would play the (Stupid Censor) out of this game.


also, if you want some inspiration... take a look at this
 
@ GRandKHan, lovely idea ... I would love to see the Roman faction broken down to smaller family based factions though !
 
Glad to see there's some interest. :)

I've been trying to find a good image uploading site that allows me to place hidden annotations directly on the map, so that solar system stats are relatively easy to access. Anyone know of a free site like that that still allows for a fairly good sized map? I could've sworn I saw someone use something similar before...

@thomas.berubeg:
That game looks a lot like what I'm aiming for, although mine is going to be significantly "lighter". I really don't want to overwhelm myself on my first game. :p
 
So, what do people think about UUs and limits on them?

I like UUs, but I also think most of them end up with large areas of overlap. In my NES, every state can only have 1 UU at a time, with older UUs either generalized (regional UU), or obsolete (earlier age). This lets me track them a little more easier as well as spread UUs as needed.

How do you guys do it?
 
So, what do people think about UUs and limits on them?

I like UUs, but I also think most of them end up with large areas of overlap. In my NES, every state can only have 1 UU at a time, with older UUs either generalized (regional UU), or obsolete (earlier age). This lets me track them a little more easier as well as spread UUs as needed.

How do you guys do it?

I feel overlap is fine. Local Engineers and Tacticians (and even units on the field) and whatnot develop their own Doctrine and methods to implement that Doctrine...
 
Hi!

Been some time since the end of CFC.com (you know, the RPG...), and now I feel I can retake it, even if it is in a limited fashion.

However, there are things I feel now that are required if it is going to work well. A couple of times, players used the lack of rules to do a few things that were certainly out of character, although I let them do so anyway.

Well, I think I have hit a way to improve on that, and here are a few ideas:
Spoiler Stats :
The Attributes are the same, Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck.
HP=50+END+STR/2 rounded up
CP=LCK/5 rounded up
MP=5+INT/5 rounded up
Initial Weapons: 2. If the character uses magic, one of the weapons must be something with which magic is wielded. If it is a firearm, it gets the equivalent to 6 clips of ammo. If it is a long-range pre-gunpowder weapon, it gets 30 arrows or bolts.
Abilities: 5, 2 of which must be combat-related, and the other 3 non-combat-related.
Objects: initially only 4, may carry up to 8.

Spoiler Weapons :
Weapon Damage AC CPS ($) Cost ($) Other
Pistol 1d10 15 0.5 1,200
Shotgun 1d10+2 8 0.5 1,300
SMG 1d10+1 30 0.3 1,500
Rifle 1d10+2 40 1.5 1,500
Rifle Grenades 2d10 1 20
Sniper Rifle 2d10 5 5 4,800
E-Gun 1d10+1 20 0 2,000 Uses E-Cell
E-Rifle 1d10+4 10 0 3,000 Uses E-Cell
RPG 6d10 5 50 6,000
Grenade Launcher 2,500
- Beanbag 1d10/5 1 15 N/A Crowd control
- Explosive 2d10 1 20 N/A
- Illumination N/A 1 25 N/A Illuminates
- Net N/A 1 40 N/A Throws a net
- Smoke 1 15 N/A Produces smoke
Grenade Damage Cost Other
Chaff N/A 20 1d10 on robots, inutilizes electronics
Concussion 2d10 10 No shrapnel
Fragmentation 3d10 20 Shrapnel
Incendiary 2d10+5 50 Causes fire
Smoke N/A 30 Smoke curtain
Stun N/A 20 Flashbang
Melée Weapon Damage Cost
Axe ST/10+5 400
Blade ST/10 300
Club ST/10 200
Knife ST/20+5 100
Objects Cost Use
E-Cell 50 Ammo for E-Weapons
Healing Shot 500 Heals up to 20 HP
Armor: There are two types of Armor, Flexible and Rigid.
  • Flexible: this type of armor is better for piercing attacks, as their flexibility means that they can absorb the impact of something piercing and distribute it to other parts of it, as well as make it easier to pull out the piercer out of the injury. They also tend to be lighter. Within this category fall normal clothes, leather, silk and kevlar, among others.
  • Rigid: this type of armor is better for blunt attacks, as it prevents the impact from reaching the person and hurting him/her, although it may still cause some damage due to the impact. They tend to be heavier. Within this category fall metallic armor of any kind.
Spoiler Magic :
In order to prevent players from gaming the system by casting spells they should know not about, I had the idea of dividing magical abilities in nine groups, each with their advantages and disadvantages.
  • Beastmaster: you have an affinity with animals, and you can use that affinity to have them aid you. You may not harm an animal unless it is in self-defense or because of great need, and you have to know what animals you are invoking, but you receive a familiar, and the animals you invoke are very powerful.
  • Missionary: you are a messenger of whatever god(s) you are following, and they task you with many things. You must spread the word of your god(s) every time you can, and you must obey your god(s) orders, but your god(s) will probably hear your prayers, and you will become more powerful as you convert more people to your religion.
  • Mystic: the magic is something that comes from your body, your mind and your soul, and as such you are able to connect with them to cast spells. You have to meditate every day in order to maintain the connection, and you must learn spells before being able to use them, but in exchange you can create spells and the only thing you need is something to cast the magic with.
  • Shaman: you commune with the spirits of nature, and you are able to talk with them and ask them to do things. You do need to state the spirits' names to invoke them, and if you do not do small sacrifices for them from time to time they might not answer, but the spirits are very powerful, and they will help you a lot if you treat them well.
  • Sorceror: magic is part of the nature, including yourself, and you know how to gain access to it, but it is not completely within you, so you need a little extra. Requires you to carry the components and learn what each component does, but if you find new things you can create new spells and, since the magic is tied to something physical, then it is more powerful.
  • Summoner: there are beings of great power in an alternate dimension, which no mortal can reach unless they prove to be worth of being part of the group. A summoner needs to prove his worth before being able to invoke one summon, which they must know of before acting, but the beings are very powerful, and it requires relatively little magic to invoke them.
  • Technomancer: to you, magic is a science, something that can be studied and that can be worked with. You have to learn spells, and you must do your calculations on your head before casting the spell, but you can make up your own spells and can imbue spells in objects (even electronics).
  • Vancian: a Vancian magician is one that must prepare carefully every day for what may happen, but can become powerful if careful. You must prepare every spell you are going to use in the morning, and each spell has a limited use, but in exchange each spell only requires 1 MP to use, and if you find or make specially prepared parchment or paper, you can imbue them with spells to turn them into scrolls.
  • Wild Man: magic is a force of nature that you can control with your word and will. The spells you may cast can get out of control easily, and they require much magic to use, but you can limit the magic you use, and the only limit to your spells is your imagination.
Spoiler Shipworks :
Initial rooms: Pilot Cabin, 2 Bunk Rooms, Meeting Room, Power Plant, ATL Drive, Propulsion Drive, Storage, Armory.
Future rooms (still working on price and/or costs): Laboratory, Hydroponical Garden, Individual Rooms, Workshop, Foundry, Kitchen, Weapon Control, Hospital Wing, Supercomputer, Alchemical Lab...
Others: Translator Microbes, Nanogenes...
Ship Weapon Level Damage CPS Cost Energy Other
Ion Ball Shooter I 1d10/2 N/A 6,000 2 Disconnects system during 20s
II 1d10 N/A 12,000 4 Disconnects system during 40s
II 3d10/2 N/A 18,000 6 Disconnects system during 60s
Laser Beam I 1d10 N/A 10,000 1 Shoots a laser
II 2d10 N/A 12,500 3
III 3d10 N/A 15,000 5
Missile Launcher I 2d10 100 10,000 1 Shoots 1 Missile
II 3d10 150 12,000 1
III 4d10 200 14,000 1

Ship Defenses Level Cost Energy Other
Countermeasures I 10,000 1 Blocks missiles
II 12,000 1
III 14,000 1
Ion Shield I 8,000 2 Protects from Ion Balls
II 12,000 4
II 16,000 6
Reflector I 6,000 1 Deflects lasers
II 8,000 3
III 15,000 5
 
The only problem I have with that is that there are THREE potential characters all fighting for the right to be played as. Maybe four. :p

In all seriousness, I am very excited about this starting back up. :goodjob:
 
Awww, but the other stopped at a climax! :(
 
Wait, that reminds me, when do you think this will start?
 
Well, I'm definitely in. Perhaps not as a character that might have so many restrictions this time, since 'strictly for healing' magic might only be used strictly for healing. :p
 
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