New NESes, ideas, development, etc

This isn't that different from my idea :lol: I guess we can bounce ideas off each other then. :)

I'm planning on getting mine up and running ASAP. Hopefully that doesn't intrude on your plans?

No, there would be no intrusion. I have first to develop the planetary system and the political systems (Haseri has offered to help with that), as well as some backstory, the quest givers and what, exactly, is going to happen that will eventually require many players to work together.
 
I can help you "plot" out several quests of my design if you think many players like masochism.
 
Alright dudes, I've made a (tentative) decision for DemocracyNES.

I've (tentatively) decided that the game will take place in a fictional world, which is almost, but not quite, identical to the Eastern Europe of our world. Because NESers are a bloodthirsty lot and your actions will probably end up being celebrated by this worlds' equivalent of the 'Remove Kebab' people, I am uncomfortable with including actual ethnicities for you to genocide. Thus, all nations involved will be completely fictional.

If that means that I can name nations after various fictional Ruritanias (including the original itself), well, so be it. :)

The only issue with that is that I suck at making fantasy maps (only editting previously existing ones). Is anybody going to complain too loudly if Syldavia has very, very similar borders to Lithuania?

The second question relates to civil wars. Due to the fact that the country in question is a pastiche of post-soviet Eastern Europe, it doesn't make a lot of sense to have personal armies running around in 1990s not-Russia. As a result, I was thinking of creating a 'Civil War Meter' which would tick down if the country was getting closer to civil war. You could only start recruiting armies if the Meter went below a certain point, to show that civil war was approaching. Honestly, they wouldn't exactly be 'personal' armies - they'd be armies dedicated to you, the employer. 'Personal' armies would likely be more like a team of mercenaries in your employ to do the dirty work.

The country itself would, of course, have national armies, but those would come at a cost similar to what I did in RomeNES.

You can, of course, be prepping for the recruitment of mercenaries and armies while the Civil War Meter is high, and mobs and gangs are useable at any point :devil:

Do people think this is a good idea? It just made zero sense to be building private armies in 1990. Its not like Abramovich had a private army running around Siberia during Yeltsin's Russia.
 
In my opinion, if you're going to make it very close to but not quite like Lithuania (or anything else), you may as well just call it Lithuania and make everything real.
 
Do people think this is a good idea? It just made zero sense to be building private armies in 1990. Its not like Abramovich had a private army running around Siberia during Yeltsin's Russia.

But this is a fantasy world, you can do whatever you want. You could always make the country Afghanistan-esque in the way that private armies not loyal to the King/President were running around throughout most of it's history. Besides, merging Yugoslavia and Afghanistan would just make for the best nation ever. :p

Seriously though, I am interested, whatever happens. :)
 
Thinking up terrifying dung is the only thing I'm good at.
 
But this is a fantasy world, you can do whatever you want. You could always make the country Afghanistan-esque in the way that private armies not loyal to the King/President were running around throughout most of it's history. Besides, merging Yugoslavia and Afghanistan would just make for the best nation ever. :p

Seriously though, I am interested, whatever happens. :)

Yeah some sort of state with:

- important natural resources
- tribal relations and possibly several majour religions
- "modern" government structure

would be fun to play with.
 
Sure, I'll try my hand at mapmaking. What do you want?
Preferably a single continent with some islands surrounding. An isthmis could be cool, as it'd be a key place to control. Rivers and lakes would be good, but I could add them in myself if you don't do them.

It would be awesome if you could do this.
 
About the possible Freelancer NES:

- If there are biotics or something similar, I have the idea that they are something relatively new, and that they are feared and somewhat discriminated against because of it. Each planet has a different policy for them, with registration being the most typical thing. If you are registered, you must have a mark on you that shows you are a biotic, and you would have some extra ability at using biotics because the government would give you courses on how to control that, but then everyone would know what you are. If you are not registered, then there is no problem with others, but if you get caught using your biotic ability you run the risk of being arrested.
- The job(s) you have gains you some extra initial points for your abilities. For example, a Bounty Hunter gets points in using weapons, while a diplomat gets them in convincing others.
- A list of the basic abilities: Athletics, Computers, Guns, Healing, Influence, Melee, Mechanic, Piloting, Stealth, Unarmed.
- A list of abilities you get only through certain jobs: Barter, Biotic, Hacking, Psychology.
- You can belong to a guild or be independent. If you belong to a guild, you have access to several things unavailable to others, but in exchange you can't work for other guilds unless there are extenuating circumstances. If you are an independent, then you can work for any guild, but some missions will be closed to you and you won't have access to their stores unless they allow you to.
 
This is the list of ideas I've had for initial jobs and abilities.

Jobs (you can pick one or two):
- Biotic Delta (registered): Thanks to some genetic mistake, you have a strange ability that allows you to interact with the universe in ways others can't. Your registration has allowed you to gain some extra control over your ability. +5 Delta (New Ability)
- Biotic Delta (unregistered): Thanks to some genetic mistake, you have a strange ability that allows you to interact with the universe in ways others can't. Since you aren't registered, you had to train your ability in secret and in worse conditions. +4 Delta (New Ability), +1 Stealth
- Bounty Hunter: You deal with finding criminals or other people, capturing them dead or alive and bringing them back, all while being unremarkable. +1 Barter, +1 Guns, +1 Melée, +1 Stealth, +1 Unarmed
- Diplomat: You have a silver tongue, a way with words, developed since you were a kid, and it has allowed you to get away with many things. +3 Influence, +2 Psychology (New Ability)
- Engineer: You have lived around engines and ships for most of your life, and you can also do a few things with some time and materials. +4 Mechanic, +1 Crafting
- Hacker: You live in the Cortex. You know your way in and out the computers and the network that connects them, and you can even get into other computers by using yours. +3 Hacking (New Ability), +2 Computers
- Medic: Trained in some grand university hospital or with ancient knowledge, you know how to heal a human. +4 Healing, +1 Psychology (New Ability)
- Mercenary: You use weapons of all kinds to carry out your missions, and you have a knack for their use. +5 between for Guns, Melée and Unarmed.
- Merchant: You have a nose for the art of buying and selling anything and everything. +4 Barter (New Ability), +1 Influence
- Pilot: You are good at controlling vehicles of any kind, whether they are for the flying or the grounding, and have a bit of a nose for them. +4 Piloting, +1 Mechanic.

Abilities:
- Basic
* Athletics (S): How good you are at running
* Computers (I): How good you are at dealing with computers
* Gunfighting (D): How good you are with guns
* Healing (I): How good you are at healing yourself or others
* Influence (I): How good you are at convincing others
* Mechanic (I): How good you are with repairing your ship
* Melée (S): How good you are with a melée weapon
* Piloting (D): How good you are at controlling your ship
* Stealth (D): How good you are at sneaking away
* Unarmed (S): How good you are with your fists
- Advanced
* Barter (Only Merchant): How good you are at getting better prices and finding interesting objects
* Crafting (Only Engineer): How good you are at developing and building objects
* Delta (Only Delta): How good you are at interacting with the universe
* Hacking (Only Hackers): How good you are at finding passwords and getting into other computers
* Psychology (Diplomat or Medic): How good you are at understanding other people
 
I might be inclined to make a small scale "Test" nes to see how well a system that I'm currently devising works. 5 player max. Each player controls a character with specific kind of skill sets.

There is a degree of randomness to character creation process.

Players should expect death.
 
Sounds like a good idea.
 
I'd kill the other charact- errr, I'd play it as well. :hide:
 
I can give you a role that kills other characters.

That would be fun. Except not really.
 
It should be like Mafia in order to be fun. That is, nobody knows who's the one killing the other characters. :D
 
INVESTIGATORS WANTED $5000 PRIZE!

Exorcists, ghost hunters, mystics, wiccans, bounty hunters, whoever you are, WE WANT YOU! House seems to be haunted. Grandfather clock ticks without anyone winding back the tape. TV turns on for no reason. Lights flick off. Strange sounds heard. Please help. $5000 prize if you end haunting.

Please contact me by phone on 1-555-832-1293. Email at 2.noeman@tmail.com.




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Q: What is this thing?
A: it appears to be sort of an adventure NES, like milarNESes or dragneses and such.

Q: What's different about it?
A: It goes the opposite way of MilarNES and DragNES in that stat system is much more complicated. In addition, if it emerges from its test NES status to go into full NES, it will actually be a cooperative starship maintenance NES.

Oh, and stat systems are different, but that goes for any NESes, no?

Q: So how are stats used in this NES?

A: Base stats are distributed between these categories: Strength, Constitution, Dexterity, Intelligence, charisma, will, and Education. These base stats are completely stolen from Call of Cthulhu.

Everyone's base stats start at 7 and they are given 20 points to spread between the 7 stats. In addition, they are given 6 additional Occupational stat points which I will distribute around your stats based on what I deem makes sense based on your chosen occupation.

For example, if your chosen occupation is, say, lawyer, I will spend 3 points on Education stat, 2 points on charisma, and 1 point on Intelligence. If you are, say, a priest, I will spend 3 points on Will, 2 points on Charisma, and 1 point on Education.


Strength allows you to manipulate rather heavy objects.

Constitution allows you to "resist" some damage and also allow you to hold your breath longer. (and run longer)

Dexterity: increases your reaction speed, which may keep you alive. Also gives you fine control of your fingers, if that's useful to you. Players with high dexterity reacts faster and thus have greater number of Action points to spend.

Charisma: directly improves your chance of success in dealing with people.

Will: directly improves your chance at dealing with people skilled in dealing with people. Also gives you some benefits that may or may not be useful to you and I will not mention in any further detail here. People with greater will tends to be luckier.

Intelligence: Makes you smarter. Makes you understand and solve puzzles quicker, or think of a clever maneuver in a pinch (that is the GM gives you a suggestion if you run out of ideas). Also gives you more skill points. Players with high INT thins quicker and thus have higher action points.

Education: Gives you more skill points.


Q: Skill points? What's that?
A: Like Milar's NESes, this game also relies on skill points to determine your success or failures in performing an action.

Q: Does that mean a scientist or an engineer with high natural Education and intelligence have more skill points than my soldier character?
A: Yes.

Q: What the hell?
A: It's all for a purpose. DEX, for example, also gives you more skill points efficiently in the Dodge skill, which can save your life from almost every sources. In addition, it gives you more Action Points. Strength directly improves your damage output in close quarters combat situation. Constitution directly improves your general survivability. Charisma gives you the invaluable dealing with people skills. Will not only makes your character more resistant to others trying to dominate you, it also gives you more luck.

All provide very valuable assets that cannot be simply be solved by that big brains of yours.

Besides, scientists and lawyers will be forced to spend a whole bunch of their skill points on getting those delicious semi-useless Law and Sciences skills. BWAHAHAHAHAHAHA



Q: Before you go into the skill points, tell me more about the action points.
A: to decrease mod headache, I have stolen aspects of the combat mechanics from SYSNES and Call of Cthulhu.

Combat is turn based. Each player gets a certain number of action points. Turn order is determined by their dexterity score (unless it’s an ambush situation. In that case, the ambushers get first strike. After their first strike round ends, the turn order is established normally based on dexterity. This incidentally means that an ambusher with high dex may get two rounds in rapid succession, which would be devastating since they get more APs than normal to begin with.)

Firing from a pistol once takes 1 AP. Taking cover takes 1 AP. Preparing to parry the next attack from the opponent takes 1 AP. Firing a shotgun takes 2 AP…. Blah blah.

AP is calculated by DEX * 0.5 + Int * 0.25.

Q: Cool, tell me about the skill points.
A: Players get 50 points to distribute among their base skills. Every point in int gives you 2 more skill points. Every point in EDU gives you 4 more skill points.

Q: That’s a lot of skill points!
A: There’s a lot of skills.

Q: I… I don’t like the sounds of that.
A: You shouldn’t. Here’s a list

Accounting (10): ability to sift through financial records and note discrepancies.
Archeology: All damn delicious tombs to raid.
Bargain (5): How good you are at bartering and bargaining for prices.
Bombing (1): How good you are dealing with bombs, both exploding them and making them not explode.
Biology (1): How good you are at identifying a creature and all its delicious organs
Chemistry (1): What was dihydrogen monoxide again?
Crafting (5): Skill required to make complex items needed for you to LIVE.
Climbing (40): a tall wire fence gets in your way and bunch of angry Germans are chasing you? Now you gotta roll to live! MWAHAHAHAHA.
Conceal (15): What gun in my pocket? I don’t have a gun in my pocket. That’s just my-
Dodge (DEX*2.5): How good at dodging from harm from various sources.
Electrical Repairing (5): How good you are at fixing electronics.
Fast Talk (Charisma * 2): Makes the other guy agree with you for a short period of time. After a while, espescially if the target has high will and int, the person will come to his senses.
First Aid (30)
Fisticuffs (50): Hand to hand combat, how good you are at actually landing a blow.
Grapple (25): Special variant of hand to hand combat which can also be used with a weapon. It allows you to subdue opponents without damaging them.
Martial Arts (1): If you succeed in this roll IN ADDITION to your fisticuffs roll, your attack power doubles. This skill is what makes punching people SCARY instead of being a last resort.
Handguns (20): Pew pew pew
Hide (10): how good you are at ducking into cover out of site.
History (25): how good you are at remembering some odd event that happened here before that can give you a… clue…
Law (1): How good you are at citing some obscure laws to get out of trouble. High skill in this increases your chance of success when interacting with law enforcement personnel.
Library Use (25): How good you are at finding pertinent information in a mass of data.
Listen (25): High skill point here gives you increased chances of identifying muted sounds.
Lockpicking (1): How good you are at picking locks.
Machine guns (15): Blamblamblamblamblam
Mechanical Repair (20): How good a certain character is at fixing a machine.
Medicine (5): How good you are at making drugs and making health recommendations. Also can fix severe wounds.
Navigate (15): How good you are at finding your way around in a low visibility situation.
Occult: Scary huh?
Operate Heavy Machinery (1): Needed to operate heavy machines. You know, like a tank.

PHYSICS(1): PHYSICS IS PHUN!!!!!

Psychology (5): How good you are at pereceiving and making judgements based on another’s behavior. You should not expect this skill to see through purposeful deception, unless you manage to shake the guy’s confidence somehow, perhaps through Fast Talking.

Persuade (Charisma *3): How good you are at persuading a person to your cause. Unlike fast talk, a successful persuasion’s effects linger insidiously. However, weakness must be already present in the target. Will can be used to actively resist it. Successful persuasion takes a long time, far longer than fast talk.

Sneak (10): How good you are at walking around unseen. Unlike hide, this skill allows you movement.

Spot Hidden (25): How good you are at noticing hidden objects… daggers in the dark… a bulging pocket… an ambusher hidden in the shadows… this is one of the most important skills for the investigator.

Rifle (25): CRACK!

Swim (25):
Melee Weaponry (25): Choose your melee weapon here.


Almost all of these skills are stolen from the Call of Cthulhu. I did not want to make new skills yet, at least not until the TestNES is over.

Q:… that’s a lot.
A: Yup.

Q: I need more skill points!
A: Occupation not only provides you with additional base stat points, it also gives you 5 occupational skills.

You must spend at least half your skill points in your chosen occupation skills. Every skill point you spend in an occupational skill counts 2 times normal.

You also get 2 Hobby skills. Every skill point you spend on your hobby skill counts 1.5 times that much. You must spend at least 12.5% of your skill points on your hobby.


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Q: What should I do to sign up?

A: Think of a character. Send me his or her age, gender, occupation and name. I will send you a blank character sheet with your occupatinal skills and stats highlighted.
 
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