New NESes, ideas, development, etc

Better to have a player as the opposition party, IMHO. That way we can simulate alternating governments, too.
 
Matt, nice! I was thinking of a NES with a few interesting stats.

First is Player rotation, every three updates players rotate. I list the next three players for each nation. If it is a more stable nation, maybe only two, but if it is a newer rebellion, maybe five players.

Second is Income split:
Total Trade (Domestic-Forgein-Directed)/Total Taxes-[D-F-D] - Trade Income
Total Income (Agriculture- Industrial- Cultural-Directed)/ Total Taxes
Total Growth (Untaxed A)+(Old Pool)/(Total A*X) ect,

Projects increase directed income (AKA a large plantation). May also affect growth.
Growth, And those in Parenthesis will be hidden from player. But relative Strength would be listed. So a player might have

Spartaoid
Trade
3-Weak-Strong-Medium/High-High-Low (1)
Growth- Nonexistant/Steady/Slow Growth
Domestic
15-Medium-Strong-Nonexistance/All-medium-nonesistant (10)
Growth- Nonexistant-Steady growth

in the end, Projects will also add growth points, subtract total needed, and lowering taxes will actually do something... thoughts?
 
Sounds pretty interesting. I'd probably play it, or at least lurk it. Is this going to be starting in a certain time period, and will it be on Earth?
 
Naturally then you have to run things, and that'll probably happen in most cases. But you should make it a goal to have players as the opposition, IMHO.
 
Well, if the player was in control of a absolute monarch, then they would have complete control, but if they were in control of a democracy, then all their action would have to be checked by me, acting as rival parties, and I could veto up to all the actions of the player. At least, that's the thought right now.:)


nearly, but even a absolute monarch does not have complete control of everything which is doing on it his kingdom... complete control.. maybe theoritically, but it`s impossible do be carried out...
 
Out of curiosity, what do people generally think of character-driven NESes? Obviously, civ- and group-driven NESes are the norm, but I had seen a few char-driven ones and I wasn't sure if this was a popular style that just wasn't getting much play, or if it just doesn't cut it for the player base.
 
I was having half a mind to start a sport-based NES, in which each player creates a team, gives each player a series of stats and designs strategies, and then the teams play against each other in a format that would depend on the number of teams that play. What do you think?
 
No, as in, how would this be different from the simulators that already exist out there.

It is free? My idea is that each player will be able to create their own team, creating strategies based on what I make, finances, and all that. And, well, I think it would be an original idea. As far as I know, no one around here has tried anything like this.
 
It is free? My idea is that each player will be able to create their own team, creating strategies based on what I make, finances, and all that. And, well, I think it would be an original idea. As far as I know, no one around here has tried anything like this.
Sounds like a weird cross between a video game and a fantasy sports league. Actually, it sounds basically like anything you could do in the more recent variants of Madden.
 
I was thinking about a blood-bowl type NES at one point last year. Actually inspired by Speedball 2 and the Brutal Sports games on the old Amiga computer (thar I goes again). Basically American football, but with 'goals' as in soccer, and the person holding/touching the ball at any time can be physically attacked and killed.

You'd be the manager and yor orders would be basic tactics. You could write various strategems but the main things would be A: a choice of offensive, defensive, evasive play, B: parts of their team you want to focus on wearing down, or avoiding.

Teams would (by default) have a single Goalie, three Defence, three Midfield, and three Offence players. Maybe three Reserves too (replace people who get injured/killed).

There would be fantasy/alien races and possibly spells/specials etc.

One update would be first half of all games, next update is second half.

Teams have money to buy and train players. All kinds of shenanigans with advertising, sponsorship, doping, sabotage, dirty deals etc.

I didn't have enough enthusiasm for sports generally to persue this idea any further. But I might try it one day. With sprites and pixelated gore on miniturised playing fields to show what is happening :)
 
Regarding how the games would be played in a potential future Sports NES, I have the following rules:
Rules:

Each team has 12 players in total: 2 Keepers and 10 Field Players. The Keepers and Players have a series of stats that will point out who is good at each thing:

  • Keepers: they start with a 3 at everything and you have 8 points to raise those abilities.
    • Passing: not very used, but important, as the Keeper will need this ability to send the ball towards his teammates.
    • Punching: no, not punching the others (that would be a red card), but is how good the Keeper is at clearing the ball with a punch. If your guy is good enough at this, it may lead to a counter-attack.
    • Saving: related to Punching. Slightly more difficult to be successful at than Punching, but fairly better as it allows him to initiate the game at the needed pace.
    • Sortie: if the opponent has started a counter-attack, a good sortie ability may be the only thing between the opponent and a sure goal.
  • Field Players: they start with a 3 on everything and you have 12 points to improve anything.
    • Heading (H): if the ball is going high, a good Heading ability will allow the player to send the ball in the desired direction. Good for everyone in the team.
    • Kicking (K): players you want to score goals with should have this at a high level, as this takes into account the strength and accuracy with which your player is able to kick the ball.
    • Marking (M): defenders are best left with this up. They'll need it to keep their assigned opponent covered and, if faced with the opponent as he has the ball, will allow him to keep the latter back as he prevents him to make a pass.
    • Passing (P): all players will need a medium level on this, as it is the keystone of a good team. This supplies you with information of how accurate the player is when it comes to send the ball to other of your teammates.
    • Speed (S): other keystone, especially if you plan to play on Counterattack or you want your players to make the opponents dizzy. Otherwise, keep it at a medium level save for those that will really need.
    • Tackling (T): next to Marking, a defender's most important ability. It is the player's ability to steal the ball from the opponent (and his wallet, if possible). Of course, it is the more risky one, because when badly done it might get your player expelled.

Each player can have a speciality that will give him extra points in some stats, but will make him lose points in other stats.
  • Central: being steady in the center of the defence, he is useful in stopping the opponents' advance. +1 T, +1 M, -1 K, -1 S.
  • Sweeper: instrumental when he faces a forward, thanks to their exceptional defensive abilities. +1 H, +1 T, -1 K, -1 P.
  • Back: speedy and light, he is great at initiating a counterattack, though he also lacks somewhat in the offensive. +1 M, +1 S, -1 H, -1 K.
  • Midfielder: being a sort of a jack-of-all-trades, he makes up the connection between defenders and forwards, but what he wins in passing he lacks in speed. +1 K, +1 P, -1 M, -1 S.
  • Striker: the ace of the area, he is a great attacking asset, but don't ask him to defend at all. +1 H, +1 K, -1 M, -1 T.
  • Winger: like the lateral, but more attack-minded, he can initiate and finish a counterattack. +1 K, +1 S, -1 H, -1 T.

Each match is divided in 2 halves, and the team managers (YOU) will receive the results of each part. Before the match, you will be allowed to define the lineup (1 Keeper, 4 Field Players), which strategies you want your guys to follow, as well as how to apply the changes you wish to make, and in the middle time, you will receive results on how well your guys are doing and you will be allowed again to define lineup, strategies and changes.

Possible Strategies:
  • General Strategies: those that the players will follow as a whole. It is mostly to do with the positions they will display on the ground, but they will also affect any other decision you take.
    • All Back: if the result is favourable to you and you don't want to be scored upon, this strategy is perfect, but forget about scoring more goals. Get some Centrals and 1 Sweeper to put this on.
    • Slightly Back: good for defending as well, but it also gives you more leeway in trying to score. Perfect if you combine this with a counterattack, but get some Backs and a Striker for this.
    • Medium: the best for starting the game unless you have a need to score fast or to prevent the enemy from doing so. Keep a balanced team for this.
    • Slightly Forward: if you really need to score but wish to keep some defence still, this is what you need. Make sure that you have at least a Central, Back or Sweeper just in case.
    • All Forward: desperate times call for desperate measures. That's what you'll be feeling when you resort to this strategy. But, be careful, or you might find yourself in a bigger hole if the opponents manage a counterattack. Get yourself a great Keeper.
    • Total Football: fast players and jack-of-all-trades thrive on this strategy, as they will be able to change positions at anytime and there won't be any problem.
  • Defensive Strategies:
    • One-on-One Mark: if your players have a good Marking ability, don't doubt to use this, as it'll allow you to steal the ball when the others make a pass.
    • Zonal Defence: your defenders will need to have some good Marking and Tackling. They will be attempting to stop any players that come near them, but will not do much against others.

It isn't complete by all means, but tell me what you think about this.
 
Ew, soccer. Well, then.
 
The success of Nesse, and the growth of more communication tools among NESers (like IM, the social groups, etc.) makes me think more about team-based NESes with multiple players. So, an open question for the forum what's the best way to divide player responsibility within a state, in an IC and OOC sense?
 
Cabinet-style?
 
The success of Nesse, and the growth of more communication tools among NESers (like IM, the social groups, etc.) makes me think more about team-based NESes with multiple players. So, an open question for the forum what's the best way to divide player responsibility within a state, in an IC and OOC sense?
I expect they'll be able to do it themselves optimally. The important thing is that the mod updates consistently with a balance of quality and speed.
 
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