New NESes, ideas, development, etc

I was considering modding a non-earth fresh-start NES, and am currently working on the map. If anyone could direct me to a simple rule-set to help me form my rules, and maybe give me a little help as to how to represent mountains, it would be greatly appreciated.
 
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?

I was thinking about starting about starting one two. But since I'm a horrible mod, and Milarqui beat me to saying the idea in this form (only to Milarqui)
Spoiler :
:mad:
But I'm happy for you to come up with the idea!
 
I dreamed up a wierd NES...

We have a Great Island Continent dominated by the Royal Domains of Three Kings, 9 Royal Dukes, and 7 unAllied Principalities and 5 semi-independent bishorites of three religions...

It was movie trailer styled!

Thoughts?
 
I dreamed up a wierd NES...

We have a Great Island Continent dominated by the Royal Domains of Three Kings, 9 Royal Dukes, and 7 unAllied Principalities and 5 semi-independent bishorites of three religions...

It was movie trailer styled!

Thoughts?

Okay, you told us about some authorities, but neither of your fellow NESers have any idea of where you are going with this.
 
Columbus_Dream_Dali.jpg


EXPECT BIG THINGS. COMING SOON.
 
Hey, guys, remember when I said I had been working on a region fresh-start NES?

Well, the files attached to this post are part of what it would look like if I put it into action. I'd like to know your opinion.

Stats would be the model for the stats sent to the players.

Rules would be just that, the rules.

Techs would be the tech tree. It is VERY simple, not like MilarNES I's.

Map is the map I already showed.
 
I have an idea that I might implement at some point, and I want to run it by you fine folks first. Essentially, it is a character-driven NES (I'm not sure how popular this style of game is, really) with a science fiction theme, taking place on a new planet only just discovered by whatever powers may be. For whatever reason, the exploration ship has a problem and crashes (or, alternatively, the crew jettisons to the surface in order to survive). Knowing almost nothing about the planet, the players direct their characters to survive in an alien setting with what equipment they managed to salvage or bring with them. The objective, of course, is to find a way home or to attract a rescue mission. Secondary objectives involve their original mission of surveying the planet for potential colonial value, and also discerning what happened to the ship. Tertiary objectives will arise as the game progresses and new situations occur from time to time that the players must find ways to overcome.

Ideally, there will be opportunities to find or create new equipment to replace items that have been "used up" in some fashion or otherwise lost. I would also like to present some kind of stat/skill system (hopefully a simple one, to keep players from being distracted from the story) that will enable characters to obtain new and/or improved abilities for future use in the NES, some of which might prove to be invaluable, while others might only be convenient, or functional, or perhaps even worthless.

The core of the game will be centered around human characters, though if there is a strong enough desire or interest to allow non-human characters, it will be permitted (and I'll also be asking people to offer up suggestions for mission-compatible aliens). Most of the game will involve exploration, survival, and team work. Between updates, players are free to discuss as much as they want in-character (OOC banter would be discouraged; decisions should be made from an IC perspective), ending up with a set of publicly-displayed orders (unless private orders are required, in which case, they will also be accepted) before the next update. Orders will be followed as closely as possible, though situations will arise that might call for on-the-fly judgment. In situations that require it, I would ask the player(s) in question for instructions on the changed/changing situation, though if not provided promptly, my best guess will be used.

Combat, productivity and events will be determined with dice rolls (using a standard online-accessible dice rolling program) to prevent bias on my part, and hopefully will maximize fun and interest in the growing story.

Well, then. What does anyone think about this? Should I not waste my time, or might this be something you guys would be interested in?


EDIT: Alternatively, if a character-based NES is not wanted, the idea could be adapted to become a more traditional, organization-based NES centered around colonial development on a new planet. The players, in this case, would have control over a small group of colonists under the guidance of a political, economic or social group that is attempting to maximize output from the new colony. A good job would merit boons of equipment and workers, while a bad job will result in fewer boons from the patron group and perhaps even defections, emigrants, or other bad stuff.
 
Personally, I would prefer the latter.
 
I have an idea that I might implement at some point, and I want to run it by you fine folks first. Essentially, it is a character-driven NES (I'm not sure how popular this style of game is, really) with a science fiction theme, taking place on a new planet only just discovered by whatever powers may be. For whatever reason, the exploration ship has a problem and crashes (or, alternatively, the crew jettisons to the surface in order to survive). Knowing almost nothing about the planet, the players direct their characters to survive in an alien setting with what equipment they managed to salvage or bring with them. The objective, of course, is to find a way home or to attract a rescue mission. Secondary objectives involve their original mission of surveying the planet for potential colonial value, and also discerning what happened to the ship. Tertiary objectives will arise as the game progresses and new situations occur from time to time that the players must find ways to overcome.

Ideally, there will be opportunities to find or create new equipment to replace items that have been "used up" in some fashion or otherwise lost. I would also like to present some kind of stat/skill system (hopefully a simple one, to keep players from being distracted from the story) that will enable characters to obtain new and/or improved abilities for future use in the NES, some of which might prove to be invaluable, while others might only be convenient, or functional, or perhaps even worthless.

The core of the game will be centered around human characters, though if there is a strong enough desire or interest to allow non-human characters, it will be permitted (and I'll also be asking people to offer up suggestions for mission-compatible aliens). Most of the game will involve exploration, survival, and team work. Between updates, players are free to discuss as much as they want in-character (OOC banter would be discouraged; decisions should be made from an IC perspective), ending up with a set of publicly-displayed orders (unless private orders are required, in which case, they will also be accepted) before the next update. Orders will be followed as closely as possible, though situations will arise that might call for on-the-fly judgment. In situations that require it, I would ask the player(s) in question for instructions on the changed/changing situation, though if not provided promptly, my best guess will be used.

Combat, productivity and events will be determined with dice rolls (using a standard online-accessible dice rolling program) to prevent bias on my part, and hopefully will maximize fun and interest in the growing story.

Well, then. What does anyone think about this? Should I not waste my time, or might this be something you guys would be interested in?


EDIT: Alternatively, if a character-based NES is not wanted, the idea could be adapted to become a more traditional, organization-based NES centered around colonial development on a new planet. The players, in this case, would have control over a small group of colonists under the guidance of a political, economic or social group that is attempting to maximize output from the new colony. A good job would merit boons of equipment and workers, while a bad job will result in fewer boons from the patron group and perhaps even defections, emigrants, or other bad stuff.


Isn't that (the main) just a more demographic/organizational-focused RPG? Either way, I luv it!

Since I like organizational RPGs over NESes I'm 'a express my support for the above, but the latter is interesting as well, if normal. I find the idea of pleasing the patron intrigueing though.
 
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.

I think this sounds pretty kewl, though I'd really call it a sports-based demographic/organizational RPG like I said with the colonists above, but since NESes are a subsection of RPGs I suppose I'm splitting hairs.

Anyway, it's a great idea, and I might join it if you'll have me after the backstabbing in JNes and joining as Prussia (neither personal I assure you, and the former was probably a mistake as Keada would've collapsed with me against him)... but I think it would be even better if it was underground Football with any and all violence included!
But that's just me, probably few would prefer that.
 
I try to be completely straightforward and honest about how slow my updates are.

In any case, the stats for N3S III will get some revamping before the next update, and I was wondering what people thought should be added to the basic framework here:

Nation Name
Government - Player(s)
Culture, Religion:
Income - Expenses (Domestic + Military):
Military (Available Manpower):
Development:
Description:

e.g.

The Most Holy and Audacious Empire of Greater Totem
Wascari Socialist Oligarchy - North King
Culture, Religion: Totem, Wascarism
Income - Expenses (Domestic + Military): 4,575 - 3,450 (1,450 + 2,000) = 1,125
Military (Available Manpower): 5,000 infantry, 1,500 stormtroopers (15,000)
Development: Minimal in all spheres; one of the poorest countries on the planet.
Description: After the fall of Ghughurizstan, the Totemi peoples were carved up between various imperialist, colonialist regimes. The MHAEGT aims to reverse this trend, fighting a somewhat desperate war to drive out the invaders and create a new nationalistic regime across what they claim as Greater Totem. Whether they succeed is entirely up in the air at the moment, as the Communist Lublubi Republic is now invading from the north, and all seems likely to be lost.
 
I like the RPG idea Bil, though I really hope that you continue SLYNES for a long time to come. :)

As long as you guys keep playing it, I'll keep running it :) It would be cool to get some new players for it, too, if anyone is interested. Brand new species, or taking an NPC power, either way. But if I run a second one, it'll definitely be in addition to or after SLYNES, not instead of.
 
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