thebignastyone
Clandestine
I forgot to put Australia, and no one called me on it, so I guess we won't start on her....
I've been thinking a lot about how to spice up the nes world a little, as it's beginning to seem like a little run of the mill, cookie cutter w/all the stories, or RTOR inspired neses. So what I think would be cool is a game where it's actually a board game, with dice, moves around a board, stuff like that. However, I have many gaps and gray areas like diplo, and military units or econ for that matter. What I've been thinking about goes something like this...
Map
I take a "jason"esk map, put a grid on the 'ol bad boy, or even just a continent of the map and blow it up something like that. Then you get certain moves per turn based on units for military and certain blocks of movement for controlling land. Of course, this would be sped up or slowed down according to methods of travel, terrain, o yes terrain, great stuff like that. I'm thinking you get a certain number of moves per turn, per unit, and those numbers would vary according to whatever values I give specifically. More detail is definatly going to be put into this, once I get some feedback.
UPDATE
The map plans have been changed somewhat. I have a map down lower, and it looks to be pretty darn good, I'm happy with it. The reason bieng, is it's not so big that you have to scroll around like a mouse outta jail, and yet, the squares aren't too small to where you cant really see whats going on. As far as Terrain goes, unless someone thinks of something that I can't do with my technology, it's looking like i can't put anything behind the grid once i put it in, cause its the actual color of the land in the original program. SOOO if someone can come up w/something crafty, the map is a bitmap if you wanna play with it, as you know I will be.
Also I'm thinking becuase this is a temporary game scenario, meaning the game actually ends (see below if you have no clue what I'm talking about), I'm Going to set the game on different continents each time, cuase I have a map of every one seperate just like the N. American map, so which ever continent comes out on top for the poll, will be the first one, then I'll just go clockwise around the world. That way I don't forget a continent again... Gotta love a public school education.
Cities
Cities can be built to build units, like in Civ, or even better, produce certain number of units according to size per turn. So lets say your city has a numeric value of 3, you would get 3 units/brigades, per turn, dont know how fast I want the military build up yet, vs. a numeric value of 5, then you would get 5 units etc. To make it important to gain lands, and fight for them , you can only have a certain number of cities per number of blocks you own. So lets say you have 10 blocks, you can only have 5 cities or something, again just rough outline, more detail once I get feedback.
battles/skirmishes
This would be based on the game risk's rules of war. For those who have no clue about the game, you roll 3 dice if youre attacking and 2 if youre defending and those numbers are in accordance w/how ever many units youre attacking with or defending with. So say I attack with 2 guys, I can only roll 1 die cause I cannot attack myself outta existence, whereas if a defender is defending w/2 units, he can use 2 dice because hes defending to the last guy. I as the moderator will be doing the rolling, and I will document the rolls so everyone knows I'm not cheating someone, it's just a game of chance.
I physically would not be in the game, because it would be a conflict of interest to be rolling dice for myself.
The thing thats tying me up is diplomacy. I really don't know if I should or should not have a diplomatic side to the game. If I do, that means things like MPP, NAP, Alliances, and that opens up a longer complex game. If I don't, the game would purely be a war game, for lands and beating each other up.
UPDATE
system of bonuses and handicaps
This is for players that continue from one game to the next. the winner of the last game gets some sort of handicap (like can build 1 less city or something), while those who didn't do too well get bonuses (like getting an extra city), new players start with some average. that way it evens out the game between those more used to these games and those that arent. These will be determined after the end of each game, meaning they won't be the same + or -.
Ending
What all that means is there will be an actual ending! an ending in a thread that says never ending story? Yup, thats the best part. You get to be a winner of something for a change. What this means is there will be multiple games during this threads lifetime, not a huge one that when someone new comes in, has no clue what happened in the beginning, and doesnt have to read all day to figure out what his nation has done or is involved in. What I havent decided yet is what constitutes a winner, like do I put a limit on the turns, and the winner has the most squares, or when someone kills off everyone, or a point system for diplomacy, squares, and units. Again think tank help.
So gray areas for the think tank:
How cities would be able to become bigger, IE: they start at 1, how do they get to 2,3,4...?
Should there be an economy part of the game?
IF SO.....
Should economy limit the size of armies? What I mean is you can only have certain number of men according to the money you bring in.
Should economy be based on number of squares you own, or number of cities owned?
Navy? if any, how would they be able to move around? I can put a grid over the entire map, but it would'nt look as cool as having the grid only on the land, however, i could put terrain in then, gears moving, brain hurts now. I'm moving twards not having any naval units, cause there really isn't a good way to move from the pacific side of N. america, to the atlantic, so it really puts some guys at a disadvantage.
Ending, how exactly do we end the game to start up again?
I'm in the process of making a map, just wondering what a good continent everyone would like to start on, and thats what the votes for.
I've been thinking a lot about how to spice up the nes world a little, as it's beginning to seem like a little run of the mill, cookie cutter w/all the stories, or RTOR inspired neses. So what I think would be cool is a game where it's actually a board game, with dice, moves around a board, stuff like that. However, I have many gaps and gray areas like diplo, and military units or econ for that matter. What I've been thinking about goes something like this...
Map
I take a "jason"esk map, put a grid on the 'ol bad boy, or even just a continent of the map and blow it up something like that. Then you get certain moves per turn based on units for military and certain blocks of movement for controlling land. Of course, this would be sped up or slowed down according to methods of travel, terrain, o yes terrain, great stuff like that. I'm thinking you get a certain number of moves per turn, per unit, and those numbers would vary according to whatever values I give specifically. More detail is definatly going to be put into this, once I get some feedback.
UPDATE
The map plans have been changed somewhat. I have a map down lower, and it looks to be pretty darn good, I'm happy with it. The reason bieng, is it's not so big that you have to scroll around like a mouse outta jail, and yet, the squares aren't too small to where you cant really see whats going on. As far as Terrain goes, unless someone thinks of something that I can't do with my technology, it's looking like i can't put anything behind the grid once i put it in, cause its the actual color of the land in the original program. SOOO if someone can come up w/something crafty, the map is a bitmap if you wanna play with it, as you know I will be.
Also I'm thinking becuase this is a temporary game scenario, meaning the game actually ends (see below if you have no clue what I'm talking about), I'm Going to set the game on different continents each time, cuase I have a map of every one seperate just like the N. American map, so which ever continent comes out on top for the poll, will be the first one, then I'll just go clockwise around the world. That way I don't forget a continent again... Gotta love a public school education.
Cities
Cities can be built to build units, like in Civ, or even better, produce certain number of units according to size per turn. So lets say your city has a numeric value of 3, you would get 3 units/brigades, per turn, dont know how fast I want the military build up yet, vs. a numeric value of 5, then you would get 5 units etc. To make it important to gain lands, and fight for them , you can only have a certain number of cities per number of blocks you own. So lets say you have 10 blocks, you can only have 5 cities or something, again just rough outline, more detail once I get feedback.
battles/skirmishes
This would be based on the game risk's rules of war. For those who have no clue about the game, you roll 3 dice if youre attacking and 2 if youre defending and those numbers are in accordance w/how ever many units youre attacking with or defending with. So say I attack with 2 guys, I can only roll 1 die cause I cannot attack myself outta existence, whereas if a defender is defending w/2 units, he can use 2 dice because hes defending to the last guy. I as the moderator will be doing the rolling, and I will document the rolls so everyone knows I'm not cheating someone, it's just a game of chance.
I physically would not be in the game, because it would be a conflict of interest to be rolling dice for myself.
The thing thats tying me up is diplomacy. I really don't know if I should or should not have a diplomatic side to the game. If I do, that means things like MPP, NAP, Alliances, and that opens up a longer complex game. If I don't, the game would purely be a war game, for lands and beating each other up.
UPDATE
system of bonuses and handicaps
This is for players that continue from one game to the next. the winner of the last game gets some sort of handicap (like can build 1 less city or something), while those who didn't do too well get bonuses (like getting an extra city), new players start with some average. that way it evens out the game between those more used to these games and those that arent. These will be determined after the end of each game, meaning they won't be the same + or -.
Ending
What all that means is there will be an actual ending! an ending in a thread that says never ending story? Yup, thats the best part. You get to be a winner of something for a change. What this means is there will be multiple games during this threads lifetime, not a huge one that when someone new comes in, has no clue what happened in the beginning, and doesnt have to read all day to figure out what his nation has done or is involved in. What I havent decided yet is what constitutes a winner, like do I put a limit on the turns, and the winner has the most squares, or when someone kills off everyone, or a point system for diplomacy, squares, and units. Again think tank help.
So gray areas for the think tank:
How cities would be able to become bigger, IE: they start at 1, how do they get to 2,3,4...?
Should there be an economy part of the game?
IF SO.....
Should economy limit the size of armies? What I mean is you can only have certain number of men according to the money you bring in.
Should economy be based on number of squares you own, or number of cities owned?
Navy? if any, how would they be able to move around? I can put a grid over the entire map, but it would'nt look as cool as having the grid only on the land, however, i could put terrain in then, gears moving, brain hurts now. I'm moving twards not having any naval units, cause there really isn't a good way to move from the pacific side of N. america, to the atlantic, so it really puts some guys at a disadvantage.
Ending, how exactly do we end the game to start up again?
I'm in the process of making a map, just wondering what a good continent everyone would like to start on, and thats what the votes for.