While We Wait: Boredom Strikes Back

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I'm hoping to finish off my next update for GalaxyNES tomorrow, so some time within the next 24 hours. :)
 
Goddammit. I knew I was forgetting something. :p
 
I don't have a particularly strong opinion about them, their games have slightly different flavours than our own. I think the biggest difference is the players- we're a community descended from the Civilization 3 Stories and Tales forum, while they're an Offtopic and Forum Games-descended community.
 
I'm hoping to have my TBNES entry finished within an hour, but my perfectionist tendencies might delay that a touch.
 
I'm hoping to have my TBNES entry finished within an hour, but my perfectionist tendencies might delay that a touch.

Just blow me out of the water and be done with it. :p Shouldn't be too hard with a character like yours to work with.
 
Wow university has actually slowed down my NESing! 6-6 three days a week, plus more days and lots of students I teach for money... I'll brb!
 
Is there interest for a zombie survival NES? Not story-based, not WWZ, none of that. Just a handful of people trying to survive in a city. (I just re-watched all the Resident Evil movies.)

Yes, no, suggestions?
 
Yes. Let's see some rules - with simplicity of rules making it more attractive because it will be more likely that you can handle the workload as a mod (i.e. long-term fun).
 
Sounds interesting.

The only issue I see is that everyone and their pet fish is starting a NES or plans on starting one in once the holidays are over.

But yes, that'd be cool. I'd like to see a rule set too. :)
 
I intend this as a fairly open zombie apocalypse survival NES. It'll take place in one city - Vanity City, PA. Players control factions of some kind competing or cooperating to survive the end of the world.

Concepts:

Turns: Turns will either be 1 day each.

Orders: Orders should be brief, see example below.

Note - Not sending orders twice will get your characters revoked and divided between your fellow players.

Food: Everybody poops because everybody eats, 1 food per turn, period. If your characters don't eat this turn, they will become very, very unhappy. Eventually this will lead to (violent?) insanity or death.

Classes: As a simplification and perhaps a gamey mechanic, all survivors will have common classes which dictate what they are good at, and what they are not.

commoners - can learn any class.
soldiers - 5 attack. killing .
scavengers - 5 scavenge. scavenging for food, supplies, or farming.
builders - 5 build. fortification, construction knowledge/skills.
leaders - 5 leadership. increasing happiness, recruiting new survivors.

Any task has a few certain types of skills needed to complete it quickly. Killing zombies easily requires soldiers, while recruiting terrified, hyped up junkies in their basement fortress requires leaders.

However, one character can only have one skill, unless augmented by items they possess. For example, a leader with a shotgun can kill and lead (easily), or a builder with binoculars can scout, scavenge and build. Go figure?

Items: Items come in a wide variety. Weapons, tools, animals, armor, containers, vehicles, whatever you happen to find; hell, even attempt to try to find. They all will have individual bonuses - the mechanics won't be known to the player, but it should be obvious from their descriptions. A character can conceivably hold as many items as they can manage to carry - though the more weighed down they are the better zombie fodder they will become.

Sample stats: said:
Uppity Saints
40 food -6 daily
Samuel Wood Kahn, Leader.
David Felix, Soldier. Shotgun.
May Parker, Soldier. Baseball bat.
Jacob Connor, Scavenger. Frying pan.
Valentine Olivia, Scavenger.
Max Reid, Builder. Nail gun, tool box.

Sample orders: said:
Have David accompany Sam to recruit the survivors in the Culver Rd Police Station. Sam will do the talking and David will stand there looking impressive with his shotgun.

May will protect Jacob and Valentine as they scavenge the gas station-general store on Washington av. Emphasis on food without expiration dates- twinkies, canned beans, etc. Any "luxury" food is secondary, such as soda-pop, candy bars, etc.

Max should continue to try to get the radio to work back at HQ and try to call anybody else with a radio to our fortress.

Voilla. Players would either -start- with 3 characters and 1 item, or 1 charachter and 2 items.
 
Nuclear kid actually ran a rather fun Zombie survival NES in small-town Colorado- it's worth a peek.
 
I finished Update 2 in my NES and I've attracted two fresh Newcomers. Come and check it out. :D

EDIT: Rebuild is awesome too! Rebuild two is awesome too.
 
Actually it is loosely based on rebuild 1 (insofar that the updates will be diary entries and it's a stationary barricade (unless the players do otherwise?)), but rebuild 2 looks frikking awesome. :0
 
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