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by Esternial » Thu Feb 09, 2017 11:09 am
by G-Tech Corporation » Thu Feb 09, 2017 11:15 am
Esternial wrote:I had an idea for a mechanics-based RP focused on space travel/warfare.
Basically you'd manage your own spaceship. Explore, react to random events, manage your resources (power, etc.).
Still in the works but I'll keep you guys updated.
by Esternial » Thu Feb 09, 2017 11:53 am
G-Tech Corporation wrote:Esternial wrote:I had an idea for a mechanics-based RP focused on space travel/warfare.
Basically you'd manage your own spaceship. Explore, react to random events, manage your resources (power, etc.).
Still in the works but I'll keep you guys updated.
As I said, I'm interested. Are you thinking of a fleet-based type of RP, or more of many separate adventures?
by G-Tech Corporation » Thu Feb 09, 2017 11:58 am
Esternial wrote:G-Tech Corporation wrote:
As I said, I'm interested. Are you thinking of a fleet-based type of RP, or more of many separate adventures?
I've had different ideas. One is more story-driven, the other more mechanics/faction-based.
I've decided to focus on the second, where each player has their own ship (~faction) and crew. I'd reduce the entire crew's contribution to the ship's functions to a single value, which can increase as the crew becomes more experienced or as more crew members are added (which costs more supplies). This would reward people that choose for to nurture small but experienced crew vs. those that purchase new members willy-nilly. I might made it more elaborate so long as it doesn't draw too much attention away from the central focus, which is the ship itself.
I'd also include seperate crew members that add little to no contribution to running the ship but act as a boarding party. These folks would have their own stats.
The ship itself will have stats ranging from hull strength, shields, maneuverability. Certain functions (e.g. life support) will draw a base power requirement while others (shields, weapons) can be turned off to conserve power. The reactor can be upgraded to increase power output and other functions can also be boosted (shields, ADS, engines, etc.) or replaced with better counterparts (weapons).
There's a rough outlines of what I had in mind. Still working on how to partically put that into effect.
by Harkback Union » Thu Feb 09, 2017 12:17 pm
by G-Tech Corporation » Thu Feb 09, 2017 12:19 pm
Harkback Union wrote:For the record, I too have been working on a similar RP for the past 2 months.
It should be released within the next couple of days.
by Harkback Union » Thu Feb 09, 2017 1:21 pm
by G-Tech Corporation » Thu Feb 09, 2017 1:23 pm
Harkback Union wrote:G-Tech Corporation wrote:
Swanky. Wondered what happened to you
I have decided to properly set up a roleplay for once, instead of building tech trees and rulebooks on the fly. I might even prepare events and exploration results in advance. Lets hope it won't be a massive flop like that last civilization thing.
by Harkback Union » Thu Feb 09, 2017 2:28 pm
G-Tech Corporation wrote:Harkback Union wrote:
I have decided to properly set up a roleplay for once, instead of building tech trees and rulebooks on the fly. I might even prepare events and exploration results in advance. Lets hope it won't be a massive flop like that last civilization thing.
I do find that the more freedom I give people, the quicker my roleplays die, because people are lazy about choosing their own paths
by Shadowwell » Thu Feb 09, 2017 2:46 pm
by Harkback Union » Thu Feb 09, 2017 2:48 pm
Shadowwell wrote:What type of mechanic driven system would you guys suggest for a Fighting oriented rp?
by Shadowwell » Thu Feb 09, 2017 2:51 pm
by The Knights of Azorea » Thu Feb 09, 2017 3:00 pm
by Harkback Union » Thu Feb 09, 2017 3:43 pm
Shadowwell wrote:Harkback Union wrote:
Rock-scissor-paper basics, both sides plan move at once.
Possible Combos for extra damage but at the price of greater risk of failure
Environment effects, weapons, health bars
WEll I am asking for a Chinese Martial arts oriented rp I have been planning for a while. On one of my other rp sites someone brought up that isue, so i thought i would pose the question here.
I Dont want to restrict the rpers too much, thus why i wasnt going to list all weapons and styles, though i could i suppose.
by Shadowwell » Thu Feb 09, 2017 4:13 pm
Harkback Union wrote:Shadowwell wrote:WEll I am asking for a Chinese Martial arts oriented rp I have been planning for a while. On one of my other rp sites someone brought up that isue, so i thought i would pose the question here.
I Dont want to restrict the rpers too much, thus why i wasnt going to list all weapons and styles, though i could i suppose.
Whenever the players encounter a new weapon in their surroundings, you could add a detailed description to your post that explains what moves/attacks the weapon enables. So instead of having the players to dig through a big list of weapons rules, you hand them the knowledge they need in the IC.
Unless of course, you want them to start out with weapons, in which case you'll probably need to come up with a bunch in advance.
by Harkback Union » Thu Feb 09, 2017 4:37 pm
Shadowwell wrote:Harkback Union wrote:
Whenever the players encounter a new weapon in their surroundings, you could add a detailed description to your post that explains what moves/attacks the weapon enables. So instead of having the players to dig through a big list of weapons rules, you hand them the knowledge they need in the IC.
Unless of course, you want them to start out with weapons, in which case you'll probably need to come up with a bunch in advance.
That could work.
I was going to allow rpers to start with weapons, but i might change that. i could list different categories of weapons, and list general rules for each, then for more unique weapons specify more Ic'ly.
by Shadowwell » Thu Feb 09, 2017 4:48 pm
Harkback Union wrote:Shadowwell wrote:That could work.
I was going to allow rpers to start with weapons, but i might change that. i could list different categories of weapons, and list general rules for each, then for more unique weapons specify more Ic'ly.
Is it going to be Player vs Player or against some other characters the OP controls?
by Plzen » Thu Feb 09, 2017 5:20 pm
G-Tech Corporation wrote:Sounded like a cool idea, Plzen.
by Plzen » Fri Feb 10, 2017 1:52 am
Sol Super-Region
Low Sol Orbit
Inner System Super-RegionMercury Region
Mercury (+Low Orbit), size 8Venus Region
Venus (+Low Orbit), size 16Earth Region
Earth (+Low Orbit, Geocentric Orbit), size 20
Luna (+Low Orbit), size 6Mars Region
Mars (+ Low Orbit), size 10
Phobos, size 1
Deimos, size 1
Asteroid Belt Super-Region
Vesta, size 3
Pallas, size 2
Juno, size 1
Ceres, size 5Jovian System Region
Low Jupiter Orbit
Amalthea, size 1
Io (+Low Orbit), size 5
Europa (+Low Orbit), size 6
Ganymede (+Low Orbit), size 6
Callisto (+Low Orbit), size 6
Himalia, size 1
Outer System Super-RegionSaturnian System Region
Mimas, size 1
Enceladus, size 1
Tethys, size 1
Dione, size 1
Rhea, size 2
Titan (+Low Orbit), size 5
Iapetus, size 1Uranus System Region
Low Uranus Orbit
Miranda, size 1
Ariel, size 1
Umbriel, size 1
Titania, size 1
Oberon, size 2
Kuiper Belt Super-RegionNeptunian System Region
Low Neptune Orbit
Proteus, size 1
Triton, size 2
Nereid, size 1Plutonian System Region
Pluto (+Low Orbit), size 5
Charon (+Low Orbit), size 3
Haumea, size 2
Makemake, size 2
Eris, size 2
Sedna, size 2
by Harkback Union » Fri Feb 10, 2017 8:04 am
by Lanternton » Fri Feb 10, 2017 8:11 am
Harkback Union wrote:Since me and Plzen had very similar idea for a theme but different mechanics, I decided to postpone Spacekrieg for the time being and instead work on a mechanics-y supernatural detective game.
Would anyone be interested in that sort of thing?
by Esternial » Sat Feb 11, 2017 8:11 pm
G-Tech Corporation wrote:Esternial wrote:I've had different ideas. One is more story-driven, the other more mechanics/faction-based.
I've decided to focus on the second, where each player has their own ship (~faction) and crew. I'd reduce the entire crew's contribution to the ship's functions to a single value, which can increase as the crew becomes more experienced or as more crew members are added (which costs more supplies). This would reward people that choose for to nurture small but experienced crew vs. those that purchase new members willy-nilly. I might made it more elaborate so long as it doesn't draw too much attention away from the central focus, which is the ship itself.
I'd also include seperate crew members that add little to no contribution to running the ship but act as a boarding party. These folks would have their own stats.
The ship itself will have stats ranging from hull strength, shields, maneuverability. Certain functions (e.g. life support) will draw a base power requirement while others (shields, weapons) can be turned off to conserve power. The reactor can be upgraded to increase power output and other functions can also be boosted (shields, ADS, engines, etc.) or replaced with better counterparts (weapons).
There's a rough outlines of what I had in mind. Still working on how to partically put that into effect.
I like the crew experience idea. As for the general RP, I remember an old RP here that might give you ideas about how to work through implementation.
by Esternial » Sun Feb 12, 2017 3:53 pm
PRIMARY SYSTEMS
Impact your ship's basic functions and ability to survive.
Helm - Contains everything a pilot needs to maneuver the ship through the vast expanse of outer space.
Reactor - Generates the precious energy your ship needs to function. Upgrading increases Power output.
Engine - Permits you to go from point A to B without solely relying on inertial flight. Upgrading increases ship's Evasion.
Life Support - Keeps your crew alive
SECONDARY SYSTEMS
Geared towards expanded (non-essential) functionality.
Shield Generator - Consumes reactor power to generate an energy shield, protecting your ship. Upgrading adds additional layers of shielding.
Medbay - Keeps your crew in tiptop shape.
Science Lab - Allows you to gather information, deploy electronic countermeasures or cause interference when needed.
Teleporter - Transport crew and cargo without the need to use a small (and vulnerable) shuttle or dock/land.
Cloaking - An advanced system capable of hiding your ship from unwanted parties.
COMBAT SYSTEMS
The only way to dish out some punishment.
Weapon Control - Makes sure you weapons actually work when encountering not-so friendly travellers
Drone Control - Allows the deployment of remotely-controlled drones for varying purposes
Whenever a combat systems is upgraded, you will gain additional slots for weaponry (hardpoints or drone launch pods) up to a maximum of 4 for each system.
HSHull Strength - Fairly straightforward, if it reaches 0 your ship will break apart.
SDShields - Protects your ship against energy projectiles or beams. Requires Shield Generator.
EVEvasion - Allows your ship to dodge incoming fire. Requires Helm and Engine.
CSCrew Skill - Affects overall functionality and performance of your ship. Requires Life Support.
SD, EV and SD are influences by specific ship systems, while HS is a fixed value. With specific modules, this stat can be increased, or gain modifiers against specific types of damage.
LVLevel - Determines overall contribution to the ship's performances (CS).
HPHealth Points - How many hits someone can take before they kick the bucket.
CBCombat - How well do they hold their own in a fight?
Power - Consumed by systems. Requires Reactor.
Supplies - Keeps your crew well-fed and healthy. Without supplies you will suffer a HP and CS penalty for crew and ship respectively.
Fuel - Required to keep engines running. Without fuel you will be unable to move your ship and your ship's EV will be set to 0.
Materials - Used for upgrades.
Other resources can also be found or purchased, such as specific torpedoes/missiles/mines/drones or other expendable items.
by Harkback Union » Sun Feb 12, 2017 3:58 pm
Esternial wrote:I've been fiddling with the idea a bit. Still haven't thought about the economy aspect (how much everything will cost, how much you'll earn from events, etc.), but this is what I've got so far.PRIMARY SYSTEMS
Impact your ship's basic functions and ability to survive.
(Image)Cockpit - Contains everything a pilot needs to maneuver the ship through the vast expanse of outer space.
(Image)Reactor - Generates the precious energy your ship needs to function
(Image)Engines - Permits you to go from point A to B without solely relying on inertial flight
(Image)Living Quarters - Your crew needs a place to sleep and relax.
(Image)Subsystems - Additional systems your ship and crew needs to operate properly.SECONDARY SYSTEMS
Geared towards active combat and expanded (non-essential) functionality.
(Image)Weapon Control - Makes sure you weapons actually work when encountering not-so friendly travellers.
(Image)Drone Control - Allows the deployment of remotely-controlled drones for varying purposes.
(Image)Shield Generator - Consumes reactor power to generate an energy shield.
(Image)Medbay - Keeps your crew in tiptop shape.
(Image)Teleporter - Allows you to transport crew and cargo without the need to use a small (and vulnerable) shuttle or dock/land.MODULES
Impart your ship's system with certain unique perks. Modules can be either bought or found. Some modules are upgradeable. You start off with NO modules. The list below contains several examples of potential modules.
PRIMARY SYSTEM MODULES (max. 4)
- Docking computer
- Afterburners
- Heat sink ejection system
- Point Defense System
- ...
SECONDARY SYSTEM MODULES (max. 4)
- Shield capacitors
- Repulsive kinetic barrier
- Targeting computer
- Enhanced teleportation lock
- ...STATS
CREW
LVLevel - Determines overall contribution to the ship's performances (CS).
HPHealth Points - How many hits someone can take before they kick the bucket.
CBCombat - How well do they hold their own in a fight?
Starting stats for new crew members is [LV 1 | HP 10 | CB 1] unless specified otherwise.
SPACESHIP
HSHull Strength - Fairly straightforward, if it reaches 0 your ship will break apart.
SDShields - Protects your ship against energy projectiles or beams.
EVEvasion - Allows your ship to dodge incoming fire.
CSCrew Skill - Affects overall functionality and performance of your ship.
Starting stats for a new spaceship is [HS 30 | EV 2 | CS 3]RESOURCES
Power - Consumed by systems (determined by Reactor)
Supplies - Keeps your crew well-fed and healthy (no supplies = HP and CS penalty!)
Fuel - Required to keep engines running (no fuel = no movement and no evasion!)
Materials - Used for upgrades.
Other resources can also be found or purchased, such as specific torpedoes/missiles/mines/drones or other expendable items.
AN EXAMPLE MAP
"Base" indicates stationary points where one can trade, refuel, etc. and can technically be attacked, but without proper support your ship will be torn to shreds.
"Warpgate" is the only way out of the sector and also contains a trade hub and the most powerful defense system in the sector. As the RP continues, I'll probably make new sectors available which will be linked through these warpgates.
by Esternial » Sun Feb 12, 2017 4:05 pm
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