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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Aug 01, 2016 2:54 pm

So, I'm going to get that antiquity-to-whenever custom development RP cracking. I'm thinking of basing locations on a "region" system within a larger map, sort of nodes connected by various lanes of passage. What type of map would people like to see? Does that sound appropriate? The concept is to have larger "nodes" where cities and whatnot can be constructed, and smaller secondary nodes where resources might be found and contested by civilizations.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Shyluz
Negotiator
 
Posts: 6954
Founded: Mar 13, 2015
Ex-Nation

Postby Shyluz » Mon Aug 01, 2016 3:53 pm

G-Tech Corporation wrote:So, I'm going to get that antiquity-to-whenever custom development RP cracking. I'm thinking of basing locations on a "region" system within a larger map, sort of nodes connected by various lanes of passage. What type of map would people like to see? Does that sound appropriate? The concept is to have larger "nodes" where cities and whatnot can be constructed, and smaller secondary nodes where resources might be found and contested by civilizations.


Sounds kind of like Spore's civilization stage. One question--can I at some point build this?
Otherwise known as Nornsmark for official, region-ey things.

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Aug 01, 2016 4:12 pm

Shyluz wrote:
G-Tech Corporation wrote:So, I'm going to get that antiquity-to-whenever custom development RP cracking. I'm thinking of basing locations on a "region" system within a larger map, sort of nodes connected by various lanes of passage. What type of map would people like to see? Does that sound appropriate? The concept is to have larger "nodes" where cities and whatnot can be constructed, and smaller secondary nodes where resources might be found and contested by civilizations.


Sounds kind of like Spore's civilization stage. One question--can I at some point build this?


A better analogy might be, Battle for Middle Earth. And yes, I'll be allowing alternative tech development, so that should be quite possible.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Shyluz
Negotiator
 
Posts: 6954
Founded: Mar 13, 2015
Ex-Nation

Postby Shyluz » Mon Aug 01, 2016 4:37 pm

G-Tech Corporation wrote:
Shyluz wrote:
Sounds kind of like Spore's civilization stage. One question--can I at some point build this?


A better analogy might be, Battle for Middle Earth. And yes, I'll be allowing alternative tech development, so that should be quite possible.


Heh. Heheh. Heheheheheh. HAHAHAHAHAHAHA! ALL YOUR SOULS BELONG TO US. :twisted:
Otherwise known as Nornsmark for official, region-ey things.

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The Tophat Empire
Senator
 
Posts: 4825
Founded: Sep 26, 2014
Ex-Nation

Postby The Tophat Empire » Fri Aug 05, 2016 10:46 am

APP:
#2424
Nation Name: The tophat Empire (Call me Tophat, or tops)
Experience: I mean, there is probably nothing under the sun i have not atlerasted tried, what i understood and made sense to me, well that is another matter (really not sure what you want me to say here >~< )
Preferred Level of Detail: Depends on the RP, rules are supposed to facilitate the RP, not the otherway around, with that said if you are gearing for a resource focused rp or similar, rules can serves as gameplay mechanics. But for simplicity's sake, say Medium-rare?
Activity: What is a life? i almost always have a NS tab open
RP Example: This one is steaming fresh

Hi all that knew me from before, and Warmest of Greetings to those i have not
FT, but roam where i please
It does not reflect my real life world political views, which are considerably less authoritarian and more moderate
Refer to my factbook for canon, it´s however out of date, and badly written. So take it with a grain of salt

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The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Fri Aug 05, 2016 10:49 am

The Tophat Empire wrote:APP:
#2424
Nation Name: The tophat Empire (Call me Tophat, or tops)
Experience: I mean, there is probably nothing under the sun i have not atlerasted tried, what i understood and made sense to me, well that is another matter (really not sure what you want me to say here >~< )
Preferred Level of Detail: Depends on the RP, rules are supposed to facilitate the RP, not the otherway around, with that said if you are gearing for a resource focused rp or similar, rules can serves as gameplay mechanics. But for simplicity's sake, say Medium-rare?
Activity: What is a life? i almost always have a NS tab open
RP Example: This one is steaming fresh

Hi all that knew me from before, and Warmest of Greetings to those i have not

Hi again, accepted.
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

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Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Fri Aug 05, 2016 11:03 am

APP:
#2424
Nation Name: Shadowwell
Experience: Some D&D, Pathfinder, and Shadowrun, though not much.
Preferred Level of Detail: As detailed as necessary (As such things can depend upon whom your rp is directed towards.)
Activity: Most of the Day, though it can depend on occasion.
RP Example: Emergence,SoBS,HNL,Gotham: The Coming Storm, Legends of Eroris

I kniow little to nothing about Mechanics, thus my presences here, and i was thinking of including some in my next rp.
Last edited by Shadowwell on Fri Aug 05, 2016 11:04 am, edited 1 time in total.
✒ I'm a Proud Member of VARSITY ROW! Come check us out! ✒

I'M A MEMBER OF THOUGHT CAFE
WE'RE THE AWESOMEST, COME CHECK US OUT

When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

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The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Fri Aug 05, 2016 11:05 am

Shadowwell wrote:APP:
#2424
Nation Name: Shadowwell
Experience: Some D&D, Pathfinder, and Shadowrun, though not much.
Preferred Level of Detail: As detailed as necessary (As such things can depend upon whom your rp is directed towards.)
Activity: Most of the Day, though it can depend on occasion.
RP Example: Emergence,SoBS,HNL,Gotham: The Coming Storm, Legends of Eroris

I kniow little to nothing about Mechanics, thus my presences here, and i was thinking of including some in my next rp.

Ask G-Tech or something for help, he's the pro at that kind of thing.

Accepted, btw.
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

User avatar
Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Fri Aug 05, 2016 11:06 am

The Burning Sun wrote:
Shadowwell wrote:APP:
#2424
Nation Name: Shadowwell
Experience: Some D&D, Pathfinder, and Shadowrun, though not much.
Preferred Level of Detail: As detailed as necessary (As such things can depend upon whom your rp is directed towards.)
Activity: Most of the Day, though it can depend on occasion.
RP Example: Emergence,SoBS,HNL,Gotham: The Coming Storm, Legends of Eroris

I kniow little to nothing about Mechanics, thus my presences here, and i was thinking of including some in my next rp.

Ask G-Tech or something for help, he's the pro at that kind of thing.

Accepted, btw.

I know, but G-tech isnt always on, or can't always help, so it is good to have a place to fall back on.
✒ I'm a Proud Member of VARSITY ROW! Come check us out! ✒

I'M A MEMBER OF THOUGHT CAFE
WE'RE THE AWESOMEST, COME CHECK US OUT

When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

User avatar
Crackbone
Spokesperson
 
Posts: 101
Founded: Aug 04, 2016
Ex-Nation

Postby Crackbone » Fri Aug 05, 2016 11:07 am

Tag, this is, beautiful.
Socialism/Communism and Liberalism is an Oxymoron, fake Communists constantly support "muh social justice"

DISCLAIMER

I'm not flaming just joking I'm not flaming just joking I'm not flaming just joking I'm not flaming just joking I'm not flaming just joking I'm not flaming just joking I'm not flaming just joking

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The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Fri Aug 05, 2016 11:14 am

Crackbone wrote:Tag, this is, beautiful.

NS newcomer, eh?

Your posts per day make me shiver. I'd like to see you manage that in P2TM.
Last edited by The Burning Sun on Fri Aug 05, 2016 11:15 am, edited 1 time in total.
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

User avatar
Crackbone
Spokesperson
 
Posts: 101
Founded: Aug 04, 2016
Ex-Nation

Postby Crackbone » Fri Aug 05, 2016 11:15 am

The Burning Sun wrote:
Crackbone wrote:Tag, this is, beautiful.

NS newcomer, eh?

Guess so, and all that goddamn bullshit
Socialism/Communism and Liberalism is an Oxymoron, fake Communists constantly support "muh social justice"

DISCLAIMER

I'm not flaming just joking I'm not flaming just joking I'm not flaming just joking I'm not flaming just joking I'm not flaming just joking I'm not flaming just joking I'm not flaming just joking

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Pac Kindom
Diplomat
 
Posts: 821
Founded: Nov 25, 2014
Ex-Nation

Postby Pac Kindom » Fri Aug 05, 2016 12:33 pm

Long time no see all
Hi

Please be Aware I DO have a learning disability which affects my spelling and my written Language

If I Have Made A Mistake, Please Let Me Know

Many Thanks

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Aug 05, 2016 1:55 pm

Shadowwell wrote:
The Burning Sun wrote:Ask G-Tech or something for help, he's the pro at that kind of thing.

Accepted, btw.

I know, but G-tech isnt always on, or can't always help, so it is good to have a place to fall back on.


Twaddle, I'm always on :P
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Excidium Planetis
Powerbroker
 
Posts: 8067
Founded: May 01, 2014
Ex-Nation

Postby Excidium Planetis » Fri Aug 05, 2016 2:07 pm

Such activity. Much excite.

Now, who here would like to play an altered version of Mafia? There are game mechanics and roleplay!

Please.
Current Ambassador: Adelia Meritt
Ex-Ambassador: Cornelia Schultz, author of GA#355 and GA#368.
#MakeLegislationFunnyAgain
Singaporean Transhumans wrote:You didn't know about Excidium? The greatest space nomads in the NS multiverse with a healthy dose (read: over 9000 percent) of realism?
Saveyou Island wrote:"Warmest welcomes to the Assembly, ambassador. You'll soon learn to hate everyone here."
Imperium Anglorum wrote:Digital Network Defence is pretty meh
Tier 9 nation, according to my index.Made of nomadic fleets.


News: AI wins Dawn Fleet election for High Counselor.

User avatar
Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Fri Aug 05, 2016 2:11 pm

G-Tech Corporation wrote:
Shadowwell wrote:I know, but G-tech isnt always on, or can't always help, so it is good to have a place to fall back on.


Twaddle, I'm always on :P

Fine, :p
so in my next rp, there will only be 3 or so ways a human can use magic, Through a Contract (usually with a malicious and unsavory being, Artifacts, or they must possess a Special Bloodline.

Any suggestions for a mechanic that could be used to prevent it from being abused?

i might be interested Ex, give me a bit to peruse it.
✒ I'm a Proud Member of VARSITY ROW! Come check us out! ✒

I'M A MEMBER OF THOUGHT CAFE
WE'RE THE AWESOMEST, COME CHECK US OUT

When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Aug 05, 2016 3:33 pm

Shadowwell wrote:
G-Tech Corporation wrote:
Twaddle, I'm always on :P

Fine, :p
so in my next rp, there will only be 3 or so ways a human can use magic, Through a Contract (usually with a malicious and unsavory being, Artifacts, or they must possess a Special Bloodline.

Any suggestions for a mechanic that could be used to prevent it from being abused?

i might be interested Ex, give me a bit to peruse it.


Hm. Well, assuming you have some sort of HP/health system, my first thought would be that you should have artifacts age time dependent "charges", bloodline magic cast from hitpoints, and contract magic gradually drain the user's ability to regenerate health/if abused, outright suck the life out of them.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Fri Aug 05, 2016 3:35 pm

G-Tech Corporation wrote:
Shadowwell wrote:Fine, :p
so in my next rp, there will only be 3 or so ways a human can use magic, Through a Contract (usually with a malicious and unsavory being, Artifacts, or they must possess a Special Bloodline.

Any suggestions for a mechanic that could be used to prevent it from being abused?

i might be interested Ex, give me a bit to peruse it.


Hm. Well, assuming you have some sort of HP/health system, my first thought would be that you should have artifacts age time dependent "charges", bloodline magic cast from hitpoints, and contract magic gradually drain the user's ability to regenerate health/if abused, outright suck the life out of them.

Contractual magic also might just have a hard cap on the number of active contracts. Constant HP damage is a bit much compared to the others, after all.
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Aug 05, 2016 3:37 pm

The Burning Sun wrote:
G-Tech Corporation wrote:
Hm. Well, assuming you have some sort of HP/health system, my first thought would be that you should have artifacts age time dependent "charges", bloodline magic cast from hitpoints, and contract magic gradually drain the user's ability to regenerate health/if abused, outright suck the life out of them.

Contractual magic also might just have a hard cap on the number of active contracts. Constant HP damage is a bit much compared to the others, after all.


Depends, really, how you implement it. Something like "lose 1 HP per day for the next two days" represents the bargain slowly being called in by whatever entity the contract is with, and could lead to fun instances where contract sorcerers carry a fight, but then have to quickly find a way to survive their life essence being drained in the week after the battle.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Fri Aug 05, 2016 3:39 pm

G-Tech Corporation wrote:
Shadowwell wrote:Fine, :p
so in my next rp, there will only be 3 or so ways a human can use magic, Through a Contract (usually with a malicious and unsavory being, Artifacts, or they must possess a Special Bloodline.

Any suggestions for a mechanic that could be used to prevent it from being abused?

i might be interested Ex, give me a bit to peruse it.


Hm. Well, assuming you have some sort of HP/health system, my first thought would be that you should have artifacts age time dependent "charges", bloodline magic cast from hitpoints, and contract magic gradually drain the user's ability to regenerate health/if abused, outright suck the life out of them.

I had an idea like that, that would be less stat? reliant in theory.
basic info here, Magic would affect ones physical condition adn Stamina, and it can be recovered over time(faster through certain acts or events), as long as the persons magic isnt overdrawn (meaning they havent attempted a magical feat beyond them.), as if they did so, they would have a possibly permanent disability, where magic is concerned. And Unless one has a certain bloodline, they could only have one Contract.


RP ASSISTANCE REQUEST

#1313
Concept: You are part of a group that is dedicated to securing dangerous artefacts and items of magical and arcane origins. You have to secure the items through legal means or otherwise. More To be Added
Genre(s): Modern Fantasy, supernatural, Action/Adventure, Mystery
Type (Character/Faction/Nation): Character
Level of Detail: TBD ( i want light mechanics, if that is the right word, but nothing too stat based or reliant yet)
Detailed Description: Two years ago an event happened that shook the long stagnant and dying magical world. Something woke up, and with it magic came back to the world in full force. See, while magic and the races that were made by it and of it, once existed But after humanity came and usurped them throughout a series of bloody wars, Magic and the races that used it all but disappeared. The Last truly powerful magical being was one known in human history as Vlad Tepes Dracula, or Vlad the Impaler. He was actually a vampire, one of the last powerful ones, like any of the magical beings there were still a handful left, though they were weak and secluded.

As the few magical races died out or left the view of the few human groups that tracked them, magic started to die as well. Humanity gained the power to use magic from the other beings, and through interbreeding with the other races. Eventually instead of being Halfbreeds or hybrids, the humans gained usage of magic, though the magical bloodlines are rare enough especially nowadays. With the event Magic was not the only thing that is back in this world of ours. With magic Far older things than the infant that is humanity have been brought back into this world. Vampires as well as other notable supernatural races have started to appear back into the world more noticeably.

This prompted the creation of a Task force of sorts by the Magical Council, which is made of the influential magical families in the world. They were not the only group that formed, others of more sinister natures awoke. One exception was a building called the Museum, it was an ancient Artefact that was tasked with the purpose of gathering other Artefacts that could pose a threat to the world in human hands or the hands of the other races. As magic had faded, it had grown weaker, until it was forced into a hibernation state where it slept until recently.


EDIT: I Will be using the concept of Bloodlines, with stats for an rp in the Future, Of Blood and Magic, based loosely of an rp i was almost in so long ago, called Blood Debt: a Steampunk rp. It will be set in an Alternate Fantasyn World, and I have a few mechanics ideas:

Monsters will be more powerful, and have a larger blood pool, but lack in versatility, and have weaknesses to things that humans have no problems with.

Humans will have a smaller blood pool, but are more versatile power and skill wise overall, than monsters and can gain more powers, whereas most monsters powers will be set.
Last edited by Shadowwell on Fri Aug 05, 2016 9:52 pm, edited 3 times in total.
✒ I'm a Proud Member of VARSITY ROW! Come check us out! ✒

I'M A MEMBER OF THOUGHT CAFE
WE'RE THE AWESOMEST, COME CHECK US OUT

When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

User avatar
Vladivostokava
Ambassador
 
Posts: 1865
Founded: Apr 21, 2016
Ex-Nation

Postby Vladivostokava » Sun Aug 07, 2016 9:42 am

RP ASSISTANCE REQUEST

#1313
Concept: So I am making a apocalypse RP. But with a huge mechanic spin that I haven't seen done. And it needs to be done well. I have the base Ideas and I know nearly everything that I need to do. But I need people to help. Lifting a table is easier when you have assistance. This will be a faction RP.

I am going to do is have it so no one faction can produce EVERYTHING. This will force people into either trade, or war. It will force interaction rather than on man setting on a mountain of resources unwilling to move. It will force people to migrate and to war and make deals.

Like arizona will be great for copper, salt and solar power if they can repair the existing infrastructure.

Meanwhile maine will be able to produce lumber and coal and have fishing and hunting. The hunting grounds can create enough to export and feed the existing population.

nevada will have stone quarry's and hydro power and maybe some other things.
Also each state naturally has military depots and other things. I need to cover those and come up with a system like the ME factions has for exploration. You can go search military installations for gear, you have a higher chance of uncovering some small arms and MAYBE explosives. And a very small chance of say a tank... ALSO, fuel. I haven't figured that out. These two things will basically stop a faction located in Georgia and rolling into the army bases there and taking 100 US Army tanks for themselves. Each tank may cost resources to restore and they will ofcorse need fuel. Meaning texas, alaska, california, montana and a few other places ahve the advantage of having access to SOME oil.

I need to work in a "peoples happiness" function into the economy too. If happiness is high, everything goes as planned, if it falls below a level. say... 30-40% then production is hindered and maybe even recruitment of soldiers. and if it falls to say 10% you are at risk for uprising. 0% means people WILL revolt. Also I will be preventing people from circumventing this by simply "killing off the ring leaders" or something similar. Because that would be to easy. Slave population needs to be a thing also. Food production also. I want to have a group of four or five tech trees that people can follow also. So lets say while one group researches max military tech they will be able to crush militarily. But their harvesting, economics and production areas will take a hit due to them having ignored those areas.
I need help developing all of this....

What do you think?

The Idea is that I don't want one group being able to start off with everything. Instead they need to work for things. Send out expeditions (that might fail depending on the defense rating of their expeditionary party.)

Genre(s): Faction, Post-Apocalypse
Type (Character/Faction/Nation): Faction
Level of Detail: Above.
Detailed Description: (Above.
My name is Ava/Ewa I am from Poland.
我会说一点, Mowie po polsku, I speak English.
I am Polish born, American citizen, I live in China.

User avatar
Vladivostokava
Ambassador
 
Posts: 1865
Founded: Apr 21, 2016
Ex-Nation

Postby Vladivostokava » Sun Aug 07, 2016 9:43 am

The message I am posting is a conversation between me and a friend. I would thank you all if I could gain assistance.
My name is Ava/Ewa I am from Poland.
我会说一点, Mowie po polsku, I speak English.
I am Polish born, American citizen, I live in China.

User avatar
The Tophat Empire
Senator
 
Posts: 4825
Founded: Sep 26, 2014
Ex-Nation

Postby The Tophat Empire » Sun Aug 07, 2016 9:45 am

so, i started writing a Metro faction rp with recourses and mechanics(Semi-inspired by Blood horizons), and i wanted some opinions, so here we go

[box]
General Information

OP is God
  • Obey the OP. My word is Law, Supreme and Final.
  • Obey the CO-OP(s). Their authority is passed only by mine.
  • Respect the ban. Bad things happen to PC's who don’t.
  • Complaints can be sent via TG to the OP. A solution will be found and the situation will be handled by me.
  • Follow PT2M Rules & NS site policy.
Don’t Be That Guy
  • Do Not Godmod. Do Not Metagame.
  • Etiquette. Be nice, be respectful, be adult, no one has a right to be rude in the ooc, and don’t let your having fun stop other people from having fun.
[/list]
Time
Time will be on a turn basis, with every turn representing around a week or so, a turn update will happen around 3 times a week, altho this is subject to change

Stations, and the Metro
Each settlement starts with one station at it's disposal, each station can be specialised, and buildings can be erected inside its halls. Of Course a station may not have several specializations. While your stations must always spread along the lines on the map(IE; You may only launch a settler to a station you have a track connection to), this constraint is not placed upon trading, or military units, whom both can move freely over the entire metro. If you wish to expand to a new station you must first send a recon party to it, and when it return one turn later you can send a settler to claim it under your banner. Once the station has been claimed to your name it will need one turn before you can issue it orders.

Starting Gear
By the start of the RP you will receive the following
  • One Station with a specialization of your choice
  • Basic Settlement
  • Small Command Room
  • One Unit of Armed Citizenry
  • 10 Units of Supplies

Recourse
There are a several types of recourses in this RP, the most important of this one is "Supplies", Supplies is a catch all term for common building materials and the such, this is your plants, sheet metal, clothing etc, there are also
"Food" - This is the second most important resource, this represents what is says on the can, this is your minced up rat, pig and tunnel moss mixed into a stew.
"Munitions" - This recourse is used to describe specialists weapons and it's ammunition; Flamers, Heavy MG's etc
"Manpower" - This is a rough indication of your surplus population, it is used for most higher tier military units, this recourse in not consumed however, but instead you have a set pool of it that you can increase or decrease(for example you can have 8 in your pool, but having used 1 for a unit, leaving you with 7 available, if said unit dies the man power goes back to your pool; 8/8 -> 7/8 - > 8/8)
"Luxury Supplies" - This is a termed used for the finer things in life, be that metro made tea or wine, or remnants from the old world, like coffee, paintings, or maybe a piano.
"Fuel" - A remnant from the lost world, this recourse is rare and there is no sure way to receive it 100% of the time, but it can be used for creating impressive buildings, and units

Armies and War
All units takes a set amount of time to train, this is counted from the round that you paid the recruitment cost for it(If you buy a unit with a training time of 2 turn on turn 1, it will enter the playing field on turn 3), Some units also have a maintenance fee, that must be paid every turn, less they desert. You can choose to disband a unit, upon doing so you will immediately regain 100% of the ORIGINAL cost. For scale; each unit represents around two dozen men. Each station may produce one unit per turn, assuming it has the proper buildings

A battle is pretty straightforward, A field of battle is described by me. Both combatants pick what units to allocate to said battle out of the pool they have brought, unless stated otherwise a unit may move 1 station per turn. they give orders to their units, and then the dice rolling starts on my part. The result is pronounced, as are any casualties. There exists special buildings and units that excel in making attacking or defending easier(Example; walls, mounted MG's, Panzers), and theses can make a huge difference in battle, due note that some units can only fight in the metro, while others can both fight in the metro, and on the surface.

Once you take command of a station you also get access to its buildings, provided the defender have not razed them all. All recourses made in the city will belong to you, and can be used freely. This is unless your new station is not connected to rest of your stations, this will impose a state called "Isolated" on it, meaning that all resources produced in said station can only be used in that station, this remains until the station has been reconnected with the rest
Each station can only have one Specialisation active at a time, once a person takes INITIAL command over a station he/she gets to pick it's specialisation at no penalty(unless it has already been decided due to prior events), any player may change its stations specialisation at any time, but this will put the station, and any buildings in it offline for two turns. unless stated otherwise each station can hold a max of 4 buildings and gives plus 1 to your manpower score

The specialisations are as follows
Farming - This sations has a developed system of farms, or pens for animals, it also has a well built system of water gathering; Produces 1 food and 1 Water per turn
Shroomers - This station has been able to produce high quality alcohol thanks to its mushroom farms, together with other good quality farms, produces 1 food and 1 Luxury Supplies per turn
Factory - This station has for one reason or another, a large collection of workshops capable of production, produces 1,5 supplies, or 1.5 munitions per turn
Living Space - This station is well equipped to house more people, and to facilitate further inhabitants to be created, gives a starting bonus of 2 to manpower, and has a 50% chance to create .5 Luxury Supplies
Surface peekers - This station is located in a favorable position, and has a 50% chance to create .5 Fuel or .5 Luxury Supplies per turn
Empty Space - This station is empty, but this means you can fit one more building into it. Produces 1 Supplies per turn and has 5 building slots
Dead Station - This station has fallen, it needs to be rebuilt before it can do anything. Rebuilding a station costs 10 supplies and takes 1 turn. Until it has be rebuilt, it will produce nothing, and can only hold 1 building.
Unless stated otherwise all buildings have a 2 turn building time

Name of building - cost - maintenance
Basic Settlement - 1 settler - Free
A small collection of tents and bedrolls, a small glimmer of hope, and the start for something bigger? Initial building used to claim a station. produces 1 supplies per turn, does NOT consume a building slot. Can be upgraded to a Settlement
Carries a garrison of 1 Citizenry.
Can launch an expedition into the metro, that will passively provide information about one station every second turn for the cost of 2 supplies per turn.

Settlement - 6 Supplies, 2 Food - 1 Food per turn
More tents, and maybe even a few apartments made out of sheet metal. A beating heart in the metro.
Produces 2 supples per turn, does NOT consume a building slot, replaces Basic Settlement, can be upgraded to a Metropolis
Carries a garrison of 1 Armed Citizenry.
Can launch an expedition into the metro, that will passively provide information about one station every second turn for the cost of 2 supplies per turn.

Metropolis - 10 Supplies 4 Food- 3 Food per turn
This station is filled with apartments, and stores, truly an impressive sight befit for only the most wealthy of stations
Produces 2 Supplies and 1 Food per turn, does NOT consume a building slot, Replaces Settlement
Carries a garrison of 1 Soldier.
Can launch an expedition into the metro, that will passively provide information about one station every second turn for the cost of 2 supplies per turn.

Gatehouse - 3 Supplies - Free
A small tower, a low wall, and some men to guard it, keeps the mutants and bandits out, and the dwellers inside.
Negates the special ability of Bandits, can be upgraded to checkpoint, does NOT take up a building slot

Checkpoint - 5 Supplies - Free
A checkpoint and some more towers have been added, the wall has been reinforced and built on, a formidable defence
Negates the special bility of Bandits, Any unit which fights a defensive battle in this station receives +1 HP, can be upgraded to fortification, replaces Gatehouse. Requires Workshop to be built

Fortification - 8 Supplies, 2 Munition - Free
walls of sheet metal, towers with flood lights and mounted guns, bunkers made out of sandbags. Beware attackers, for this will not fall without a fight.
Negates the special bility of Bandits, Any unit which fights a defensive battle in this station receives +2 HP and + 1 Attack. In the case of a attack the defender may choose to pay 1 munitions to bring the weapons of the Fortification to bear on the enemy(counts as a Heavy Weapons Team(Defence) and lasts until the end of the battle). Requires and replaces Checkpoint

Workshop - 3 Supplies - Free
The bases of any industry, small workshop manned by people with some skill in manufacturing
Produces 1 supply per turn, and allows more advanced buildings to be built in a station. Can be upgraded to a factory

Factory - 4 Supplies, 1 Fuel - Free
A upgraded workshop, powered by engines this place can create most things needed in metro life
Produces 2 Supplies per turn, and can be upgraded to a Arsenal, replaces workshop

Arsenal - 6 Supplies, 1 Fuel - Free
The pinnacle of machinery, this building can produce weapons and other wears in huge quantities
Produces any combination of Supplies and/or munitions equaling 4, fulfills the requirement for a Factory, requires and replaces factory.

Small plantation - 3 Supplies - Free
A small area of the station has been allocated to the growing of food, mushrooms, mosses and the occasional rat caught in the trap.
Produces 1 Food per turn, and can be upgraded to a plantation

Plantation - 6 supplies - Free
A bigger upgrade to the local agriculture, more efficient plants, and water collection systems have been introduced
Produced 2 Food per turn, require and replaces the small plantation, can be upgraded to a Farm

Farm - 8 Supplies, 2 Food - 1 Supply per turn
A big area filled with complex water irrigation systems has been built in this station, plants are grown on different levels built into the halls, and it has pig pens to supply the station with pork.
Produces 3 Food, and .5 Luxury resources per turn, require and replaces the plantation

Surface Expedition - 3 Supply, 1 food- 1 Food
This station has the facilities to launch several well equiped Stalker units to the surface
Produces either .5 Luxury recourses or .5 Fuel per turn, has a chance of starting a local event. can be upgraded into a Surface Outpost

Surface Outpost - 5 Supplies, 1 manpower - 1 Food, 1 Supply per turn
A building above ground close to the metro has been established as a semi permanent base for the station.
Produces either 1.5 Luxury recourses or 1.5 Fuel per turn, has a higher chance of starting a local event. Requires and replaces Surface Expedition

Small Command Room - 5 Supplies - Free
A small office filled with maps and typewriters, from here a station can be managed, and here the brass of the station has his workplace.
Adds one to Social Unity per turn, Produces .5 supples per turn. Can be upgraded to a Command Room

Command Room - 7 Supplies - Free
Several officeses filled with documents, maps and typewriters, A small brain of the metro
Adds 2 to Social unity per turn, produces 1 Supply per turn, Can be upgraded to a Capitol Command, requires and replaces Small Command Room

Capitol Command - 10 Supplies, 2 Luxury Supplies, 1 Manpower - Free
The central nervous system of an entire line, this building represents the highest level of centralization.
Adds 3 to social unity per turn, provides 1 supply per turn, gives +1HP to all units inside the station. requires and replaces Command Room, requires Metropolis to present inside faction.

Clinic - 4 Supplies - Free
A small basic building able to offer basic health care to the population of a station, and any units inside it.
Gives +1 manpower, Heals +1HP per turn to any units in it. Can be upgraded to a Hospital

Hospital - 6 Supplies, 1 Luxury Supplies - Free
A upgraded location that can provide the most advanced medical aid available in the metro, staffed by skilled doctors from before the war, or those trained under those that survived.

Hand cart garage - 2 Supply - 1 Supply per turn
Here the dwellers of the metro has built a functional Hand cart train, that can transport supplies or manpower quickly
Eliminates a stations "Isolated" status, if a infantry unit starts its turn in a station with this building it gains +2 movement along the metro lines

Armory - 3 Supply - Free
A guarded room filled with revolvers, bastards and AKM's, the bases of any military operation, allows the recruitment of more advanced units, has one recruitment slot

Barracks - 4 Supply, 1 Munition - Free
A place where the warriors teach the new generation how to fight, both mutant and human.
Allows for most types of units to be trained. Each barracks allows up to 2 units to be trained at a time, if a Armory is located in the same station this building removes the Armory's requritment slot, in case of a attack a unit of Soldiers will rally to defend the station, they will be active until the end of the battle.
Unless stated otherwise all units have a movement of 1 station/turn, and a training time of 1 turn(ie, they come into play the turn after you have paid the requirement cost them)
Name - Attack value / HP - Cost - Maintenance
Settlers - 0 Attack / 1 HP - 6 Supplies, 4 Food (1 Fuel)- 1 Food
Settlers are used to take command of unclaimed stations, they however cannot attack, and if attack, they will be captured, not killed. By the enemy. If 1 fuel is added to the cost the settlers may move 2 stations per turn

Citizenry - 1 Attack / 1 HP - 2 Food - None
Common folk armed with whatever they could find, hardly able to even defend their homes, but could be used to soak up some bullets, requires no buildings present, has a zero turn training time, but cannot move on the same turn as they were requited


Bandits - 1 Attack / 1 HP - any combination of food or supplies equaling 4 - 1 food or supplies
Unsavory scum paid off to attack someone, can raid a building in any station not equipped with a defensive building. Doing so will result in the target building being brought offline for 1 turn, with the Bandits stealing both the cost of the building, and its production for the turn. If the target building is in a "Isolated" station, there is a 30% risk of it stealing the locally stored resources. Requires no buildings


Armed Citizenry - 1 Attack / 2 HP - any combination of food or supplies equaling 4 - 1 food or supplies
Common folk given a Bastard Carbine and pressed into service, good as massed infantry, But shines when defending, where they get +1 attack for the first turn of combat. Needs an Armory to train.


Soldiers - 2 Attack / 2 HP - any combination of food or supplies equaling 5 - 1 food or supplies
part time soldiers that wield their weapons with some skill, most will be armed with bastard carbines however. Will serve as the mainstay of most armies. Needs a Armory, AND a barracks in the same station to be recruited


Marksman- 1 Attack / 1 HP any combination of food or supplies equaling 2, 1 Munitions - 1 food or supplies, and 1 Munitions per battle
Men with impeccable aim, has a base chance to kill any unit with 2 or less hp at the start of combat. Receives a bonus of 1 HP when fighting in friendly territory. Needs a Armory, AND a barracks in the same station to be recruited


Heavy weapons team(Attack) - 1 Attack / 2 HP - any combination of food or supplies equaling 4, 1 Munition - 1 food or supplies, and 1 Munitions per battle
This team of men serve a weapon especially useful in a attacking scenario, as such it receives a +2 attack and +1 HP if used to attack TOGETHER with at least 1 unit of Soldiers or better. If this is not the case(or if there are more HWT than other infantry) the unit receive a penalty of -1 HP
Needs a Armory, AND a barracks in the same station to be recruited


Heavy weapons team(Defence) - 1 Attack / 2 HP - any combination of food or supplies equaling 4, 1 Munition - 1 food or supplies
This team of men serve a weapon especially useful in a Defencive scenario, as such it receives a +2 attack and +1 HP if used to Defend TOGETHER with at least 1 unit of Soldiers or better. If this is not the case(or if there are more HWT than other infantry) the unit receive a penalty of -1 HP
Needs a Armory, AND a barracks in the same station to be recruited


Railcar - 3 Attack / 2 HP - any combination of food or supplies equaling 4, 1 Munition, 1 Fuel - 1 Supplies, and one fuel per battle
Armoured cars with a turret for a heavy weapon, theses homebrews run on the metro lines, fast and deadly, they can move 2 stations per turn, excellent raiders and backups, but may not be used on the surface.
Consumes 1 Manpower. Needs a Armory, AND a Factory in the same station to be recruited


Professional Soldiers - 3 Attack / 3 HP - any combination of food or supplies equaling 6, 2 Munition - 2 food or supplies.
full time soldiers armed with AK's, helmets and maybe even body armour. Dangerous foes that know themselves, and the enemy
Consumes 1 Manpower. Needs a Armory, AND a barracks in the same station to be recruited

Surface Soldiers - 3 Attack / 3 HP - any combination of food or supplies equaling 6 (4), 2 Munition - 2 food or supplies.
full time soldiers armed with AK's, helmets and maybe even body armour. Dangerous foes that know themselves, and the enemy. Specialised in battling on the surface, and receives a +1 to both stats when doing so. When trained in a station with the "Surface peekers" specialisation the food/Supplies demand for recruitment is lowered to 4
Consumes 1 Manpower. Needs a Armory, AND a barracks, AND a Surface Outpost in the same station to be recruited.


Armoured Train - 3 Attack / 6 HP - 10 Supplies, 4 Munitions, 4 Fuel - 2 Supplies, 1 Fuel and 1 Fuel and 1 Munitions per battle
A behemoth, a train from the old world, repaired then covered in steel and Guns, the ultimate battering ram, negates and destroys any Walls a defender might have, as well as having a +2 to attack when attacking.Truly the most terrifying of weapons found in the metro.
Consumes 2 Manpower. Needs a Armory, AND a Barracks, AND a Factory to be recruited and maintained
FT, but roam where i please
It does not reflect my real life world political views, which are considerably less authoritarian and more moderate
Refer to my factbook for canon, it´s however out of date, and badly written. So take it with a grain of salt

User avatar
The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Sun Aug 07, 2016 9:48 am

Vladivostokava wrote:RP ASSISTANCE REQUEST

#1313
Concept: So I am making a apocalypse RP. But with a huge mechanic spin that I haven't seen done. And it needs to be done well. I have the base Ideas and I know nearly everything that I need to do. But I need people to help. Lifting a table is easier when you have assistance. This will be a faction RP.

I am going to do is have it so no one faction can produce EVERYTHING. This will force people into either trade, or war. It will force interaction rather than on man setting on a mountain of resources unwilling to move. It will force people to migrate and to war and make deals.

Like arizona will be great for copper, salt and solar power if they can repair the existing infrastructure.

Meanwhile maine will be able to produce lumber and coal and have fishing and hunting. The hunting grounds can create enough to export and feed the existing population.

nevada will have stone quarry's and hydro power and maybe some other things.
Also each state naturally has military depots and other things. I need to cover those and come up with a system like the ME factions has for exploration. You can go search military installations for gear, you have a higher chance of uncovering some small arms and MAYBE explosives. And a very small chance of say a tank... ALSO, fuel. I haven't figured that out. These two things will basically stop a faction located in Georgia and rolling into the army bases there and taking 100 US Army tanks for themselves. Each tank may cost resources to restore and they will ofcorse need fuel. Meaning texas, alaska, california, montana and a few other places ahve the advantage of having access to SOME oil.

I need to work in a "peoples happiness" function into the economy too. If happiness is high, everything goes as planned, if it falls below a level. say... 30-40% then production is hindered and maybe even recruitment of soldiers. and if it falls to say 10% you are at risk for uprising. 0% means people WILL revolt. Also I will be preventing people from circumventing this by simply "killing off the ring leaders" or something similar. Because that would be to easy. Slave population needs to be a thing also. Food production also. I want to have a group of four or five tech trees that people can follow also. So lets say while one group researches max military tech they will be able to crush militarily. But their harvesting, economics and production areas will take a hit due to them having ignored those areas.
I need help developing all of this....

What do you think?

The Idea is that I don't want one group being able to start off with everything. Instead they need to work for things. Send out expeditions (that might fail depending on the defense rating of their expeditionary party.)

Genre(s): Faction, Post-Apocalypse
Type (Character/Faction/Nation): Faction
Level of Detail: Above.
Detailed Description: (Above.

I hope you're good at mapmaking, because it sounds like you're going to need a fucking huge one. It sounds like each state counts as a single territory or faction, correct?
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

User avatar
Vladivostokava
Ambassador
 
Posts: 1865
Founded: Apr 21, 2016
Ex-Nation

Postby Vladivostokava » Sun Aug 07, 2016 9:55 am

The Burning Sun wrote:
Vladivostokava wrote:RP ASSISTANCE REQUEST

#1313
Concept: So I am making a apocalypse RP. But with a huge mechanic spin that I haven't seen done. And it needs to be done well. I have the base Ideas and I know nearly everything that I need to do. But I need people to help. Lifting a table is easier when you have assistance. This will be a faction RP.

I am going to do is have it so no one faction can produce EVERYTHING. This will force people into either trade, or war. It will force interaction rather than on man setting on a mountain of resources unwilling to move. It will force people to migrate and to war and make deals.

Like arizona will be great for copper, salt and solar power if they can repair the existing infrastructure.

Meanwhile maine will be able to produce lumber and coal and have fishing and hunting. The hunting grounds can create enough to export and feed the existing population.

nevada will have stone quarry's and hydro power and maybe some other things.
Also each state naturally has military depots and other things. I need to cover those and come up with a system like the ME factions has for exploration. You can go search military installations for gear, you have a higher chance of uncovering some small arms and MAYBE explosives. And a very small chance of say a tank... ALSO, fuel. I haven't figured that out. These two things will basically stop a faction located in Georgia and rolling into the army bases there and taking 100 US Army tanks for themselves. Each tank may cost resources to restore and they will ofcorse need fuel. Meaning texas, alaska, california, montana and a few other places ahve the advantage of having access to SOME oil.

I need to work in a "peoples happiness" function into the economy too. If happiness is high, everything goes as planned, if it falls below a level. say... 30-40% then production is hindered and maybe even recruitment of soldiers. and if it falls to say 10% you are at risk for uprising. 0% means people WILL revolt. Also I will be preventing people from circumventing this by simply "killing off the ring leaders" or something similar. Because that would be to easy. Slave population needs to be a thing also. Food production also. I want to have a group of four or five tech trees that people can follow also. So lets say while one group researches max military tech they will be able to crush militarily. But their harvesting, economics and production areas will take a hit due to them having ignored those areas.
I need help developing all of this....

What do you think?

The Idea is that I don't want one group being able to start off with everything. Instead they need to work for things. Send out expeditions (that might fail depending on the defense rating of their expeditionary party.)

Genre(s): Faction, Post-Apocalypse
Type (Character/Faction/Nation): Faction
Level of Detail: Above.
Detailed Description: (Above.

I hope you're good at mapmaking, because it sounds like you're going to need a fucking huge one. It sounds like each state counts as a single territory or faction, correct?

Each county may or may not have resources. Yes. I have a massive map and I am ready to start editing it. :)

I may have it like this: Several counties will make a territory. you get the resources from the counties and unlock a small bonus from controlling a counties. Then all the counties make a state. Having a whole state will give you a resources bonus. Maybe something along these lines.
My name is Ava/Ewa I am from Poland.
我会说一点, Mowie po polsku, I speak English.
I am Polish born, American citizen, I live in China.

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