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Post by Admin on Dec 17, 2014 18:37:40 GMT
Hey guys, making a thread here to discuss ideas for when we relaunch the game (it has to come to an end eventually, after all), on how to make it better.
Things needed to brainstorm:
Ways and places to get more players. Improve game mechanic (programming, randomization) Setting/plot (won't be same thing, invading Minerva) etc
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Dazim
Faction 2
Posts: 67
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Post by Dazim on Dec 17, 2014 22:25:07 GMT
I think if we had a detailed offical map thats cut into segments so you can reveal it to the factions as they explore. That might call for a smaller setting area but it would make things a lot more smooth.
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Post by Admin on Dec 18, 2014 3:07:04 GMT
That's a great idea. Having more of the map and resources/events/locations preconfigured would make DMing much easier. Currently I'm thinking a European map, maybe like 50 years before the events of the comic, during/before the rise of the Papal Empire. Each team could be a faction/population competing for power in post-apocalyptic Europe
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Post by deltav on Dec 23, 2014 3:15:08 GMT
I like the idea of build points for Faction development. Assign a point value to things like technology level, or resources, and give everyone the same number of points to work with. You could also pre-determine some things like resource distribution, if you wanted to, taking into account real world ore deposits, coal seams, that sort of thing.
It would be interesting to see what workarounds people would come up with to overcome deficiencies.
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Post by Admin on Dec 23, 2014 4:08:25 GMT
Oooh, build points is a good idea! Brainstorming some build point options: Infrastructure Military/weapons Resources Number of people (1 point per 1000 people or something) etc (please suggest more, I really like this idea). Maybe also the ability to choose certain traits/personalities that come with bonuses and weaknesses. Like: Diplomatic - +2 on diplomacy/trade rolls, -2 on Intimidation rolls. Sort of thing Warlike - +2 Intimidation, -2 diplomacy. Rich - Start off with extra resources, but weaker diplomatic relations. Please share more ideas
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Post by deltav on Dec 25, 2014 0:41:43 GMT
Politics. In descending order of build point cost:
Theocracy--low defection/rebellion chance, low theft, high productivity, good army morale.
Communism/Fascism/other -ism--moderate defection, low insurrection, high theft, low productivity, moderate morale
Dictatorship--high defection/insurrection/coup, moderate theft, mediocre productivity, poor morale.
Democracy--constant political turmoil, low defection/insurrection, moderate theft, fair productivity, good morale. (If threatened, National unity, low theft, high productivity, great morale--all until the threat ends)
Tribalism/warlords--constant feuding and backstabbing (sometimes literally), no army, just a number of mobs willing to follow someone who can provide good looting opportunities.
I think adding personality modifiers would add a lot of dice rolling, and people would probably as much as possible try to ignore the results they didn't like.
It also occurred to me that if there is a surplus here and a lack there there will already be traders/smugglers in operation. If the GM controlled them, that would be a good place for trade modifiers--including attacks on factions that tried to trade directly. That would be a lot harder for players to get around.
Amberlight came up with a "currency" for trading based on workdays needed to produce or harvest a product.
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rat
Faction 1
Posts: 839
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Post by rat on Dec 25, 2014 6:18:17 GMT
I ask to give an example from the history of theocracy with high productivity. Theocracy, including "society builders of communism" Soviet-style productivity to include reckless. This "currency" through the valuation of goods invented by Marx. You are completely absent such thing as a scientific potential and research, intelligence and counterintelligence.
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Post by deltav on Dec 25, 2014 21:54:01 GMT
Japan before World War 2. The Emperor was a god, and you obeyed instantly or died. I was referring to the actual values you guys came up with, and I guess I did leave you out of the credit. Sorry. And I agree that Theocracies usually aren't very good with science or innovation, but if you tell someone to mine ore or he's going to Hell, you usually get results. It's also one thing to steal from a government, and quite another to steal from your god. The problem that governments based on a movement have is that often the majority of the population are not in favor of the movement, just afraid of it, The dedicated Nazis in the Third Reich were somewhere less than half the population of Germany. You bring up good points, though, and we should have these discussions before we do the next game.
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Post by Admin on Dec 26, 2014 3:28:07 GMT
I think that production would be divided into labor and technology/research as separate values. A theocracy will have good labor, but poor research/development, for example.
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rat
Faction 1
Posts: 839
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Post by rat on Dec 26, 2014 11:14:21 GMT
I propose to divide production on the labor discipline and productivity. In a theocracy good labor discipline, but low productivity. What makes a good production, reduces the cost of deploying new production, but increases the overhead costs of production.
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Post by Admin on Jan 19, 2015 14:09:22 GMT
K everybody, it's looking like a rebuild and relaunch of the game might be in order, because it has kind of stalled out and people aren't playing as much anymore. I'd love to plan with everyone interested how to make this better. In fact, I'd love to hand the game over to an excited interested person to be "admin" instead of me to plan it
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Dazim
Faction 2
Posts: 67
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Post by Dazim on Jan 20, 2015 6:57:04 GMT
I think for research and tech is should be a random chance based on if you have the materials available and that chance has a multiplier based on if you are actively putting resorces into advancing in that area. Lets take glass for example its something that not every culture came across some even became quite advanced before it got introduced to them. So we can assume there is always a chance that glass will be made either naturally or as an accident (lets say %.8 per turn) now after that you could have another roll to determine if it was worked out or if it needed further developemnt but since you know it exists you can activly persue it.
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Post by Passing by on Jan 20, 2015 22:51:03 GMT
Well... It's not likely that they will actually get discoveries. I would say - Warhammer 40k-like state of science, where most of later developed technologies was actually found, not developed. That means fast in-game progress, if you can find according sources - which allows to set up pretty short periods of time as turns (months) and get active combat along with science progress. And then you're getting pre-War cities and towns as universal source of pretty much everything (It's still pretty hard to find anything more valuable than piece of concrete).
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