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Author Topic: Trying to make a forum game  (Read 918 times)

mosshadow

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Trying to make a forum game
« on: July 28, 2014, 10:39:42 pm »

Heres a basic writeup I made on another site. I don't really know that much about running forum games and I probably will have to wait on the particular forum before I can do one but I would like to get some feedback on this idea and how to make it better. The gameplay is more based on board games I play in a college club and tabletop games than an average forum game.


Quote
I am interested in running a space opera game with strong RPG elements. I am a big fan of a board game called Eclipse where you start off in one system and research technology to build your species. I was also really impressed with the Star Age thread and Star Gate thread but I really want a much more in depth ship battle system and a few PVE elements.

In dawn everyone would just start with one system. The game plays itself on a Hexagon board. Each Hex contains space for 4 systems. Each player has 3 generic resources , Money, Materials and Research. The game is played in rounds where each player uses as much money as they have to do actions which include exploring more planets, improving the infrastructure of systems they control, researching equipment for ships and building more.

 To start out players select a general archetype for their species such as humanoid, insectoid, etc. They can then select traits such as in other games. They all start out with some sort of FTL drive but the majority of equipment they can purchase is near future. Researching involves submitting a research request in a general area to improve upon a field, or asking to research a specific technology. Research is limited by what your species believes is possible, for example in the beginning you cannot immediatly ask to research Energy shields because for your people that's still science fiction, however you can research it if you encounter someone else with shields or you find parts of one in a ancient ruin.
In addition to the basic 3 resources there are also rare resources that are found on planets which at first range from things like Uranium and Titanium to things like Dilithium Crystals or mithril. Its rare that a player will have more than a few of each on their planets so they would need to trade to other players for them. These rare resources are needed to make equipment for ships such as nuclear missiles in the beginning to wormhole generators later on. The Players vs Environment comes from NPCs which mostly consist of a race of Bio-mechanical ships that lurk at the edges of systems based on sci fi races such as the Shivans, Reapers and Shadows. For the most part they will leave players alone, but they can become active from player actions which can range from discovering a more powerful form of FTL to attempting the genocide of another race (NPC or player). Their ships will start off small but gradually increase in power and size. The only way they can permanently be defeated is by several players banding together to fight them but they probably will not be enough of a threat to cause that until later in the game.

So far I have made a map and 90% of a ship construction instructions and All of combat.


Quote
Ship building rules:
You start off with 5 slots for ship classes. They have the attributes of volume and mass.

Volume determines how easy it is to Target a ship and how many of one ship can fit inside a
carrier or station, Mass effects speed/acceleration.

Ships each have a number of blocks,
they act as the frame for pieces of equipment, weapons and modules.
At minimum a ship will have 4 blocks (fighter sized). Blocks will also count for mass and volume.
The more blocks there are the more mass and volume increases with each additional block.
There are Three types of blocks, Light Medium and Heavy, these determine the type of system available.
A heavy block can still hold a light item. In addition to holding a System they can also hold a sheet of
armor to protect the system.

Large ships also have an Overslot this is a block that is distributed throughout the ship and it can
have items such as a layer of armor covering all blocks, an auto repair system, a shield emitter etc.

You can refit ships to lose several blocks to gain a larger block that is meant only for a
certain weapon on a case by case basis. And vice versa, But there should be weapons that act as a
group of smaller weapons.

Space stations are made the same way as ships but do not need propulsion. They also get a bonus
to requests for changing light blocks to heavy blocks along with other systems.


Blocks(L/M/H/O)    Mass    Volume
Fighter/shuttle
   4  (4/0/0/0)     1        1
   5  (5/0/0/0)     2        2
   6  (5/1/0/0)     4        4
Frigate/destroyer
   7  (5/2/0/0)     8        10
   8  (4/4/0/1)     16       15
Cruiser
   9  (4/5/0/1)     30       20
   10 (3/7/0/1)     60       30
Small Battleship/carrier
   11 (2/8/1/2)     100      50
   12 (0/9/3/2)     200      70
Large
For ships over 12 blocks or over 3 Heavy blocks submit a description and weapons list.

Construction:
Submission form for creation of new ship class:
Name of new ship class: (Class here)
Block number: (number)
Equipment in each block
1L : (item)
2L : (item)
3L : (Weapon)
4L : (item)
etc
Calculated energy produced: (energy)
Calculated energy used: (energy)
Calculated mass: (Mass)
Calculated Volume: (volume)
Calculated Material Needed: (material)
Special Items needed: (material)
Calculated Production for construction: (Production)

Order form for construction :
Class of ship: (class)
Number: (amount)
Name(s): (name)(Smaller ships do not need to have names)
Total Cost: (cost)
Total Production required: (production)

Order for refit: (allows you to upgrade an outdated ship)
Name of ship/class: (name)
Number of ships to change: (number)
Block Changes:
1
2
3
4
Describe any special features such as filling it with exposives as a suicide ship, removing all
regular weapons to try and fit a single spinal railgun in, converting it into a spacestation etc.
Total Cost: (cost)
Total Production required: (production)

Order for repair: (repair battle damage)
Name of ship/class: (name)
Number of ships to repair: (number)
Total Cost: (cost)
Total Production required: (production)





Combat:
Combat is caused when two or more factions at war (or trying to start one) enter the same System. Each
player does a writeout of prebattle orders and preparations and pays the cost for the use of certain
items. Orders can range from just telling all ships to retreat, to describing specific targets to
attack, detailing allied ships to attack ships that attack their own capital ship, etc.
Both sides will fire simultaneously in a series of rounds until one side is destroyed or retreats.
Occasionally if a battle is big enough it can last long enough for new orders to be given by players.
Retreating can be determined by the player giving a threshold order of how much damage to sustain
before leaving or by the morale of the crew breaking.

Combat order:
Launch missiles/torpedoes: Use long range missiles first on both sides. This only happens once in the battle

Counter missile systems: Ships with the correct equipment can shoot down missiles.

Missiles hit: Missiles do damage based on specific capabilities.


Target weapons: All ships aim at each other, this is controlled by sensors.  A ship of volume 1-5 will require a roll of over 8 to be targeted, if a 8+8
is rolled and added to, that would mean that up to 2 fighters can be targeted. Target points can be
increased by ECM.
Volume       Target Points
1-5                8
6-40               4
41-80              2
81-                0
Fire Weapons: All ships fire their non missile weapons. In this stage some weapons will misfire based
on damage, or fail to fire due to lack of crew or power. The ships fire based on weapon type,
ship type and orders. For example a destroyer instructed to defend a carrier will shoot at fighters with
its light railguns and lasers and shoot at other destroyers with its medium guns.

Evade: Ships under 20 volume will attempt to dodge projectiles.

Acceleration     Points Deducted
1                     1
2                     1
3                     2
4                     2
5+                    3


Weapons hit: Weapons hit based on their individual stats and the volume of the target along with
equipment of the firing ship.

Blocks hit: Weapons do not damage the whole ship but hit individual parts. This is determined by a dX roll
based on the number of blocks. If there is an energy shield on the ship this will not matter.
Beam weapons,projectile stream and explosive weapons can hit multiple blocks in one shot.

Critical/Collateral Damage: Based on damage done to systems other systems can be damaged.

         




Items:
Standard: all players can use these at any time

Primitive Sensor






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Lyeos

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Re: Trying to make a forum game
« Reply #1 on: July 28, 2014, 10:58:33 pm »

Hullo! I'll read through all that in a moment, but you might want to either try this thread or just move this thread to FG&RP for twoooo reasons! One is that a lot of games start with planning the game and have separate threads for OOC (for the original discussion thread) and IC discussion that spawn from that, and the second is that moooost FG&RPers don't get out of the underworld FG&RP enough to notice this.  :P

Edit: Wow, I'm dumb. I completely missed the "others site" bit. Disregard that first bit, although feedback from that thread that was linked would probably still help.
« Last Edit: July 28, 2014, 11:00:49 pm by Lyeos »
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Samarkand

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Re: Trying to make a forum game
« Reply #2 on: July 28, 2014, 11:05:01 pm »

Hullo! I'll read through all that in a moment, but you might want to either try this thread or just move this thread to FG&RP for twoooo reasons! One is that a lot of games start with planning the game and have separate threads for OOC (for the original discussion thread) and IC discussion that spawn from that, and the second is that moooost FG&RPers don't get out of the underworld FG&RP enough to notice this.  :P

Edit: Wow, I'm dumb. I completely missed the "others site" bit. Disregard that first bit, although feedback from that thread that was linked would probably still help.
Some do! Although I agree that Gamer's Block is the best place to get systems looked over. I'm not in the right mindset to look at this atm, but I'll read it over thoroughly tomorrow! :)
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mosshadow

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Re: Trying to make a forum game
« Reply #3 on: July 29, 2014, 01:21:27 pm »

Hullo! I'll read through all that in a moment, but you might want to either try this thread or just move this thread to FG&RP for twoooo reasons! One is that a lot of games start with planning the game and have separate threads for OOC (for the original discussion thread) and IC discussion that spawn from that, and the second is that moooost FG&RPers don't get out of the underworld FG&RP enough to notice this.  :P

Edit: Wow, I'm dumb. I completely missed the "others site" bit. Disregard that first bit, although feedback from that thread that was linked would probably still help.

Well I mean sure I can play this on this forum too if you want. :)

EDIT: Reposted this on GB thread
« Last Edit: July 29, 2014, 02:05:37 pm by mosshadow »
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