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Author Topic: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)  (Read 407638 times)

USEC_OFFICER

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1050 on: April 28, 2014, 09:32:32 pm »

Someone find that one guy who has a game with a trap in it.

Hmmm? What are you talking about?
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Playergamer

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1051 on: April 28, 2014, 09:32:36 pm »

Roll to space pirate, Generation of Destiny, most of the games Kevak is in.
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kj1225

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1052 on: April 28, 2014, 09:33:56 pm »

Yeah, stuff like this will be tricky. It'll be slightly easier on me since I can be online at most times though.
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Parsely

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1053 on: April 28, 2014, 09:36:27 pm »

Someone find that one guy who has a game with a trap in it.

Hmmm? What are you talking about?
Kevak! Had to hunt for the name. Makes characters that are traps. Runs a game where one character is a trap. Suggested a character for at least one game that was a trap.
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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1054 on: April 28, 2014, 09:37:15 pm »

Kevak! Had to hunt for the name. Makes characters that are traps. Runs a game where one character is a trap. Suggested a character for at least one game that was a trap.

Huh. Good to know, I guess?
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kj1225

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1055 on: April 28, 2014, 09:38:36 pm »

Also, I feel that should this game crash and burn it will serve as warning to people not to browse r/katawashoujo and bay12 at the same time.
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Nerjin

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1056 on: April 28, 2014, 09:54:09 pm »

On second thought it'd probably be best if I had nothing at all to do with this particular game.
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Parsely

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1057 on: May 03, 2014, 10:26:09 pm »

I'm gonna make a Resident Evil game where you're the BSAA and you've got a base and teams of operatives and you have to respond to bio-terrorism across the globe.
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kj1225

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1058 on: May 03, 2014, 10:26:57 pm »

I like how there's no room for input there. It's very firm and to the point.
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Parsely

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1059 on: May 03, 2014, 10:30:47 pm »

I like how there's no room for input there. It's very firm and to the point.
Uhmm..:c
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Remuthra

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1060 on: May 03, 2014, 10:31:17 pm »

I like how there's no room for input there. It's very firm and to the point.
This is Gaming Block, not Gaming Panel.

Parsely

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1061 on: May 03, 2014, 11:50:17 pm »

I like how there's no room for input there. It's very firm and to the point.
I mean if you've got something you want to add go ahead. But I haven't even begun to write it up yet so there's nothing to even talk about yet.
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Playergamer

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1062 on: May 03, 2014, 11:51:41 pm »

Is it a suggestion game, or does each player control a team or something?

Actually, both of those sound awesome.
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Parsely

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1063 on: May 03, 2014, 11:59:29 pm »

Is it a suggestion game, or does each player control a team or something?

Actually, both of those sound awesome.
That's actually a very helpful question as I begin to brainstorm.

I lean towards suggestion at first, because then we can focus on some gritty tactical action from the perspective of a commander leading a global initiative that can range heavily in the scale of conflict, from a small battalion being dispatched to handle a city-wide outbreak to some slower paced character driven sections with only a single pair of agents on an investigation.
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Chiefwaffles

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1064 on: May 04, 2014, 03:19:37 am »

I've been thinking of a XCOM-like suggestion game where the players control the leader of a squad, commanding it from his HQ.

The squad will be sent on missions given by mission givers the players communicates with during the metagame (missions can be acquired via a mission list updated after every mission, during a mission, and via RP in the metagame.) to various locations, with various objectives. Before each mission, the soldiers would be equipped with gear in the HQ's inventory, which is obtained as rewards, during a mission, and in the metagame.

After being sent on a mission, the game turns into a bit of a roll to dodge. Each soldier has stats, hidden to the players, affecting various things along with their equipment+(also hidden)traits, D20 style.
The squad can converse with peaceful contacts, explore, fight hostiles, etc., and eventually be extracted on the dropship. Post-mission, you ONLY get what is in the returning squadmates' inventories.
If someone died and you didn't pick up their gear, you lose their gear. If you didn't pick up something, you don't get said something.

Soldiers can be hired when a player asks for hiring options. A random amount of soldiers will be made with varying pays and bios, hinting at their stats+traits.
When injured in the mission, soldiers will remain injured and be put in the HQ's medbay, and take varying amount of missions to recover. They can be prematurely ejected, or put in better hospitals
for faster recovery times at a fee.
Soldiers can also level up in skills, and acquire traits at certain occasions.

Spoiler: Sample Turn (click to show/hide)

The metagame would be pretty hands off. The players can unlock new items to purchase via mission rewards, and during missions as well as RP segments.
The players then purchase items at any time in the metagame, and equip soldiers with those items. This would provide a progression from a lowly group to a renowned high-tech one.
Players can take missions, converse with contacts, and manage their soldiers.

Spoiler: Misc Stuff (click to show/hide)

However, I'd like some input. What could I add to the metagame to add more stuff for the players to do (making it a large part of the game), while keeping it simple? I'm also undecided on when/how to level up soldiers.  Should I make them earn exp by killing things+etc, and the players can choose what general avenue to "train"/etc. in? A natural 20/whatever would level them up in that attribute? I honestly don't know. ANOTHER problem is the setting. I was thinking sci-fi, but it could be anywhere. 1970s, 2030s, 2521, etc. And what would the player's group be? A special ops team? Mercenaries?
The type of game is also a concern. I want it to be a suggestion game, but I'm not too sure if it's the right path for it.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!
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