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Author Topic: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)  (Read 418601 times)

USEC_OFFICER

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1500 on: August 02, 2014, 08:41:13 pm »

Obviously it is.
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tuypo1

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1501 on: August 02, 2014, 08:52:17 pm »

Im not proud of it im trying to improve myself
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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1502 on: August 02, 2014, 09:12:59 pm »

's cool, we all learn.

Typically, double-posting is considered OK if you do it only occasionally and acknowledge that you're doing it. Usually it's only done when you need to post more information on or bump a thread that has only a couple of pages and has sunken back to page 2 or 3 of the board.
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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1503 on: August 02, 2014, 09:15:47 pm »

's cool, we all learn.

Typically, double-posting is considered OK if you do it only occasionally and acknowledge that you're doing it. Usually it's only done when you need to post more information on or bump a thread that has only a couple of pages and has sunken back to page 2 or 3 of the board.
I see I'll keep that in mind
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mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1504 on: August 03, 2014, 09:39:33 pm »

I pretty much finished everything related to ship building so now I just need to make how nation creation. I am thinking of having a list of traits with some mandatory and some not. It would costs points to pick each one while others give points because they are deleterious.


Quote
Engines: These are used to move ships and for small ships to evade attack. You CAN use engines of different types but you will use the agility stat of the worst set. Travel range is how far the ship can go in a sector.  A fleet would move by its slowest Unit.

External Fighter Chemical engine: This engine takes up a Armor slot instead of a block which makes it useful for fighters. You will need more than 1 for most fighters. It is also very short ranged so it will not be useful for moving around systems.
Mass 2
Armor Slot
Power:  -1
MaxMass:15
Durability: 50. Explodes doing 50BS to 1 block.
Restrictions: 6 Blocks and under.
Damage Vulnerability: normal
Crew Protection: Medium 30%
Agility: -10% accuracy from enemies.
Travel Range: 1
 
Nuclear Salt Water Fighter engine: This engine is like detonating dozens of small nuclear bombs every minute providing a massive amount of acceleration. It is not very strong though.
Requires: 1 Titanium and 1 Uranium to build. 1 Uranium per Battle for upkeep.
Mass 20
Small Slot
Power:  -5
MaxMass:50
Durability: 80. Explodes doing 100BS to 1 block.
Restrictions: None
Damage Vulnerability: normal
Crew Protection: Medium 30%
Agility: -15% accuracy from enemies.
Travel Range 2

Nuclear Salt Water Frigate engine: This engine is like detonating dozens of small nuclear bombs every minute providing a massive amount of acceleration. This advanced version is meant for frigates and destroyers.
Requires: 1 Titanium and 1 Uranium to build. 1 Uranium per Battle for upkeep.
Mass 50
Small Slot
Power:  -5
MaxMass:200
Durability: 120. Explodes doing 140BS to 1-2 block.
Restrictions: None
Damage Vulnerability: Chain reacts with nuclear weapons if there is a direct hit. Causes 200 BS damage to 1-3 blocks.
Crew Protection: Medium 30%
Agility: -10% accuracy from enemies.
Travel Range 4


VASMIR Small Engine: A long ranged engine designed for larger ships, uses Plasma to move.
Mass 30
Light Slot
Power:  -4
MaxMass: 100
Durability: 200
Restrictions: None
Damage Vulnerability: normal
Crew Protection: Medium 30%
Agility: no bonus.
Range:5

Ion Drift Engine: A Standard engine for large ships. Uses a magnetically contained ion stream for thrust.
Mass 50
Medium Slot
Power:  -10
MaxMass: 350
Durability: 300
Restrictions: None
Damage Vulnerability: normal
Crew Protection: Medium 30%
Agility: no bonus.
range:5

Gravslip Drive: this is used for transitioning between planets. There is only one version currently in military use

Gravslip Drive: This brings a ship to a different dimension where it can travel much faster than in real space. Its still below light speed but it shortens trips between planets to hours. Gravity wells pull ships in when the Gravslip is in use so they will emerge in low orbit but will need to move further away before using it again.


Sensors: These are used for gathering information and increasing accuracy or decreasing accuracy. Some will give research points when used in battle. Most of the time a Dedicated AWACS ship will use them because of power requirements.

 Visible/Infrared ANSIBLE: This sensor allows ships to scan for fighters and frigates advancing through the battlefield. When they are at close range projectile weapons will get a boost to hitting ships.
Requires: 1 Titanium to build
Mass 20
Small block
Power:  -10
Durability: 120
Restrictions: Must be bigger than 6 blocks.
Damage Vulnerability: normal
Crew Protection: high 35%
Accuracy bonus: +20% to hit ships at range 3 with projectile weapons.

Long range Multi-spectrum scanner: This allows detection of enemy ships around adjacent sectors and has a chance of detecting stealthy or unpowered ships. In battle It will provide research points without the ship needing to participate in fighting. It also gives a small boost to weapon accuracy for ships in the 2,6 Area.
Requires: 1 Titanium to build
Mass 50
Medium block
Power:  -20
Durability: 80
Restrictions: Must be bigger than 6 blocks.
Damage Vulnerability: normal
Crew Protection: low 10%
Accuracy bonus: +5% to projectile and energy weapons in area 2/6
Research Bonus: For every turn the battle lasts you will receive 10 Research points if this ship survives. Also gains 50 additional Research points if humans win.

General Firecontrol Systems:  This is for larger ships. It is much better protected and helps aim large weapons.
Requires: 1 Titanium to build
Mass 40
Medium block
Power:  -15
Durability: 320
Restrictions: Must be bigger than 6 blocks.
Damage Vulnerability: normal
Crew Protection: high 40%
Accuracy bonus: +15% to hit ships with Medium and Heavy weapons.


Hangars: This are used to transport small ships within a larger one. Useful if you want to skimp off on Gravslips for your frigates and fighters. Can also be used to transport space stations. The volume cannot be more than 50% of your ships total volume. This is so that you cannot fit a fighter within a fighter within a fighter....

Vehicles carried inside a hangar will start inside during the first turn. They will launch based on the launching ability listed AFTER missiles are fired but before shots are fired, thus there is a chance they can be hit before launch. A penetrating hit on a fighter bay will both damage the bay and hit one of fighters within or a fuel/ammo tanks which can lead to some dwarfy chain reactions.

Frigate Fighter bay:  A small fighter bay, it will only take 2 turns to empty the fighters from inside.
Requires: 1 Titanium to build
Mass 10
Volume:4
Launching volume:2 per turn
Medium block
Power:  -2
Durability: 220
Restrictions: None
Damage Vulnerability: chance of hitting fuel storage 10% causes 50 BS damage to 1 block of all fighters.
Crew Protection: low 20%

Large Fighter bay:  A Massive fighter bay designed for a carrier
Requires: 4 Titanium to build
Mass 60
Volume:12
Launching volume : 3 per turn
1 Large block+ 1 Small block
Power:  -4
Durability: 550
Restrictions: None
Damage Vulnerability: chance of hitting fuel storage 10% causes 50 BS damage to 1 block of all fighters.
Crew Protection: low 20%
« Last Edit: August 03, 2014, 10:19:50 pm by mosshadow »
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mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1505 on: August 03, 2014, 09:41:55 pm »

As a thought, don't lasers disperse due to air particles or something? I'm not really a science person but... Wouldn't they be good in space?
Yeah. In space, the only real issue is cooling along with their relative inefficiency with Free-Electron Lasers having only about 65% efficiency and other types lucky to get even 22%.
I would recommend project rho as a guideline for the technology involved.
I am actually using that right now, though its mostly for engines.
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mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1506 on: August 06, 2014, 04:16:51 pm »

Heres a  part of nation traits, I also put the option of playing as a giant space station like Babylon5 or Deep Space 9 (but mobile). I am also thinking of there being an option to play as an interplanetary corporation, how does that sound?




Quote
Nation Construction: This literally how everyone gets a country. Its pretty much RPG character traits, this is based on nation games played on AH.coms forums. After choosing your type of nation you get a set of points which are used to purchase other starting traits. At the end your trait points must be 0 or higher.



Step 1: Choose nation type.


Superpower: Your nation is one of the most powerful on Earth, you have a high population and a developed space and military force but you may be complacent in certain areas. LIMIT:4 players
Starting out with:
-20 trait points.
-200 population
-Nation on earth
-Military training High
-200 stored cash
-200 stored research
-200 stored material
-4 Titanium factories in your nation
-4 Uranium factories in your nation
-2 Material plants in your nation (+10 material each)
-Military base on Earth, the Moon and Mars.
-Research station on the Moon and in the Kuiper belt (any section)
-Colony on the Moon

A large starting fleet based around earth.
Supply Fleets: 4
Pick from :
-Carrier based fleet:  2 11-block carriers ,4 7-block ships and 8 6-block ships stored in the carriers. You submit the designs for all 3 types. But the carriers will need hangars.
-Dispersed fleet: 3 9-block ships, 3 8-block ships, 2 7-block ships ,1 7-block AWACS. You submit all designs for the 4 types. The AWACs must have the long range scanner.
-Battleship fleet: 2 11-block battleships, 1 9-block ships, 1 8-blockships, 4 7-block ships. As above.
-Dreadnought fleet: 1 12-block Dreadnought, 2 10-block ships, 4 4-block ships. The Dreadnought will need a hangar to carry the fighters.

Regional Power: a powerful nation on Earth, Mars or the Moon. You are not as powerful as a superpower but in past years you have been advancing much faster than they have. LIMIT:4 Players.
-30 Trait points
-170 population
-Nation on Earth, Mars or the Moon
-Military training- Medium
-150 stored cash
-250 stored research
-300 stored material
-2 Titanium factories in your nation
-2 Uranium factories in your nation
-2 Material plants in your nation (+10 material each)
-Military base on Earth, the Moon, and Mars.
-Research station on the Moon and in the Kuiper belt (any section)
-Colony on the Moon

A Medium starting fleet based around your home planet or Moon.
Supply Fleets: 3
Pick from :
-Carrier based fleet:  1 11-block carriers ,2 7-block ships and 8 6-block ships stored in the carriers. You submit the designs for all 3 types. But the carriers will need hangars.
-Dispersed fleet: 3 9-block ships, 2 8-block ships, 1 7-block ships ,1 7-block AWACS. You submit all designs for the 4 types. The AWACs must have the long range scanner.
-Battleship fleet: 2 11-block battleships, 4 7-block ships. As above.
-Dreadnought fleet: 1 12-block Dreadnought, 1 10-block ships, 2 5-block ships. The Dreadnought will need a hangar to carry the fighters.

Mobile Space Habitat: Instead of a planet bound nation you are a massive mobile space station. You can move around to different locations to escape aliens or mine resources but you are also more vulnerable to attack on your population. LIMIT 2.

-25 Trait points
-130 population
-Giant space station, starts off in Asteroid belt
-Military training low
-100 stored cash
-300 stored research
-200 stored material
-2 Titanium factories on your settlement
-4 Uranium factories in your satellite
-Military base on Mars, Jupiter and Uranus
-Research station on the Moon and in the Kuiper belt (any section)
-Settlement on any Dwarf Planet or Moon you choose.

A Small starting fleet based in your Space station.
Supply Fleets: 2
Pick from :
-Fighter defense fleet:1 20-block Station, 4 6-block ships, 8 5-block ships 4 4-block ships. While you do the designs for the fighters I will make the station. It can hold the fighters in its hangars. It also contains blocks that hold population, having these hit will reduce your population. If your station is somehow destroyed there will still be population in your settlement that counts.
-Frigate defense fleet:1-20-block station, 2 8-block ships, 6 7-block ships. The station has a hangar big enough for the ships so you can skimp on inter planetary drives if you want to bring the station into battle.
-Scout fleet: 1 20-block station, 1 10-block ship, 3 8-block AWACs. AWACS require the Long range sensors.
- TWO stations: Instead of a fleet you start out with 2 smaller stations. 2 16 block-stations, 8-4 block fighters. Once again I will do the stats for the station.



Part 2 National morale and culture: This is a soft stat that determines public support and solidarity. Pick 1.

-20 points-Ready to start the fight: Your nation is actually eager to crush the Xeno menance, its about time ET showed up so that Humankind can stomp its face into the ground for eternity. You receive +100 material because your government has been stockpiling warmaterials. You also receive +50 research points from investment into weapon design. Your population's view of the government starts at worshipful, morale is high and Alien sympathy is zero. Your population is resistant to any kind of infiltration, war weariness or treachery for a long time.

-10 points-Stiff upper lip: Dark times are ahead but most of your people are reporting to recruitment centers and gearing up. Before your the aliens came your country was stable and even now there's only the occasional protest. You receive +50 material from scrap metal collection and bond purchase. Your population's view of the government is satisfied, morale is scared and alien sympathy is zero. Your population is not receptive to any alien tricks and they know that supporting the war is best for them and their country. While many are scared that it will be impossible for humans to defeat a technologically superior foe they are hopeful that humans can catchup.

-5 points: Scared but willing: Your population is terrified of the aliens but they supporting the war effort even if its because they have no other choice. There have been riots and quite a few cults and fundamentalists running around with posters but its not too bad. Your population's view of the government is annoyed, morale is terrified and alien sympathy is low. Its a long shot but with the help of other nations maybe you can stop the enemy.

+5 points: In turmoil: Your country was having a few problems but those blasted aliens threw everything out of proportion. Riots are going off all over the country and many people feel this may be the end of the world. Population's view of government is bad, morale is rioting and alien sympathy is low. You will probably need some victories against aliens under your belt so that you can shore up support.

+20 points: On the brink: Before the aliens came you had quite a few strange religions in your country going on about the great Hub and UFOs, now those nuts are stealing guns from police departments and planting IEDs. Population's view of government is bad, morale is rioting and alien sympathy is very high. You may need to take extraordinary precautions against these terrorists unless you can figure how to stop their movement peacefully.

Part 3:Government: whos ruling your country, this is a soft stat that is used in any RP writeups you do with regards to how you can deal with your population and the UN.

0 points Liberal Democracy: elected officials and various lawmaking bureaucracies. You are much more popular with your population since they choose you with the help of ads and corporations. You cannot act as quickly or decisively  as others can but you probably don't need to put down that protest with laser rifles anyway. You have decent standings with the UN which means you have a good chance of receiving funds, supplies and information from them. Your population will be with you as long as you can protect them.

0 points Constitutional Monarchy: You still have, or recently gained a power holding monarch. They are a rallying point for the population while being restrained by the parliament or equivalent. If they are killed it can break the morale of the population or become a Martyr depending if you spin it will enough. Your relationship with the UN is cordial as usual just like a Liberal Democracy.

0 points Military Junta: The government was overthrown by the military recently and is now ruled by Generals and Admirals. You can easily get your army to brutally suppress riots but you will have less overall satisfaction with the government until you win some battles. Your relationship with the UN is not as good as a Liberal Democracy but your military has better training.

+2 Points: Dictatorship: Supreme ruler is born of the heavens! He builds spaceships with his bare hands and suntans on Mercury! Glorious supreme leader will crush aliens with his fists of steel!!!!! Your country is isolated diplomatically and your military is rather low quality in training, but  you can do what ever the hell you want with your people if they constantly complain about the draft and money. You can sacrifice 1 unit of population for 3 units of material. Other players can attack your settlements and ships with little repercussions other than helping the aliens.

Part 3 Solar system claims: this is where you add settlements and research stations built before the war. Pick up to 5

-5 Asteroid mining station in the Main Belt: you get 1 settlement in any section of the Asteroid belt, +5 population
-7 Kuiper mining station: you get 1 settlement in any section of the Kuiper belt +5 population
-8 Light Cyborg population: Your people have started implanting discrete devices to improve their abilities. One person can now do more work and think faster. Multiply population by 1.3 .
-4 Solar research and resourcing: You happen to own 1 Research station and 1 Small settlement orbiting the sun. +10 population
-15 Antimatter research and stockpiling: Your scientists have made several breakthroughs in technology research and you are now producing anti matter in your nation. +2 antimatter lab and 2 levels of antimatter research(worth a few hundred RPs and 2 turns)
-10 Strange metal deposits : Your scientists have discovered a extremely light and durable material in old ruins and have found places to mine it. They have dubbed it Mithril after old earth legends. +1 Mithril mine on your planet or asteroid station or dwarf planet. +1 Research in exotic materials : Mithril.

-10 Research lab cluster: You have been planting research stations all over the solar system. +1 research station in Jupiter, KuiperBelt(any) , Neptune and Pluto.

-10 Long distance colony : You have been able to create some colonies pretty far from your planet. Place 1 Colony on Either the Asteroid Field, Titan or Pluto.
-25 Super Weapon Design Bureau: After decades of top secret research you have a head start on developing a powerful war winning weapon. Just remember to cover all the exhaust vents. +100 Research points and 2 Levels of research into Waveform energy, Superlasers, Singularity exploitation, and Interstellar weapon targeting.

Part 4 Super power only traits

-9 points Large Nuclear stockpile: You have tons of old nukes ready to be stripped for their parts. +25 Uranium.
-18 points Uranus Fleet: You have another fleet based far out in orbit in Uranus. Place 1 military base on Uranus
Pick from either: 1 10-Block ship, 3 7-block ships, 4 4-block ships. OR 1 12-block ship, 2 9-block ships.
-6 points Additional War Material stockpile: You have an extra 250 Material stored up.
- 10 points Respected Military: Your military training and morale increases. This increases the ability of pilots to perform in battle and retreat in an orderly fashion.
-7 Elite military: Requires Respected military: Your pilots are elite and tested in battle and can dodge even lasers. (Can now occasionally Reroll hits)

Part 5 Regional Power traits

-12 Respected Military: Training and Morale Increases thanks to help from other countries in maintaining and increasing your fleets capabilities
-


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Fniff

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1507 on: August 06, 2014, 04:59:25 pm »

So I have a hankering for starting an image suggestion game for a laugh. However, I can't quite decide on a good premise. I have narrowed it down to two, and I'm not sure what I like better or how the game should really be. So, why not let Gaming Block decide? Here are the images for the introduction, since pictures speak louder then words.
Spoiler: Working Title: SCAV (click to show/hide)
And now some questions about it.
Which one interested you the most?
Which one looked like more effort would be required to update?
What kind of suggestion game do you think it would be by the title (Still in progress, feel free to suggest better ones) and the images?

mosshadow

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1508 on: August 06, 2014, 05:34:45 pm »

I like the bottom one better, it looks easier to update and it looks like, an RPG or some sort of horro/escape game.
« Last Edit: August 06, 2014, 05:48:46 pm by mosshadow »
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tuypo1

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1509 on: August 12, 2014, 07:12:22 am »

i want to run an escape the x sugestion game but i cant decide what to make the x
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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1510 on: August 12, 2014, 10:09:19 am »

How about a literal giant "X".

It could be hollow and full of traps and monsters. Or it could be a giant monster itself which stalks the players constantly. The possibilities are endless.
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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1511 on: August 12, 2014, 10:14:30 am »

i want to run an escape the x sugestion game but i cant decide what to make the x
(Underwater) (Research) Facility (Run by (monsters) (an evil AI) (cultists))

Pick any two options.
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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1512 on: August 12, 2014, 10:31:37 am »

Why not all of them?

I'd love to escape from an underwater research facility run by a evil monster AI cultist!
Sounds like bioshock and systemshock hacked together...
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Rolepgeek

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1513 on: August 12, 2014, 02:08:07 pm »

Introducing the next best thing in gaming: Shock Shock 2: Return of the Shock

Rated A for Amazing
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BlitzDungeoneer

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #1514 on: August 12, 2014, 03:10:38 pm »

Why not all of them?

I'd love to escape from an underwater research facility run by a evil monster AI cultist!
Sounds like bioshock and systemshock hacked together...
The facility would be shaped like an X of course.

I want someone to run a game in which you are a student in a magic school, preferably a suggestion game.
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