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Author Topic: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)  (Read 112267 times)

Talion

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1095 on: September 27, 2018, 11:40:30 am »

I have been procrastinating about running this for a while now, I figure my best bet is to try running it and see if I can keep up with it.



Arms Race: War of the Rune

An arms race game inspired by a number of others, from Wands Race to War of the Cinder Spire.

Every fifty years, the goddess Eristria calls the faithful to do battle. To the victors she grants a place at her side; the defeated she bids her angels scatter to the four winds that they might regrow stronger and more worthy. There have been nine wars of the goddess. The next is due in ten years. The strongest nation; the Glorious Star, desiring a victory without contest have already exiled the Iqua and the Loji nations, using their superior martial strength. Their nations people forced aboard the vast wooden ships and escorted by warships armed with the strange fire magic metal cylinders known as cannons.

The island they find themselves on is simply not large enough to rebuild their armies and hope to displace the Star, at least not while their rivals share the land.

The Defiant Iqua
The Pious Loji

The Magic System

The magic system makes use of objects known as Runes. Each Rune is composed of a Meaning component that describes vaguely the intent of the Rune and an Element component that impacts the elemental theme of the magic cast using the Rune. This will generally be written in the form Meaning(Element). There is a fixed set of Meanings and Elements from which all the various magical effects available to design around are formed. Charging these Runes with Mana is a long and difficult process and is described using Mana costs in a design. Activating the Runes to do magic is a cheap process that can be done in battlefield time. These costs are not represented in designs but can limit the number of times each mage is considered able to cast a spell during battle.

Rules

The rules are inspired by many other Arms Race games of which Sensei’s Intercontinental Arms Race is a good reference.

This game plays out on a turn by turn basis. Each turn represents a season and is roughly three months in length. Each turn is broken up into four phases as explained below.

Spoiler: Phases (click to show/hide)

Spoiler: Heroes (click to show/hide)

Spoiler: Resources (click to show/hide)

Spoiler: Expense (click to show/hide)

Spoiler: Map (click to show/hide)
« Last Edit: September 27, 2018, 05:54:09 pm by Talion »
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Rockeater

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1096 on: September 27, 2018, 12:18:06 pm »

You should open it in a new thread
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Aseaheru

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1097 on: September 27, 2018, 12:51:46 pm »

 Yeah. Link to it here, but shoving the OP here is a tad much.
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Talion

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1098 on: September 27, 2018, 01:12:16 pm »

It isn't unusual for this thread. See GalactiRace for example.
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Shadowclaw777

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1099 on: September 27, 2018, 01:25:34 pm »

All magic races had started with a “Bucket” system where they get to choose what initial magic they can further explore and make both side differing from the start, so one that starts with a blank canvas *could* be I tersting , but the more important thing here is the “semblance” of a map where the theatres of war are fought, and the rolling system.

Nukes 2d4, Adding Projects to the Designs which means they aren’t instantaneous and based on your wording you want design to be applied immediately so the 2d4 is a good fit.

Map is obvious, could say just basic descriptions of lands such as “Steppes”, “Savannah”, “Mountain Range”, I mean you could do more and use a graphic tool like hex-maps or paint art like pirate joe lol
« Last Edit: September 27, 2018, 01:30:08 pm by Shadowclaw777 »
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Talion

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1100 on: September 27, 2018, 01:47:06 pm »

All magic races had started with a “Bucket” system where they get to choose what initial magic they can further explore and make both side differing from the start, so one that starts with a blank canvas *could* be I tersting , but the more important thing here is the “semblance” of a map where the theatres of war are fought, and the rolling system.

Nukes 2d4, Adding Projects to the Designs which means they aren’t instantaneous and based on your wording you want design to be applied immediately so the 2d4 is a good fit.

Map is obvious, could say just basic descriptions of lands such as “Steppes”, “Savannah”, “Mountain Range”, I mean you could do more and use a graphic tool like hex-maps or paint art like pirate joe lol
There is a bucket system, each side gets to select a starting element (but it is probably less restrictive than previous bucket systems).
I would say the map is the part I'm most unsure about. I played around with Azgaar's Fantasy Map, but it was pushing me towards making an already experimental game more complicated. My current plan is to use a simple wands race-ish approach.
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Rockeater

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1101 on: September 27, 2018, 02:55:31 pm »

It isn't unusual for this thread. See GalactiRace for example.
Sorry, I misunderstood something, nvm
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Aseaheru

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1102 on: September 27, 2018, 03:49:19 pm »

 Yes, it has been done before. It has also been grumbled and griped about before.
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evictedSaint

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1103 on: September 27, 2018, 05:15:14 pm »

Talion

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1104 on: September 27, 2018, 05:54:42 pm »

Fine, I have provided a terrible map.
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Aigre Excalibur

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1105 on: October 10, 2018, 09:19:15 pm »

Throwing a few ideas out:

Deathworld: A PVE player faction vs planet 4x game

Core concept: A factorio-style logistical pipedream where you build the military industrial complex with a design element and a movement and combat element. I want to simulate everything from raw material collection, industrial processes to military design and colony management.

You are colonists from the evil Weyland Yutani corporation. You are sent on a very long voyage across the stars to set up shop and exploit a virgin world.

Addenum: The flavour is near-future space exploration. All the tech we have today is scaled up within foreseeable limits. Rockets are cheaper and bigger and can take our mining equipment up. Cyrogenics are working better to facilitate long distance space flight. Inter-stellar ion engines have also been scaled up and produced more cheaply. Power-suits are more practical and more common.

21st Century earth doesn't even have a practical working theory for FTL much less prototypes, so we don't get that. But everything else exists within the boundaries of existing tech and is scaled up a bit.

To do:
Costs for every item
Some intermediary processes: Ore sorting. Component making.

Game setup: Pick several starting materiel and personnel: Weight is listed because logistics. And we're sending these heavy gear into space, rocketing them for years across the stars, landing them and making them set up shop on an alien planet.

Colonists:

Technicians - blue collar workers that do the bulk of the infrastructure building. The can also be easily repurposed to crew vehicles and operating almost any machine.

Security men - Armed with old surplus AR-15s, Glock sidearms and a kevlar vest. They are barely 1 step up from unarmed mall cops. Their equipment is mostly effective against other humans, and they are mostly trained to watch buildings or cover public spaces and events. While there are some veterans who get these kinds of security jobs, their training will not have much effect on the larger pool of rent-a-armed-cops.

Horticulturalists - workers who specialize in crop production. they run greenhouses and hydroponics setups on new worlds.

Prospectors - Geologists and mining exploration specialists who look for minerals and decide on where and how to set up a mine.

All other forms of specialized labour will be abstracted into the "technicians" class of people.

Heavy Equipment:

The Bucket Wheel Excavator - Used for open pit strip mining. They consist of a series of rotating scoops attached to a superstructure. The largest weigh about 15,000 tons and can move 250,000 cubic meters a day. The amount of common ores yielded from such a method is about 0.2%, while rarer minerals are extracted at a yield of about 1 to 5 ppm.
1 cubic meter of soil weighs about 1.6 tons
Cost: 15,000 tons Steel

Rotary Drills - Drills have 2 major applications - taking samples before an open pit mine is built, and possibly for underground mining. A large drill that goes down about 100 meters at a time weighs 100 tons.

Crushers and Rockbreakers
- Crushers for heavy mining use either a jaw or a gyratory wheel. The biggest industrial plants handle about 15,000 tons/h. Modern automated facilities can work with minimum stoppages. Packed up, a large semi-mobile plant should also weigh about 15,000 tons. The plants are usually semi-mobile because they are located in the mine and the ores are crushed before they are transported by truck.

Transport Crawlers: A huge tracked machine used to move machines. Your BWE stripminer and the semi-mobile crushing facilities are usually broken up and moved in 1000 ton chunks by a 1000 ton machine

Mining Trucks - Giant Ore carrying trucks weighing about 250 tons that carry up to 400 tons with a 4000hp engine

Static Facilities:

Bulk Ore Sorter: Processes raw ores into common ores and rare materials
Size: 50,000 tons, Capacity, 5000 tons/h

Greenhouse, 1 Hectare:
Yield: Potatoes 13,180,000, kilo calories per hectare per year. 17,268 kg per hectare per earth year, 332kg per earth week. 770 Kcal per kg, 255,640 Kcal per week
Yield: Polystyrene grade Sugarcane: 7,151 kg per hectare per year, 137 kg per earth week
Yield: Soybeans: 2,384 kg per hectare per year, 45.8 kg per week, 1173 Kcal per kg, 53,723 KCal per Week
Cost: ~ 200 tons/steel

Ammonia Plant:
Size 50,000 tons
Capacity: 500 tons/day

Advanced Electronics
Capacity: 2000 silicon wafers/day

Industrial Processes:

Extractive Metallurgy:
We will abstract ores into "rare" and "common".

Pyrometallurgy: We will abstract smelting to just modern induction furnaces that melt down the ores and sends the refined products straight to the casting machines. The bulk of our steel for heavy machines will come from Pyrometallurgy. This is a weight losing process with an efficiency as high as 60-70%.
Capacity: 100 tons/hour , 10,000 ton facility weight, 50MW power consumption.

Hydrometallurgy/Electrometallurgy: Leaching is done to extract rarer metals and minerals. Ores are placed in a leaching solution and electrolytic processes are used to extract them. Aircraft aluminum and metals used in aircraft alloys are extracted this way. Raw uranium is also separated from its impurities this way before it is enriched.
Efficiency is about 30%.
Capacity: 3 tons/day (to make 1 ton of metal), 10,000 ton facility weight, 50 MW power consumption

Non-metals:
Polymers don't neccessary come from oil. Cellulose can be used in their place. Sugarcane is used to produce polyethyene, which is used to make ballistic fabrics. We will abstract plastic production and consider all thermoplastics to be more or less equal. (Polycarbonates are still largely produced from oil and gas because they rely on acetone production, but fuck it, any hydrocarbon will do.)

Explosives:
Smokeless powder is basically organic materials dissolved in nitric acid. We can abstract the hydrocarbons, but will probably simulate nitric acid production from ammonia.
The main primary explosive today is lead azide, which is lead dissolved in sodium azide. Sodium azide comes from sodium dissolved in ammonia.
Ammonia is key. Ammonia gives us nitric acid which produces all secondary explosives. Ammonia gives us sodium azide to make lead azide to make primers and detonators.
Lead is common enough to come from "common" ore.

I will run the numbers for industrial plastic and explosive production later.  I might also add uranium enrichment processes if it doesn't over-complicate things.

Light Equipment:

The humble forklift: Used for carrying pallets of miscellaneous goods and foodstuff.

Industrial Powersuits:
About as strong as a forklift, but has better dexterity from grasping hands, and generally better bipedal mobility. Used by technicians in the same manner as a forklift.

Light Buggies/ATVs and Rovers: Light framed cars for moving people about.

Manufacturing:

Machine-tooling - We take it for granted that your average technician with a workbench can take a lump of steel (or other requisite materials) and turn it into a rifle, just like that.

Heavy Fabrication
- The player faction has to build a facility with an assembly line to automate a fabrication processing that involves all the cutting and bending and welding of the huge chunks of metal. For adhoc work, a bunch of technicians in powersuits wielding the machines could also do the job.

Game phases after setup:

Game map: The game will use a coordinate system with 0,0 being the players' landing site. Coordinates can go in all quadrants, including negative numbers. Each grid square represents 1 kilometer by 1 kilometer. Vector maths will be used to calculate distances.

Movement: Resource Exploration - The players scout a grid point and can choose to use a prospector person and a drill to make an exploratory excavation for resources.

Movement: Military and Logistical - The players can make the decision to start excavating a point, assign forces the guard or patrol a point or route, and set up supply routes between mines and facilities. The set up of more industrial facilities and production decisions also takes place here.

Pre-Design: Requirement Analysis - Based on experiences in the field, the players (perhaps acting as cushy executives or a team of scientists) decide on what problems need to be prioritized, and what new pieces of tech must be designed.

Design: Conceptualization - Like in other arms race games, design characteristics are listed.

Detailed design is simulated, probably by dice roll, after the conceptualization phase. At the end of which, you will have a working prototype that either performs better or worse than expected and is ready for fabrication. You will however need to build specialized fabrication facilities for each type of vehicle or machine in the logistical phase.

Rest phase: Civilian life simulation: Civil affairs of the colony are described here. Laws and social issues are brought up (but generally have no direct impact on the raw industrial and military numbers), you might describe the consumption and preferences for luxuries here and how luxuries and entertainment are distributed among the workers. We will not be number crunching in this phase.

Then it cycles back to resource scouting and then to action. The "revision phase" in the arms race games will be part of the pre-design and design phases. You might have multiple projects and multiple improvements on projects running at once. I might want to plan on how to impose limits on that.
« Last Edit: October 13, 2018, 03:36:47 am by Aigre Excalibur »
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Kashyyk

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1106 on: October 12, 2018, 02:27:27 pm »

I like overly complex games, but there'll probably only be a few others besides me who'd play something like that.
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Aigre Excalibur

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1107 on: October 13, 2018, 03:38:01 am »

proposal to my own brain:

Abstract all materials into just 3 types:

Common Metals
Rare Metals
Organic Produce

Then forget the components, just make the damn tonk out of the materials.
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Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.

Aigre Excalibur

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1108 on: October 13, 2018, 09:32:27 pm »

Draft 2:

Deathworld: A PVE player faction vs planet 4x game

A campaign of resource exploitation with combat and R&D in an escalating conflict against a virgin planet.

You are colonists from the evil Weyland Yutani corporation. You are sent on a very long voyage across the stars to set up shop and exploit a virgin world.

Tech Level: The flavour is near-future space exploration. All the tech we have today is scaled up within foreseeable limits. Rockets are cheaper and bigger and can take our mining equipment up. Cyrogenics are working better to facilitate long distance space flight. Inter-stellar ion engines have also been scaled up and produced more cheaply. Power-suits are more practical and more common.

21st Century earth doesn't even have a practical working theory for FTL much less prototypes, so we don't get that. But everything else exists within the boundaries of existing tech and is scaled up a bit.

Resources:

Steel/Common Metals: Steel is used for the bulk of our heavy machinery. Other common metals include copper, lead and tin.

Rare Metals & Minerals: Almost every other metal and mineral can be extracted in some quantity from stripmining.

Organic Produce: Our greenhouses grow staple crops in a controlled environment that is safe from the planet outside.

Mining Logistics Summary:
Strip mining BWEs -> 400,000 tons of Raw Rocks
- > 1.11 1 Crushers -> 400,000 Crushed Rocks
-> 3.33 1 Ore Sorters -> 400 tons common metal ores or 0.4 tons rare material ore
-> pyrometallurgy -> 240-280 tons of common metal
-> Hydro/Electric Metallurgy -> 0.12 tons of rare material

Crew Requirements::
Crew needs are per shift. Your average technician works for 8 hours every 24 without performance drops. To staff a vehicle or facility for continuous operation, triple the crew needs are required.

Non Combatants:

Spoiler (click to show/hide)
Heavy Machinery - Mining

Mining yields: Mines will have a richness that is multiplied again a base number of 0.1% for common metal ores and 1 ppm for rare materials. A mine with 200% richness can yield 0.2% common metal ores, etc.

Spoiler (click to show/hide)
Static Facilities:

Spoiler (click to show/hide)

Light Equipment:

Spoiler (click to show/hide)

Combatants

Spoiler (click to show/hide)

Game phases after setup:

Spoiler (click to show/hide)



Player Roles

Anyone jumps in:
Designers
Logistical Planners

Specialized roles:
Chef: In charge of detailed design of food rations

Heroes: Takes charge of a single military character to perform feats of heroism.
« Last Edit: October 14, 2018, 01:29:18 am by Aigre Excalibur »
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Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.

Aigre Excalibur

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1109 on: October 13, 2018, 09:55:25 pm »

So the discord people said, make the numbers less anal, don't have 1.11 rockbreakers per stripminer... and stop counting calories per square meter... fine.
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Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.
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