Once again, I'm making a space game. Hopefully this time I won't plunge into inactiveness.
TO be honest, The title is pretty self-explanatory. Everyone plays as the (same) manager of a broken down space station, in bad space.
The goal of the game is to just upgrade your station, and not die. The station orbits a habitable planet with a very low pop.
To play, you just post what you want the character to do. (I'm sure you already know this.)
I'll also be handling this in "RPG Style" + 2nd Person, and maybe doing a bit of crude ms paint stuff later on.
And as for instructions, the only thing you should know is that a module is just a section of the station.
(If I forget anything, let me know.)
Aaaad let's start.
You just noticed you had no name. Wow. How could you have not noticed sooner?
YOu decide that your rightful name is Bill.
Upon (re?) naming yourself, you notice about the other names.
You enter the database and set the Station's name to the "Fist of Armok", the planet's name to "Aether", and the shuttle's name to "Little Mule"
Ten minutes, later, you hear Brandon over the radio.
"Captain, I believe we have our first customer. He's at the GFM ship, and wants to be brought to the aether."
You aknowledge him and tell him to start selling out the comm. station services.
"Roger"
You then activate a link to Clarke over the radio and give him his orders.
An hour later, Clarke returns in the shuttle with 50 credits. You take the credits, and move on.
"Captain?"
It's the AI.
"I just recieved a intersystem radio message from GFM. Apparently they're willing to upgrade your command module if you let them use your comm. module, and brandon for [3 turns], I'll leave it up to you.
And just so you know, a upgraded command module is a great chance to get space for a "Minor Manager" to better automate your ferry service."
Character
Name: Bill
Gender: Male
Credits: 170
Fist of Armok
Materials (No cargo hold, you are using the shuttle's hold currently.)
0/10 Ligiyt
0/10 Metal
Stuff:
Little Mule [Small MP Shuttle]
Has 10 space for each material type, and can hold 5 passengers
Modules:
Command MK1
The control center of the station, higher levels = more crew space = more automation,
Needs no-one
Hangar (Small)
Provides a place for one small ship, or two tiny ships to dock.
MK1 4-Person Living Quarters
Provides accomodations for people
MK1 Comms Bay
Sends and recieves radio messages in a short distance
Crew:
Crew Capacity: 3/4
Clarke [Pilot(2) "Little Mule" Small MP Shuttle]
Brandon [Comms. Operator(1), MK1 Comms. Bay]
Eric [No Skills, Idling]
Planet
Name: Aether
Population: 1150
Growth rate: 50(x3) per turn
The GFM ship will leave [your system] in [NEXT TURN!]
(Displaying old news)
News:
New Chemical discovered, growth rate increased for [1 turns] by 3x!
Notorious pirate on the loose, GFM begins selling of a small turret.
Selling metal, 10 credits each unit
Selling MK1 Comm Bay (Free Installation),
Allows you to contact other ships/things in a short distance.
500 credits
Selling MK1 Cargo Bay (Free Installation),
Stores Materials.
200 credits
Selling MK1 Tiny Hangar (Free Insallation),
Gives one "tiny" class parking space.
400 credits
Selling MK1 4-Person Living Quarters (Free Installation)
Gives space for 4 people
300 credits
Selling MK1 Small Laser Turret (Free Installation)
Does 5 damage, reload time [2 combat turns]
70 credits
Selling Tiny Passenger Shuttle
Requires one pilot,
Holds 3 people.
100 credits
Things that need attention
The GFM ship wants to use your comm station for 3 turns in exchange for a free Command Module upgrade
Queue/Actions
Brandon is waiting for a decision (idling)
You're commanding
AI is Managing Station