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Nation Game 4: OOC General

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126 Re: Nation Game 4: OOC General on Mon Jun 21, 2010 11:19 pm

I would play but I don't want to see the Forum called "Nation Hame the Forum" to not have a nation game. Your game seems fun, but yeah, the creation of that game "Dawn of Worlds" defeats the reason I came here to this forum, NATION GAME. Also I'm not one for hexes. Cool

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127 Re: Nation Game 4: OOC General on Tue Jun 22, 2010 12:36 am

Lord of the Brothers wrote:I would play but I don't want to see the Forum called "Nation Hame the Forum" to not have a nation game. Your game seems fun, but yeah, the creation of that game "Dawn of Worlds" defeats the reason I came here to this forum, NATION GAME. Also I'm not one for hexes. Cool

Seconded Surprised

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128 Re: Nation Game 4: OOC General on Tue Jun 22, 2010 12:16 pm

Lord of the Brothers wrote:I would play but I don't want to see the Forum called "Nation Hame the Forum" to not have a nation game. Your game seems fun, but yeah, the creation of that game "Dawn of Worlds" defeats the reason I came here to this forum, NATION GAME. Also I'm not one for hexes. Cool

On the subject on the nation game your cooking up I got some ideas for it.

Alot of the features in nation game can be converted and used in your nations game. Like replace the territories with planets or star systems. Each planet or star system could have a certain wealth like one star system could be rich and minerals and another could be pretty much worthless. The colonization thing would be pretty much the same, you decide if you want to colonize a planet and you send the population of a planet(all of it or some i would assume that would be up to the player) to the planet in question. There should be a weather system, like if its a ice planet or jungle planet or death world some shit like there, that determine how easily your colonizers colonize the planet. You roll a dice to see if the colonization effort was a success. To make things less tedious the roll would only be done if there was some factor inhibiting a successful colonization effort, like weather or a native population or your own race might be infighting. Having researched certain tech(I describe it in depth later on) would make it easier for the colonists to colonize a planet(represented as a bonus to your dice roll).

The way nation game deals with warfare is pretty sound, but I don't think it would work in a space age game. Instead of having a system where the resources you have determine how many dice rolls you get for warfare they should determine how many ships you can build. There should also be types of ships Like a battleship or fighters. Each one of the different types of ships has a point costs that go to the max amount of resources you have to build a fleet. I haven't though up how the different types of ships would affect combat though. If you fought against another person you roll to see who wins and who losses like how it is now. Who ever has more ships gets a bonus to there roll. The quality of the ships also gives a bonus to there dice roll like if one player had researched certain tech it would give them a bonus to there dice roll when relating to war(or whatever the tech is talking bout). space to planet warfare would be the same as ship-to-ship warfare but would only happen if a said world had orbital lasers or something that could be used on the surface or atmosphere of the planet to fire at ships in space. I don't know how ground-to-ground combat would work if it would even be implemented.

A tech tree is another thing I thought up. You would use resources or some other point system to make tech which would do stuff like give your better guns or better shields which would give you bonuses in combat or make your ships faster or a whole host of stuff. You need to progress along a tech tree though certain tech. Like you cant just decide to build a death-star type ship, you would need to get tech or some shit until you were able to build something like that.

This one forum that I used to go to all the time before I got banned from there had some of the best sci-fi/outerspace type games id ever seen. This one thread that was active the last time I was there had some really nice game mechanics in it. Like they had these traits that you would pick out when you made your faction and they all did different stuff. The fleet mechanics were pretty thought out also. Now i'm not saying you should copypasta but more like take inspiration from it and implement some of the coolest features of that game into the game your making. Like combine the best stuff in nation game then add some of that into it and then you have a pretty awesome game.


This is all just my 2cents on your game, just throwing it out there incase you might like any of the ideas.


This is the thread btw

Edit: I forgot to mention turns, It could be a once-a-day sorta thing, like you did a certain number of actions each day or a number of hours(like 4 or 6) but like in nation game you can post how ever much you want in the diplomacy thread.

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129 Re: Nation Game 4: OOC General on Tue Jun 22, 2010 3:15 pm

Actually, we were thinking something similar. We were thinking eight-ten planets with about 50 territories each. Whoever controls the MAJORITY of territories (at least 50%) technically "owns" that planet. You can jointly occupy a planet through an alliance or a treaty.

We were thinking about starships. Even if you own territory on a planet but it is technically another nation's, you can attack that planet. First, however, you must attack the space fleet above the planet before attacking on ground (kinda like Star Wars Battlefront 2). Ships are separated into three classes (possibly four) - Frigates, cheap and somewhat reliable smaller ships that make up the bulk of the fleet - Cruisers, much more powerful than frigates, able to be mass-produced with effectiveness, and capital ships - large warships that lead fleets as flagships. However, because of their complexity and cost to maintain, a nation can only build several at a time (we're still thinking of how that will work). Each class - low quality, medium quality, and high quality (low quality being the cheapest), will have different attack values. When you get attack(ed), you add all the ships in your fleet's attack value. Whoever has the highest number of attack points wins. The loser has to subtract that many ships from his fleet.

For example:

A fleet of 50 ships attacks my 30 ship fleet.

Enemy attack points: 230
My attack points: 210

Since I lose, I have to subtract 20 ships from my fleet. This leaves 10.

Also, since I lost, my fleet retreats to the nearest planet "under my control" or that I have territories on (we're still deciding).

Ground combat will work somewhat similar to nation game 4. I think.

Sorry for not-so-good grammar, I'm kinda rushing at the moment XD

EDIT: also, the possible "fourth class" starship would be a Dreadnought, a VERY powerful warship that would be the flagship of your entire navy. Only one or two can be built. We're thinking the attack value could be about like 100.

And also, we're thinking that if you want to make a ship (high quality cruiser, for instance) in the fluff/diplomacy thread, you have to check with me or Lord first.

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130 Re: Nation Game 4: OOC General on Tue Jun 22, 2010 10:52 pm

iAmJimmyHoffa wrote: (kinda like Star Wars Battlefront 2)

I just nostalgia'd so hard right there.

Anyways, why is the space battle a clear cut "You win if you have X amount". There should probably be some probability thrown into it.

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131 Re: Nation Game 4: OOC General on Tue Jun 22, 2010 11:16 pm

Maybe for the space combat, we should try to do a ratio, example...

Enemy fleet attacks 300 ships strong
Allied fleet defends 200 ships strong

3/2 then the defender rolls two dice and the attacker rolls three.

Who ever has the highest total added together wins. That way the defender can have a chance aqainst an attack and can counter attack. For ship losses, take the number the winning fleet has and subract it from the lossing fleets roll and times it by two. and count that by general fleets stength. If were dealing with tens you keep your numbers in the tens, if your score passes the fleet amount three thirds of the fleet is destroyed and the rest is scattered. Sound good?

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132 Re: Nation Game 4: OOC General on Tue Jun 22, 2010 11:35 pm

Sounds good to me. How do you decide which ships survive though?

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133 Re: Nation Game 4: OOC General on Tue Jun 22, 2010 11:41 pm

What the defender or attacker says his attack prefrences are, example...

Attackers favored target for the current battle: Frigates
Defender's: Cruisers
_______________________________________

If you win that conflict but your total out numbers the number of those ships present, then you move up to the next higher class ship and so forth, if it gets to the point, or you targeted, there highest class ship, then you move back down to there lowest ship, if there are no ships left, two thirds rule.

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134 Re: Nation Game 4: OOC General on Tue Jun 22, 2010 11:53 pm

iAmJimmyHoffa wrote:Actually, we were thinking something similar. We were thinking eight-ten planets with about 50 territories each. Whoever controls the MAJORITY of territories (at least 50%) technically "owns" that planet. You can jointly occupy a planet through an alliance or a treaty.

We were thinking about starships. Even if you own territory on a planet but it is technically another nation's, you can attack that planet. First, however, you must attack the space fleet above the planet before attacking on ground (kinda like Star Wars Battlefront 2). Ships are separated into three classes (possibly four) - Frigates, cheap and somewhat reliable smaller ships that make up the bulk of the fleet - Cruisers, much more powerful than frigates, able to be mass-produced with effectiveness, and capital ships - large warships that lead fleets as flagships. However, because of their complexity and cost to maintain, a nation can only build several at a time (we're still thinking of how that will work). Each class - low quality, medium quality, and high quality (low quality being the cheapest), will have different attack values. When you get attack(ed), you add all the ships in your fleet's attack value. Whoever has the highest number of attack points wins. The loser has to subtract that many ships from his fleet.

For example:

A fleet of 50 ships attacks my 30 ship fleet.

Enemy attack points: 230
My attack points: 210

Since I lose, I have to subtract 20 ships from my fleet. This leaves 10.

Also, since I lost, my fleet retreats to the nearest planet "under my control" or that I have territories on (we're still deciding).

Ground combat will work somewhat similar to nation game 4. I think.

Sorry for not-so-good grammar, I'm kinda rushing at the moment XD

EDIT: also, the possible "fourth class" starship would be a Dreadnought, a VERY powerful warship that would be the flagship of your entire navy. Only one or two can be built. We're thinking the attack value could be about like 100.

And also, we're thinking that if you want to make a ship (high quality cruiser, for instance) in the fluff/diplomacy thread, you have to check with me or Lord first.

Oh when you said space game I thought you meant like a galaxy spanning game. The combat sounds good sounds good, although I don't think battles should rely solely on numerical superiority.There should be, like fireblaze said, some probability added to the mix. I like the attack points though, I personally think that having more attack points than another player in a battle would give you a bonus to a dice roll and the dice roll determines the outcome of a battle.

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135 Re: Nation Game 4: OOC General on Tue Jun 22, 2010 11:57 pm

It is a galaxy spanning game but, it seems my vassal friend misunderstood me, there was supposed to be fifty systems and one habitual "planet there" with four territories.

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136 Re: Nation Game 4: OOC General on Wed Jun 23, 2010 12:02 am

Lord of the Brothers wrote:It is a galaxy spanning game but, it seems my vassal friend misunderstood me, there was supposed to be fifty systems and one habitual "planet there" with four territories.

Sounds cool, making a star map is gonna be hella hard though.

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137 Re: Nation Game 4: OOC General on Wed Jun 23, 2010 12:04 am

Your tell'in me... Rolling Eyes
Yes, at the moment I'm trying to centre my ms skills, and try to find a LARGE star map.

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138 Re: Nation Game 4: OOC General on Wed Jun 23, 2010 12:47 am

Lord of the Brothers wrote:Your tell'in me... Rolling Eyes
Yes, at the moment I'm trying to centre my ms skills, and try to find a LARGE star map.

You could always use one of the star wars star maps and just remove the names of the planets to fit your needs.

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139 Re: Nation Game 4: OOC General on Wed Jun 23, 2010 1:05 am

I found this, and I think its perfect!

Its very large, and I think easy to paint on!

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140 Re: Nation Game 4: OOC General on Wed Jun 23, 2010 1:46 am

Lord of the Brothers wrote:I found this, and I think its perfect!

Its very large, and I think easy to paint on!

Nice, putting planets and stuff on the map is gonna be mad easy with photoshop.

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141 Re: Nation Game 4: OOC General on Wed Jun 23, 2010 1:40 pm

Or microsoft paint Rolling Eyes

Four territories per planet? Kinda easy to take a planet completely then huh? And even if you can roll just once on a single planet, that wouldn't be much probability involved...

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142 Re: Nation Game 4: OOC General on Wed Jun 23, 2010 1:47 pm

iAmJimmyHoffa wrote:Or microsoft paint Rolling Eyes

Four territories per planet? Kinda easy to take a planet completely then huh? And even if you can roll just once on a single planet, that wouldn't be much probability involved...

Photoshop is superior to microsoft paint in every way other than ease of use but even that is kinda negated by someone who used photshop for a while.


I'm sure it sound easy on paper but in practice it would most likely be much harder. And when I meant probability i meant like rolling a dice to determine the outcome of a battle.

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143 Re: Nation Game 4: OOC General on Wed Jun 23, 2010 2:43 pm

Yes, I know. But since a planet has just four territories, you shouldn't be able to roll for all of them at once. Even just rolling for one wouldn't include probability, because even if you dont get it, it's pretty much a waste of a die.

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144 Re: Nation Game 4: OOC General on Thu Jun 24, 2010 2:24 pm

http://eaw.heavengames.com/cpix/planets/galaxy.gif

enjoy

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145 Re: Nation Game 4: OOC General on Thu Jun 24, 2010 3:39 pm

Guys, put this in the NationGame request subforum or something.
Maybe Honolulu will give you a subforum if you ask nicely.

Please stop bumping the OOC thread for a dead game.

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146 Re: Nation Game 4: OOC General on Thu Jun 24, 2010 3:58 pm

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