I was amused by the picture of people being ungrateful after being saved from killer aliens.
Good luck!
Interested in fragging filthy xenomorphs with your pulse rifles?
Want to see if you can survive horrifying onslaughts of alien savagery for a slightly larger paycheck than normal?
How about dealing with ungrateful and desperate colonists trying to survive on the outskirts of civilization?
Well, we're looking for a few good staffers to get this game up and running!
Message me if you're interested--whether your skills and available energy might be best suited to building/descing, plot-running, wiki formatting, or whatever. We'll get some conversation going!
Edited to add: we're working off of a Faraday starter DB, so we'll be using FS3 for coded combat etc. It seems perfect for this particular theme.
I was amused by the picture of people being ungrateful after being saved from killer aliens.
Good luck!
Count me in as wildly intested. Hell yeah colonial marines.
Oh nice! I had something like this going in the aliens(ish) universe, but kind of lost steam, and started thinking d6 might be the way to go for what I wanted. As a military romp fs3 would be fine!
An actual correct usage of FS3.
+1 just for that.
This sounds great!
@Sgt Capone said in Aliens:
All right, sweethearts, what are you waiting for? Breakfast in bed? Another glorious day in the Corps! A day in the Marine Corps is like a day on the farm. Every meal's a banquet! Every paycheck a fortune! Every formation a parade! I love the Corps!
The actual aliens RPG is pretty good, too.
@sg I thought the RPG was great for getting back into the feel of the Aliens movie, and while I love details, I am thinking that for online play, the rules set, even as a slimmed down version of Phoenix Command, is too much.
Did you know there was an Unreal Engine full replacement that used the load, and wounding and other details from Pheonix Command? It was called Urban Terror.
@misadventure yeah I seem to remember the aliens RPG as being very table and ballistics heavy. Closer to Twilight 2000, like many of those uber-mathy crunchy systems games of the 80s.
@misadventure I particularly liked how they named their skill levels. I remember a month or two ago on Ares, there was a discussion about what to name the levels and it seemed nobody could really agree, but Aliens had very clear names that made sense.
@Ghost I think a game like that would translate well to an automated mush environment. Though, that might be more mud like than some people like.
Edit to add:
Holy shit..
@sg said in Looking for potential staff for a Colonial Marines (Aliens) game:
@misadventure I particularly liked how they named their skill levels. I remember a month or two ago on Ares, there was a discussion about what to name the levels and it seemed nobody could really agree, but Aliens had very clear names that made sense.
@Ghost I think a game like that would translate well to an automated mush environment. Though, that might be more mud like than some people like.
Edit to add:
Holy shit..
That's a character sheet that screams EXCEL FORMULAS
@sg It is a great RPG for at home and having fun, now you /could/ automate it actually pretty well. All the way down to the random chargen, which might be worth doing honestly, but it'd take a lot of time and code. An interesting project I might think about trying once I finish the game I am working on.
@fatefan As for this, yeah, I am interested as well. I am assisting with code on one game, and coding (as well as writing, building, etc) my own or I would help.
@ghost said in Looking for potential staff for a Colonial Marines (Aliens) game:
That's a character sheet that screams EXCEL FORMULAS
That's not character sheet, it's a space station.
Actually, its the hit location chart, and the damage per penetration charts for some locations, and the firing statistics and damage/penetration of weapons at various ranges.
And you can use a lookup chart, but there are no actual formulae. That is a complaint leveled at the game actually.
@misadventure Pretty much which is what makes it fairly easy to code actually. Fire this weapon at this range at this target, make random percentile roll, get result based on armor worn. Apply damage.
@lithium Yeah coding wouldn't be too hard, just not a formula.
The adding up of factors in accuracy would make a great checklist on a webpage.
It goes decently fast once you get it, but the payoff is if you really enjoy that it seems to be realistic. Verisimilitude. The system tries to account for everything, so you feel like you are getting a realistic tactical war game experience.
I will always think of the overall system fondly, as it's where I learned about Angle of Incidence factors in vehicle armor.
i send Phoenix command to you @lithium, you code it up, and then the RP!
@misadventure Yes it's an RPG that really benefits from miniatures and hexes or square grid map. That is the part that makes it tricky or annoying to do on a MU honestly.
Also completely off topic, since I think FS3 will actually be a perfect fit for this game genre /and/ medium used.
@lithium Throw it into the BattleTech MUX engine! Because that will never go wrong, right?!?
@jennkryst said in Looking for potential staff for a Colonial Marines (Aliens) game:
Throw it into the BattleTech MUX engine! Because that will never go wrong, right?!?
Do you have access to this? Because I would so run a Battletech game in a second. Kind of.
This sounds totally like the sort of game that I would play in a heartbeat. I think that much like many BSG games, there may be some tone issues, since much of the drama and tension in both BSG and Aliens comes from "OH MY GOD, WE'RE ALL DYING!" and that doesn't tend to happen on MU*s (besides TGG) without copious NPC blood being spilled, but I think that a solid storytelling staff/playerbase can get around that.
Consider me interested in playing, even in testing, but not really able to Staff.