Mass Effect MU*?
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I knew of Alpha & Omega. Mass Effect: Legends is still up, but I can't tell if anything is really happening now or ever.
Are there others?
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Paging @Ganymede (hopefully)...
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@Godot said in Mass Effect MU*?:
Mass Effect: Legends is still up, but I can't tell if anything is really happening now or ever.
I know of no others, but I'm also vaguely curious how much play it gets, or if it's structured differently in terms of RP than a standard MU*. I've peeked in a couple times and it seems very quiet, but it's still around after years.
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I was on Legends for a short time. It was very quiet even then. I'd feel pretty safe calling it dead.
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@surreality said in Mass Effect MU*?:
Paging @Ganymede (hopefully)...
I've got the system pulled together that I want to use. It's calculated to provide two kinds of experiences: (1) a dramatic system for non-mission scenarios; and (2) a tactical combat system for missions. I'm typing out "special powers" or "talents" that can be picked up by PCs right now, but it's slow-going due to work, working out, kids, and that I've picked up No Man's Sky recently.
I'm more than happy to work with a small team on getting theme/setting nailed down for the game.
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Sorry we closed Alpha & Omega
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@Ganymede said in Mass Effect MU*?:
I'm more than happy to work with a small team on getting theme/setting nailed down for the game.
I'm not cut out for being staff on an actively-played game, but the creation stage is a different beast.
I'll drop you a message. I look forward to seeing what comes of this whether I'm helping or not.
@Roz said in Mass Effect MU*?:
Sorry we closed Alpha & Omega
I respect that decision. If there is a certain story central to the game, closing after it's over is for the best.
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@Godot said in Mass Effect MU*?:
@Roz said in Mass Effect MU*?:
Sorry we closed Alpha & Omega
I respect that decision. If there is a certain story central to the game, closing after it's over is for the best.
Well, we actually made the decision because the game was running out of steam, but we closed with some big, epic plots, so it probably looked like we were closing at the end of our story. We wanted to give it a nice ending!
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@Roz It beats the slow death. I think Elendor is still online. There's just no one there.
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@Godot said in Mass Effect MU*?:
@Roz It beats the slow death. I think Elendor is still online. There's just no one there.
Which makes me legit sad
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@VulgarKitten said in Mass Effect MU*?:
@Godot said in Mass Effect MU*?:
@Roz It beats the slow death. I think Elendor is still online. There's just no one there.
Which makes me legit sad
Me too. You never forget your first.
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@Godot said in Mass Effect MU*?:
@VulgarKitten said in Mass Effect MU*?:
@Godot said in Mass Effect MU*?:
@Roz It beats the slow death. I think Elendor is still online. There's just no one there.
Which makes me legit sad
Me too. You never forget your first.
It was mine, too. That hussy.
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@surreality said in Mass Effect MU*?:
Paging @Ganymede (hopefully)...
@Thenomain has flogged me back into working on this. We're on Version 3.0.
Stripped down the system again. Die rolling / resolution will be simple: Blood Bowl simple. If he can get the roller working with the stats, that'd be great.
Planned features:
- Statistics: Six relevant statistics with mechanics based on who has the higher score.
- Skills: Proficient or not? That will affect the resolution.
- Traits: Risk-reward system. Intentionally fail? Get a Drama Point. Spend a Drama Point? Automatic success. Gather more Drama Points in combat and live? Extra Advancement Points to boost your PC.
- Talents: Give you the edge in combat.
- Weapons: Deadly! Violent! Pew pew pew! Zorch!
- Races: Asari, Humans, Krogans, Quarians, Salarians, and Turians. Oh my!
- Templates: Staff-prepared templates/archetypes that you can select to get into the action quickly! Also, meat for the grinder.
This seems to seriously be on the move. No kidding. We may be looking for play-testers soon. Like, in six months -- but hopefully much sooner.
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The roller would be stupid simple, tho we will see what the Talents do to it. Also, mild concern on how the system will work with RP situations, but then I'm way too Paragon.
Mass Effect jokes.
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@Thenomain said in Mass Effect MU*?:
The roller would be stupid simple, tho we will see what the Talents do to it.
Add a bonus here and there for particular rolls. That's about it.
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@Ganymede I am super happy to hear this. If I am in a headspace-place to help you out with wiki things (if you want me to, obviously) when it's time for that stuff, I would be happy to help out.
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@surreality said in Mass Effect MU*?:
I am super happy to hear this. If I am in a headspace-place to help you out with wiki things (if you want me to, obviously) when it's time for that stuff, I would be happy to help out.
Oh, yes. Oh, heavens, yes. I suck with wikis.
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@Ganymede We can talk option things. Once you have some system stuffs sorted, and have an idea of how you want stuff to look, can start some tinkering-fu. (I admittedly know nothing about Mass Effect so I'll stumble around on yon interwebs a bit to look at what kind of graphics and what general look might be apt, since I gather there are some faction symbols and whatnots that would be scattered around the place and so on. )
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I would play ME again.
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Arise, chicken.
I've run my homebrew system backwards and forwards, and there's nothing to it that can't be done more efficiently with FS3.
So, I'm scrapping the homebrew and proposing a Mass Effect game using FS3.
I'll probably talk with Kraken @ The 8th Sea and the legendary Faraday to see if I can look and decipher the coding, in anticipation of doing some tweaks to the FS3 combat engine. But the one thing I will probably have to have coded from scratch is an engine/code-set that will help me track the IC population's assets and resources.
Let me explain.
The story begins on a planet in the Terminus System, where all of the PCs belong to a small shipping company. Times are lean, so the company occasionally takes black missions to help mercenary groups, the Alliance, or whoever will pay them to move stuff. But then, things go to shit when the Reapers start appearing. And within a few cycles, chaos reigns. What will the company do?
Plots will center around survival and exploitation in the far reaches of civilized space while the home worlds are in shambles. Sink or swim, the company has to fend against other companies and pirates, while taking advantage of opportunities that arise. Completing plots will result in obtaining resources and credits that can be crafted or traded into assets.
Players individually can contribute to the success of the company outside of plots. Every cycle brings delivers Action Points that can be spent to do things that benefit the company. Those Action Points can also be used to gain XP to improve your PC, although it still takes considerable time to do so (under FS3's system). The Action Points system is intended to be a mini-game that ties into the success of the company, and thus the PC-base.
The key is resource management for the company. That's what I need to have coded, and I don't know how well it would work. This is a bit of an experiment as well because, if successful, I can see how the "community" engine/code-bit could be used for other games.
Any volunteers? Thenomain, I'm looking at you.