Generic sci fi game.
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@Coin I think I've got most of the Noguchi story, from the original avp graphic novel, the novels, and I've got the THREE WORLD WAR on digital
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I would also be a fan of more sci-fi games.
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I'm very much a fan of story arc games. Arc ends, new story, new characters. It helps combat those characters that have been around a while and can do anything because they have max points in everything. I also like highly lethal games. The old TSR Alternity series was a good setting that ranged from near future to space opera. Lots of play involved in there.
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I have been pondering a sci-fi game idea for a while that mixes Offworld Trading Company, Tales from the Borderlands, and a few others. Instead of being the space commies in your idea, the players are the space capitalists, arriving in a new system and trying to exploit it and each other.
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My biggest issue at the moment is I think I went too far with the 0 to mux steps and I think it will interfere with installing fs3.
That, and trying to figure out just what an Arcturan is. We need our Arcturan poontang, after all.
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The concept of a space game sounds interesting, and the idea of the colony ship would be cool. Take a page from perhaps Stargate Universe, with necessary plot/stops to help fix issues with the colony ship, perhaps. Or the colony fleets of Macross Plus/Frontier/Delta that are actively a mobile force looking for a world out there in the vastness with only a rough pre-planned direction.
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@SG Isn't that kind of the backstory for Major Victory/Vance Astro of the Guardians of the Galaxy?
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Nothing wrong with space colonization + space horror.
Set up an econ code. Allow the players to create the Grid in which they inhabit. Let them build things. Keep track of all of this.
And then have it all made risky by throwing in space monsters that players also have to fend off.
Just saying, you can appeal to builders and soldiers.
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hahaha, the SIM city godzilla shows up?
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@SG said in Generic sci fi game.:
hahaha, the SIM city godzilla shows up?
More like what you'd expect in an Alien film. Example:
Scenario -- The Old Colony: PCs start off at the landing pad, the first wave of new colonists to a long-lost-but-found colony at the edge of known space. They've got enough supplies to keep power to one part a large complex, and enough food to last for about a month.
PCs gain Action Points (AP) every day (1 per day). You can use code to spend AP and add to the local communal stash of supplies, representing scrounging and scavenging. If there are hydro machines around, you can harvest food from them. If there's a moisture collector, you can harvest water. Your collective PCs drain the communal stash, so it is essential for people to work together.
Or, you can use your AP and harvest stuff for a private stash. Because, fuck everyone else.
Plan to build things with supplies. Plan on tasks for certain PCs. Whatever. Hopefully, everyone can coordinate and prosper. That's the goal.
Problem: aliens. You need to fight them off. They break your shit if you don't respond to them. Worse, they may eat you. Staff can drop them in, and players can have their PCs fight them off. Drama! Violence! Fun!
So, see: you can have builders and soldiers, together at last.
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Yay, basic FS3 things are installed. My crappy wiki is up-just in time to go to work.
Those are some great instructions @Glitch
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Colony Economy:
Each day you can allocate an off camera Action Point. 1 Selfish. 2 Communal. 3 Crisis. It takes 10 APs to earn Resource Point. Resource Points can be spent to achieve different things. **+AP 1 2 3 adds .1 to ResPoint stat. **+TAP 1 2 3 adds .1 to ResPoint stat for each team controlled.
The Community Status:
The community spends X RP per week to survive.
The community spends Y RP per week to thrive.Community Respoints: 100,000 RP
Community Population: 100.Every 10 colonists requires 1 resource point to survive.
Every 10 colonists requires 2 resource points to gain a thrive point.Thrive points:
A thriving colony can expand to support more colonists.
2 TP Create Colony outposts.
1; Hab Post. Can house 1 team to reduce their resource drain by ½.
2. Food Post. Can house 1 support team to generate 1 RP per week
3. Mining Post. Can house 1 tech team to generate 1 RP per week.
4. Science Post. Can convert 10RP into 1 Science PP per week.
5. Militia Post. Can house 1 Milita team, reducing their resource drain by ½. They also guard the colony.
6. Tech Post. Can convert 10 RP into 1 Tech PP per week.Each supported Outpost generates Production points per week.
Sample things PP can be spent on:
Shipyard: 100 Tech PP, 100 Science PP.
A Corvette: 10 Tech PP, 5 Science PP.
A Frigate: 100 Tech PP, 40 Science PP.
Weapons (enought for a team):
Primitive weapons 1 Tech PP
Basic Firearms 2 Tech PP 1 Science PP
Advanced Firearms 3 Tech PP 2 Science PP
Futuristic Firearms 3 Tech PP 4 Science PP.Crisis:
A crisis occurs that costs X RP to resolve.
Players can choose to spend Communal RP, Personal RP, or run a PrP to try and gain the RP needed to resolve the crisis.Personal RP:
In order to advance a player needs to spend personal RP.
You can also shop with personal RP, acquiring better gear or private quarters. Beware, if everyone else is in rags, and you’re rocking swag, they may lynch you.
Status. You can spend personal RP to gain rank over some NPC Colonists and get them working for you.
Using NPC Colonists for a crisis.
The NPCs aren’t great at things that they aren’t specialized in. Each Team of 10 colonists will have a specialty:
Science Teams can help with research.
Technical Teams can help with fixing and building.
Militia teams can help with security.
Support teams can help with support issues.When teams are used for something they’re specialized in, they will have a full AP to contribute. Otherwise they fail to contribute meaningfully.
Crisis tables:
Bad Weather (Support/Technical) Bad weather threatens the settlement. Emergency measures must be taken otherwise there may be 200 RP worth of damage.Major Malfunction. (technical) A damaged component has may cause a disaster. Poison (science) one of the supply caches may be poisoned! Science the shit out of it to find out what’s going on! Creepy Crawlies! (Militia/Support) Alien life has been discovered! Unfortunately, it wants to eat our food! The lurker (Militia) A. People go missing. B. Bodies are found.
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Using Self Resource Points.
1 RP can be used to spend xp.
1 RP plus current rank can be used to gain a promotion. Each rank gives you direct control over 10 colonists(if available) in your field. Your field being whatever your highest stat is.
1 RP per team - stend one of your teams to sabotage the outposts controlled by another player (you dick).Weapons:
You can steal from the colony supply, getting personal weapons(not mission specific). 1rp primitive, 2 rp firearms, 3 rp advanced. 4 rp future. -
I feel like I should look into the meta for starcraft when thinking about this economy, it's starting to feel like designing an RTS.
If my math is right,
Somewhere around the 500 colonist mark(~ a month in), it looks like the colony will have to begin running gulags in order to keep 'Thriving' to expand. I'll need to figure out robot slaves! Woo! Better save up your private stash to stay in the managerial role! -
I will say that using the RPed efforts of players to direct group effort is a great idea.
Don't RP? Everyone dies.
RP a lot? More awesome toys. -
I'd like to just be a bartender in space. With a handsome beard. A bartender in space with a handsome beard.
That could be hydrochloric acid you are drinking. I don't know. I am not a doctor.
That is all.
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I'd be into this, actually. Set it up, fam.
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@Apollonius said in Generic sci fi game.:
I'd like to just be a bartender in space. With a handsome beard. A bartender in space with a handsome beard.
Hipsters. In. Spaaaaaaaaace.
Hold on, Google is trying to tell me something.
...
Oh goddammit!
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My space hipster character is named Ezekiel "Megaphone" Wyatt, a level 20 barista who specializes in ancient Earth cassette tape entertainment. He can, at any given time, produce up to ten copies of Sonic Youth, Radiohead, or Pixies cassette tapes. The kicker is that you have to be cool enough to provide your own cassette tape player to use them.
He has thirty cassette tape players, but fuck you, they're vintage.
He has a -5 to all dice rolls to avoid being punched in the face.
He has a +10 beard.He is the Captain a space freighter named the:
Captain Jane: Also known as the day where people gathered under the sun and witnessed a sonic explosion of such great magnitude that systemic racism was never again seen PART SIX.Yes. That's the entire ship name, and when he asks for landing clearance on space station, he whiteboy raps the request in the style of De La Soul.
Edit: His preferred war cry is: KMFDM TECHNICALLY ISN'T MUSIC.
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The teardrop tattoo brings it all together.
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@Ghost said in Generic sci fi game.:
His preferred war cry is: KMFDM TECHNICALLY ISN'T MUSIC.
'Megaphone' is going to have mega problems, I see.