@Chet
Yeah, none of that is difficult, just time consuming. We have had object-based stuff like that in a couple of Transformers and Beast Wars games, and you could code all that as a variety of buffs/debuffs/modifiers within a combat system, even leaving it open for STs/GMs to modify on the fly 'the missile opened up a crater' type situation.
Posts made by Bobotron
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RE: Integrating Combat System and Roleplay
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RE: UX: It's time for The Talk
@HelloProject
Yeah, it's why we've said 'nearly impossible'. There are things that, unless you REALLY want to bother with them, are much more easily abstracted. And also, probably familiarity in the long run as well. -
RE: [Original Supernatural/Vampire MUSH] Houses of the Blood MUSH
@Tempest
They're from the same stock. I won't have as many crazy options as them, but my goal is to make powers not just be A HAMMER to take to a situation, and to add some tactical stuff to combat (and to make out of combat stuff easy to deal with; got a social buff that ups you PURTY? The system accounts for that when you use something that uses PURTY). At its core, it's a combo of automation for combat/fighting/powers, with a LITTLE bit of adjusted syntax for non-combat. Like, you'd +check attr/skill for, say, a musical performance, but it would automatically account for your buffs/debuffs.And that's no worries. I want to make a focused game, and have some personal ideas about 'vampires at war with <X> supernatural culture' in a different manner than 'LEECHES ARE OF THE WYRM!!!'
I use a slight bit of different terminology that I use in place of PvE and PvP. I use C for character, as P implies, to me, the 'Player' and gives connotations of OOC antagonism. CvC would be Character vs. Character (let's you and me have an Influence War!) , and CvE would be Character vs. Environment (let's you and that Minotaur have a discussion on the merits of war).
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RE: UX: It's time for The Talk
@Seraphim73
To be fair, I think Gany's point on that is, it's nearly impossible to DO that for the standard WoD model, with so many variances of what you roll. -
RE: [Original Supernatural/Vampire MUSH] Houses of the Blood MUSH
@Tempest
Point 1: Combat System. Rather than having everything laid out as '+roll MUSCLE + STABBY', everything is pre-coded as a 'combat system'. Similar to FS3, I guess, but more user-input based and a bit more intuitive. You'd have, say, 'attack Hogarth=Battle Axe' and, if you have a weapon/attack named 'Battle Axe' the code handles all the heavy lifting for you, all bonuses, etc. It's a descendant out of the early Transformers coded combat systems. Ultimately, 'combat system' is a bit of a misnomer, as using a power that gives you a social buff would also activate in that manner, to auto-account for the buffs. In this way, I feel like it'll prevent crazy rules lawyering and, since the code does everything for you, there's very little 'cheating' that can be done on a mechanical scale.Point 2: The game is being designed with a vampire-based focus; witches, therians, bygones, etc. are all non-playable/NPCs of varying levels of interaction with the vampire-based PCs.
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[Original Supernatural/Vampire MUSH] Houses of the Blood MUSH
Houses of the Blood MUSH will be an original supernatural MUSH, focusing on vampires that arose from ancient Rome and have expanded with the spread of the Republic and Empire into the world. Rising from the mythos of ancient Rome, cursed by the Gods, vampires exist in a tenuous relationship with a world upon which they must prey, and a world in which there is conflict around every corner, be it with the therians -- the were-creatures -- the witches, or stranger things. Designed to present an alternative to the World of Darkness MUSH, HotB MUSH will strive to present a vampire-focused game with sociopolitical, investigative/mystery, and physical angles, as well as an ongoing 'seasonal plot' pushing along a storyline towards an ending/agenda, allowing for player agency to affect, drive, and change this as well.
I need help staying afloat, though. I'd love to even have people just talking to me about the game here. So...
Here's my AMA. Read the other thread. Pick apart my shit. I want to open this goddamn game and I'm going to do it.
I do value the input of you guys, as I feel like I've learned a lot of the 'pitfalls' to expect in opening a game that's meant to be an alternative to the WoD from WORA and you guys here.
Rather than necro'ing my old thread, which you can find here: http://musoapbox.net/topic/1083/interest-check-original-vampire-based-supernatural-mu
I am slogging away at stuff. I will post a link to the game's wiki later on this week (and a few of you who are smart googlers can probably already find it).
I am still open to having help with the game; I'd love to get some people who are creative individuals to help me build/round out the rest of the Houses material. I have waffled up and down a bit on some of the powers functionality (essentially I'm swinging between a WoD 'list o stuff' as detailed in the prior thread, and a TFMUSH-style 'here's the building blocks for a power, have at it!' setup) .
The grid is mostly built; I did lose some material in a computer crash issue which was shitty. Map is ongoing.
Code is relatively done except for the combat system, mostly because I found too many errors in compatibility to drag forward the MMX/TFGenerations combat system.
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RE: UX: It's time for The Talk
Very giving staff
I'd say that a LOT of it is the conceptual model of 'STAFF CAN'T DO ANYTHING COOL ON THE GAME' causing the lack of staff to actually make things manageable. You need X staff for Y players, after all.
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RE: UX: It's time for The Talk
MUSH code is archaic
Well, that, and in the olden days it was VERY difficult for anyone to share code, and so much code was 'reinvent the wheel' because of various reasons. In many areas, anyway.
As far as the 'can't be arsed,' I think that's also a specific culture of a subset of MUs. I have never experienced this on the big MUs I was on prior, though I admit I am very inactive on many MU*s nowadays.
As far as @HelloProject 's point, I feel like it's spot on. It's one of the things I'm endeavoring for HotBMUSH's code, in that the +help isn't byzantine or crazy (and also, is searchable), and gets the point across. Even if I plan to have some semi-necessary options for combat.
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RE: Which canon property/setting would be good for a MU* ?
@HelloProject
Bah. The Secret Circle was my guilty pleasure TV show.
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RE: Which canon property/setting would be good for a MU* ?
@Ominous
I've only recently started watching Fullmetal Alchemist Brotherhood. It was one of those 'OMG EVERYONE SHUT UP TALKING ABOUT IT' when the original FMA was out, so I gave it a pass.Also...
- Magi the Labyrinth/Kingdom of Magic (Not-Arabian Nights with magic, genies and WAR and POLITICS)
- All You Need is Kill/Edge of Tomorrow (ignoring the time looping, the aliens vs. humans war)
- Exosquad
- The Secret Circle (alternative magic-based)
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RE: Which canon property/setting would be good for a MU* ?
@HelloProject
If you were to go more along the Pokemon Generations angle, rather than straight up the Pokemon anime, it'd work. Generations is a bit more... straightforward, less kiddy, version of Pokemon. Could be coded up very easily as well (hell, any of the M3/TF/etc. games that allow for multiple forms is an easy way to do it, your six 'mon on your person). -
RE: Which canon property/setting would be good for a MU* ?
MOAR!
- Record of Lodoss War and its contingent series
- Fullmetal Alchemist
- Escaflowne (fantasy + giant robots + crazy culture and origins)
- Pokemon. A good Pokemon MU* could do fun things.
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RE: Which canon property/setting would be good for a MU* ?
Attack on Titan
Ehhhh.... the setting loses a lot of its charm when you get people who actually KNOW it, and get Beyond The Walls and such...
Vampire Hunter D
Still a guilty pleasure. I'm still really torn on taking my not-WoD game and actually doing a VHD-type setting with it.
Street Fighter
The setting is a little slight, but alright. Really, any fighting game franchise that has a good setting/backstory.
Metal Gear, Rainbow 6
I know nothing about these. I'll add one, on your 'seasonal' MU*.
Dark Shadows-inspired
By that I mean, a game with a series of arcs that work like a play troupe; people play various characters, identical cousins/grandchildren and such. A focus on an 'extended family' group, and small supernatural shenanigans. Not 'the whole family is weres/mages/whatever'.
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RE: Which canon property/setting would be good for a MU* ?
@Jennkryst
Flying sims/space systems are awful. Just let people pose and give them a good combat system with options. -
RE: Which canon property/setting would be good for a MU* ?
There was an AtLA AND a Korra game at one point. Both failed and folded due to lack of playerbase.
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RE: Tokyo Ghoul Mush???
My one piece of advice is, be willing to DO THINGS yourself. Assembling a staff team is difficult, especially for a non-genre original themed thing. AT least, that's been my experience.
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RE: How Do I Headwiz?
@Salty-Secrets
I don't mean literally steal the ideas, but sometimes you're doing something, and you'll use a player or players as a sounding board and what they come up with as 'cool factor' will be way better than what you come up with. Say 'Dude, that's awesome, can I use it?' and as long as they say yes, run wild. I've never had a player in TT or LARP ever say no to that.