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    2. Mr.Johnson
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    Best posts made by Mr.Johnson

    • New Project: Cyberpunk:Chrome Is The New Black

      Going to use this mostly as a log for what's being worked on with my new Cyberpunk 2020 project. I'm taking lessons learned from previous failed projects and trying a new approach this time with an actual coder brought onto the project to assist me with getting a good solid feel for the games systems.

      What's the goal of the project: To port the tabletop experience of Cyberpunk 2nd edition AKA 2020 into a mush environment.

      What does that entail: Full character sheets, inventory system, basic questing system, a number of optional minigame mechanics, a two layer grid with meatspace and the Net, rolling code, stats code, and a grid that'll be expanded as player demand calls for it.

      What's done so far? Inventory system is complete and just requires population, multiple minigames have been completed including a cellphone system that you can tap into in order to listen in on peoples ic calls, and the system for dual grids where each physical location has a location on the net and vice versa.

      Answered questions will go here.

      Why Cyberpunk 2020? Well it's been a dream game of mine since about 2014 to make a Cyberpunk server, and up until now I didn't really have the knowledge available to make it work to my liking. This and the Fallout mush project have just been on my back burner for about half a decade. I chose 2020 in particular because RED isn't quite out yet in full, and Cyberpunk v3 was notoriously bad.

      Why not Shadowrun? Well personally while I would be just as happy to make a shadow run game, and may in the distant future my coder has more experience and appreciation for Cyberpunk so work with what you've got. I also think that having to only deal with physical and the net as opposed to Physical, Astral, and Matrix will make the work a bit easier as will not having to worry about all the different metatypes out the gate.

      If anyone has a good suggestion for wiki software/ a wiki site I'd be happy to start getting up lore info and the like for public perusal since I've got most of the info written down on my good ol laptop.

      posted in Game Development
      Mr.Johnson
      Mr.Johnson
    • RE: RL things I love

      So as of today it's been exactly 8 years since my grandfather passed, and rather then you know starting a whole new thread I thought I'd just toss my thoughts up here since I loved him more then almost any other person in my life, and he was a great role-model for me.

      He was a soldier in Korea, and spent some minor time during the later days of the second world war. By the time I knew him he was a fairly high ranking Employee of the ford motor company.

      He never gave anyone in the family almost anything. You had to work for and earn anything no mater how close you were to him. Only things I ever got handed by him without having to work for it were a pocket watch handed down the family from one generation to the next, and an old maglight I still use today.

      He meant the world to me and I loved him with all my heart. I still remember back when I was young any time we went to a restaurant he would bring along a set of three manila envelops. Didn't matter how little he was ordering.

      He'd always put 1 dollar in the first, 10 dollars in the second, and usually a 100 dollar bill in the third (Sometimes he'd put in bigger bank notes just for the shock value, or stock certificates just to see the reaction on their faces.) He'd always tell them they could pick one and it had their tip inside.

      Back then a dollar would have been worth about 6 bucks today give or take to give you an idea on how much he was handing out.

      I remember one guy about feinted when he opened up the envelope and saw that funky looking bill inside. Asked a good four times if it was even real, and brought over other staff to check it out. He was real happy.

      And I remember another time back on Christmas of 85 he was driving us over to his place in his car, and we see a guy on the side of the road. It was snowing really bad and he was just sat on the hood of his import car in the ditch with an axel broke clean off.

      He turned right around in the middle of the street and drove us to the nearest Ford dealership, and bought a new car on the spot. Had pops drive the car back while he drove the new car then hand delivered the deed and the keys to that man standing on the side of the road because "No man in America should go without a dependable American made Ford." Still remember the look on the guys face when Grandpa told him that he'd better buy Fords in the future so it didn't happen again.

      I miss that man so damn much, and I know you guys probably don't much care, but I figured I'd share either way because it means a lot to me.

      posted in Tastes Less Game'y
      Mr.Johnson
      Mr.Johnson
    • RE: Star Wars?

      So what you guys are saying... is after I finish working on and get my superhero game either stable or dead from disintrest I should build a Star Wars Saga's KOTOR game? I like this idea.

      posted in A Shout in the Dark
      Mr.Johnson
      Mr.Johnson
    • Star Trek: Dreadnought Atlas OPEN

      "The year is 2267. The war's over before it even began, it only lasted a few bloody days.

      People are rejoicing that we were saved by the Organian interference, dancing in the streets. And yet it's been... an anticlimax. An early end to a conflict that would have put the federation firmly above the Klingon hordes.

      I made the Atlas to end the war. Made sure she had the best we could offer. And now?

      What good is a warship when there's no war to fight? What good is a Soldier without a war to fight? And what happens when the Organian's don't have our back anymore?

      It's about time for a change..."

      Star Trek Dreadnought Atlas is an Ares FS3 mush set in the original series era of Star Trek on one of the most powerful warships the federation has ever built. Now without any major war to fight the Nx-1900 USS Atlas is on a new kind of mission, a mission of peace.

      How will a crew trained for combat and war handle situations of diplomatic peace in an age of progress and relative safety. These are some of the questions in the background of this game.

      In the foreground experience a single ship game centered around the crew and their lives. No complex space systems, multiple player factions waging war against each other. Just good old fun exploring the stars meeting new life and new civilization, boldly going without mountains of paperwork holding the action hostage!

      Join the action over at STAtlas.aresmush.com:2267 or just check out our discord by going to https://discord.gg/CAQVtnD where you can meet other players and get easy access to the latest information on updates or upcoming events on server. We're boldly going into a new tomorrow, from the 60's are you ready to jump aboard?

      posted in Adver-tis-ments
      Mr.Johnson
      Mr.Johnson
    • RE: Etta from Stranger Than Fiction

      Sadly that's apparently a much more common thread then you might think with games.

      posted in A Shout in the Dark
      Mr.Johnson
      Mr.Johnson
    • RE: MU Things I Love

      When you make a joke about running a game and set some impossible requirement before you'll run it then someone goes above and beyond the call of duty to do everything they can to make that happen and it just completely blows you away how awesome some people can be.

      posted in Mildly Constructive
      Mr.Johnson
      Mr.Johnson
    • RE: Etta from Stranger Than Fiction

      Well? Don't hold it in man, you're killing me with the suspense. Share! Share away so I can live vicariously through your suffering!

      posted in A Shout in the Dark
      Mr.Johnson
      Mr.Johnson
    • A New Star Wars game? (Legends of The Old Republic (Name pending))

      Alright, building this thread so it doesn't spam the shout in the dark thread.

      Let's get a few things out of the way right up front:
      I've got zero coding experience, so don't expect miracles here.
      Just because I'm working on this doesn't mean the Superhero mush I'm building is no longer getting worked on, all it means is there's not much work for me to do, and it's mostly on my coders shoulders right now.
      I don't have much experience running Mush's so don't expect the moon from me.
      I'll work as fast as I can reasonably while still keeping a respectable level of quality, but it might take some time to get properly running.
      We're using the SAGA system. If you don't like that, well I'm sorry this isn't the game for you, the system being used was decided by the gracious donation of a nearly complete system.

      So moving on let's talk ideas here. So far the only real things I know for sure are:
      I'm not going to be limiting how many Sith and Jedi we have, I want people to be able to have fun.
      We're likely going to be set right smack dab in the last days of the Mandalorian war, and one of the first events is going to be the end of said war.
      Players will also be able to apply Mandalorians. I think it'll make things entertaining.
      Players will NOT be allowed to play canon characters. Canon characters are NPC's that can be used inside of scenes, but can not be used as player characters.
      If a player proves to me their willing to take an active part in running stories for the benefit of the game and are willing to have a proactive position in a faction I will have no problem with players leading factions.
      We're going to be a partial consent based game. You will be able to die, but likely not unless it's part of an event specifically labled as one that can result in the death of characters.
      TS will always only be allowed with consent and must be kept to private rooms off of the main grid. It doesn't mater what the game rules say you can't force anyone to TS with you no mater how powerful in the force you are, or how seductive you are.
      We're going to attempt to stick with the canon to start with while allowing players to effect the world around them, so things might diverge from Legends as we move forward depending on what the player-base decide.
      We're NOT going to be charging people to use the fast travel system or have a limit on how often it can use. I want RP to come first.

      Edit: No, we will not be restricting Grey Jedi either. We want people to have fun and create interesting roleplay scenarios. If people abuse my kindness in allowing so much it'll get restricted, but only if, and as people abuse it.

      posted in Game Development
      Mr.Johnson
      Mr.Johnson
    • RE: A New Star Wars game? (Legends of The Old Republic (Name pending))

      Good news everyone! The game is now running without you know falling apart into a burning pile of slag and work can begin proper on turning this place into the KoTOR game of my dreams. Now if only I knew where to begin. 😛

      posted in Game Development
      Mr.Johnson
      Mr.Johnson
    • RE: General Video Game Thread

      Remember, remember the 5th of November the train robbing season and plot. I see no real reason why the train robbing season should ever be forgot.

      posted in Other Games
      Mr.Johnson
      Mr.Johnson
    • RE: Star Trek?

      I honestly and truly think that most the problems people attribute to themes and settings are not problems with the setting. They're just problems with headwiz's that have no idea what the hell they're doing. Or in many cases know exactly what they're doing but what they're doing is running a bad game.

      Now personally if I was running it I'd take the approach of treating it like the actual navy where everyone is doing something to help, the command staff are all NPC's and we focus on the enlisted personnel and maybe the low ranking officers of the ship. Sure they're doing their own thing up the chain but events would be catered to the rank and file crew members first and foremost with what the command is doing being more a background thing.

      posted in A Shout in the Dark
      Mr.Johnson
      Mr.Johnson
    • RE: A New Star Wars game? (Legends of The Old Republic (Name pending))

      @haven said in A New Star Wars game? (Legends of The Old Republic (Name pending)):

      I am going to say that since @Mr-Johnson began brainstorming about a new Star Wars game on a whim just 24 hours ago there is still some room for refining the theme, mechanics, and overarching plots.

      Pretty much. Nothing's really set in stone except the fact FC's are going to be NPC's only. TS is consent only and should only ever be done in private RP rooms off the main grid, and I plan on setting it SOMEWHERE during the old republic era. I kind of only even wanted to do the end of the Mandalorian war because I've gotten so many different people paging me and being really really interested in playing Mandalorians so I figured it was a good way to let people get their Mandalorian fix their jedi fix and sith fix.

      As to why I want to even do a game set in the TOR age? Well it's not to avoid big names or even really to avoid problems I like Clone Wars and original trilogy just fine and admit it'd be a more popular star wars setting. It's mostly just because: I really like playing KoTOR 1 and 2, and might as well do something in a setting I'm passionate about rather then a setting I like.

      posted in Game Development
      Mr.Johnson
      Mr.Johnson
    • RE: What's missing in MUSHdom?

      Shadowrun that's not 3rd edition. Seriously please can we have a Shadowrun game running something other then 3rd? There's gotta be someone out there willing to make it happen. Shadowrun is a great series but 3rd is just sooo terrible. I'd even settle for someone basically just porting the Shadowrun returns ruleset roughly and haphazardly to a mush. I mainly just want mah shadowrun world fix.

      posted in Mildly Constructive
      Mr.Johnson
      Mr.Johnson
    • RE: Game Design is never easy

      :waggles his fist at a cloud.

      posted in Game Development
      Mr.Johnson
      Mr.Johnson
    • RE: Fallout: Montreal

      I mean for me personally it was NEVER about scarcity. Scarcity aint fun. It was about seeing how the world slowly tried to rebuild itself and repeatedly managed to repeat its old mistakes without fail.

      posted in Game Development
      Mr.Johnson
      Mr.Johnson
    • Titanic Two-Tone Tales Take Two

      Yes that's right I'm giving another shot to 4TMU* This time around we're using the Ares engine and are going to be using the much lauded and more simplified traits system.

      While personally I hold a preference for the wild talents system we used last time, and the dc heroes before, things just didn't work out with the playerbase. The people spoke and I heard you loud and clear: No complex systems that take an age to learn.

      So this time around I'm doing a basic setup of the traits system porting over the old grid and adding on an entirely new grid, the city of Metropolis.

      This time around we're going to be leaning heavy into the stylistic divide between the cities of Metropolis and Gotham (Gotham is still going to be Staten Island as it was last time with Metropolis being mainland NYC)

      We're going to out the door be welcoming both DC and Marvel characters to the 1930's alternate history setting.

      This dev post is mostly me saying: Yes the game is in development, and I am posting this to make certain I actually get off my backside and get to work making it a reality.

      Now the setting is alt history Dieselpunk Interwar period. So prohibition is still in full swing, the great depression is a distant blink in some poor stockbrokers eye mobsters are everywhere and the world is still rebuilding form the utter catastrophe that was the first world war.

      To non returning players the concept is fairly simple: The golden age of super heroes started during WWI and the death toll was apocalyptic. With superman level super powered persons on multiple sides along with gritty trench warfare leaving much of the world nomans land.

      We're going to be toning back the post apocalyptic feel of the prior version of the game and more focus on the high fantasy world of the 1930's.

      Metropolis is the city of the future portable video phones for long range communications, brilliant white skyscrapers painting clear blue skies. Flying trains traveling from one building to the next hauling people to their jobs wealth in all directions.

      Gotham, formerly Staten Island is a dark reflection of the City of Metropolis. Where those too poor to work in the City of Tomorrow dwell. The Factory workers, the poverty stricken the downtrodden. Smokestacks miles high pump endless black tar into the skies causing a perpetual night of smog that blots out the night providing the perfect cover for the creatures of darkness to roam. While the poor choke on smog in rat infested crime ridden hovels the wealthy elite live in the lap of luxury in penthouse suites high above the smog able to see the sky in all its glory. Mobsters rule the city and the occult (Vampires, Zombies, Mutants) roam the perpetual night blinded streets of the Rotten Apple.

      Abject poverty right beside some of the wealthiest people in the nation. Needless to say tensions are high.

      Metropolis mostly focuses on the high level super heroics of people like Superman, Iron Man, the big guns. Where as Gotham is the more gritty heroes like Batman and the occult types lurking in the darkened shadows and twisted wrought iron spires.

      As I make progress on the game I'll post further information. I'm also free to answer any questions about the game be they clarifications of differences between the old game and this new venture or something different all together.

      posted in Game Development
      Mr.Johnson
      Mr.Johnson
    • RE: RL things I love

      Easter candy. I seriously love Easter candy it's so good. I spent way too much on easter candy today and have just been giving it out from my security office. I can't stop eating Easter candy. Someone send help please.

      posted in Tastes Less Game'y
      Mr.Johnson
      Mr.Johnson
    • RE: Descent Reboot

      @arkandel It's less "This isn't oWoD" and more "What its doing new just doesn't engage me"

      posted in Mildly Constructive
      Mr.Johnson
      Mr.Johnson
    • RE: Comic Noir Game

      Well guys it's that time of the day again: Update time!

      We've been steadily working on improving and refining our custom combat system, progress so far is fairly steady and I've got every faith that it won't be too long before we can properly put it through its paces. Our current goal is to have the combat system feature complete in the next two to three weeks.

      Character generation is fairly feature complete from a write-up standpoint, and is making slow but steady progress from a coding front. At current rather then giving a standard points level that everyone uses then cutting away from that pool we've instead simply added a cap to the maximum amount of points you can spend and a series of smaller categories that will give you an idea of just how powerful your character is. The categories are:Normal Human(40-100pts), Exceptional Human (100-200pts), and Powerful Human (200-500pts). No player character will have more then 500pts, this is going to be a hard cap. Players of wild talents should recognize these names as those of the first 3 power levels out of the six the game provides, the other three rankings will be reserved for event characters only, and not see regular play by anyone. The names of the different categories should give you a general idea of what concepts would fit into which brackets. Commissioner Gordon would fit into Normal Human, whereas The shadow would be an exceptional human, and Superman would of course be a powerful superhuman. Now the flip-side of this is that we will NOT be adding back in XP instead players will be able to upgrade their characters as much as they want, within that hard point limit. Of course every upgrade you make will need to be reviewed and approved by staff, to avoid potential absurdity. Like Batman gaining telekinesis.

      We've managed to get our +finger system up and running for the most part. You can actually set all the basic information that describes your character now. It's just one more important step towards opening up full and proper character generation for our alpha testers! We do need to do some fixing on the formatting, and clear some... interesting... bugs out of the way that I'm not entirely sure how they even exist, but once they're ironed out of the mix we should be completely golden on that front.

      The decision has been made that we're going to, for the duration of the Closed Alpha and eventual Open Beta, limit our players to one character total. Now I know this is going to anger some people but I think it's honestly the best course for the overall health of our game and keeps people from yoinking up all the good characters before we have a chance to launch. When we do officially launch we're going to have a three character alt limit. The idea is to allow people to app one villain one hero and one original character, but they can use the 3 slots however they deem fit.

      The wiki has seen a great deal of improvement over the last few days with a majority of the outdated information purged. Currently it's just down to transferring our rules and themes posts to the wiki for easy purview of people who don't yet have access to the private alpha. After we get all the data transferred over from our mushside we'll focus on adding brand new information like group histories and fun theme information to help you guys get a feel for the world. Expect to see the link to the wiki added here in the next few days or weeks at most depending on how far my drive carries me.

      posted in Game Development
      Mr.Johnson
      Mr.Johnson
    • RE: RL things I love

      @auspice alt text

      posted in Tastes Less Game'y
      Mr.Johnson
      Mr.Johnson
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