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    2. Ominous
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    Posts made by Ominous

    • RE: Pondering, Space Trucking, One ship crew small MU?

      So my understanding with your idea, @Lotherio, is that all of the players are in one ship. What if Bob gets tired of where Alice is going and wants to hop on a different ship at the next spaceport?

      This has always been my hesitancy with spending time working on a space truckin' MU* - the likelihood of the playerbase fragmenting and scattering among the many planets, so that there is no interaction. This would be perfectly fine in a MUD environment, where people tend to do their own thing with the automated systems and only occasionally run into one another. But then again, I don't see much difference between a space-truckin' MUD and Eve Online or Elite Dangerous, except Eve Online and Elite Dangerous have better graphics.

      Whereas the spice road idea or the island world idea with airships I brought up a while back have a much smaller scale and it's easier to concentrate the playerbase into space where interactions are more likely to happen.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: The Dog Thread

      I love Boxers. One of my favorite breeds.

      posted in Tastes Less Game'y
      Ominous
      Ominous
    • RE: Pondering, Space Trucking, One ship crew small MU?

      @friarzen

      I was wondering about that. You get a little bit of the same feel of outfitting a spaceship from outfitting yourself. It's a bit like the game Battle Brothers, where you're constantly looking for new weapons, armor, etc. to gear up your guys. This of course would require some item degradation and repair.

      But, yes, I agree it's not quite the same feel as Han Solo keeping the Falcon running through carbonite duct tape and midiclorian laced WD40.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: Pondering, Space Trucking, One ship crew small MU?

      I have asked before whether sailing ships around an ocean would scratch the same itch as space truckin'. Before I fell asleep last night, I had the sudden idea and question, would a land-based game centered around caravans moving between cities like in Vagrus or the Dark Sun setting scratch a similar itch? You load up your wagon, hire some mercenaries (or maybe you were one of the mercenaries hired), and head out. For a more MUDish experience, you could move room by room across the world to the next city. For a more MUSHish experience, one to three waypoint rooms, depending on the distance, are used and the group automatically gets moved to the next waypoint after a set amount of time. Most of the time, these waypoints are places where the caravan set camp or maybe a midday oasis stop. Now and then it's some sort of encounter, whether it's combat or maybe some strange occurrence. Anyone coming the other direction on the trade route, could run into your group in one of the waypoint rooms and you spend the night camping together. Ares would allow for the waypoint rooms to be scened out over time, except for the encounters, since waiting a day to take your turn again at smacking a giant scorpion with your axe would be a bit annoying.

      Scratch the same itch any?

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: Pondering, Space Trucking, One ship crew small MU?

      I own Coriolis, and I would have to agree that eyeing it made me go "Hmmmm, sounds like a neat base for a MU*." If you haven't seen it before, Starsector is the video game setting I think would mesh well with Coriolis for a MU*.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: TTRPG's You've Wanted to MU* (But Probably Won't)

      @insomniac7809

      Yeah, awesome setting, but terrible system for a MU*.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: New OC Star Wars MUSH Set in Satellite galaxy -- Come RP With Us!

      @coin said in New OC Star Wars MUSH Set in Satellite galaxy -- Come RP With Us!:

      FYI, this comes off super salty and snobby.

      True, but also accurate.

      If I advertise that I'm selling cheeseburgers only with bacon instead of beef and lettuce and tomato instead of cheese, I'm actually selling BLTs. Both are delicious sandwiches, but they aren't the same thing. Honestly, I am kind of curious why someone would limit themselves to an established IP, when they're utilizing hardly anything from that IP.

      posted in Adver-tis-ments
      Ominous
      Ominous
    • RE: TTRPG's You've Wanted to MU* (But Probably Won't)

      @rucket said in TTRPG's You've Wanted to MU* (But Probably Won't):

      FATAL.

      We have that. It's called Shangrila.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: TTRPG's You've Wanted to MU* (But Probably Won't)

      @carma

      I think it's a great system for a MU*. The GM's side is restricted by rules, so you can have player run missions. There's a central location for general grid play. You can have all sorts of missions, and, as characters are out doing other missions already which take time, that leaves other missions open for other characters to take, so the same group of PCs aren't getting all the limelight. It's a dark fantasy setting, but I always felt that there is a spark of hope in the setting, so it's not all grim dark we're doomed. Lots of different threats to aim at the guard. Lots of different types of missions from simple mail delivery and merchant escort to fighting battles.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: TTRPG's You've Wanted to MU* (But Probably Won't)

      Mouse Guard
      Something with Runequest 6's engine

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: Things Coded in Firan

      Yeah, that sounds like what I have heard about Haven.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: MUs That We Would Love To Make (But Won't)

      @SparklesTheClown said in MUs That We Would Love To Make (But Won't):

      ...then I would proceed to destroy all canon.

      Hello, Mr. Lucas. We see you there.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: Things Coded in Firan

      @Tinuviel

      Sometimes? I'm pretty sure that was their full-time job.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: Things Coded in Firan

      @Rowan said in Things Coded in Firan:

      Genetics code for breeding your dogs/horses/yourselves etc

      Were there actual genetics? I thought that, when a kid bit was made, they would get randomized traits from the grandparents to determine what the kid looked like.

      Birthday code. If you rolled well you got to up a stat. Think I recall as you got older you started losing stats to reflect age, can't remember how it worked though.

      The character's age determined which stats could be raised. I remember you had to raise Perception before age 15, because the age 14 age-up was the last chance to get it. And, yes, after a certain age, you had the chance of a random stat getting lowered by a point.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: MUs That We Would Love To Make (But Won't)

      Fae L&L with the fae being similar to the ones from Changeling. The politicking and infighting is all over names and titles. No one murdering anyone else and their players getting butthurt over it. More "Argh! You duped me and stole the title 'The Red Lord' from me. Curse you!"

      A fantasy survival MU* with the feel of Gothic 1 and Avernus. PCs are a bunch of criminals and other undesirables exiled to fantasy Australia and have to make a go of surviving and creating society from nothing.

      Generational tribal MU*. A bit of the above fantasy survival idea only it's based around a tribal society in a fantasy world and its trials and tribulations over generations.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: Things Coded in Firan

      Oh, there was D-space. I think that was what it was called. The entirety of the the continent used to be on the grid, including all of the cities and the countryside in between, from what I was told. Then they turned that off and kept only the main city on grid. Though, you could access other cities with permission, as they kept those gridded rooms around.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: Things Coded in Firan

      People would get money and resources from the plots of land that they owned, but that was it. I don't think there was ever a plan to code military units and such.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: Things Coded in Firan

      Firan did not have a domain system or anything similar.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: Things Coded in Firan

      There was a LOT more coded in Firan than in Arx. I seem to remember some swimming code existing and there was a good chance of drowning even with some points in it, so everyone avoided the river rooms. There was also the search code which would reveal hidden characters, items, and exits to secret rooms. Picking locks was possible.

      Firan was way more towards an RPI than Arx is.

      posted in Mildly Constructive
      Ominous
      Ominous
    • RE: Things Coded in Firan

      @Tinuviel

      I forgot about the character tiers. I rather liked that possibilities opened up by that design element, even if the implementation left a lot to be desired.

      posted in Mildly Constructive
      Ominous
      Ominous
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