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Old 10-08-2012, 09:20 PM   Top  -  End  -  #1111
TooManySecrets
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Default Re: Total War Central II (Semi-freeform nation games)

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Originally Posted by oblivion6 View Post
i dont recall ever seeing you in these parts. are you new to TW secrets?
Yeah, but I've done nation game stuff before. The Total War system (such as it is) seems like a good framework for what I want to run.
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Old 10-08-2012, 09:48 PM   Top  -  End  -  #1112
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Default Re: Total War Central II (Semi-freeform nation games)

welcome to this neighborhood of the forums then.

if your game is indeed a fantasy setting then i will likely play.
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Old 10-08-2012, 09:57 PM   Top  -  End  -  #1113
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Default Re: Total War Central II (Semi-freeform nation games)

TW games don't take up too much time, so if it sounds interesting I might play. no promises though as I am a bit busy. Depends on how interesting the pitch is.
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Old 10-09-2012, 07:24 PM   Top  -  End  -  #1114
TooManySecrets
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Whelp, my game is up. It's called "Vistas of a New World". As I said, it's a fantasy game, but, as should be immediately obvious, it's not a normal fantasy game. It's also different from the normal Total War game since you're in charge of a single department instead of a nation (though that's likely to change relatively quickly).

Check it out!
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Old 10-30-2012, 12:00 PM   Top  -  End  -  #1115
hydroplatypus
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Default Re: Total War Central II (Semi-freeform nation games)

I just updated the TW Wiki a bit. It should be slightly more useful as an introduction to the game now. Does anyone have any ideas on what else I should add when I have time?
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Old 10-30-2012, 03:49 PM   Top  -  End  -  #1116
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Default Re: Total War Central II (Semi-freeform nation games)

Just going to say that hydro has done a good job of updating the wiki. It's actually got an EoT explanation now, which is something that almost always gets asked by new players.

If anyone else wants to help they are welcome to as well.

Last edited by ArcaneStomper : 10-30-2012 at 03:49 PM.
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Old 10-30-2012, 06:56 PM   Top  -  End  -  #1117
ArcaneStomper
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Default Re: Total War Central II (Semi-freeform nation games)

In case people are still interested I am still planning to run the The Interstellar Voyages of the Green Star at some point. However I still have two games running right now, and for once I want to get everything fine tuned before I start the game.

To that end I have decided to be a bit more open about the rules I will be using than I normally am, and post my rules here as I work on them so people can comment, and maybe help me make it a more stable game when it does start.

The Interstellar Voyages of the Green Star
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Rules (Very Rough Draft)
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Any thoughts on what I have so far? I plan to do a lot more work on this over the coming weeks or even months.
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Old 10-30-2012, 11:23 PM   Top  -  End  -  #1118
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Default Re: Total War Central II (Semi-freeform nation games)

looks good so far.
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Old 10-31-2012, 07:42 AM   Top  -  End  -  #1119
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Your backstory looks pretty awesome. Count me in .
Now to the rules. I always gave my best feedbck through disection so I'll just do that.
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Originally Posted by ArcaneStomper View Post
[spoiler]
Stat will be using a quantity vs quality system. The quality determines the dice rolled. The quantity determines the number of die. Quality itself will be determined by a quality pool. The quality pool divided by the quantity and a multiplier (and rounded to the nearest whole number) is
the quality level. This means that it is progressively harder to increase quality as quantity goes up. It also means that increasing quantity while not increasing the quality pool will make overall quality level go down.

The quality pool also a cap, which can be raised through techs. This places a hard cap on quality, and a soft cap on quantity as eventually the pool would be so diluted that d0s would be rolled.
Doesn't this make quantity the more reliable stat? That would mean that one guy with an awesome gun has very random results and a large untrained mob with a pile of ruble in their hand always do the job they are expected to, but with not much chance to get lucky. Just making sure.
Anyway, regardless of which is which, you will have to balance the randomizer (that potentially multiplies your results but may also fail when most needed) vs the dice increase (which makes your rolls more reliable, but decreases the strength of the first stat). It seems possible but pretty hard to balance in terms of costs and so on. Make sure you simulate a bunch to see the actual numbers work, if you think this rule is worth the extra work.

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Originally Posted by ArcaneStomper View Post
Increasing stats:
Quality can be increased by either training with that stat, or purchasing better equipment or training directly. Quantity however, can only be increased by purchasing or recruiting new people or vehicles.
I guess by "training with that stat" you mean it increases by itself when used? Does that mean that any use we give it will have benefits, depending on how much we invest? Because I am pretty sure that this increase then would have no benefit except that everyone will slowly but steadily reach their cap and thus someone who wants better quality than others will have to increase it with research even if no one else was investing. Because I am pretty sure that no one will just let their stats be idle for a turn even if they wouldn't know about this rule.
Now with Mil and Esp you could do it similar to experience in other games, in that it is only rewarded with successes, but what about the other stats? Research could get an exp boost for each new tech you finish. The others I don't know.
Also what does "direct training" mean? Using a stat to grow itself? So "I let 5 of my psionic squads train" would mean that I invest 5 stats of psionic quantity to invest in their quality. Would something like that increase the overall quality or the quality per stat point (which would be a hassle to track). Also how would something like that work with economy, research or reputation?
Lastly, how would you handle cross-type investments? Like using Mil manpower to construct stuff or using your psionics (if any) to condition the minds of your agents? If you allow that at all I would suggest it to be lower than direct training except if you use the Economy stat.
It definetly would make stuff easier for you if you don't allow it, but you have to make up your mind from the beginning.

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Originally Posted by ArcaneStomper View Post
Military
Military can be used to attack other factions. The defender used their own military in defense.

Can also be used to intimidate other factions. The defender uses their morale in defense. Intimidation can be used to acquire information, and only information, that that faction knows.
Will you allow weird actions like putting military to work on constructing stuff?
Also don't forget to take into account that some players will probably try to use it to raid other factions or the natives of the various systems.
Also how do you expect the intimidate action to be handled when used on a fellow player? Seems kind of not working like reputation in that regard.

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Originally Posted by ArcaneStomper View Post
Espionage
Espionage can be used to sabotage other factions. The defender used their own espionage in defense.

Can also be used to spy on other factions. The defender uses their morale in defense. Spying on another faction can be used to acquire information, and only information, that that faction knows.

Military and espionage are intentionally similar. Military attacks more easily rip out or destroy an opponents stats at the price of visibility. Espionage attacks more easily disable and misdirect opponent's stats, but are hidden. Intimidation more easily extracts information, but that information may or may not be reliable. Spying gets more reliable information, but less of it.

Military is a sledgehammer. Espionage is a scalpel. Both should be capable of addressing any given situation, but in different ways.
Here again we have the stealing part. I guess that would only work if you use saveable t.Eco, because while a raid would probably destroy p.Eco it surely shouldn't gain you that.
Also, if information gathering only rolls against Morale and Morale has neither a quality part nor can go over 10, wouldn't that make rolling really easy once you have more than 10 Esp?

Quote:
Originally Posted by ArcaneStomper View Post
Morale
Not a useable stat, but an indicator of faction health. Goes from 1-10. Morale gives a passive bonus to actions, and serves as a defense, but is cannot be used for anything directly.
I guess it would be best if this stat is affected by all kinds of achievments and failures. You could also build in the implications of bad Morale, so above 5 would give bonuses and below 5 would weaken your actions. Very low Morale could trigger bad internal events and 0 Morale could either mean losing the game or, less harshly, loosing a bunch of your stats to defection but increasing your Morale again by a bit (or even to 5) because those that stayed are of course more Loyal than the deserters.

Quote:
Originally Posted by ArcaneStomper View Post
Reputation - This will depend on the political system.
I suggest this not being a normal stat like Mil or Eco but more a derived stat like Morale.
Don't forget things like positive/negative reputation. Or you could do it like in some other TW games I saw and let each faction choose a type of Reputation (feared, loved, trusted, generous, honorable and others) and increase or decrease their stat dependant on actions and IC decisions. Different NPCs could react differently to various types but in general it still is just that the more Rep you have, the more people will do what you want them to, regardless of why they do it.
Of course Reputation should do next to nothing regarding natives, at least not in the first few turns of arriving in a new system.

Quote:
Originally Posted by ArcaneStomper View Post
Research - Still working on this. There will most likely be a set tech tree, so how research works will play into that.
If you do a tech tree, better base it of solely on the mechanical effects (increasing quality caps ect.) and let each player fluff it up by himself. Especially in a crazy nomad alien game like this one you shouldn't bind players to all using the same technology. Strongly different approaches to technology with the same mechanical results would also explain why players can't trade tech, which I think that is something you are against. There would be the question on what joint research projects would be both mechanics and fluff wise. You could still allow them but only for those large, game affecting traits that are not easily quantifiable, if you don't scrap those too. Or you could allow them for when it comes to unlock new, previously hidden research branches through special tech milestones.
Big question though is, what does quality mean here? Do you roll dice to advance in research? Could make sense, as discoveries are made randomly, but you would have to decide if you like this way of handling it mechanics wise or if you think that it would factor in luck too much.

Quote:
Originally Posted by ArcaneStomper View Post
Psionics - May be a stat, may just be part of the setting.
Psionics seems pretty powerful. If you decide to have it as a stat, make sure it is balanced in a good way and not just by having to unlock it. You could also let psionics be mostly fluff, so if I for instance want a psionic heavy race that just means that my military uses psy blasts instead of plasma cannons and mind reading instead of miniature mechanical flies with cameras and microphones.

Quote:
Originally Posted by ArcaneStomper View Post
Economics - Trade? Not sure how exactly to handle this.
Well, you already stated that the main (or even only) way of increasing quantity is by paying money for it. Now the question is if you want to have Eco also be a quality/quantity stat with rolling and everything. In that case I guess quality would be things like good commercials, hagglers, bussiness contacts and similar. Questions here would be the implications of experience and training. Although when you invest Eco into Eco-quality there is nothing forcing you to call it "training" even if it gives the same amount of benefits like investing Mil to improve its own quality. This still leaves open the question of experience however, as I am sure that every player will invest Eco each round and have successes most of the times. Rolling for successes also throws up questions of t.Eco. You could have each p.Eco roll at EoT and give you a bunch of investable t.Eco like that. This would be the only way you could reliably pay a player money for favours.
If this seems too weird and complicated you could also just make Eco a pure quantity stat. Each turn p.Eco gives equal t.Eco and spending it is one of the best ways to directly increase both quality and quantity.
This all still leaves open question on things like economic warfare, buying of soldiers, agents, ect. or greasing people to gain information (all probably things that work better the less morale the target enemy has).

Quote:
Originally Posted by ArcaneStomper View Post
Other things that will be in the game.
Supplies (Maybe)
Trade Goods (Definitely)
Favors (As a concrete political system)
As I still don't have any clue on how you want to handle the last three things I can't really say anything here.

Quote:
Originally Posted by ArcaneStomper View Post
Any thoughts on what I have so far? I plan to do a lot more work on this over the coming weeks or even months.
There is still the question of how large scale the scenario is supposed to be. Things like how much population a faction roughly represents, how much IC time passes during each turn and how long the green star stays in any one system on average all have effects on the meaning and potential of all the stats. I think you know what I mean by that but I can elaborate if you wish.

Anyway, good luck with preparing your game and I hope I was already at least a little help. I'll continue giving feedback if you want me to and will probably be more precise and less talky in the future, now that all parts have been roughly adressed.
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Last edited by Rafinius : 10-31-2012 at 07:43 AM.
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Old 10-31-2012, 07:56 AM   Top  -  End  -  #1120
razovor
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Default Re: Total War Central II (Semi-freeform nation games)

Quote:
Originally Posted by Rafinius View Post
Doesn't this make quantity the more reliable stat? That would mean that one guy with an awesome gun has very random results and a large untrained mob with a pile of ruble in their hand always do the job they are expected to, but with not much chance to get lucky. Just making sure.
Not necessarily. You could increase the number of dice being rolled.

1 quality = 1d1 per quantity
2 quality = 1d3 per quantity
3 quality = 1d5 per quantity
4 quality = 1d7 per quantity
5 quality = 1d9 per quantity
7 quality = 2d6 per quantity
9 quality = 2d8 per quantity
11 quality = 2d10 per quantity
12 quality = 3d7 per quantity
15 quality = 3d9 per quantity
18 quality = 4d8 per quantity
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Old 10-31-2012, 08:23 AM   Top  -  End  -  #1121
Rafinius
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Default Re: Total War Central II (Semi-freeform nation games)

If it increases the number of dice being rolled, why even separate quality from quantity? Except if you really like the idea of balancing each stat around two variables that interact with each other multiplicatively. I guess that is nice for players that like to minmax and has the added "benefit" of being able to build in a research based hardcap and softcap at the same time.
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Old 10-31-2012, 08:45 AM   Top  -  End  -  #1122
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Default Re: Total War Central II (Semi-freeform nation games)

What about technological level instead of quality?

If you attack a less advanced faction, you gain a bonus to your rolls, if you attack a more advanced faction, you suffer a penalty.

Two primitive factions would fight each other on equal footing, as would two hyper-advanced factions.

Last edited by razovor : 10-31-2012 at 08:46 AM.
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Old 10-31-2012, 09:16 AM   Top  -  End  -  #1123
ArcaneStomper
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It's actually not that hard to balance quantity and quality. And actually a person with 10 troops of quality 1 would actually better off by the rules than a person with 1 troop of quality 10. This is because the person with more troops had to do the same amount of training, or else his troops would be quality 0, and also increased his troop number.

The actual balance point would be a person with 10 troops quality 1 vs. 1 troop quality 19. Which is perhaps not entirely intuitive.

Anyway after doing a bunch of modeling I realized that if I'm going to make quantity and quality balanced exactly I might as well just go with the standard Total War stats where both are represented by a single number. I just kind of wanted to have some way of representing that people training could increase their skill level, but not their actual numbers.

I do like the idea of actual tech level variants. That will probably be in the game.
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Old 10-31-2012, 09:35 AM   Top  -  End  -  #1124
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10 troops with quality 1 would be better than 1 troop quality 19, since you can't have 9 quality attack something and 10 something else but you could send 5 troops to fight in one battle and another 5 in some other battle.
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Old 10-31-2012, 09:42 AM   Top  -  End  -  #1125
ArcaneStomper
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[quote=Rafinius;14145619]Your backstory looks pretty awesome. Count me in .
Now to the rules. I always gave my best feedbck through disection so I'll just do that.

Quote:
Originally Posted by Rafinius View Post
Doesn't this make quantity the more reliable stat? That would mean that one guy with an awesome gun has very random results and a large untrained mob with a pile of ruble in their hand always do the job they are expected to, but with not much chance to get lucky. Just making sure.
Anyway, regardless of which is which, you will have to balance the randomizer (that potentially multiplies your results but may also fail when most needed) vs the dice increase (which makes your rolls more reliable, but decreases the strength of the first stat). It seems possible but pretty hard to balance in terms of costs and so on. Make sure you simulate a bunch to see the actual numbers work, if you think this rule is worth the extra work.

I guess by "training with that stat" you mean it increases by itself when used? Does that mean that any use we give it will have benefits, depending on how much we invest? Because I am pretty sure that this increase then would have no benefit except that everyone will slowly but steadily reach their cap and thus someone who wants better quality than others will have to increase it with research even if no one else was investing. Because I am pretty sure that no one will just let their stats be idle for a turn even if they wouldn't know about this rule.
Now with Mil and Esp you could do it similar to experience in other games, in that it is only rewarded with successes, but what about the other stats? Research could get an exp boost for each new tech you finish. The others I don't know.
Also what does "direct training" mean? Using a stat to grow itself? So "I let 5 of my psionic squads train" would mean that I invest 5 stats of psionic quantity to invest in their quality. Would something like that increase the overall quality or the quality per stat point (which would be a hassle to track). Also how would something like that work with economy, research or reputation?
Lastly, how would you handle cross-type investments? Like using Mil manpower to construct stuff or using your psionics (if any) to condition the minds of your agents? If you allow that at all I would suggest it to be lower than direct training except if you use the Economy stat.
It definetly would make stuff easier for you if you don't allow it, but you have to make up your mind from the beginning.

Will you allow weird actions like putting military to work on constructing stuff?
For cross stat work remember this is set in a ship. You can't just go digging around in it, or building radical new extensions to increase your facilities. Any work modifying the layout has to be done carefully and by experts. So a bunch of soldiers with shovels is not going to be much help.

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Originally Posted by Rafinius View Post
Also don't forget to take into account that some players will probably try to use it to raid other factions or the natives of the various systems.
Also how do you expect the intimidate action to be handled when used on a fellow player? Seems kind of not working like reputation in that regard.
Using military for raiding other factions is what I meant by attacking. I thought that was the obvious use.

Intimidating another PC faction will cause their members to start talking if they don't have high enough morale. Just because a faction leader has nerves of steel and does whatever they want doesn't mean their workers are quite as unfazeable, especially if they have a morale of 2 and the other guy is point a plasma cannon at their face.

To clarify this means that I as the GM will give information corresponding to what the workers know. This may include rumors that may or may not be true, but which they have heard. This may include outright lies if the intimidation wasn't entirely successful or the workers were briefed ahead of time.

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Originally Posted by Rafinius View Post
Here again we have the stealing part. I guess that would only work if you use saveable t.Eco, because while a raid would probably destroy p.Eco it surely shouldn't gain you that.
Also, if information gathering only rolls against Morale and Morale has neither a quality part nor can go over 10, wouldn't that make rolling really easy once you have more than 10 Esp?
There will be certain points that can be captured to provide resources, and trade goods will essentially serve as a hard currency. Otherwise most stats will be either destroyed or disabled rather than looted. The exact difference between espionage and military I still have to work out.

And that is a good point about morale. I will think of something to offset it. For instance maybe the morale isn't a target so much as the chance to resist. So a morale 10 faction will have ~95% chance to ignore intimidation and spying attempts. Probably make it per die so that the more you spys or thugs you throw at the more chance that something will get through even if they have a high morale.

Quote:
Originally Posted by Rafinius View Post
I guess it would be best if this stat is affected by all kinds of achievments and failures. You could also build in the implications of bad Morale, so above 5 would give bonuses and below 5 would weaken your actions. Very low Morale could trigger bad internal events and 0 Morale could either mean losing the game or, less harshly, loosing a bunch of your stats to defection but increasing your Morale again by a bit (or even to 5) because those that stayed are of course more Loyal than the deserters.
Pretty much how I was going to handle it. I may also make a balancing factor so over time morale will rise or fall to 5.

Quote:
Originally Posted by Rafinius View Post
I suggest this not being a normal stat like Mil or Eco but more a derived stat like Morale.
Don't forget things like positive/negative reputation. Or you could do it like in some other TW games I saw and let each faction choose a type of Reputation (feared, loved, trusted, generous, honorable and others) and increase or decrease their stat dependant on actions and IC decisions. Different NPCs could react differently to various types but in general it still is just that the more Rep you have, the more people will do what you want them to, regardless of why they do it.
Of course Reputation should do next to nothing regarding natives, at least not in the first few turns of arriving in a new system.
I am still working on the political system, but there will be a difference between reputation and influence. Reputation is how people see you. Influence is how much you can actually get them to do what you want. Reputation will probably be a derived stat, while influence will be more of a hard stat.

Also there will be a racial reputation, which your race has acquired in the galaxy. This is what newcomers to the ship or natives to a system will use. Your influence with them will start at 0 since obviously you have pretty much no idea what they want.

Quote:
Originally Posted by Rafinius View Post
If you do a tech tree, better base it of solely on the mechanical effects (increasing quality caps ect.) and let each player fluff it up by himself. Especially in a crazy nomad alien game like this one you shouldn't bind players to all using the same technology. Strongly different approaches to technology with the same mechanical results would also explain why players can't trade tech, which I think that is something you are against. There would be the question on what joint research projects would be both mechanics and fluff wise. You could still allow them but only for those large, game affecting traits that are not easily quantifiable, if you don't scrap those too. Or you could allow them for when it comes to unlock new, previously hidden research branches through special tech milestones.
Big question though is, what does quality mean here? Do you roll dice to advance in research? Could make sense, as discoveries are made randomly, but you would have to decide if you like this way of handling it mechanics wise or if you think that it would factor in luck too much.
This is why I didn't put anything down for research. What the stat does is going to be heavily dependent on what the tech tree looks like. And I haven't even started working on that yet.

Quote:
Originally Posted by Rafinius View Post
Psionics seems pretty powerful. If you decide to have it as a stat, make sure it is balanced in a good way and not just by having to unlock it. You could also let psionics be mostly fluff, so if I for instance want a psionic heavy race that just means that my military uses psy blasts instead of plasma cannons and mind reading instead of miniature mechanical flies with cameras and microphones.
It will probably be just a way to do things than a separate stat. I just included it to indicate that psionics of some form would be in the game.

Quote:
Originally Posted by Rafinius View Post
Well, you already stated that the main (or even only) way of increasing quantity is by paying money for it. Now the question is if you want to have Eco also be a quality/quantity stat with rolling and everything. In that case I guess quality would be things like good commercials, hagglers, bussiness contacts and similar. Questions here would be the implications of experience and training. Although when you invest Eco into Eco-quality there is nothing forcing you to call it "training" even if it gives the same amount of benefits like investing Mil to improve its own quality. This still leaves open the question of experience however, as I am sure that every player will invest Eco each round and have successes most of the times. Rolling for successes also throws up questions of t.Eco. You could have each p.Eco roll at EoT and give you a bunch of investable t.Eco like that. This would be the only way you could reliably pay a player money for favours.

If this seems too weird and complicated you could also just make Eco a pure quantity stat. Each turn p.Eco gives equal t.Eco and spending it is one of the best ways to directly increase both quality and quantity.
This all still leaves open question on things like economic warfare, buying of soldiers, agents, ect. or greasing people to gain information (all probably things that work better the less morale the target enemy has).
I have something in mind for economy. I will probably put it up later today.

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As I still don't have any clue on how you want to handle the last three things I can't really say anything here.
Quote:
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There is still the question of how large scale the scenario is supposed to be. Things like how much population a faction roughly represents, how much IC time passes during each turn and how long the green star stays in any one system on average all have effects on the meaning and potential of all the stats. I think you know what I mean by that but I can elaborate if you wish.

Anyway, good luck with preparing your game and I hope I was already at least a little help. I'll continue giving feedback if you want me to and will probably be more precise and less talky in the future, now that all parts have been roughly adressed.
For scale I am not entirely certain how large the ship is going to be. It's probably going to be a question of whether faction populations number in the thousands or the millions.

Timescale wise I think each turn is going to be about a year. It may even be longer. But it could actually shorten to a few months a turn. But since this is something that is more a concern to faction backgrounds than game mechanics I probably won't settle on anything until near the start of recruitment.

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10 troops with quality 1 would be better than 1 troop quality 19, since you can't have 9 quality attack something and 10 something else but you could send 5 troops to fight in one battle and another 5 in some other battle.
That's true, but to be honest I don't really want to have rules that encourage people to split up their stats and send them on multiple actions. Besides complicated mult party fights that's the most time consuming part of EoTs.

Last edited by ArcaneStomper : 10-31-2012 at 09:44 AM.
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Old 10-31-2012, 09:53 AM   Top  -  End  -  #1126
Grimsage Matt
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Default Re: Total War Central II (Semi-freeform nation games)

Just wondering, but Could I use ESP to stay hidden?
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Old 10-31-2012, 10:07 AM   Top  -  End  -  #1127
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Just wondering, but Could I use ESP to stay hidden?
You would basically have to do so to the exclusion of everything else. Honestly not interacting with anyone else to that extent kind of makes the game seem a bit pointless to me.
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Old 10-31-2012, 10:29 AM   Top  -  End  -  #1128
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You would basically have to do so to the exclusion of everything else. Honestly not interacting with anyone else to that extent kind of makes the game seem a bit pointless to me.
I think it's more of an exit strategy than a way of staying in the game. It is just that going into hiding is a more dignified exit than being conquered.
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Old 10-31-2012, 12:42 PM   Top  -  End  -  #1129
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First, If I'm using me ESP so I won't be found... and I don't talk to yas... and I'm all bout Tech/psionics projects... Good way of staying in.

But, I'm thinking of stealing two things from Warhammer 40K and mixing them together.

As Eldar Meets Ork, you get the Grim (ya same name, but eh...). Only 3 Stats needed. MIL & Mor (We only good fer two thing! Fightinn an Winnin!) and Psionics (Think Tyranid Genewarping, Ork Fighting evolution and Eldar Bone singing). I'm a Merc Fraction.

You pay me, I WARRGH 'em!
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Old 10-31-2012, 12:53 PM   Top  -  End  -  #1130
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An idea came to me, not sure how feasible it is;

A total war game where every nation has two players. One plays as the current democratically elected ruler of the nation, the other plays as their main political rival.

Both players have their parties stats. Whoever is leader of the nation also controls the nations stats. Every turn, whoever has the most popular approval takes power for that turn. The current leader sees a significant reduction in popular approval each turn, so power switches frequently between the players.

Players would have to fight for control of their own nation, while simultaneously battling on the international stage to keep their nation a major global player.

Last edited by razovor : 10-31-2012 at 12:55 PM.
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Old 10-31-2012, 01:01 PM   Top  -  End  -  #1131
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Hmm... That idea is certainly interesting I would want to see more detailed rules though, before voicing any more concrete opinion.
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Old 10-31-2012, 01:25 PM   Top  -  End  -  #1132
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Originally Posted by razovor View Post
An idea came to me, not sure how feasible it is;

A total war game where every nation has two players. One plays as the current democratically elected ruler of the nation, the other plays as their main political rival.

Both players have their parties stats. Whoever is leader of the nation also controls the nations stats. Every turn, whoever has the most popular approval takes power for that turn. The current leader sees a significant reduction in popular approval each turn, so power switches frequently between the players.

Players would have to fight for control of their own nation, while simultaneously battling on the international stage to keep their nation a major global player.
That would be really cool. I'd play it.
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Old 10-31-2012, 01:27 PM   Top  -  End  -  #1133
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Originally Posted by razovor View Post
An idea came to me, not sure how feasible it is;

A total war game where every nation has two players. One plays as the current democratically elected ruler of the nation, the other plays as their main political rival.

Both players have their parties stats. Whoever is leader of the nation also controls the nations stats. Every turn, whoever has the most popular approval takes power for that turn. The current leader sees a significant reduction in popular approval each turn, so power switches frequently between the players.

Players would have to fight for control of their own nation, while simultaneously battling on the international stage to keep their nation a major global player.
It sounds overly complicated. I've tried having multiple players control different parts of the same faction and it's cumbersome even when they worked together. If the actual point was to have infighting then you'd likely see status quo on the foreign stage until one player managed to wipe their opponent out, then that player would start to sweep away other countries by taking advantage of the infighting.

Plus of course there would be the difficulty in actually recruiting two player for every country. It might work, but it just doesn't seem like it would be fun enough to be worth the increase in complexity. I for one would rather not start a game with a guaranteed enemy in another player.

Edit: A better idea I think would be to have all the players in one country as political rivals. But still have the outside opponent trying to take the main empire down.

Anyway here is the next version of my own rules.
Rules (V0.1 Economics)
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Old 10-31-2012, 01:49 PM   Top  -  End  -  #1134
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Default Re: Total War Central II (Semi-freeform nation games)

Well, the green star looks interesting. I might play an economic and research faction. Both merchants and engineers will probably be high due to their inherent utility in creating/restoring stats.
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Old 10-31-2012, 02:07 PM   Top  -  End  -  #1135
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Default Re: Total War Central II (Semi-freeform nation games)

Those changes look good.

How many turns does the Green Star stay in a region?
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Old 10-31-2012, 02:29 PM   Top  -  End  -  #1136
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Those changes look good.

How many turns does the Green Star stay in a region?
It's going to be random. There's going to be an element of risk in how long you send your miners and native traders out.

Edit: Any one have some good ideas for techs. I want to have tech tree, but I also want to make somewhat flexible in what can be researched.
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Old 10-31-2012, 02:44 PM   Top  -  End  -  #1137
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Default Re: Total War Central II (Semi-freeform nation games)

The problem with that two party country idea is that you could get so much behind the scenes horse trading that they would all start acting like they were the same anyway. Who was currently in power would mean about as much as who won the coin toss while in terms of policies it would be business as usual.
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Old 10-31-2012, 03:22 PM   Top  -  End  -  #1138
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Default Re: Total War Central II (Semi-freeform nation games)

I have a concept of a Total War game I might want to run at some point of a sort of Faerie court and an intentionally chaotic ruleset. What are other people's thoughts?

Rules (such as they are)
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Old 10-31-2012, 03:29 PM   Top  -  End  -  #1139
hydroplatypus
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Default Re: Total War Central II (Semi-freeform nation games)

the faerie court idea sounds awesome. I have no idea what to do as a faction, but I like the idea, and will play if I can come up with any ideas.
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Old 10-31-2012, 03:33 PM   Top  -  End  -  #1140
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Default Re: Total War Central II (Semi-freeform nation games)

I am contemplating using a different system for attacking, any kind of attacking, in my new game. Rather than roll some dice and add up the numbers I would assign each number a hit or a miss. Then the total number of hits would be totaled up and the number of misses. Your misses would then be subtracted from your opponent's hits and the result would be the damage you took.

For instance if you had 6 mil on the attack and rolled 6d6 every 5 and 6 would be a hit, and every 1 and 2 would be a miss. If you rolled [1][2][3][4][5][6] then you would get two hits and two misses. If your opponent got three hits and one miss then you would do one damage to them and they would do one damage to you.

What do you guys think too complicated?

I was also considering just having successes rather than hits or misses. The side that got the most successes would win, and damage would be determined by the number of successes they got.
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