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File 156125389360.jpg - (1.55MB , 2880x2160 , civq.jpg )
129715 No. 129715 ID: 482fee

Alright so it's been voted back in https://www.strawpoll.me/18101240
that the next sidequest will be a civquest. First one I'm actually running, and the system I got isn't totally done, so I'm gonna shoot some questions about it here. If you wanna answer or chip in your own feedback, feel free.

Also I'm posting whatever I sketch since I'm sick atm, and more of my time is spent doodling on whatever scrap of paper I got and less on the tablet. So here goes.
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No. 129716 ID: 482fee
File 156125397768.png - (1.25MB , 1421x895 , rema.png )

First order: Role playing.Do you guys want it?
This is a two parter as it has to do with a subsystem I'm toying around with.

First, I played some civ games where the players could roleplay some character that was part of the player faction, and it was encouraged so that certain outlandish requests could be done, because the characters would engage in their own narrative that explained why the action was done. Like say someone wanted the player faction to start trade with another nation across the entire map. Normally that wouldn't be possible since the player faction is landlocked and has several neutral/hostile factions in between. Yet through characters playing their part in their own scenario, writing their action as more a short story, they could make something that sounds silly more valid.

Second, the player faction will have a ruling figurehead that the players decide. Eventually they will die, it's the way of Rezan politics. I was going to allow players to make their own persona as part of this faction's family, so they can decide who would replace the family ruler once they die off.

This system is still not done, and I want to know if you folk want me to continue or should I drop it altogether?

If the former, what else should I add?

The pic is some races that are in the setting. In this case what you'd find in Makag family territory.
No. 129719 ID: ae8ec4

It honestly sound pretty great OP. Don't brutally rape us constantly or make it too easy and I'm good.
No. 129734 ID: 482fee
File 156134719938.jpg - (915.26KB , 1789x2297 , 20190609_155457.jpg )

Well that actually brings up my next question. Combat. I was thinking of adding a sort of rps mechanic to fighting so things don't get messed up by a single bad dice roll. Like footsoldiers are strong against ranged who are strong against mounted and so on. Too much detail or should I go for it?

Pic is Rezan half breeds
No. 129741 ID: afe572

Can't really say until we experience it. Just go with what you think is best
No. 129742 ID: afe572

Can't really say until we experience it. Just go with what you think is best
No. 129746 ID: 094652

I'm thinking you could do something similar to XCOM, but since the number of scenarios is limited in range and function, you could add some detailed abilities that wouldn't work in a video game. Similar to how all-player synchronized bullet time doesn't work in multiplayer unless you make things inconvenient - so it's hella awesome for its rarity and only found in single player.

I'd suggest you use minimal basic stats so we don't have to memorize or calculate as many variables (remember, this is a public game, we're not going to spend 45 hours coming up with a targeting solution for one turn that might not even be selected) but add some interesting gameplay mechanics and stats.

Hook us.
No. 131532 ID: 482fee

Okay so after some screw ups, the first thread got deleted, so I had to start over with a new one. For anyone who wants to know, it's now here

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