Post by Warrender on Feb 10, 2015 11:30:00 GMT
I've decided to abandon Sci-Fi Nation games for now but as only two normal RP's are currently working I thought adding a Nation Game might be a good distraction in between posts.
The game, is Nations, the name is Zombie Nation
As you've obviously already guessed from the title this is a Zombie themed Nation game. Although a lot has already been worked out this is a Work in Progress game and still requires some development and input from your guys/gals.
The current concept is you, the player, represent a small community of people in a large town who have survived the aftermath of a Zombie apocalypse as have many others. Currently all players will be contained within the same town and it's your job to explore the zombie infested town for new sources of food and supplies now that your own stores are starting to run low forcing you to potentially leave the safety of your base of operations.
The background is easy enough to tweak to give reasons as to why everything the way it is. For example, players will know where everyone is and the layout of the town due to having used radio's and maps during the wait for rescue.
There is going to be a point system used so at the end of the game there can be a ranking system to show who did the best. This will be hidden so players can concentrate on playing their Nation the way they want rather than playing to earn points. In theory, doing this will actually cause you to earn points anyway.
I'm open to suggestions for the map. I was previously going to create a local map that highlights everything clearly but it does look buttugly, so I'd prefer to use a real town map and cut it into sections instead, these would represent districts or influential area's of control.
The population stat will likely a literal figure, so having the stat set to XXXXXX means you have 6 people. This is open to debate but I would like this stat to have a real impact on the game and the following are a few... Each person(stat X) you have gives the controlling player an action slot, so the more people in the camp you have the more actions you can make per turn. However, a Noise stat might be introduced, meaning the more noise you make the more likely you are to be attacked by nearby zombies so if you use a gun against them, your noise stat sky rockets. I'm hoping this will help balance camps so that people with few people can actually get away with a lot more, getting supplies will be much easier, they require less of them to survive as less mouths to feed but they can't do as many things. For fairness I might lock the value so you can only have a min of 4 and maybe a max of 7. Your thoughts on this are welcome.
This part is the most worrying part for me, and that is "what can players do each turn?" There are obvious ones such as scout this district or take out zombies here, scavenge supplies from here, use supplies to fortify position, kill off a camp person to cut down on supply needs, etc. But I'm worried there is a lack of actions available to keep each turn interesting. Help on this is much needed.
The last thing to say is I want to take as much complication out of the game as possible, I always seem to add complicated things to the dynamics of the game and I'd like not to do this in this game, so any assistance on doing this without hurting the enjoyment of the game would be most welcome.
The game, is Nations, the name is Zombie Nation
As you've obviously already guessed from the title this is a Zombie themed Nation game. Although a lot has already been worked out this is a Work in Progress game and still requires some development and input from your guys/gals.
The current concept is you, the player, represent a small community of people in a large town who have survived the aftermath of a Zombie apocalypse as have many others. Currently all players will be contained within the same town and it's your job to explore the zombie infested town for new sources of food and supplies now that your own stores are starting to run low forcing you to potentially leave the safety of your base of operations.
The background is easy enough to tweak to give reasons as to why everything the way it is. For example, players will know where everyone is and the layout of the town due to having used radio's and maps during the wait for rescue.
There is going to be a point system used so at the end of the game there can be a ranking system to show who did the best. This will be hidden so players can concentrate on playing their Nation the way they want rather than playing to earn points. In theory, doing this will actually cause you to earn points anyway.
I'm open to suggestions for the map. I was previously going to create a local map that highlights everything clearly but it does look buttugly, so I'd prefer to use a real town map and cut it into sections instead, these would represent districts or influential area's of control.
The population stat will likely a literal figure, so having the stat set to XXXXXX means you have 6 people. This is open to debate but I would like this stat to have a real impact on the game and the following are a few... Each person(stat X) you have gives the controlling player an action slot, so the more people in the camp you have the more actions you can make per turn. However, a Noise stat might be introduced, meaning the more noise you make the more likely you are to be attacked by nearby zombies so if you use a gun against them, your noise stat sky rockets. I'm hoping this will help balance camps so that people with few people can actually get away with a lot more, getting supplies will be much easier, they require less of them to survive as less mouths to feed but they can't do as many things. For fairness I might lock the value so you can only have a min of 4 and maybe a max of 7. Your thoughts on this are welcome.
This part is the most worrying part for me, and that is "what can players do each turn?" There are obvious ones such as scout this district or take out zombies here, scavenge supplies from here, use supplies to fortify position, kill off a camp person to cut down on supply needs, etc. But I'm worried there is a lack of actions available to keep each turn interesting. Help on this is much needed.
The last thing to say is I want to take as much complication out of the game as possible, I always seem to add complicated things to the dynamics of the game and I'd like not to do this in this game, so any assistance on doing this without hurting the enjoyment of the game would be most welcome.