Author Topic: Gauging Interest--Fleet Command RPG  (Read 4335 times)

Me2005

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Re: Gauging Interest--Fleet Command RPG
« Reply #15 on: May 06, 2014, 04:58:53 pm »
Your goals will be based on your role, and the setting will be two very large powers on the brink of war (which will probably boil over). So fighting in the navy for either side, your goal will be ultimate victory for your side, and your personal career. If you're a merchant, you want to control everything possible, beat out the competition, and keep your stuff protected from looters and other players.  If you're a pirate or privateer, you're essentially building your own private empire just outside the borders of established powers.  So while it's not all combat, a lot of it is about the combat, and eventually there is likely to emerge a winner or set of winners.

I'm thinking a fun setting would be that of a smallish corporation, starting out but able to afford several ships. That'd put it mid-scale between GW and any smaller RPs that develop. Players could choose to be pirates, mercenaries, traders, cultists, etc. with financial backing enough to own a planet/station in a system and go from there.

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I'm looking at a 4x (?) game like GW
eXpansion, eXtermination, eXploration, and I can't remember the other X. Basically a game where you can build, explore, advance tech, trade/do business/engage in industrial persuits, conduct diplomacy, and attack.
But you were dead a thousand times. Hopeless encounters successfully won. A man long dead, grafted to machines your builders did not understand. You follow the path, fitting into an infinite pattern. Yours to manipulate, to create and rebuild.

I know who you are.

You are destiny.

Holy Thunder

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Re: Gauging Interest--Fleet Command RPG
« Reply #16 on: May 06, 2014, 06:16:39 pm »
Quote from: Me2005
I'm thinking a fun setting would be that of a smallish corporation, starting out but able to afford several ships. That'd put it mid-scale between GW and any smaller RPs that develop. Players could choose to be pirates, mercenaries, traders, cultists, etc. with financial backing enough to own a planet/station in a system and go from there.

I think that would be cool. With the exception of those fighting in one or another Navy, in which case successful missions = more prestige = more ships = more power, that way.
--Trespassers will be promptly riddled with bullets and other unpleasant projectiles.

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Concore

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Re: Gauging Interest--Fleet Command RPG
« Reply #17 on: May 06, 2014, 06:20:43 pm »
Question: Will there be resources? 

I'm bringing this up because I find it interesting to see how they would play out in the game.  Lets say that I have a certain resource that you don't have and you need it to build something.  In this case, you could just send me a trade offer for it in exchange for something that you have, making trade useful.  On the other hand, if you had a resource to build super capitals with, then it would be in my best interest to capturer or destroy where you get this resource from, and it'd be yours to try and protect it.  Now I know that this would make getting a capital ship much harder and that most people will probably not like the idea. But its just a suggestion that I want to put out.

Holy Thunder

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Re: Gauging Interest--Fleet Command RPG
« Reply #18 on: May 06, 2014, 07:17:47 pm »
Primarily we would be dealing in money. Money from missions, money as income/salary, from loot, etc. Long-term, as players develop, I was thinking of using one or two construction materials for building stations. Unaffiliated with either side? No capitals (or maybe just no super capitals) for you. You'll have to buy a station, collect materials, build a shipyard, and ten collect/buy the resources to do it.

Outside of that, resources would mostly just be trade goods, X cargo you're hauling for Y money. Much more complicated than that, and tracking/balancing would be a nightmare.
--Trespassers will be promptly riddled with bullets and other unpleasant projectiles.

--Survivors will treated with apologies, steak dinner, and a VIP tour of our facilities.

Me2005

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Re: Gauging Interest--Fleet Command RPG
« Reply #19 on: May 07, 2014, 12:17:33 pm »
Primarily we would be dealing in money. Money from missions, money as income/salary, from loot, etc. Long-term, as players develop, I was thinking of using one or two construction materials for building stations. Unaffiliated with either side? No capitals (or maybe just no super capitals) for you. You'll have to buy a station, collect materials, build a shipyard, and ten collect/buy the resources to do it.

Outside of that, resources would mostly just be trade goods, X cargo you're hauling for Y money. Much more complicated than that, and tracking/balancing would be a nightmare.

I can see what Concore's suggesting as not being unreasonable - maybe you need X warp gas for capital construction or something and it's mostly available from Y places. Then you've got a mechanism  for forced conflict.
But you were dead a thousand times. Hopeless encounters successfully won. A man long dead, grafted to machines your builders did not understand. You follow the path, fitting into an infinite pattern. Yours to manipulate, to create and rebuild.

I know who you are.

You are destiny.

Commander Jackson

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Re: Gauging Interest--Fleet Command RPG
« Reply #20 on: May 16, 2014, 05:47:04 pm »
Is it viable strategy to only use escort class ships?
Gabe has a wraith? That explains so much.

Holy Thunder

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Re: Gauging Interest--Fleet Command RPG
« Reply #21 on: May 19, 2014, 07:52:36 am »
Absolutely, but only to an extent--and under specific circumstances.  For instance, the Battleship has about 10x the shield, HP, and attack of a frigate. It also has more armor than the frigates have attack--so it'll take more than 10 frigates to start draining the HP from the Battleship.  It would be a standoff. The frigate fleet may lose one or two, but they can't hurt the battleship much. 

If the Battleship has a heavy equipment loadout, it can inflict greater casualties. But if the frigates are sporting EMP's and torpedos, they can 1) negate the Battleship's main attack, 2) cut its armor in half, and 3) bring actual pain with torpedo hits. Even if the Battleship has several CM's, it'll eventually get hit with the EMP at least a few times.

So to maintain an advantage against larger ships, you'll need a larger number of escorts. As fleets with larger ships grow in number, it'll be more difficult to maintain the necessary lead--although large escort-based fleets will still have potent uses.  The balance I'm going for is that massing smaller ships will be more efficient bang for your buck, but larger ships will be a more effective premium investment if properly protected.
--Trespassers will be promptly riddled with bullets and other unpleasant projectiles.

--Survivors will treated with apologies, steak dinner, and a VIP tour of our facilities.

Commander Jackson

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Re: Gauging Interest--Fleet Command RPG
« Reply #22 on: May 19, 2014, 08:05:53 pm »
I noticed that in the list of ship types there was mention of a ship being a flagship.  Would labeling a certain ship as the flagship effect it in any way, shape or form?
Gabe has a wraith? That explains so much.

Commander Jackson

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Re: Gauging Interest--Fleet Command RPG
« Reply #23 on: March 24, 2015, 03:23:29 pm »
Will this still be a thing?
Gabe has a wraith? That explains so much.

Thadius Faran

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Re: Gauging Interest--Fleet Command RPG
« Reply #24 on: May 26, 2015, 09:46:00 am »
Damn this place still exists....
If your going to use military force you ought to use overwhelming military force. All war is immoral and if you let that bother you your not a good soldier.

Me2005

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Re: Gauging Interest--Fleet Command RPG
« Reply #25 on: May 26, 2015, 12:13:03 pm »
Damn this place still exists....

Eh, barely. These are the first member posts in a month.
But you were dead a thousand times. Hopeless encounters successfully won. A man long dead, grafted to machines your builders did not understand. You follow the path, fitting into an infinite pattern. Yours to manipulate, to create and rebuild.

I know who you are.

You are destiny.

Commander Jackson

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Re: Gauging Interest--Fleet Command RPG
« Reply #26 on: May 26, 2015, 01:58:41 pm »
Eh, barely. These are the first member posts in a month.

Shame.
Gabe has a wraith? That explains so much.