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New SL Suggestion Box; Let's get weird
Topic Started: Jun 30 2014, 04:33 PM (788 Views)
Strange

Do you have crazy ass ideas that would clearly not function well/at all according to the rules of the former SL? Do you have interesting but entirely impractical ideas for the fun of writing or combat? Do you want to help influence the general mood or behavior of the next SL with an opinion of what you want to see or how you'd like things to be different? Start posting then (biaaaatch). Lay every god damn crazy ass idea you have down because we have them too, and if any of our pieces fit with your pieces, who knows? Maybe it can be brought to life.
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Ankou
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GT: Incorporate the lore in. We all clearly deemed it canon when the whole shenron thing went down and it could then have access to SS4 as a level 5 transformation.

Level 5 transformations: We haven't even hit level 4 but why not make a higher level one just in case we DO have a really long lasting SL.

Transformations: Make them have more than just a powerlevel/ free quest requirement. Not sure what but maybe have them take special quests with boss battles or something along those lines to unlock new transformations. Let's make it harder to transform.


Space Combat: Needs reworked IMO. I think it needs to be less "I have more people on my ship so I win" because alot of times that is what it boiled down to. We have huge armadas but we don't have a crew of people to man our guns?

Legendaries: Give out far less. Ideally these would be Major Saga Boss awards. Maybe come up with something different for legends quest in afterlife or keep it and just make legends afterlife only doable once per saga.

I had more but forgot them :p
Edited by Ankou, Jul 1 2014, 06:58 PM.
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Ankou
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also some quotes of what A had promised to come back in revelations that I would like to see.....



"
3. Timeline - We'll actually be moving into a time period closer to when the Z Fighters were alive. Surprise, surprise. Perhaps Trunks will still be alive, maybe Gotenks – who knows, but the idea is to have them around to help us drive a few plots in store, and of course, they can watch the rise and fall of our characters and make way for your heroism or villainy. They’ll be guides, trainers, and maybe even potentially Saga Bosses whose deaths will affect the storyline as a whole. In Chronicles, that was something pivotal – when an NPC died, the entire plot changed pending on it. We’ll be re-incorporating that idea with Saga 2.

4. Legacy – After each Saga, a time skip will be occurring. Whether it be five years to ten years, or even twenty years – time skips were employed in the DBZ series, and thus, the same will be here. You will be encouraged to make new characters, since hopefully the time skip will push things to when most of your characters should be dead or old. Now, if you want to keep the same characters, that's fine, but they have to explain how they're still around. In a perfect world, your character would exist for 3 Sagas + the tournament. Afterwards, we'd jump ahead to a time after they've passed and a new generation is charged with protecting/destroying the universe. The majority of us look forward to changing our characters up after a single saga either ways (I know I’m guilty of it) so at least this way we actually have such a thing woven into the fabric of the storyline, so we’ll be looking forward to it/expecting it.

5. Tournaments as buffers ONLY – Never again will a tournament be the main factor to a Saga. They will for now be used as buffers to give me time to work on the next actual Saga. Around every 2-3 Sagas, for a month, players will have a tournament just so myself and the staff can have time to prepare for the next incoming Saga in whatever ways we need to.

6. Rewards for STORY – Despite our Golden Dragonball reward system, its time we actual reward in a physical sense when you start writing great stories. From zenni, to maybe items, if you write something that the community love and enjoys, your character will receive a great item for your hardwork and creative achievement. I, for one, have never been known as a top player (yes, I suck at my own game compared to a few of the veterans still enjoying themselves) but I find my success/joy in writing a good tale, as do many others pride themselves. So, it’s about time we recognize that as an actual achieivement a reward you justly for it.

2 Week Trial Period – You can reroll within the first 2 weeks within making a character and lose nothing. Afterwards, if you choose to, you’ll lose a 20% base PL each time you reroll – which is actually better than completely rerolling which has been how it operated before.

9. Death – Death is going to get a bit tougher, while introducing a new feature.

Now, there are three ways to escape death currently:

1)Earth Dragon Ball Revive (1x)
2)Namek Dragon Ball Revive (1x)
3)Escape Quest (1x) – But now, if you use the Escape Quest, you will be in “Halo” status. To fully rejoin the living, you’ll have to complete another Quest to do so. If you die again while in Halo state, your character is permanently dead.

This might seem scary, but it will actually increase competition and cautious gameplay. Suddenly, death isn’t a vacation anymore, and now you’ll be really leaning on those escape rolls if things to go bad for you. Now would it absolutely suck to permanently die? Certainly – but we now have a living, breathing world where things can happen – devastating things can happen, but our rerolling system will guarantee you’ll jump right back in the action.
"

"The Dragon Balls – In many regards, those bad boys are just abused. From here, they’ll be given RESTRICTED effects to keep that under control, and when used, the DBs turn to stone for a week." When all DBs are searched, found, and used, they’ll be out for possibly a Saga. Make the dragonballs that are active be the blackstar dragonballs (or similar). A single set that is scattered across the universe. I would say get rid of the "use them and the planet blows up" feature though. Restricted effects would be awesome though. Could bring back effects like the -1 training day on moves dragonball or make one make quests take less days because it could only be used once or twice a saga or something like that. Could keep some around that are non restrictive like the stat boost ones.

Referencing A's mention above of story rewards: REWARDS: at the end of every saga we should give out some kind of reward like the golden dragonball system. best writer, best story, along with others and a select few of those story based ones should come with a special reward like a unique item. Give one or two awards with prizes out I'd say.
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Ankou
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Races: the more the better. We can't have too many because more will inspire creativity in how to play that type of character.
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Strange

Ankou
Jul 1 2014, 06:34 AM
GT: Incorporate the lore in. We all clearly deemed it canon when the whole shenron thing went down and it could then have access to SS4 as a level 5 transformation.

Level 5 transformations: We haven't even hit level 4 but why not make a higher level one just in case we DO have a really long lasting SL.

Transformations: Make them have more than just a powerlevel/ free quest requirement. Not sure what but maybe have them take special quests with boss battles or something along those lines to unlock new transformations. Let's make it harder to transform.


Space Combat: Needs reworked IMO. I think it needs to be less "I have more people on my ship so I win" because alot of times that is what it boiled down to. We have huge armadas but we don't have a crew of people to man our guns?

Legendaries: Give out far less. Ideally these would be Major Saga Boss awards. Maybe come up with something different for legends quest in afterlife or keep it and just make legends afterlife only doable once per saga.

I had more but forgot them :p
To start, I'm going to put a pin on the whole "GT" thing. That dragon business near the end of the last saga put a bit of a bad taste in some players mouths so I wouldn't go referencing what all happened at the end of that dog and pony show. There is debate whether GT is canoned to the series or not as well. Toriyama has drawn many characters and is a producer for the show but wasn't quite as involved as he was for the other DB series. Plus with the battle against gods film, there's rumors of DBZ kicking up again, pre GT and possibly changing what we know about Dragon Ball. Until something concrete hits, I intend to keep this simply the way it is. I'm leaning towards making things run a tad bit slower as well so a fifth TF is a problem that wont be worried about for a loooooong time.

Now for Transformations, I'll hold out on any changes till I know for certain what the combat system is going to look like before release.

Space combat, I agree that we need more going there. I have some ideas on how to run different categories of ships to make things fair but again, that's later.

Legendaries I may have an interesting spin on those coming up. Yes they will be a tad bit more tedious to apprehend (at least in comparison to this last SL) and I don't intend to hand nearly as many out as well (We did end this with half our players holding Legendaries. A bit... out of hand)
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Strange

Ankou
Jul 1 2014, 06:47 AM
also some quotes of what A had promised to come back in revelations that I would like to see.....



"
3. Timeline - We'll actually be moving into a time period closer to when the Z Fighters were alive. Surprise, surprise. Perhaps Trunks will still be alive, maybe Gotenks – who knows, but the idea is to have them around to help us drive a few plots in store, and of course, they can watch the rise and fall of our characters and make way for your heroism or villainy. They’ll be guides, trainers, and maybe even potentially Saga Bosses whose deaths will affect the storyline as a whole. In Chronicles, that was something pivotal – when an NPC died, the entire plot changed pending on it. We’ll be re-incorporating that idea with Saga 2.

4. Legacy – After each Saga, a time skip will be occurring. Whether it be five years to ten years, or even twenty years – time skips were employed in the DBZ series, and thus, the same will be here. You will be encouraged to make new characters, since hopefully the time skip will push things to when most of your characters should be dead or old. Now, if you want to keep the same characters, that's fine, but they have to explain how they're still around. In a perfect world, your character would exist for 3 Sagas + the tournament. Afterwards, we'd jump ahead to a time after they've passed and a new generation is charged with protecting/destroying the universe. The majority of us look forward to changing our characters up after a single saga either ways (I know I’m guilty of it) so at least this way we actually have such a thing woven into the fabric of the storyline, so we’ll be looking forward to it/expecting it.

5. Tournaments as buffers ONLY – Never again will a tournament be the main factor to a Saga. They will for now be used as buffers to give me time to work on the next actual Saga. Around every 2-3 Sagas, for a month, players will have a tournament just so myself and the staff can have time to prepare for the next incoming Saga in whatever ways we need to.

6. Rewards for STORY – Despite our Golden Dragonball reward system, its time we actual reward in a physical sense when you start writing great stories. From zenni, to maybe items, if you write something that the community love and enjoys, your character will receive a great item for your hardwork and creative achievement. I, for one, have never been known as a top player (yes, I suck at my own game compared to a few of the veterans still enjoying themselves) but I find my success/joy in writing a good tale, as do many others pride themselves. So, it’s about time we recognize that as an actual achieivement a reward you justly for it.

2 Week Trial Period – You can reroll within the first 2 weeks within making a character and lose nothing. Afterwards, if you choose to, you’ll lose a 20% base PL each time you reroll – which is actually better than completely rerolling which has been how it operated before.

9. Death – Death is going to get a bit tougher, while introducing a new feature.

Now, there are three ways to escape death currently:

1)Earth Dragon Ball Revive (1x)
2)Namek Dragon Ball Revive (1x)
3)Escape Quest (1x) – But now, if you use the Escape Quest, you will be in “Halo” status. To fully rejoin the living, you’ll have to complete another Quest to do so. If you die again while in Halo state, your character is permanently dead.

This might seem scary, but it will actually increase competition and cautious gameplay. Suddenly, death isn’t a vacation anymore, and now you’ll be really leaning on those escape rolls if things to go bad for you. Now would it absolutely suck to permanently die? Certainly – but we now have a living, breathing world where things can happen – devastating things can happen, but our rerolling system will guarantee you’ll jump right back in the action.
"

"The Dragon Balls – In many regards, those bad boys are just abused. From here, they’ll be given RESTRICTED effects to keep that under control, and when used, the DBs turn to stone for a week." When all DBs are searched, found, and used, they’ll be out for possibly a Saga. Make the dragonballs that are active be the blackstar dragonballs (or similar). A single set that is scattered across the universe. I would say get rid of the "use them and the planet blows up" feature though. Restricted effects would be awesome though. Could bring back effects like the -1 training day on moves dragonball or make one make quests take less days because it could only be used once or twice a saga or something like that. Could keep some around that are non restrictive like the stat boost ones.

Referencing A's mention above of story rewards: REWARDS: at the end of every saga we should give out some kind of reward like the golden dragonball system. best writer, best story, along with others and a select few of those story based ones should come with a special reward like a unique item. Give one or two awards with prizes out I'd say.
Alright, on to the quotes from A.

1. Timeline. I can see the benefit in this story wise and how it can help in growth. I respect the decision but the way things may be ran here may be very different. With the way I'm going to have the staff structured and more importantly a lot of the background lore I'll be developing per planet, I wanted to give this next SL a looser sort of feel to it. I've noticed a lot of people tend to go with races they are familiar with. I'm guilty of this as well, always picking Tuffle and all that, so sue me. Before I release this SL I have plans of coming up with lore for each planet. Further descriptions on planets, cultures, myths, etc. A lot of this will be myself(or other staff members) who will be taking creative liberties because we clearly have no idea what goes on in planets pretty much NOT Namek and Earth. I wanted there to be something there for reference for other players so they can know more about what they're writing for and truly dive deeper into writing a character rich with, well.... character. This maybe something easier to accomplish when its much further ahead of the timeline.

2. Legacy. Now this is something I remember hearing back awhile ago. I could have sworn that I heard about this during Revelation but it never caught on I suppose. I agree with this. Its great to have time pass and even if a player stuck with the same character, with 5 or even 10 years difference in time, with what could have happened it will almost be like writing for something entirely different altogether.

3. Tournaments. I deeply enjoyed trying to establish the last tournament and was heart broken when I couldn't make it work. The condition of the site pushed us to try new things to get people's interest like incorporating NPCs and special NPCs made by other players and stringing a multiple scenario sort of ending where really just anyone winning could change how the next saga was going to run. Even granting some players to make special NPCs (NPCs with an edge) to those with npcs that overlap other people's stories or was just apart of an overall good story (sort of a reward to the player by allowing them this such as Pence and Ender).I agree that Tournaments should be a buffer but there was a lot of background events we had planned and when the site is up and running again, I wouldn't be surprise if we made this buffer a sweeter deal to be in. That said, we will at least strive to make the tourneys worth participating in.

4. Reward for Story. Now this is something I was wanting to take a look at for some time. I thought about it and the logistics of it. I wanted to give this new SL back to the writers, the ones who have done exceptionally well at telling rich stories but were ultimately set back with their lack of participating in combat or lack of forward knowledge on running characters on the site (looking at you Sykes. 8 weeks in heaven? Really?). Ultimately you can tell what a player is here for. Some are here to write and don't tend to focus on sets, items, and combat. Partul being a great example. Good writer, stuck himself on Namek throughout most the SL, and probably had the character that felt the most like the race he was suppose to be, the deepest in tuned with his race's culture.

These are the kind of people who instead of doing that exclusive one time only quest for that legendary something something that would complete there set, they do that alternative one that gives next to nothing but truely does the character wonders in his tales. Then some are here less for writing and more for character building. They see awesome combos that no one else sees and work tirelessly to get there characters what they need so they can stand as a bad ass. They would kill to give there characters what they want, and a lot of the time the person they're killing is there own character (Again, looking at you Sykes). Both have admirable quality and when writing good stories doesn't pay off, I've seen people move more into set building. I would like to reward these writers who do a fantastic job at setting the tone. I'm considering having writers nominated for being recognized, set it up so the community more or less brings attention to the staff that a writer is really going out there and doing a number. This way there's no feelings hurt when it becomes obvious that the staff has to sift through a lot of other players work and didn't get to you or them. This also should inspire others to care about other characters other than their own or their close friend's.

5. Trial period. In this SL we had that going but the 20% off exp is a new idea for me. I personally like it and am thrilled about it. I mentioned earlier the general speed may be slowed down so possibly the trial may extend or what have you. So until then, we'll put a pin on this.

6. Death. Ah yes, I remember hearing about this idea in Revelation somewhere. I don't know where I heard it. Everytime I go on the site to pull it up I can't ever find it so maybe I heard it from word of mouth? There's some changes I want to make for the afterlife, that's for sure. Ranging from move updates, new missions, and possibly a market (weird, right?). Above all I really did want to experiment with this Halo idea. If not the halo idea itself then something similar to make the penalty for death heavier, thus making players really consider if they should knock a character off just to get that awesome block and move they want so bad. I'm very up for listening to ideas on how to tackle this.

7. Saga Rewards. Finally I'll put a pin on this for now. Its possible with the way we'll be running things that we'll have multiple scenarios running on a smaller scale as opposed to one big event we generally have going on. Honestly this is far from what will be dealt with anytime soon as a lot can happen between now and the time of release.
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Daniel
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My 2 cents. The one thing that killed all of these story lines was workload. The admins just couldnt take the pressure after a while. I have been an admin a couple of times so I have experianced it first hand. Try to make the players as responsible as possible. So no crazy TF requierments in battles so every battle needs to be closely watched by battle mods. In a perfect world the SL would run itself, with only the Admins to move the story along. Maybe make different teams of admins, giving every saga to a different admin team. Everyone who wants to play has to be an admin at some point.

In short, keep the workload as low as possible. In the end it is just a game.
Edited by Daniel, Jul 4 2014, 08:46 AM.
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Strange

Daniel
Jul 4 2014, 08:46 AM
My 2 cents. The one thing that killed all of these story lines was workload. The admins just couldnt take the pressure after a while. I have been an admin a couple of times so I have experianced it first hand. Try to make the players as responsible as possible. So no crazy TF requierments in battles so every battle needs to be closely watched by battle mods. In a perfect world the SL would run itself, with only the Admins to move the story along. Maybe make different teams of admins, giving every saga to a different admin team. Everyone who wants to play has to be an admin at some point.

In short, keep the workload as low as possible. In the end it is just a game.
Thank you for your 2 cents. It does mean a lot.

I had a chance to be apart of the staff for all but 3 seconds (or so it felt like) but I caught that feeling and I've been thinking about it. In fact it was kind of haunting me for awhile but I may have come up with an idea to reduce the work load and make the staff function a bit more efficiently (or at least it looks good on paper).

First we're going to expand the How To. We'll try our best to make it cover more information this time around. If we can get a bit more detailed on this guide, we'll be able to cut back some minor questions that get continuously asked. Of course our main goal when working on the guide will also be to make things simple to find. I happen to have a willing sacrif- patron wanting to tackle this.

Second, for battle mods we'll be keeping a heavier eye on the Battle Mod Assistance page we cooked up last SL along with a template I want to make for players requesting a mod. Our Bmods worked hard for us last SL but I firmly believe if anything a Bmod should be double checking player's math if something doesn't sound right, not actually filling out their own reference sheet for players who just want to throw the work onto bmod. The template should be easy for players to plug and chug their values into. If we can make Battle modding easier then we can make it more appealing this time too.

Also I'm rolling around the idea of making something of a tutorial level for the new blood. 7 basic preset characters assigned to each style. It's clear a lot of players tend to skim the How To when they join but with access to the tutorial, it becomes less inconvenient for both veterans and new guys when you start the game with an idea of what to build for and how to play the game. Because the players they choose from are already made, it should make Bmodding them a breeze.

Last and this is the major change I've been wanting to make. The moderators won't be players. Mods will be running a more behind the scene roles by using something of a pool of SPC (Staff Played Characters) with preset stats, items, etc to streamline the roleplay. We'll more than allow the staff to add some touches to the pool to give them their own individual means of expressing creativity but the actual pacing of writing will be slower than a player without the need to constantly maintain the character to stay in the status quo. These's SPCs will trigger events throughout the map that (depending on players) will slowly change the way we play the game.

So with a slower tempo to write at while making meaningful, game changing posts, this should give the staff plenty of time to answer players questions, talk about later events, occasionally Bmod, and even maintaining a social life (I feel like there should be a joke here but...).

These are the ideas I've been rolling around for while now. This puts a burden on us in our Preproduction phase but I'm more than willing to take the time to set the stage right. Any other ideas? Suggestions? Can I get a here here? Any of this sound wrong? Rather talk about this now before I dive too deep into this.
Edited by Strange, Jul 4 2014, 06:52 PM.
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Ankou
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Quote:
 
Last and this is the major change I've been wanting to make. The moderators won't be players. Mods will be running a more behind the scene roles by using something of a pool of SPC (Staff Played Characters) with preset stats, items, etc to streamline the roleplay. We'll more than allow the staff to add some touches to the pool to give them their own individual means of expressing creativity but the actual pacing of writing will be slower than a player without the need to constantly maintain the character to stay in the status quo. These's SPCs will trigger events throughout the map that (depending on players) will slowly change the way we play the game.


This sounds good but we will need a far larger playerbase than we have had in a few SLs for this to happen. I know that is, of course, the goal but I personally don't know how viable it is. How many staff are you planning to have? Each one is a player gone which is something we will have to see if we have the numbers for. Clearly, we need a solid plan for recruiting and, more than that, retention if we want this idea to stay as it is.
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Dario Vess
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Strange
Jul 4 2014, 01:37 PM
First we're going to expand the How To. We'll try our best to make it cover more information this time around. If we can get a bit more detailed on this guide, we'll be able to cut back some minor questions that get continuously asked. Of course our main goal when working on the guide will also be to make things simple to find. I happen to have a willing sacrif- patron wanting to tackle this.
*intense stare* You have no idea how willing.

As a first-time player who happened to become a battle mod in the second saga, I spent a lot of time with the How To guide open in another tab with the Find function already up and waiting for input. Even still, there were times when I had to pester Kalk or one of the veteran players/mods to explain things or make a call on something. I will be doing my best to revamp the guide and hopefully make it more comprehensive and intuitive for players to navigate, minimizing the amount of times anyone will have to send a frantic IM to whichever mod or admin (if any) happens to be online at the time.
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Strange

Ankou
Jul 4 2014, 02:21 PM
This sounds good but we will need a far larger playerbase than we have had in a few SLs for this to happen. I know that is, of course, the goal but I personally don't know how viable it is. How many staff are you planning to have? Each one is a player gone which is something we will have to see if we have the numbers for. Clearly, we need a solid plan for recruiting and, more than that, retention if we want this idea to stay as it is.
Don't worry too much about the number of people I'll have on staff for this. I have some people in mind to cover for this but overall I'm not expecting to have too many people play our SPC roll. Three max is what I project. With the way I'll be running events and with the overall workload shifted off moderators to accommodate this, the only concern will be having our Battle Mods take care of the rest. The rest being moderating for fights and redirection players to the guide for answers, or in worst case scenario if it's not there, report the problem so our guide can be refreshed. I may change up the reward for being a Bmod. There wont be multiple characters in play this time around and with that in mind, maybe the Bmods should get a little commission going to help encourage a healthy interaction with the community.

Now as far as the size of our playerbase. As soon as we get this site looking a proper shape, we'll be on the hunt for affiliated sites, partnerships, top 100 rpg site, and what ever else it will take to get some advertising going. I'm not looking to explode this site with tons of new people but with what I have in mind, we'll definitely have a lot more room than our normal sized crowd. So a healthy 3 SPCs to monitor the story and get things going, then we'll make the changes as we see fit later on.
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SWG - aka Bao Zi'bub
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((Apologies in advance if this ends up as a double post, browser is playing up a bit with the solve media... man, these advertisement verifications almost seem like a form of brainwashing when they make you repeat these brand slogans/commands to them XD ))

Hey, I'm not entirely sure how this place operates, but I can't help but notice it's a little quiet, so I thought there's no harm in extending this offer.

I'm currently an admin on a website called World of Dragonball: Souls, and thought I'd invite you guys specifically((and anyone else who might be interested)) to check us out and, if you want, join our motley crew ;). It's fairly stat-light, and set long after the events of Z (meaning OC focused, but as my own character soundly demonstrates[Bao Zi'bub, three guesses as to which goofball he's based off :P], we have no qualms with characters that are inspired by canon ones.)

We run based on a democratic system, where everyone is welcome to post up suggestions and ideas, and contribute to the site, votes being used to decide. (this means admin/moderators like myself are less 'dictators' are more there to just enact what the community decides and grade threads for people. Our opinion is worth just 1 vote like everyone else's).

We're also a player-based RP, meaning it's members who direct the plot and get to take on the cool roles. For instance if you wanted to be the next 'saga villain', all you have to do is train up and begin being villainous ;)

Posted Image http://wodsouls.freeforums.net/.
I'm even open if you guys wanna try some sort of deal or if you have any concerns or criticisms. Just shoot me a pm or even chat in cbox if I'm around. (or even our very recently created steam group, I'm 'Some_weirdGuy'; http://steamcommunity.com/groups/wodsouls )

And apologies if this is an unwanted advance, not entirely sure of your situation or if you'd even be interested. Look forward to (possibly) hearing back from you though.
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Strange

Our site will be undergoing reconstruction. It will take a long time so I have no problems if anyone wants to go say hello to the neighbors or get involved with any other rpgs.

In the mean time, I'm looking to change up our space combat. I've come to the conclusion that normal combat, with the way it's set up is simply too good to change. The current system is brilliant and benefits the game well, and as I've been digging around other sites for inspiration, its becoming apparent that there's nothing else like it. Space however hasn't really been fleshed out that well and I've possibly may have an idea on how to run it differently. I found a site, Roll 20 that allows setting up a table top scenario rather easily. I mean potentially if we ran a set up like this for space it gives us an entirely new dimension of tactics to deal with and more we can do with our zen when we want to upgrade our ships. We're talking proximity mines, dodging space debris, Chess like movement with missiles and other weaponry to be purchased, and so much more than just having a back and forth hit and miss session with lasers and "Biggest ship wins" scenarios.

I could really use some help on this because my table top experience isn't all there in comparison with some of you guys. If you're good with games like these, drop a line, send me some advice. I've got a general idea of what to do but maybe what you guys have in mind would make this more interesting to deal with. Let me know if you're for or against it, I'm certainly warming up to it myself.
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Ankou
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Maybe to spur ideas you could post what you've got so far? Also, see you guys in august. I'm off
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Kalkavek
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Actual World Ender
Let me use my Sharingan.
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