D&D-like and Risk-styled Freelancer Game Thread Feedback - Techpriest - 10-07-2014
Click on image above for full size.
This map is the image of the alternative universe of the Sirius Sector. This sector has been modified throughout the timeline: Gallia never existed and jumpholes were never made in certain systems; however some timelines have happened that makes this reality parallel to our universe. Although, there is one thing that is clear, you are the player and there are many other players like yourself to decide the fate of this universe...
--Modified Holo-tainment Band's Transmission
Introduction
Each of these circles represent a system. In a system, will be a number representing the armies of various factions. The largest number will be the one representing the system currently in terms of ship power although every ship power will be noted in each turn. Ship powers are determined how strong their influence is in the current system. In order to increase ship powers in a current system, you need to transfer ships to that system. In order to transfer ships, you would need to construct ships using your credits of income. This income can be made through various means, but most of the income comes from taxation. Taxation comes from planets and space stations.
Information
This is a (experimental) forum game designed to simulate part of the Sirius Sector, in this game. The player will choose 1-3 factions to lead in:
- Liberty/Bretonia/Kusari/Rheinland Authority: This faction will lead to be the police of the corresponding houses, your duty is to protect your house from unlawfuls while maintaining a peaceful state within your territory.
- Only able to be within their territories and territories bordering their corresponding territories.
- Access to government-issued grade technology.
- Large number of ships.
- May assist allied factions to grant and allow territorial permits.
- May levy fines on lawbreakers and impose stricter taxes on citizens to increase income.
- Liberty/Bretonia/Kusari/Rheinland Military: This faction will become the main forces of the corresponding houses, be readying to defend or capture territories.
- Able to declare war within a valid reason.
- Access to military grade technology.
- Moderate-numbered of ships.
- May propose treaties among lawful factions.
- Can only be granted income by the authority.
- Liberty/Bretonia/Kusari/Rheinland Intelligence: This faction will be gather intelligence on the Sirius Sector and will be able to gather technologies from various factions in order to benefit their corresponding houses.
- Able to roam the Sirius Sector for various technology.
- Access to whatever technology their hands can get on.
- Small-numbered of ships.
- Income may be earned by any means necessary.
- Maltese Nation: This faction represent the Outcasts. Their faction themselves are not large enough, but are able to act as the authority, military, and intelligence.
- Moderate-numbered of ships.
- May ally with other houses for a valid reason.
- Always at war with the Corsair Empire.
- May engage in corruption.
- Income may be earned by any means necessary.
- Corsair Empire: This faction represents the Corsairs. Their faction themselves are not large enough, but are able to act as the authority, military, and intelligence.
- Moderate-numbered of ships.
- May ally with other houses for a valid reason.
- Always at war with the Maltese Nation
- May engage in corruption.
- Income may be earned by any means necessary.
- Gas Miner Guild: This faction represents the GMG. Their faction themselves are not large enough, but are able to act as the authority and intelligence.
- Moderate-numbered of ships.
- May ally with only lawfuls for a valid reason and unlawfuls for an extreme valid reason.
- May only engage in war in self-defense and cannot declare war.
- Receive no movement penalties for moving in gas-clouds systems.
- Receives mining bonuses in gas-clouds systems.
- May act as a corporation to earn income.
- May engage in corruption.
- Independent Miner Guild: This faction represents the IMG. Their faction themselves are not large enough, but are able to act as the authority and intelligence.
- Moderate-numbered of ships.
- May ally with only lawfuls for a valid reason and unlawfuls for an extreme valid reason.
- May only engage in war in self-defense and cannot declare war.
- Receives no movement penalties for moving in asteroid fields systems.
- Receives mining bonuses in asteroid fields systems.
- May act as a corporation to earn income.
- May engage in corruption.
- Colonial Republic: This faction represents the CR. Their faction themselves are the authority, military, and intelligence.
- Moderate-numbered of ships.
- May ally with lawfuls and unlawfuls for a valid reason.
- Incomes may be earned by any means necessary.
- May engage in corruption.
- Junker: This faction represents the quasi-lawful junkers. Their faction themselves are the authority and intelligence.
- Moderate-numbered of ships.
- May ally with lawfuls and unlawfuls for a valid reason.
- May only engage in war in self-defense and cannot declare war.
- Incomes may be earned by any means necessary.
- Receives mining bonuses in scrap field systems.
- Always at war with Hogosha.
- Hogosha: This faction represents the quasi-lawful Hogoshas. Their faction themselves are the authority and intelligence.
- Moderate-numbered of ships.
- May ally with lawfuls and unlawfuls for a valid reason.
- May only engage in war in self-defense and cannot declare war.
- Incomes may be earned by any means necessary.
- 25% casualties bonus against Junkers.
- Always at war with Junkers.
- Division 9/Aoi Iseijin/Das Wilde: This faction represents The Wild. Their faciton themselves are the authority and intelligence.
- Small-numbered of ships.
- Always loyal to their masters, this loyalty will never be compromised.
- May engage in corruption.
- Access to the nomad-adapted technologies.
- Are currently neutral with their corresponding houses and act as regular house authority/intelligence.
- Always at war with The Order.
- Slomon K'Hara: This faction represents the Nomads. Their faction themselves are the military.
- Small-numbered of ships.
- May not kill those loyal to them.
- May engage in corruption.
- Access to the highest technology possible.
- Always at war with The Order.
- Infinite cloaking technology allows them to remain undetected permanently until needed.
- Desire to kill life-beings prevents alliances with non-Wild.
- The Order: This faction represents The Order. Their faction themselves are the authority, military, and intelligence.
- Moderate to large-numbered of ships.
- Access to unique technology accessible to them.
- Immunity to almost all corruption.
- Always at war with all who stands in their way.
- The Bounty Hunter Guild: This faction represents the BHG. Their faction themselves are the authority and intelligence.
- Moderate numbered of ships.
- Access to all House technologies and unique BHG modified technologies.
- May ally with lawfuls and unlawfuls within valid reasoning.
- Cannot colonize planets.
- Incomes may mostly be earned through bounties.
- Coalition: This faction represents the Socialist Coalition Republic Association. Their faction themselves are the authority, military, and intelligence.
- Small to moderate-numbered of ships.
- Access to unique military grade technology from galaxies away.
- Incomes may be earned through any way necessary.
- May engage in corruption.
- Zoner: This faction represents the Zoners. Their faction themselves are the authority.
- Cannot declare war, may only attack in self-defense.
- May not ally with lawfuls nor unlawfuls to maintain neutrality.
- May earn various incomes through neutral morals.
- Artificial Intelligence: This faction represents the AI. Their faction themselves are the authority, military, and intelligence.
- Small to moderate-numbered of ships.
- Access to above military grade technology.
- Able to colonize planets and build space stations without life support upgrades.
- Immunity to some corruption options.
- House Corporations: This faction represents all of the houses corporation. Their faction themselves cannot be the authority, military, and intelligence in their perspective houses or in any of the Sirius Sector unless permitted.
- May ally with lawfuls and secretly with unlawfuls within valid reasoning.
- Small to large numbered of ships.
- Access to civilian grade technologies.
- May set bonuses(Mining, Trading, Manufacturing) for their faction.
- Cannot colonize planets.
- Can only earn income through corporate means.
- House Unlawfuls: This faction represents all of the house unlawfuls. Their faction themselves are the authority, military, and intelligence in their perspective houses.
- May ally with other House unlawfuls and semi-lawful factions; with valid reasoning, also a secrecy alliance with lawful factions.
- Small to moderate numbered of ships.
- Access to unique technology accessible to their respective houses and faction.
- May engage in corruption.
- Income may be earned by any means necessary.
- Freelancer: This faction represents the freelancers. Their faction themselves could be anything and may be selected multiple times by several players.
- May ally with lawfuls OR unlawfuls.
- May engage in corruption.
- Small numbered of ships.
- Access to civilian grade technology.
- Income may be earned by any means necessary.
Corruption and Purge
In various factions, you are able to instill corruptions into other factions and systems. When a system is in the high levels of corruption. It is more likely to obey the highest owner of corruption. Authority also have the ability to purge off other corruptions off unlawful and lawful factions.
- Intimidation: Factions may spend ship powers to intimidate system officials into giving them something they'd like. Although, this requires little cost. The corruption is temporary.
- Bribery: Factions may spend their income to bribe system officials into getting into their favor. The cost varies on a random number. The corruption is temporary however.
- Piracy: Factions may spend their ships in exchange for income. Authority faction may have a chance to catch piracy factions and mark them as hostile and kill on sight.
- Propaganda: Factions may spend credits to spread propaganda over a planet or a station affecting its content and how it might rebel against the current faction owner. Authority faction may punish the propaganda holders to their own fair judgement.
- Smuggling: Factions may spend credits to put their products on the black market producing income on a system that is not owned by theirs. Authority factions have the power to stop it if they have reasonable ships to uphold it and push a fine that negates the owner of the black market's incomes for a certain amount of turn.
- Kidnapping: Factions may spend various amount of credits and ships to plan a kidnapping. Kidnapping is a high-risk, high reward corruption.
- Racketeering: Factions may spend various amount of credits to start up a racketeering operation which will in turn offer them credits income.
- Slavery: If a faction has several corruption levels on a certain system, the faction is able to levy slaves out of the system. Which will instill rebellions which will in return reduces corruption level. Slaves can be sacrificed as food, construction rate, or credits.
- Black Market*: If an unlawful faction has several corruption levels on a certain system, the faction is able to produce a black market for all those willing to access. Black Market technologies are unlocked and allows factions to potentially sell their unique technology. The Black Market can only be corrupted once in a system and produces income based on a percentage of the system's income. It cannot be purged once made.
- Cardamine/Artifact Addiction*: Outcasts/Corsairs are able to corrupt factions by smuggling in cardamine/artifact which will potentially increase their income and status with the faction, but at a cost that it could waste ships, credits, and negative reputation.
- Infiltration*: Nomads and The Wild are able to corrupt factions through infiltrating their incubus into the bodies of the system. Infiltration cannot be purged, but cannot be done once on a system.
* - limited to certain factions. - Interrogation: Authority factions are able to interrogate the officials on what they have seen, what they have known. Many will be snitched out before the authority will threaten out torture. (Purges random corruption or may have no effect on highly corrupted systems)
- Escort: Spending ships to escort traders out of the system. It stops piracy on the unlawful hands with either their life or their credits. (Purges Piracy corruption)
- Reeducation: Reeducate the population in a station or system on loyalty to their owners by spending various numbers of income and ships. (Purges off Propaganda corruption)
- Rehabilitation: In exchange for a huge amount of credits, authority faction will setup rehab, countering the addiction of cardamine and artifact on the populace of the system. (Purges Cardamine/Artifact Addiction corruption)
Technology
In various factions, factions will have access to unique faction-oriented technology while some will have the highest technology access. The technology determines how much combat multiplier will be added to instill larger or small casualties on the battlefield for either sides. Technology are either unlocked through the black market, faction bonus, system bonus, and research.
Civilian Mining Technology: 0.10 (Provides mining bonuses)
Civilian Grade Technology: 1.00
Civilian Mk 2. Grade Technology: 1.30
Pirate Technology: 1.40
Civilian Mk 3. Grade Technology: 1.50
Bounty Hunter Guild Technology: 1.60
House Unlawful Technology: 1.60
Government-issued Technology: 1.70
Black Market Technology: 1.70
Military Grade Technology: 1.80
Outcasts/Corsair Technology: 1.85
Military Grade Mk2 Technology: 1.90
Coalition Technology: 1.95
Military Grade Mk3 Technology: 2.00
CODENAME Technology*: 2.25 (1.75)
AI Technology: 2.50
Adapted Nomad Technology: 2.75
Order Technology: 2.75
Experimental Technology: 3.00 (2.00)
Nuclear Technology*: 3.25 (1.50)
Nova Technology*: 3.50 (1.00)
Phantom Technology: 3.50
Nomad Technology: 4.00
* - Technology have a multiplier that varies on every battle that is used through a random roll that will rendered the technology weaker or stronger. Colonization and Station Construction
In order to colonize a planet or build a station, the planet cannot be inhabited by any other factions nor can the station be near another station. Once a station is built or a planet is colonized through a construction ship or a colony ship, the station and planet will have 5 readings: Life Support, Defense Modules, Storage Modules, Construction Rate, and Content.
Life Support determines how much must you pay for life support. Some planets may have positive or negative life support levels and all stations start with -2. You may upgrade the life support levels to reduce the credits maintenance. - Life Support -5: The living condition here is DANGEROUS TO ALL LIVING BEINGS. It's like living in the deepest of purgatory. (-8 credits/turn, -2 content)
- Life Support -4: The living condition here is still DANGEROUS TO ALL LIVING BEINGS. It's like living in the shallow reaches of purgatory. (-7 credits/turn, -2 content)
- Life Support -3: The living condition here is still dangerous to all living beings. It's better to die than live in this dump. (-6 credits/turn, -2 content)
- Life Support -2: The living condition is still terrible, but it's not that bad. (-5 credits/turn, -1 content)
- Life Support -1: The living condition is manageable, maybe if you were paid to live there sure. (-4 credits/turn, -1 content)
- Life Support 0: The living condition is like a desert with several oasis. It's still not good though. (-3 credits/turn, -1 content)
- Life Support 1: The living condition has an atmosphere of oxygen to breathe although, it hurts to breathe. (-2 credits/turn, 0 content)
- Life Support 2: The living condition has an atmosphere of oxygen to breathe, however it is still difficult to breathe. (-1 credits/turn, 0 content)
- Life Support 3: The living condition has an atmosphere of oxygen to breathe at least pure oxygen. (0 credits/turn)
- Life Support 4: The living condition has earth-like conditions. It's like living in Earth again. (+10% Construction Rate, +1 credits/turn, +1 content)
- Life Support 5: The living condition is utopia. (+25% Construction Rate, +2 credits/turn, +1 content, immune to corruption)
Defense Modules is a multiplier in a battle in which the station or planet is defended. Planets can only be upgraded to level 2, whereas station can be upgraded to level 5. - Defense Module Level 0: Let's leave it undefended yes? (0.00)
- Defense Module Level 1: A turret or two. Will probably scare off one ship. (0.50)
- Defense Module Level 2: Turrets that are able to scare off the usual pirates coming near them. (1.25)
- Defense Module Level 3: Turrets designed to counteract gunboat raids. (2.00)
- Defense Module Level 4: Turrets designed to counteract capital ships (2.75)
- Defense Module Level 5: The ultimate defense system. Designed to fight until the destruction of the module. (3.50)
Storage Modules are modules designed to store technology, weaponry, ships, and cargo. - Storage Module Level 0: Has no storage, cannot store supplies or ships.
- Storage Module Level 1: Has a little amount storage, can store your various cargo, and weaponry in. (5 storage capacity)
- Storage Module Level 2: Has a small amount of storage, can store ships in also. (14 storage capacity)
- Storage Module Level 3: Has a moderate amount of storage, can store gunboats and advanced technology in. (23 storage capacity)
- Storage Module Level 4: Has a large amount of storage, has enough to produce a market on its own. (32 storage capacity, +1 credits/turn)
- Storage Module Level 5: Has an enormous amount of storage, has enough to build a new fleet here. (41 storage capacity, +1 credits/turn, +10% Construction Rate)
Construction Rates are designed how fast you can construct a ship out of the system.
Construction Level 0: Currently cannot construct ships. (0 Construction)
Construction Level 1: Simple weaponry can be produced here. (+5 Construction)
Construction Level 2: Small shipcraft can be produced here. (+10 Construction)
Construction Level 3: Moderate shipcraft can be produced here. (+15 Construction)
Construction Level 4: Large shipcraft can be produced here. (+20 Construction)
Construction Level 5: Let's build us an army! (+25 Construction)
Content is how content the populace of the station/planet are. Content are either determined by how corrupted the system and based on several upgrades and cargo on the station/planet. - Content Level -3: Viva La Resistance! (Access to the station/planet are being denied until further notice, all modules are disabled.)
- Content Level -2: There are people questioning the leadership of the station/planet. (-10% Construction Rate)
- Content Level -1: The people are uncontent in what they are doing here. (-5% Construction Rate)
- Content Level 0: The people builds a philosophy and morals on their existence here. (No effect)
- Content Level 1: The people have motivation on living here. (+5% Construction Rate)
- Content Level 2: People enjoy living here. (+7.5% Construction Rate)
- Content Level 3: People just don't want to leave! (+10% Construction Rate)
Feedback are appreciated... (In construction)
RE: D&D-like and Risk-styled Freelancer Game Thread - Lythrilux - 10-07-2014
You forgot The Core :3
RE: D&D-like and Risk-styled Freelancer Game Thread - nOmnomnOm - 10-08-2014
Love the stuff so far keep it going!
* nOmnomnOm loves risk B|
|