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 FG Lounge 
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Post Re: FG Lounge
I still think it's a silly element in a game.


Wed Mar 06, 2013 2:19 am
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Data Realms Elite
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Post Re: FG Lounge
Right. Been working hard on my ship.

Image

The turret on deck one is heavily WiP, the barrel on it is mostly done, but the main turret frame itself is gonna go through a few revisions, I think.

Deck 2 is done. I decided to remove the idea of a computer core being a start game object. Instead, you get it for free depending on what you upgrade. So if you get automatic pop up gun turrets, which are gonna be handy if you get boarded, you'll need a computer core to control them. Same with cameras, which improve your line of sight, but you'll need a computer core to control them.


Thu Mar 07, 2013 12:41 am
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Post Re: FG Lounge
I totally forgot I had a deck plans folder so I uploaded it for you


Thu Mar 07, 2013 12:53 am
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Post Re: FG Lounge

Wow. That's a lot of deck plans.

I'll be sure to use them as inspiration for some of my ship layouts :D

Don't worry, I won't be copying them, since I'm enjoying making my own quite a bit.


Thu Mar 07, 2013 12:56 am
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Post Re: FG Lounge
Forumbros are making huge ship schematics, and I'm still trying to decide what kind of die I want to use...

Kidding. :P I'm pretty sure that I'm going to use a d40.

My layout for it is as such:
1-9 is a fail.
10-19 is a lesser success.
20-29 is a success.
30-39 is a great success...
And 40 is an epic success.

And yes, I do realize that the chance of failing is slightly lower, but I set it up this way so I can base the player's level of success on the first digit of their roll.


Thu Mar 07, 2013 3:47 pm
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Post Re: FG Lounge
So, I started making plans for my RtD, and figured hey, let's start with maps. And then I thought, hey, let's make a program to make map making easier!

And that is why I will probably not get the RtD out by Rollday.

On another note, super-heated compressed gas spheres make the best light sources.


Fri Mar 08, 2013 12:31 am
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Post Re: FG Lounge
Don't they?

Also, if you can make a map-making program, I would like to use it as well.
And if you want a tile-based map editor, I highly recommend Tiled.


Fri Mar 08, 2013 1:56 am
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Post Re: FG Lounge
Every time an RtD does not roll on Rollday, a kitten dies

Help us save the kittens by actioning and rolling as frequently as possible, especially on Rollday.


Sat Mar 09, 2013 2:04 am
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Post Re: FG Lounge
I forgot that was a thing...
I should roll.


Sat Mar 09, 2013 2:13 am
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Data Realms Elite
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Post Re: FG Lounge
So I spent six hours working on my ship.

Image

As you can tell, there have been some big changes. Deck 3, the crew deck, is around a quarter done. So far you've got the captain's bedroom and the three officer rooms. I'm thinking of deleting one of the beds, or raising my player cap to seven. I've got a role available for the seventh player, anyway.

The player roles I have so far are :

Captain : Manages the ship's upgrades, the weaponry that is loaded onto the ship and is generally the voice of the crew in the event of negotiations. They can also order a player to do a specific action, which gives the player doing that action a roll modifier. They will also be the player initially briefed about missions, and must then brief the crew in turn.

Tactical Officer : Runs the weapon batteries doing all the targeting work and maintaining the weapon systems as well as the radar equipment. On the ground, they'd be carrying the biggest weaponry. At first, this would be something like an assault rifle with a grenade launcher attachment, but they could one day carry a disposable rocket launcher, flame thrower, machine gun or more.

Pilot : The pilot has control of the heading and speed of the ship, trying to avoid getting the ship hit and getting the tactical officer into a firing position. Being in a great position buffs the tactical officer. The pilot will also drive any and all ground vehicles that the away team come across. It is up to the pilot to stop the ship being damaged or destroyed by enemy fire.

Science Officer : Analyzes all those funky anomalies you find in space and on the ground, as well as using the ship scanners to find weak spots on enemy crafts. On the ground, they'd be able to buff team mates with special abilities, and are the only ones initially qualified to use any artifacts that the team come across in their travels. The Science Officer also maintains the communication grid and is capable of diverting the ship scanners to any task. These can range from scanning planetary installing, assisting the pilot in ship navigation or locking onto a ships reactor emissions.

Chief Engineer : Coordinates the repair team and works the reactor down in engineering to get more power. More power gives roll modifiers to other ship systems, depending on where the power is diverted. More power also equals more heat. More heat damages the reactor. The engineer has to skillfully balance the power generation and heat output for maximum effect. The chief engineer can also deploy things on the ground. These range from deployable barriers and mines to automatic gun turrets and the like.

Medical Officer : At game start, the medical officer will be the only physician on the ship, and the only one capable of advanced medical treatment. They can also distribute stimulants that provide a passive boost to the other players, but after the high comes the low. They also have the ability to create toxins, sedatives and biological weapons among other things in the ships medical bay. These can range from a simple knockout toxin to a bio weapon that causes your eyes to melt.

Those were my initially planned roles, but I've got a seventh available, too.

Marine : The marine's job is to ensure that the ship is safe and protected from enemy boarders. If the worst does come to happen, and an enemy team boards the vessel, it's up to the marine and his squad to ensure that the boarders are neutralized as soon as possible, before they can do damage to the vessel. On the ground, the marine's job is to take up the damage so that the rest of the team can complete the mission. The marine can survive injuries that would kill lesser people. They have the heaviest armor and start the game with a ballistic shield.

And those are my planned roles. There will only be one of each role, to ensure that the entire crew is properly balanced.


Wed Mar 13, 2013 9:31 pm
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Post Re: FG Lounge
Looks like it's coming together nicely, but have you considered sketching what the outside of the ship looks like?
I find it helps to see what it should look like as a ship put together. Makes it easier to see connections or where things should be.


Wed Mar 13, 2013 10:29 pm
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Data Realms Elite
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Post Re: FG Lounge
Nah, I haven't tried sketching it, but I have a mental image of what it should look like, and so far, it's holding to that design.


Wed Mar 13, 2013 10:55 pm
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Post Re: FG Lounge
If you ever find time, give it a shot. I'd love to see what it looks like as a whole.


Wed Mar 13, 2013 11:58 pm
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Post Re: FG Lounge
I'm just going to make my maps in MC for my own reference and give the players a sketch or something when they need a visual. I don't want to spend an eternity making a mapping program and end up not making the RtD.


Sat Mar 16, 2013 2:49 am
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Post Re: FG Lounge
CaveCricket48 wrote:
I'm just going to make my maps in MC for my own reference and give the players a sketch or something when they need a visual. I don't want to spend an eternity making a mapping program and end up not making the RtD.

Give them an incomplete sketch with sections that are basically "Here be dragons" and stuff like that.

More fun that way :D


Sat Mar 16, 2013 2:54 am
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