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Law & Order / Honor points idea...
« Last post by Nick on May 08, 2020, 10:31:33 pm »
Usually when a player is good, he or she gets big rewards. This increases the distance from other players and may cause becoming invincible at the top. To mitigate this, players with relatively a lot of wealth or possession could become somewhat "evil" like the elite 1%. We could paint them as interesting targets to steal from by the Robin Hood type players, nudging them to consider giving away some wealth for good causes in exchange for honor points. With enough honor points you could get a statue made with your name on it, for instance. Basically trading excess resources for investment in eye candy.
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Weight and Volumetrics / Brainstorm #2
« Last post by MarcoTvM on April 14, 2020, 09:51:57 pm »
Everything has some mass and a volume.

No one can carry without limits without some extraordinary measure.

Wooden dice weighs about 10grams = 2 x 2 x 2 cubic cms
A longsword is about 1.5 kilograms; volume = blade (110 x 5 x 15) + (28 x 8 x 17.5)  cubic cm2

Its clear the volume of the sword is way more then that of a dice.

So lets say a simple pouch can hold 15 cubic cm...
Clearly multiple dice will fit, but not a single longsword. With a normal dice bag, around 100 dices can be put in.

Then wat about some very high mass material, Osmium, which ways 0.18kg / cubic cm... Putting 100 dice in that bag will tear it.

Over-encumbered: carrying to much mass  (based on factors) - slowing down movement to a halt
Over-burdened: carrying to much volume - causing clumsiness due to the sheer volume influencing every movement
(Over-loaded)

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Weather & Time / Brainstorm #2
« Last post by MarcoTvM on April 14, 2020, 09:13:42 pm »
- Timezones
- Weatherregions

How long is the duration of  a day
How long is the duration of a night
Depending on the season (multiple suns, lack thereof?)

How many days is a month (or equivalent)
How many months in a year (or equivalent)
How old is the planet Nooblies?
How long is a season?

Conversion REALTIME to GAMETIME

3 month realtime = 1 season GAMETIME -> 4 seasons / year

REALTIME holidays for events


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Law & Order / Brainstorm #2
« Last post by MarcoTvM on April 14, 2020, 09:06:28 pm »
BAD guys
- White collar / Conmen
- Thieves
- Criminals
- Assassins  / Murderers

GOOD guys
- Detectives
- Police
- Troopers
- Bounty hunters

NEUTRAL guys
- Judges
- Lawyers

LOCATIONs
- Prison
- Asylum
-
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Abilities are actions that can be learned by observing or discovered; once known, they can be executed any time, given the circumstances permit.
For example:
Building a fire might be discovered  by spinning a wooden branch very fast between ones hands on another piece of wood. So this then can always be used. But depending on the used materials, it may go better or worse a next time (wet/dry wood, fatigue, etc). And over time, making a fire might be discovered by using two stones instead.

Skills can be seen as abilities that can be taught by someone else or discovered and can be improved by more teaching or exercising them.
For example:
Starting as a novice blacksmith, one needs to learn how to melt ore. This will not go 100% fine at first, meaning loss of resource, contaminated resources, low quality etc. By doing it more often, this will improve. Even combinations can be found (like coal + iron -> steel) by exercising this more.

So very short:
The result of executing an ability (in whatever way) will always be te same, whereas using a skill, the higher one is proficient with the skill, the better the outcome will be.

Skills can be grouped together to form a profession.
For example Blacksmit:
- Skill smelting
- Skill tempering
- Skill smithing
and so on and so forth
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Peace & War / Fighting system: sort of VATS
« Last post by MarcoTvM on April 07, 2020, 09:37:28 pm »
VATS - To be determined

- (double)Spies
- Army
- Generals
- wins and losses



7
Races / Overview of the Races
« Last post by MarcoTvM on April 07, 2020, 08:07:14 pm »

On Nooblies, due to evolution or divine intervention or by magic, several races have evolved into sentient beings. These races have benefit and drawbacks:
  • Centaur
  • Dwarf
  • Elf
  • Fairy
  • Goblin
  • Half-Elf
  • Halfling
  • Half-Orc
  • Harpy (f)/Griffin (m)
  • Human
  • Kender
  • Mermaid (f)/Merman (m)
  • Nāga
  • Orc
  • Werecat
  • Werewolf

This is the matrix for the factions that can be chosen at the start. The Neuter faction can be chosen by all races. This might allow for changes in certain abilities / properties that are pre-requisites for the other factions.

Idea: implement a Before-life as a starter guide explaining the game, races and to reach a specific minimum level (xp, skills, abilities?) before being born on Nooblies.
With being born it means: player has to choose race / faction (and ofcourse gender, but that would not make a difference)
8
Attributes / Properties / Possible attributes
« Last post by MarcoTvM on July 25, 2018, 06:34:50 pm »
We know these to be implemented in many games to represent a characters being. But lets take this overview and think a bit further. We consider primary, secondary and even tertiary attributes which contribute to abilities.

In random order
  • strength
  • dexterity
  • constitution
  • charisma
  • wisdom
  • intelligence
  • vitality
  • quickness
  • stamina
  • focus
  • willpower
  • fatigue
  • speed
  • finesse
  • social
  • endurance
  • resistance
  • vulnerable
  • weakness
  • hot/cold blooded
  • power
  • violent
  • domestic
  • aggressive
  • hunger
  • thirst
  • bounty
  • leadership
  • diplomacy
  • speech
  • languages
  • emotes


All of these can be put in a few categories:
  • Body
  • Mind
  • Control
Some examples to make things more clear (hopefully).


Body
Well, strength is obviously related to body. The more strength, the more muscle(s), the more one can carry before being overburdened.


Mind
As it seems, willpower is a good candidate for the mindset. Willpower is determination. If someone find him(or her)self in to have to make a very hard decision, willpower is needed to make that choice.


Control
This may sound strange, but finesse is part of control, as it can be like the base for the fine motor control of the muscles (strength). Imagine a very sturdy and strong character able to carry big stones... But now this person has to work with delicate plantlife… Without finesse, I doubt the plantlife would survive.


9
The Factions / Relations between Factions
« Last post by MarcoTvM on July 23, 2018, 09:55:29 pm »
Between the factions, there exist friction or even hatred.

Examine the underlying schematic in more close details. What do we learn from this?

The Pyromaniacs
The Pyromaniacs trust in their brain power to unlock and harness the magic powers that are abundantly available on Nooblies. This however comes with hefty price. Because of mostly training their brain to be able to handle this raw resource, physical prowess is lacking severely as well as understanding other more to 'earth' like concepts. Because of this, they really loath them Mad Scientists.

Because the magic power is a raw natural resource, the Tree Huggers are seen as a friendly group, that can help overcome their own awkwardness when it comes to enduring physical activities.
However, sometimes the way those Religious Fanatics think about having powers that closely resembles a deity is not always a blessing.

The Tree Huggers
The nature lovers don't care much for magic. For them it's about life, living things, that evolve, based on the principle of the GCS (aka Generative Cell Sequencer) as a part Gaia. They trust that the GCS will find a way to get things done or fixed or changed or whatever. This is the total opposite of those Religious Fanatics! They have less use for brain, but are more in tune with their physical being training it to do the will of their so called 'Keepers'.

Since GCS is also responsible (in their mind) for the magic, helping the Pyromaniacs, and getting aid from them, comes naturally. This in contrast to those Mad Scientists who think that everything could be explained using all kinds of rules and laws; but nevertheless, their trinkets are sometimes worth 'overlooking' that particular trait.
 
The Mad Scientists
These are those who like to use their brain and hands to fabricate, engineer, reverse engineer, break, build, tear down anything they can. And they will, damn the consequences! They have learned about applying logic, mathematics and all other kinds of necessities used in tinkering. Hence, their brain is more developed as well as their limbs that are needed for tinkering with all kinds of materials. For them, abusing the brain to limit it to just one major function and in a lesser extend for normal day living is an abomination.

Helping the Religious Fanatics seems also logical. Because without those higher powers, how would it be possible to understand the world around us; and being able to use it for our benefit.
This is somewhat in contrast with the Tree Huggers, who believe that nothing is pre-arranged. There is also something to say for that, because still not everything can be explained.

The Religious Fanatics
The Religious Fanatics believe in all their might, there are higher powers, that dictate every action, every outcome and everyone's destiny. Therefore, those degenerate Tree Huggers with their 'Gaia will solve anything by itself' attitude are heretics and should be wiped of this beautiful designed planet.

For that, working with the Mad Scientists seems to be the will of the 'Keepers' as they have bestowed upon them they knowledge how to use these worldly materials. Collaborating with the Pyromaniacs can often be a very successful undertaking, however they hunger for power, nearly becoming a deity, is also threatening.

The Neuters
The Jack of All Trades, but Master of None. How well described they are. Is it they can't or won't choose? In any case, they're not hated, nor loved by any of the before mentioned factions.
This makes them excellent traders, since for example, Tree Huggers will rather die than selling something to a Religious Fanatic; similar, a Mad Scientist would cut of their hands before allowing some Pyromaniac abuse their painstakingly handcrafted trinket.

However, this kind of 'Freedom' comes, obviously, with a cost. The Neuters are not trusted by any other faction. They might get a status of 'Friendly', 'Honored' so they might get more bonusses (like lower prices when buying, higher when selling) or even the opposite 'Hostile', 'Agressive', in which case the bonusses are turned into penalties.

A Neuter may decide to fully join a faction, but once the choice is made, there is no going back. After the joining, the ex-Neuter may then reap all the benefits and also suffer from the consequences.
10
The Planet "Nooblies" / Introduction
« Last post by MarcoTvM on July 23, 2018, 09:21:22 pm »
The planet Nooblies is discovered, but not as we, Earthlings, would like to think. It's coming from the mind of many people participating in making this world work, fun, exciting and pleasant.


The inhabitants are who are called Noobs can be roughly divided into 5 different factions:
  • Magicka users - also known as The Maniacs
  • Nature lovers - also known as The Tree Huggers
  • Believers - also known as The Religious Fanatics
  • Tinkerers - also known as The Mad Scientists
  • Jack of All Trades - also known as The Neuters

The best way to show this relation ship is within the underlying diagram:
  • Arch Enemies: Some of them are enemies with each other with an intensity that ignores everything. They will not work together, nor will they tolerate each other in any circumstance.
  • Allies: The opposite of Arch Enemies. Always friendly and helpful to each other.
  • Frenemies: depending on the stand of the moon(s), the time of anything, they might or might not collaborate. No one can tell, unless it's tried.

A special case are the Neuters as they do not pick sides. This means they can engage in any relationship with the other factions with some restrictions though:
  • They will never become Allies or Arch Enemies, just depending on what they're doing they might become friendly or hostile.
  • They may chose to convert to a given faction, but after that they can never go back to becoming a Neuter again!
  • Because they will never be as trusted as real factions, they will also be kept off from the benefits of having a faction. Unless they become integrated as mentioned in the previous point.
  • A perk of being a Neuter is that if they show a passive demeanor, they will be allowed to go nearly everywhere, and access all markets for trade etc.

More in details can be found at the Faction Section
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