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Double Deuce
09 Dec 05, 10:43
I have been toying with the idea of doing a WinSPMBT campaign based on a hypothetical Nuclear Workd War (ala the Twilight 2000 game) with 3-6 players playing against the AI. I would create scenario's (a storyline) set in the Twilight 2000 world and each player would be in command of his alter-ego set in this environment. Each player controls a single man unit, I set the unit's stats, you choose your nationality (and weapons package from a a predefined list). New players can join in or drop out at any time at the start of a new scenario in the story.

How it would work?
Player 1 is the Leader. He starts the scenario moving his single man unit. He tyhen saves the scenario and fowards it to player 2 who plays his unit actions. He thensaves and frwards the game to the next player and so on. The last Human player ends his move then sends the file back to the 1st player who ends the turn for the human team. He then lets the game cycle through the AI players turn. Before he moves his unit for the next turn he sends me a copy of the game file. Player 1 then starts the next Human player turn all over again and play continues.

What would be required of the players?

At least 1 turn every week or so, faster or slower as the players can pass the file around, just keep it rolling.
Post their personal AAR/comments (with optional screenshots :D ) in a running thread as the story evolves (basically the players are writing the story for visitors and members of the site to follow the action and get some light entertainment).
Questions, comments?

Double Deuce
09 Dec 05, 11:12
What is Twilight 2000?
Twilight 2000 is a Role playing game set in a fictional future, one where World war 3 began in the late 1990's and eventually slipped into a nuclear exchange changing society as we know it. The players assume the roles of survivors trying to live through the aftermath of the war. Twilight 2000 was published in the mid 1980's by Game Designers Workshop who unfortunately closed their doors in the early 1990's.

Your situation?
The War has raged for years The high-tech ammo is almost gone. High-tech equipment is failing, piece by piece, with no spares to fix it. The front lines are held by a few grim, desperate soldiers.

The US 5th Division holds the line in Poland. Now, a Soviet encirclement has cut it off in a province ruled by ambitious warlords, local militias, and bands of marauding deserters. HQ is 200 klicks to the rear and powerless.

Your last order sets you free...

"Good Luck. You're on your own."

NOTE: While you are technically part of the US 5th Infantry Division you can play a soldier of any nationality of your choosing that is available in WinSPMBT 2.51. :D

Pepper
09 Dec 05, 20:07
Sounds very interesting! :bandit:
Not sure I understand, but I'm cretainly intrigued.

Double Deuce
09 Dec 05, 23:12
Sounds very interesting! :bandit:
Not sure I understand, but I'm cretainly intrigued.Yeah, I shoulda thought it out further and THEN wrote more clearly what I meant. :(

Basically it would be where each player would have his own 1 man unit, 3-4 per side ( I would create them in the Editor along with the mission and scenario). These 3-4 would play against the AI each playing his own man/unit each turn. Sort of a multiplayer, pass the file around to all players to play their unit. It would be like a 3 vs 1 where the 1 is the AI or a dedicated BAD guy to control those forces.

Double Deuce
09 Dec 05, 23:35
Pepper - Basically if you were involved you would command a single unit named "Cpl Pepper". This unit would be edited so he has a personal weapon, some grenades and ammunition for the scenario. Each player would be set up like this, playing a soldier from whatever nationality they preferred.

Here is a sample using myself.

http://www.combat-campaigns.com/downloads/SGT_Torrance.jpg

You will see I have my trusty M16 (60 rounds of ammo) and a 40mm M203 Grenade Launcher (with 4 HE and 2 AP rounds). I have no grenades or other "Support Weapons".

I do have 3 Smoke Grenades but I have edited it so I do not have a radio couldn't carry it with all the other stuff. I also have a pair of Night Vision Goggles (Vision 20).

I would play this unit in the scenario/campaign and all the other players would have themselves to command. We would play against the AI or a single "evil enemy commander". :D

Skirmisher
10 Dec 05, 00:05
Sounds :cool: Double Deuce,what nationalities will be availible?

Double Deuce
10 Dec 05, 00:08
Sounds :cool: Double Deuce,what nationalities will be availible?Any available in the May 2000 WinSPMBT OOB's.

Skirmisher
10 Dec 05, 00:20
Any available in the May 2000 WinSPMBT OOB's.


Does that go for infantry types as well? I noticed you have scouting abilities. :D

Double Deuce
10 Dec 05, 00:23
You essentially create you own character (1 man unit).


You pick a nationality and unit type infantryman, scout, sniper, machinegunner, engineer, etc.
You select your personal weapon (rifle) from that nation's OOB. Some may be able to select a LMG BUT must carry their own ammo.
You select a sidearm (pistol) from that nation's OOB.
You select Support Weapons (limited to some grenades, molotov coctails or a light AT weapon). Enginners can start with a flamethrower, or a satchel charge, etc.
Whatever you pick would have to be realistically portable by a single person in combat conditions!

In essence I will create a story for the players to play with their units. I may allow them to start with a vehicle or some non-player characters controlled by a selected player to fit the story. You may find a radio, special weaposn to carry int the next scenario, etc. Kind of an interactive campaign where we will make things up as we go along. The story will evolve based on my desires and player input (you guys come up with the mission ideas, I'll create scenarios for you to play it).

Each will be played against the AI or another, single enemy commander.

Double Deuce
10 Dec 05, 00:26
Does that go for infantry types as well? I noticed you have scouting abilities. :DYes, you as a player select the base unit you want me to edit to include your preferred weapons/equipment. I will decide if you get vision enhancement stuff, radios, etc and your actual ammo load. :devious:

Skirmisher
10 Dec 05, 00:34
Yes, you as a player select the base unit you want me to edit to include your preferred weapons/equipment. I will decide if you get vision enhancement stuff, radios, etc and your actual ammo load. :devious:


lol will there be the ability to "score" additional ammo or perhaps capture enemy weapons,ammo,etc.

Double Deuce
10 Dec 05, 00:36
Yes there will, depending how I/we want the story to evolve and whats coming next, etc

Pepper
10 Dec 05, 02:06
I volunteer to be the dedicated BAD guy!

:devil:

Achilles
10 Dec 05, 02:44
Mike,

Would you use a custom OOB?
Are you going to play Non-secure games
What will happen if the player's unit dies?
What about using 2 1-man units per player?
If you use a custom OOB, you may use a special award technique and giving the chance to the player to upgrade his unit (s) by selecting from a tree of possible evolutions (more ammo or better weapons).
Also at some stage, if you using more than one 1-man units, you may give the player the ability to combine them by upgrading to heavier units... like small vehicles !!!
You may also design an evolution index and described what kind of weapons may the players uses and what kind of experience penalties these upgrades will impose to the upgraded player's unit.

Concerning the scenarios, I propose to have a couple of dedicated players to prepare and design special missions for this campaign (with defined and secret objectives)!!!

And after each scenario all players should update the custom campaign OOB according to the between mission modifications.

cheers,
Pyros

Double Deuce
10 Dec 05, 10:02
Would you use a custom OOB? If you use a custom OOB, you may use a special award technique and giving the chance to the player to upgrade his unit (s) by selecting from a tree of possible evolutions (more ammo or better weapons).
Also at some stage, if you using more than one 1-man units, you may give the player the ability to combine them by upgrading to heavier units... like small vehicles !!!
You may also design an evolution index and described what kind of weapons may the players uses and what kind of experience penalties these upgrades will impose to the upgraded player's unit.

And after each scenario all players should update the custom campaign OOB according to the between mission modifications.I hadn't thought about a custom OOB for this. I haven't toyed with MobHack that much so am not really familiar with it. So what I could do is create a custom OOB with all the players characters, henchmen and NPC's in it and use it to track their stats from scenario to scenario. Of course I would have to send out the modified OOB to all the players for creating the scenario and loading/use at the beginning of each scenario. This could slow down creation of new ones since they could be worked on in advance except for the map and enemy units I guess.

Are you going to play Non-secure gamesYes, we will use the "Basic" security feature since the file will be opened and closed on so many different PC's. That would still provide some security I would think.

What will happen if the player's unit dies?He can create a new character and come back into the story BUT he would lose all his extra equipment and increased stats.

What about using 2 1-man units per player?Each player would only have 1 "character" but he can have henchmen at some point. This could be when he aquires a crew served weapon such as an HMG or vehicle and needs a "crew". The crew would be the extra men in HIS unit and of course if the unit takes casualties the player would be the last to be killed.

Concerning the scenarios, I propose to have a couple of dedicated players to prepare and design special missions for this campaign (with defined and secret objectives)!!!That would be great BUT designers wanting to take on these projects might be few and far between. Its not like they would be able to post them for DL and showcase their work. :OHNO:

Double Deuce
10 Dec 05, 10:31
On thinking about the OOB thing, it may be easier to just modify the units in each successive scenario. Otherwise were spending time waiting for a modded OOB to have BEFORE anyone can really build a new scenario/situation.

Double Deuce
10 Dec 05, 11:57
Does that go for infantry types as well? I noticed you have scouting abilities. :DWhy don't you start so we can go thorugh the process in public and people can follow and see what this is about?

Pick a unit from an OOB for you're base character. This would be either a rifle, ranger, engineers squad, etc (i.e. What type soldier do you want to be) and what nationality?

I'll take that, edit it to a sample character and post it with your input.

I would like to have a couple infantrymen, a combat engineer, a scout and maybe a sniper on the starting team BUT that would mean 3-5 players would need to join in. I have a small sample scenario already set up just need some players to test it.

Pepper will be the AI for ALL the "bad guys". :devious:

The scenario is;

All the players are aboard a scrounged Mi-8 enroute back to their lines after a successful raid. During the flight the helo has a mechanical malfuntion and crashes. The players survive the crash and must move to meet up with a known local informant who will help smuggle them back to friendly lines.

The bad guys, a group of bandits (also single man units) played by Pepper, are searching for survivors from the crashed helo. The mission is to get to the designated hex location without getting killed by the bandits (10 turn scenario).

Skirmisher
10 Dec 05, 13:47
I'd like to be a US Ranger with a Colt M4A1 rifle please. :D

Artur
10 Dec 05, 14:41
I volunteer to be the dedicated BAD guy!

:devil:

Bad guy reserve :devious: .

Artur.

Achilles
10 Dec 05, 14:51
On thinking about the OOB thing, it may be easier to just modify the units in each successive scenario. Otherwise were spending time waiting for a modded OOB to have BEFORE anyone can really build a new scenario/situation.

Mike,

It is better to work with a custom OOB because there are a lot of variables(type of weapon, type of ammo and quantity of ammo in case of resupplying) that you can't change by simply customizing a unit.

cheers,
Pyros

p.s when a player is hit and eliminate you could apply a rule like for example the every time a player dies in a mission he should recover for 2 mission before being able to use again that player in a mission (simulating injury)
Also a player could develop 2 or 3 type of units and be able to choose which one to use on a certain mission (sniper or AT-unit or demolition man etc...)

Double Deuce
10 Dec 05, 14:52
I'd like to be a US Ranger with a Colt M4A1 rifle please. :DWell it looks like I'll need to use a custom OOB for the players IF I want to edit certain things (light night vision device simulation and some other things). Here you are;

Double Deuce
10 Dec 05, 14:57
It is better to work with a custom OOB because there are a lot of variables(type of weapon, type of ammo and quantity of ammo in case of resupplying) that you can't change by simply customizing a unit.Yeah I figured that. Guess I need to learn MobHack if I wanna do this right.

p.s when a player is hit and eliminate you could apply a rule like for example the every time a player dies in a mission he should recover for 2 mission before being able to use again that player in a mission (simulating injury)
Also a player could develop 2 or 3 type of units and be able to choose which one to use on a certain mission (sniper or AT-unit or demolition man etc...)I thought about an experience point system for completeing the mission, surviving, # kills, etc that a player would earn to spend on character development. This could be applied to experience, morale, Rally, and the 3 Command Ratings).

OK, why not just call it what I want it to be . . . "WinSPMBT - the Role-playing Game". :laugh:

WildBill Wilder
11 Dec 05, 01:12
For those interested in trying a single man scenario to see if you like the idea, I have two that I have already done. One is based on the series, "Over There." It might be in the game itself.

http://www.wargamer.com/gamesdepot/details.asp?sid=4030

The other I just posted with Marines attempting to rescue US soldiers during the Chosin Reservoir - Korea fighting.

http://www.wargamer.com/gamesdepot/details.asp?sid=4163

Not trying to steal your thunder, Double D, but its a good way to see just how this might work, though yours would be real "Twilight Zone." It sounds good. I hope you do it.

WB

WildBill Wilder
11 Dec 05, 01:12
We'll be posting another one on the Israeli Commandos at Mitla Pass in 1956 very soon. Keep your eyes peeled for it.

WB

dita
11 Dec 05, 14:03
this sounds like a great idea.

Would be willing to give this a try. I like the idea of some sort of "RPG" element with "upgrades" etc issued depending upon how many "kills" the player achieves.

WildBill Wilder
11 Dec 05, 14:37
In a campaign format, units do improve in skill if not morale depending on the kills they make. That is one reason why you want to keep your boys alive. They get better as they go.

WB

Double Deuce
11 Dec 05, 15:51
Not trying to steal your thunder, Double D, but its a good way to see just how this might work, though yours would be real "Twilight Zone." It sounds good. I hope you do it.We did something like this at the SPWAW Depot BUT using full platoons under each player. It was pretty large and that is why I think it died out over time. Something smaller with a developing story might work better and thats what I am shooting for.

Seeing your single man idea work in WinSPMBT just reinforced the feasability of how this could work and what it might take to do it. If I can create a Custom OOB for the "players" side it would work even better since I can edit so much prior to each scenario. Of course, I gotta learn MobHack for that.

Dano
13 Dec 05, 13:52
I would be will to play also but since there are not "hit points" I see big problems in keeping characters alive.

A side note I did find that the old 92-93 twilight 2000 pc game is still downloadable and free. Did anyone every play this?
http://www.the-underdogs.org/game.php?id=1199

Skirmisher
13 Dec 05, 14:43
A side note I did find that the old 92-93 twilight 2000 pc game is still downloadable and free. Did anyone every play this?


Nope, I'm to busy playing Jagged Alliance 2 and JA2:Unfinished Buisness :cheeky:

dita
13 Dec 05, 14:48
Nope, I'm to busy playing Jagged Alliance 2 and JA2:Unfinished Buisness :cheeky:

Great game. Just got round to installing it. Had it for a while on my old machine, then managed to get the "gold edition" that included unfinished business. Just got to find the time now.....

Have you every tried any of the fan made mods for it. Supposed to be very good.

Skirmisher
13 Dec 05, 14:55
Great game. Just got round to installing it. Had it for a while on my old machine, then managed to get the "gold edition" that included unfinished business. Just got to find the time now.....

Have you every tried any of the fan made mods for it. Supposed to be very good.

Did a google search for Jagged Alliance 2 Mods
Found one called Jagged Alliance 2 :Urban Choas -Looks promising downloading it from Fileplanet right now. Thanks for bringing the Mod idea up,I had not thought of that. :) Looks to be other Mods for it as well. :cool:

Skirmisher
13 Dec 05, 15:07
I would be will to play also but since there are not "hit points" I see big problems in keeping characters alive.
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What you going to play? Why do we need hit points? That will be determined by the WinSPMBT game engine and your savy. My advise is not to let bullets or other ordanance pass through your soldier.

Skirmisher
13 Dec 05, 15:10
this sounds like a great idea.

Would be willing to give this a try. I like the idea of some sort of "RPG" element with "upgrades" etc issued depending upon how many "kills" the player achieves.

Think of what unit you want to use yet?

Double Deuce
13 Dec 05, 17:23
I would be will to play also but since there are not "hit points" I see big problems in keeping characters alive. There may be ways to compensate for this that I am looking into. Also, you must remember you would only be facing similair single man units.

BarcelonaBlom
13 Dec 05, 18:29
Sounds bloody interesting, especially since I'm addicted to Twilight 2000....


Got any Marines? :D

Double Deuce
13 Dec 05, 18:49
Got any Marines? :DNone yet? ;)

Double Deuce
14 Dec 05, 14:56
I changed the thread title to better reflect what this project is really about. :D

Double Deuce
21 Dec 05, 08:40
For those interested in this and running a player in a test game I need you to post a couple things. From the May 2005 available WinSPMBT Nations.

Character Name;
Nationality:
Branch of Service: Infantry, Engineer, Airborne (Para), Marine, etc.

I will take that information and create a basic character for you to run in a test game. The test game will go for about 5-10 turns at most. With 5 players (at 5 turns) this will take about 25-30 days to play IF it takes a full day for each player to move their guy and forward it on to the next player, and so on. Think of it as a multiplayer PbeM game with each player only controlling 1 unit.

Vas FURY
21 Dec 05, 09:19
Hey, i'd like to participate please.

This is my character profile:

Name: Vas FURY
Nation: Russia
Service Brank: Russian Marine Special Forces (Speznaz Marine Division)

Thank you for offering to create such a character, as i havent got any editor for the game.

Vas FURY
22 Dec 05, 17:00
Ok, ive just played Wild Bill Wilders "Over There" Scenario, and i can see how this role playing game can work really beautifully if it is done properly. Also, may i suggest that to make the going a bit harder, and to better represent realism, the characters should have only a small amount of ammo (coz in reality each man would have 4-6 clips of ammo, half of which would be used up in a sizeable burst). This could make the importance of supply dumps all that more sizeable, and can encourage the players to cover one another more. Also, any gained experience points can be used by the player to purchase the ability to have more ammo, or something along those lines. Let me know what you guys think.

Skirmisher
22 Dec 05, 17:06
Ok, ive just played Wild Bill Wilders "Over There" Scenario, and i can see how this role playing game can work really beautifully if it is done properly. Also, may i suggest that to make the going a bit harder, and to better represent realism, the characters should have only a small amount of ammo (coz in reality each man would have 4-6 clips of ammo, half of which would be used up in a sizeable burst). This could make the importance of supply dumps all that more sizeable, and can encourage the players to cover one another more. Also, any gained experience points can be used by the player to purchase the ability to have more ammo, or something along those lines. Let me know what you guys think.


Hi,

I have a small amount of ammo, 65 rounds for the M4 and three hand grenades.
Kinda an odd number of rounds, 90 sounds better. How many rounds does an M4 rifle clip hold?

WildBill Wilder
23 Dec 05, 00:04
Vas has some good ideas. Smaller amounts of ammo is more realistic but in many cases the scenarios would have to be a little shorter. Most firefights, especially on this level, did not last that long anyway.

You'd have to stretch the time frame a bit to make it playable, but it would seem to me that no more than 15 turns would be quite sufficient for this kind of fight.

WB

Double Deuce
23 Dec 05, 00:13
You'd have to stretch the time frame a bit to make it playable, but it would seem to me that no more than 15 turns would be quite sufficient for this kind of fight.True BUT a 15 turn game with 5+ players might take several months to complete and thats if things went extremely well and everyone played their turn on time with a 1 day(-) turnaround. :nervous:

Double Deuce
23 Dec 05, 01:15
I am working on the "Official Rules" as fast as possible AND will create a PLAYER OOB for use.

For this test situation I have 2 characters ready for to go.

They are;

Skirmisher and Vas FURY (Do you both know how to do a multi-player PbeM game)?

I will play the AI forces for this test.

Situation.

1Lt Skirmisher and Sgt Vas FURY on on board an Mi-2 helo headed to a briefing at HQ when the helo develops engine trouble and crashes into some woods known to be inhabited by some very tough/mean bandits. :devious: Both skirmisher and Vas FURY are thrown clear of the wreckage. Each character has their personal weapon (with some ammo), 3 frag grenades, 2 smoke grenades and night vision goggles. (see post attachments)

It is dark with visibility limited to about 300 meters.

Skirmisher is the mission leader BUT each player moves/commands his own unit during the game.

Player Objective.

Is to survive through turn 8 when you will be considered rescued by friendly forces. Avoid detection any way possible. :laugh:

Additional Info.

The game will last 8 turns. It uses PbeM slot # 1. Your password is "green". Skirmisher, you DL the file to start things off. Open the file, play your character ONLY and SAVE the game (do not end the turn!!!). Zip and send the file to Vas FURY.
Vas FURY you will then open the Pbem game, enter the password "green" and play your character ONLY! Vas FURY, you will END the player's turn, zip the file and send to me so I can play the AI side. WE ALL will do a detailed AAR in another thread as play develops so everyone interested can follow along. Sound OK?

This will be a walk though, step by step game so everyone can sort of follow along.

Here are the 2 player characters.

WildBill Wilder
23 Dec 05, 01:59
No, no Double D. I was not clear. Forgive me.

I stated 15 turns as a maximum, not a standard. Most of the single player scenarios I have done are 12 turns or less. "Over There, " for example, is only 8 turns in length.

I agree with you, not disagree. PBEM can be long and tedious and the battles should be succinct.

Vas FURY
23 Dec 05, 04:55
Ok, i'll await my turn (Im going through a PBEM game right now, so i know how to do it now Deuce).

Ar you gonna set up the turn by turn description thread in the AAR section?

Skirmisher, in case you need it again, my email is:
vasthegreat@hotmail.com

Lets do battle

Vas FURY
23 Dec 05, 06:00
Hi,

I have a small amount of ammo, 65 rounds for the M4 and three hand grenades.
Kinda an odd number of rounds, 90 sounds better. How many rounds does an M4 rifle clip hold?

Skirmisher, 65 rounds is only 2 clips and five bullets (30 round clips for M4), so yeah, that is a small amount. Usually the army gives 120 rounds minimum as far as im aware (4 clips) plus the mag in the rifle (30 +1 bullet in chamber).

Double Deuce
23 Dec 05, 08:39
No, no Double D. I was not clear. Forgive me.

I stated 15 turns as a maximum, not a standard. Most of the single player scenarios I have done are 12 turns or less. "Over There, " for example, is only 8 turns in length.No problem WB. I was mainly pointing out to those interested what 15 turns could mean in real days with more than 2-3 players. You basically have to multiply the number of players by the total turns which in most cases will become the minimum # of days to complete the scenario.

Double Deuce
23 Dec 05, 08:42
Ok, i'll await my turn (Im going through a PBEM game right now, so i know how to do it now Deuce).

Ar you gonna set up the turn by turn description thread in the AAR section?Yes, as soon as Skirmisher acknowledges he has the file and we are under way, I'll set up a special thread in the AAR area for posting. I would ask that each of us post a small snippet after each individual turn just to try and give a story flow that others can follow. I would also ask that you post any issues, ideas or problems encountered each turn or as they come to mind.

Vas FURY
23 Dec 05, 12:07
Yes, as soon as Skirmisher acknowledges he has the file and we are under way, I'll set up a special thread in the AAR area for posting. I would ask that each of us post a small snippet after each individual turn just to try and give a story flow that others can follow. I would also ask that you post any issues, ideas or problems encountered each turn or as they come to mind.

Sure thing, it would be a pleasure.

Skirmisher
23 Dec 05, 15:06
I'll fire this up abit later today,I do have the file to start. :smoke:

Double Deuce
23 Dec 05, 15:59
I'll fire this up abit later today,I do have the file to start. :smoke:Take your time. This will be a walk through that we will try to post a step by step so others can follow the process and what is going on.

Vas FURY
24 Dec 05, 03:56
Ok, ive sent the files to Deuce at doubledeuce@combat-campaigns.com
Hope thats the right address.

Pepper
24 Dec 05, 12:12
Any chance you guys could post a screenshot of the situation at the end of your turn, so we could follow along with the narrative.

Yes, I like picture books, its true. Blame my children. :p

Skirmisher
24 Dec 05, 12:29
Any chance you guys could post a screenshot of the situation at the end of your turn, so we could follow along with the narrative.

Yes, I like picture books, its true. Blame my children. :p


I'd like to do that,but I can only get regular screenshots,not like the cool close up DD got. :cool:
Double Deuce, what are your troops (thugs) armed with?

Vas FURY
24 Dec 05, 13:20
I'd like to do that,but I can only get regular screenshots,not like the cool close up DD got. :cool:
Double Deuce, what are your troops (thugs) armed with?

Ah, but we dont know, and can't know that Skirmish, can we? were stuck in the middle of nowhere of nowhere's middle, and i think its better if we dont know, that way it will be more surprising for us! Like, imagine if we came out of the woods towards the victory hex and there was a T80 right there, and we had to sneak past it? Or the tension we would feel if he had an enemy chopper flying above the trees searching for us?

By the way, DD, thats all little ideas you could use in the future 'series' as little surprises. Also, ive been thinking, other people who may wish to join, could be added into the story as newcoming characters, like, perhaps in the next mission, if we are rescued, say by an APC, and are en-route home, but we pick up a straggler who is on the run from enemies and we have to hold them off from a ridge till he gets to us? (And maybe get the area to have largely open spaces but with shrubs and small trees strewn about?

Or another mission could be us storming one of the gangster outposts and freeing captured prisoners?

Theres a HUGE variety of scenarios that can be made, we just all gotta be imaginative, and we could turn this RPG idea with the storyline into a beautiful, no, WONDERFUL thing!

Double Deuce
25 Dec 05, 16:56
Any chance you guys could post a screenshot of the situation at the end of your turn, so we could follow along with the narrative. You can find it in the AAR Section. :halo:

Pepper
27 Dec 05, 19:25
Got it! :D

Thanks!

Skirmisher
29 Dec 05, 22:41
I'm not sure how this will be viewed by the current participants or anybody else. But it's an idea so here goes.
How about besides controlling our specific character,each player be allowed to create 1 additional character that we will also control. It would have to be another single man unit of course. It would expand things alot. With two pieces you would be able to involve abit of stategy into play for each player as they play thier turn.
As it is now we basically just move our piece and brace for contact. With the expanded setup,you would be able to do some things.If your named unit was killed,your additional player would become property of the whole team,you'd still be finished.

Vas FURY
30 Dec 05, 03:58
How about besides controlling our specific character,each player be allowed to create 1 additional character that we will also control.

Thats a good idea, and maybe this is the kind of thing experience points should be used for. I.e. You could either use the points to further improve your main character, or to buy additional personel (like bodyguards or something, see the way you can buy NPC's in many RPG's to assist you).

Double Deuce
30 Dec 05, 14:19
Thats a good idea, and maybe this is the kind of thing experience points should be used for. I.e. You could either use the points to further improve your main character, or to buy additional personel (like bodyguards or something, see the way you can buy NPC's in many RPG's to assist you).Its already being added to my rulebook. As players advance they will be able to "recruit" NPC's or I will add NPC's allied to the players into the storyline who will be under their control.

I am working on an experience point ystem for purchasing added weapons, ammunition, equipment, increasing abilities (rally, experience, morale, etc) and hiring/recruiting NPC's.

Double Deuce
25 Jun 06, 00:05
I've been reviewing this project again lately and might try to set aside some time to update it. The main thing will be developing a custom OOB for use (actually 2, one for the players and one for the OPFOR).

I might look into TDR's tools for creating the OOB's.

Double Deuce
12 Dec 06, 09:19
Since Vas brought this back up I decided to bump it back to the main page.

What would those of you who are interested in participating in something like this prefer for the theme, Modern OR WW2?

And more importantly, who is willing to help out with a little of the admin work such as helping me with figuring out what can be tracked using custom characters sheets? :popc1:

mr_clark
14 Dec 06, 04:45
I kinda missed that the first time it came up.

I really like the idea, and would love a 'modern' setting. The TW2000 setting you proposed in the beginning might be a really good point.

I'd like to help you as well, just let me know if you like a hand.

Vas FURY
14 Dec 06, 05:15
Yeah, definitely 'modern' setting, would allow for more variety (although if we did WW2, it would have been HEAVY if we could re-create some Band-Of-Brothers type gameplay). Deuce, i can help you with tracking player experience. Also, do you want me to come up with a purchase system? whereby players can spend the points they earned in a mission on buying new and better equipment, or to increase their stats.

Vesku
14 Dec 06, 08:03
I played TW2000 some years ago and loved the idea that everything was scarce and finding a box of ammo was like xmas :)

Double Deuce
14 Dec 06, 09:48
Just to give you guys some more info.

I have been thinking that instead of doing all new OOB's (a real PITA no doubt), what if I create a master scenario file with a blank map. In this scenario file ALL the players and generic NPC (friendly and enemy) are added and customized. This way all characters and NPC's retain their original settings from scenario to scenario. As characters gain equipment, experience, etc, the master file is edited to reflect this. If I need a special character or piece of equipment it would be easier to add to the Master File without having to redo everything.

For example, at the end of the scenario each player gets "Experience Points" to be used to increase certain attributes. We can't track kills BUT we can adjust Experience, Morale and the Leader attributes and just think of them as your character's ratings (this would be Rally Rating, and those for Infantry, Artillery and Armor Command Rating). These can be adjusted in between scenarios.

Experience points can also be used to purchase new equipment OR we could use another system for that such as looting kills or they can be written into the script and assigned to hexes in my notes.

We would also need a system to determine ammo replenishment and picking up special weapons such as AT weapons, etc. But again, these could be tied to looting the field of battle or specific objective hexes (i.e. stored in "X" building).

We would need charter sheets (to be tracked online using PHP/MySQL) where all your extra equipment can be listed as well as character info, etc. I have the tools to do this and set it so each of you could edit your own sheets BUT I have to learn how to use it and set up the security so only you and I could edit it but the public still view it.

I'll probably pull my TW2000 stuff out of the closet to review and go through again and see what I can steal to help us out.

Vas FURY
15 Dec 06, 09:46
Do you think our troops would be able to get into vehicles as well? Like crew? Would we need to configure them as Super-soldier-crew in order for them to actually be able to get into a tank or APC?

And what is this TW2000 everyone is talking about :nervous:

mr_clark
15 Dec 06, 11:43
TW2000 is an (old) pen and paper RPG setting.
I'll look whether I find a site with more explanation.

Double Deuce
15 Dec 06, 12:34
Do you think our troops would be able to get into vehicles as well? Like crew? Would we need to configure them as Super-soldier-crew in order for them to actually be able to get into a tank or APC?Yes, but with vehicles you will probably be limited to being passengers. You will have henchmen/NPC's that will be the vehicle crewmen. Because of how the game engine works we may be limited in how PC's can be incorporated into vehicles. If you are forced to bail out, you'd be left to using crew type weapons (pistols and grenades) for the duration of the scenario.

The good thing is we should be able to assign vehicles and NPC's so that your character is the leader of the group and will act as the HQ unit for them.

Double Deuce
15 Dec 06, 12:36
TW2000 is an (old) pen and paper RPG setting.
I'll look whether I find a site with more explanation.Hey Vas, this should get you some more information --> Twilight 2000 (http://www.xtreme-gamer.com/forums/role-playing-games/46556-twilight-2000-a.html).

Vas FURY
15 Dec 06, 17:13
Thanks guys.