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Post by Sliprunner on Nov 13, 2015 12:58:08 GMT -6
As divided rim has been a somewhat interesting concept, save for the fact it seems rather hard to get going, I'm curious what people would wish for with divided rim. So I've got some simple questions.
As a character focused roleplay -This would have players under one or more central authorities, operating from acropolis most likely. 1st: Should tech-time lean more towards cold-war or world wars? 2nd: What should be bringing the characters into involvement? 3rd: Should there be an overarching plot? Should it focus on a 'domestic' or 'foreign' situation?
As a pseudo-civilization roleplay -This would have the players in control of a private military contractor, or other such established force. It would have some mechanics like a civilization roleplay, but would otherwise be more focused on conflict. 1st: Should tech-time lean more towards cold-war or world wars? 2nd: Should there already be a major world conflict? or should it build to one? 3rd: Should PMC's have 'relic' equipment? -If no: Should they be nations only? Should PMC's have something to compensate?
As a civilization roleplay 1st: Should tech-time lean towards cold-war or world wars? 2nd: Should there be some sort of actual tech system? 3rd: Should there be more involvement of economy's / civic side of nations?
If you have other ideas, or even questions, feel free to share. Divided rim is something that (given the repeated attempts to do it) is rather obviously of interest to some people. The fact that its hard to get going, I have to wonder what can be done to make it interesting enough to actually keep it going.
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Post by Wrangler Civil Corpsman on Nov 13, 2015 19:08:31 GMT -6
As a civilization roleplay, I do believe that it should be around the World War eras, tho personally that's because I enjoy the closer ranges of combat in that era. Cold War era, in my opinion, depends more on first-strike capability and logistics. However, if we're going to do something more politically-minded, I think Cold War-era stuff would be more interesting.
I believe there should be a tech system, and there should be an involvement of economic/civic duties, but the latter I don't support very strongly.
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Post by Lord Kyle Deshara on Nov 14, 2015 11:23:49 GMT -6
Personally I flat out wouldn't get involved if we moved to cold war era, the entire (Combat related) draw of DR for me was navy ops, hence my consistent isolation on islands. A tech system would perhaps be nice to do, giving us both the expected advancements of the era and ones specific to our advancement wall due to the planet we're on. Economic involvement is something that quite frankly could be interesting depending on how it's run ...civic on the other hand...please no, that's more headache than I put you guys through in GC, why would you do it here?
DR was best suited as a civ RP like our last run was going, building up to a war with natives. Albeit our technology was generally best suited for engaging each other (We might want to encourage a bit more emphasis on being able to fight natives over each other if we try this path again?) We may also want to consider looking at distinctions between the major and minor powers amongst colonies since we did have one develop more or less, and find better ways to define it.
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Deleted
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Post by Deleted on Nov 15, 2015 0:44:23 GMT -6
If it was Cold War and I got to do shitty nazi-space-program type stuff that'd be cool. I also really don't get why jets aren't allowed to be things.
I don't think there should be a tech system so much as there should be an industry system, considering we're interstellar colonists. It's not so much that you can't build that snazzy light tank as it is you need to pay for its design (which is naturally going to be a shitty design the first time around, likely with some flaws that are only revealed during field testing...) and then get the materials for it and build the factories for it and then train the people to drive it, etc.
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Post by Sliprunner on Nov 15, 2015 13:58:08 GMT -6
Responding to all 3 of you, in order of your posts.
Arrow-Prone: It really depends if we want to keep more towards a conflict focus or get a political focus involved, however I think a conflict focus might do better...GC has enough politics to make congress look sane as is.
Deshara: Hmm, encouraging more variety in designs might be one way to change things. Even if we move to cold war era however, ship to ship combat won't be quite the same, simply by the fact we can't rely on long range strike capability from guided missiles. Though I imagine some work around would be implemented.
Mr Yellow: Reason jets aren't allowed for the most part was the fact that jets for the most part phased out props. Early jets like the ME-262 had their flaws, but even with those flaws they still had notable advantages over prop planes. Its eaiser to have a pseudo-science reason to not allow jets then trying to force a "comparable" field. You have however given me an idea in regards to technology, along with industry.
The idea would be that for developing equipment, you would have the "design" phase where you pretty much put down what you are wanting out of the design. A "Development" phase would then tweak its development, based off decision choices (Such as rushing it for more random range in performance, or extending time for more stable performance). Then the Industrial phase would be retooling production to actually build them. This might be to complicated though, along with requiring group effort to design that kind of system. (Porting the DP system wouldn't work quite the same)
Edit: Quick Example of idea You would say, design a new heavy engine. you'd have 10 points to allocate towards functionality. Power: Points here would effect Horse-power of the engine Reliability: Points here effect Field life / durability of engine Cost: Points here reduce the "Cost" of the engine Efficiency: Points here effect weight/fuel efficiency
Development would then add (or subtract) points randomly from fields, depending on decisions. Rushing it would result in more chances of drawbacks, but reduces development time. Overworking it would result in more chances of bonuses, but extends development time.
Components, once designed, can be used with any design of course. Not sure if it would be better to focus on people designing components to use, or designing the vehicles directly.
Edit 2: How it would work with industry
Industry would for the most part, be "requiring" the capacity to build and manufacture the various pieces of technology. This would mean as you improve your civic industry, you are advancing along a "tech" tree of sorts. The resulting advances in turn effect what you can actually create, meaning you can design more complicated and advanced machinery to upgrade, replace and expand your forces and civilization with. this kind of system would still require some assistance to design though.
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Efelix
Theme Designer
not a cultist, may be a communist
Posts: 845
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Post by Efelix on Nov 26, 2015 22:53:05 GMT -6
For Civilization Roleplay:
1. This actually depends. Depending on our starting populations, we may be able to have fun with the sheer size of WWII era armies. But if we're just small-ish colonies or city states, there isn't much point in focusing on a time period that saw such large scale battles. We won't be conscripting by the hundreds of thousands or manufacturing hundreds of tanks a day, we'll probably be dealing with tens of thousands and tens of tanks at a time. This smaller scale army organization is much more suited for the Cold War era.
2. Perhaps something free-form. We'd be given the years our technology should fit in, start at the beginning year, and be able to go down any kind of path we want using something generic (Tech Points?) to put into development of whatever technologies we see fit. A strict technological tree would not be fun at all with the varied cultures and doctrines we're going to be using.
3. Aside from expansion of your nation's industry, not really. Of course we should have politics included so you can get all sorts of fun communist/fascist/religious extremist takeovers, different outlooks on expansion into native lands, expansion at the expense of other colonial nations, but this should all be fluff. Nothing hard-wired into a system.
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Post by Sliprunner on Jan 25, 2016 11:52:25 GMT -6
NEXT BATTERY OF QUESTIONS!
So now that DR has had its mechanics rewrite, for the most part, there's another series of questions I'm bringing up.
1st: Is there anything major you would want added? in regards to unit options or structure options? Note: The following options are disqualified (Walkers, Exosuits, Landships)
2nd: What do you think needs adjusted from what there is currently? (Unit Costs, Modifiers, Supply cap, ETC)
3rd: What kind of "Major Event" do you think should kick off DR? (Native uprising, Discovery of Uranium stash, Undercover disaster, ETC)
4th (Optional): Should there be options for other free vehicles then just trucks? EX: 1 Cargo plane per 25 soldiers instead of 1 truck per 10
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Deleted
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Post by Deleted on Jan 31, 2016 1:57:31 GMT -6
1: Nope.
2: Experimental facilities should get double the production slots but the supply costs of everything should also be doubled, because I was putting together my starting forces when I realized that - because quality modifiers aren't counted for experimentals - the stealth aircraft that one of my experimental facilities is able to build are actually cheaper in supply than their conventional post-war counterparts. Also, there is literally no reason to build standard airfields (other than increasing dirt airfield cap, which advanced airfields don't for whatever reason) right now because advanced airfields are cheaper in final maintenance cost, reach full potential faster, don't need to be expanded at all (which is fantastic because you can put the starter expansions you save into other things), and can store missiles. Oh, and submersible variant should probably be experimental.
3: Anything that has nothing to do with a major uranium stash is fine with me, but that's mostly because I intend to start with something nuclear. Something involving the natives would be cool so long as it doesn't turn into space vietnam.
4: Nope. Trucks are enough: if you need transport planes or ships, just import or build them.
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