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Space Myth II: Pre-Game Show

ScooterScooter Registered User regular
edited March 2007 in Critical Failures
So Urban Myth ended a bit early, could've gone better, but to be honest even I was starting to lose interest in it. However, I enjoyed Space Myth, and I know you enjoyed Space Myth, so I'm bringing it back for another go. Given how busy I am these days I'd expect probably a good two weeks before I can get SM II going, but in the meanwhile there's some discussing to be done. This thread has two purposes: changes I am planning for SM II, and to get an idea of who wants to play so I can see how many we'll have. I don't need race descriptions or anything, just a "sure, I'll play".


Now, here's some flaws in SM I I'd like to address in SM II:
1. Inability to have an effect on distant systems, for good or ill
2. Difficult to aid allies
3. Not enough progression for non-violent races (trade was designed to give a reason for violent races to not immediately crush the weak traders & miners next to them, but I'd like to find other ways for them to not become slaves)
4. Akward transition between exploration phase and afterwards, with far-flung colonies in the middle of nowhere and doing weird things with the exploration stat
5. Inability to have serious effects on systems, like destroying them


Now, I think I have a solution for most of these that I think is pretty elegant; construction of superprojects. These would be major things like ringworlds, special portals, space stations, etc, that would either give a bonus or ability to the race, or do something special to the system that it is built in. There wouldn't be a new construction stat, rather the points would come from your current exploration, research and mining rolls - you can choose how much to redirect, except that after exploration phase all those would automatically go towards construction.


Things superprojects could do:
1. Stat bonuses
2. Huge 1-way Jumpgates that allow you to send fleets to distant systems for attacks or defenses
3. Giant system shields that give a huge defense bonus to the system when attacked, but also makes it almost impossible to attack out of (probably with smaller options without the attack penalty)
4. Self-destruct tools that allow you to turn a sun nova when the system is invaded (or you get in a bad mood), destroying it
5. Trade posts that allow you to directly trade points to other races
6. Cultural posts that make the system impossible to conquer culturally, while giving a bonus against nearby systems

Etc, feel free to add more suggestions. All superprojects would be located in a specific system, meaning if it is conquered, so is the project, adding a more strategic method to planning invasions. They'd also be connected to the tech tree, some things everyone will be able to start with, while things like the system shields will be related to the defense branch.


Other changes planned:
1. No freebie rolls (being that I'm busier)
2. A much larger map - the last had ~200 systems for 20 players, or 10 each, I'd like to double that. Two reasons for this: to allow for the ability to destroy systems or do other funky things to them, and to allow for larger wars with a back-and-forth (The Combine and Wargh last game could've probably taken over most races in a single turn or two, if they didn't have to worry about borders and distance)
3. Due to the huger map, races will probably start off with contact
4. During exploration, no more unattached colonies unless you have a specific treaty with the race whose territory you'd be passing through (although I may put in a project that lets you colonize a random empty system)
5. Turns will be ~5 days long.


That's about everything I have off the top of my head. Comments, suggestions, sign-ups?

Scooter on
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Posts

  • PsychoLarry1PsychoLarry1 Registered User regular
    edited March 2007
    I assume you want new races rather than extensions of the ones we've already played?

    PsychoLarry1 on
  • ScooterScooter Registered User regular
    edited March 2007
    You can make new ones or play the old ones, however it will be starting from scratch (with the deus ex signal with jumpgate & ansible tech).

    Scooter on
  • SUPERSUGASUPERSUGA Registered User regular
    edited March 2007
    I'll be all over this. Just post the signup info you'd need and I'm in.

    As far as suggestions go I think you've taken some steps in the right direction, for sure. Interacting with distant races will be a great step forward, as last time I was very much involved with my neighbours and compeltely ignorant of the existance of half of the other species. Whereas this may be realistic in some respects it meant I missed out on some interesting opportunities.

    SUPERSUGA on
  • AngelofVengeanceAngelofVengeance Registered User regular
    edited March 2007
    So we make our own races involved in some sort of period of intergalactic political intrigue and war? Yeah i'm kinda new.

    AngelofVengeance on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited March 2007
    Let's find some new shit to do with turns. If they're going to be a week long, it might be nice to have more than ten minutes of effort on the part of the players each turn. :P

    INeedNoSalt on
  • Grid SystemGrid System Registered User regular
    edited March 2007
    Scooter wrote:
    2. A much larger map - the last had ~200 systems for 20 players, or 10 each, I'd like to double that. Two reasons for this: to allow for the ability to destroy systems or do other funky things to them, and to allow for larger wars with a back-and-forth (The Combine and Wargh last game could've probably taken over most races in a single turn or two, if they didn't have to worry about borders and distance)
    A bigger map is a good start, but you can go beyond that. In the first Space Myth being a peaceful but expansionist race meant that by the time the endgame rolled around I had a lot of systems but nothing more to do. One way to avoid that problem in the future is to divide the map up into sectors, each one with a number of inhabitable systems. A race's Expansion score can determine how many sectors beyond its home sector is can expand into. A low score (say zero through two if we're using the old system) would mean that the race is stuck in its home sector unless it raises its score or is given a system in a new sector by an ally. A medium score (three through five) allows expansion into any sector adjacent to the home sector. A high score (six or seven) allows expansion two sectors beyond the home sector, and a very high score (8+) allows expansion three sectors beyond. The dice rolling can work as before, and the system colonized can be chosen at random from any reachable sector. For the purposes of trade and other relations, only races within the same sector, or another race through which to conduct relations, can parley.

    Grid System on
  • HorseshoeHorseshoe Registered User regular
    edited March 2007
    Let's find some new shit to do with turns. If they're going to be a week long, it might be nice to have more than ten minutes of effort on the part of the players each turn. :P

    This was the main reason I lost interest in the first game.

    Rather than just playing it again with new rules, maybe we could find a way to play together within the created world... getting down to a more detailed level where the actual planetary systems matter and are more than dots on the map.

    Not everyone did this, I suppose, but some folks took some time to not just name their systems but also describe the stars and planets in some detail. I think it might be more interesting if the GM picked a few systems for a "smaller scale" thing, where players would use the existing races to play more specific factions, like Wargh Pirates, Combine Militia Splinter Groups, Doman Kwiet Zealots, FerP Merchants, Space Whale Herds, or whatever.

    If we're just going to play the last game again I'm out... but other players want to, they can feel free to play my old race, the Wargh... basically if you like the idea of a genetically engineered klingon/orc type of race you'll have fun.

    Horseshoe on
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  • ScooterScooter Registered User regular
    edited March 2007
    That's an interesting idea, although rather than sectors I'd probably do something like every point you have in expansion represents how many jumps away from your home system you can explore. This would probably mean expansion would have to be halted if their home system was conquered, until they declared a new one.


    INNS, any suggestions? I don't really want to make things too hard or people won't play, but even if I wanted people to spend an hour on a turn I'm not sure what I'd add to do that.

    Scooter on
  • ScooterScooter Registered User regular
    edited March 2007
    Horseshoe wrote: »
    Let's find some new shit to do with turns. If they're going to be a week long, it might be nice to have more than ten minutes of effort on the part of the players each turn. :P

    This was the main reason I lost interest in the first game.

    Rather than just playing it again with new rules, maybe we could find a way to play together within the created world... getting down to a more detailed level where the actual planetary systems matter and are more than dots on the map.

    Not everyone did this, I suppose, but some folks took some time to not just name their systems but also describe the stars and planets in some detail. I think it might be more interesting if the GM picked a few systems for a "smaller scale" thing, where players would use the existing races to play more specific factions, like Wargh Pirates, Combine Militia Splinter Groups, Doman Kwiet Zealots, FerP Merchants, Space Whale Herds, or whatever.

    If we're just going to play the last game again I'm out... but other players want to, they can feel free to play my old race, the Wargh... basically if you like the idea of a genetically engineered klingon/orc type of race you'll have fun.


    You mean pick systems to have multiple races/factions in it, and have them trying to take control of that system? While it might add more depth, it basically sounds like playing two games at once, and while players might have time for that, I unfortunately don't have time to run two games.

    Scooter on
  • ArdentArdent Down UpsideRegistered User regular
    edited March 2007
    So would it be totally disruptive if someone played a race of religious zealots who attempt to destroy every solar system they conquer? Because that would be hot.

    Ardent on
    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
  • ScooterScooter Registered User regular
    edited March 2007
    Ardent wrote: »
    So would it be totally disruptive if someone played a race of religious zealots who attempt to destroy every solar system they conquer? Because that would be hot.



    If you can get past the problems of only owning a handful of systems, go for it. :P

    Scooter on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited March 2007
    Idly, he comments: What if SpaceMyth 2 was not a Here's A Huge Galaxy Have Fun kind of game, but instead a much smaller scale game? What if it was a single planet, or a single system, something akin to Deadlock maybe?

    Just idle thought. (Basically ripped right from our old Waargh comrades.)

    INeedNoSalt on
  • Zetetic ElenchZetetic Elench Registered User regular
    edited March 2007
    Yeah; I'd be in like a shot if we controlled a group in a colonised solar system or something. Thinking along the lines of Firefly. You'd have your crazy zealots, traders, etc, and everyone'd have to watch out for the police.

    But I do also love the idea of superprojects.

    Zetetic Elench on
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  • Grid SystemGrid System Registered User regular
    edited March 2007
    So this is the kind of map I had in mind if we were to go the sector-based route (linked to save H-Scroll):
    smiimaphu5.th.jpg

    Orange dots are habitable systems or whatever.

    Also, the idea of a smaller scale game sounds cool, but I'd honestly prefer a galaxy-spanning game. My worry is that once you get down to the level of single star systems, the potential for non-conflict-based play is diminished.

    Grid System on
  • SUPERSUGASUPERSUGA Registered User regular
    edited March 2007
    There's some good points about expansion here. In SM it was sort of weird when the expansion phase ended and space was neatly carved up between all of us. This is Space. There should always be somewhere to go. I have no idea how this could be represented in game, perhaps in a circular map like Grid System posted the action could start in the centre and the more expansionist races would expand out into the farther regions. This, however, would benefit from having things out there to actually find beyond the usual artifacts and stuff. New minor species is one that comes to mind. Perhaps there's a random chance in each new system for the player to find a new race. When this new race are discovered the player themselves creates them. I like this idea as it just seems natural in a setting-building game for the players to be rewarded with the right to create things the more they explore.

    But then, perhaps that's more work than it's worth.

    SUPERSUGA on
  • -SPI--SPI- Osaka, JapanRegistered User regular
    edited March 2007
    One suggestion. Have the technology just have generic names and descriptions, say "engines 4" with a standard bonus and then let the player make up the actual tech for themselves. It would help people make their race more unique.

    -SPI- on
  • Zetetic ElenchZetetic Elench Registered User regular
    edited March 2007
    It... it worked that way before, didn't it? You were free to change the name and details of the tech, you just had to keep the bonus the same. Just most people decided to stick with the default.

    Zetetic Elench on
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  • -SPI--SPI- Osaka, JapanRegistered User regular
    edited March 2007
    It... it worked that way before, didn't it? You were free to change the name and details of the tech, you just had to keep the bonus the same. Just most people decided to stick with the default.
    Exactly.

    -SPI- on
  • ShamusShamus Registered User regular
    edited March 2007
    Count me in. I had missed the sign up last time. I'm definitately there for this when it goes live.

    Shamus on
  • ScooterScooter Registered User regular
    edited March 2007
    Idly, he comments: What if SpaceMyth 2 was not a Here's A Huge Galaxy Have Fun kind of game, but instead a much smaller scale game? What if it was a single planet, or a single system, something akin to Deadlock maybe?

    Just idle thought. (Basically ripped right from our old Waargh comrades.)

    While that might be an interesting game, it'd be a completely different game from Space Myth. I'll put it on the list of possibles after this one.

    Scooter on
  • Zetetic ElenchZetetic Elench Registered User regular
    edited March 2007
    -SPI- wrote: »
    It... it worked that way before, didn't it? You were free to change the name and details of the tech, you just had to keep the bonus the same. Just most people decided to stick with the default.
    Exactly.

    Hah, sorry, guess I misunderstood. Yeah, it'd definitely help encourage creativity; but I'm not sure to what extent on its own. I really think actually making it a rule that you have to post a brief sentence or so describing the tech would help cement that.

    And I'm down with the larger size, yup.

    Zetetic Elench on
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  • ScooterScooter Registered User regular
    edited March 2007
    I don't think I'm going to require rp for this, it did lead to quite a backlog in UM and I don't want to have to try to keep track of what people have done and try beating them into rp'ing stuff.


    The one requirement I think I may do is requiring any system building a superproject to have a name and description on the wiki first.


    Edit: About the minor races, those were a possibility in the first game as well. I believe the Wargh conquered one, and FerP turned some into workers or something. If there's a call for wider usage of minor races I could plan on a few single-planet NPC races that never got the signal but still have some strength.

    Scooter on
  • Aroused BullAroused Bull Registered User regular
    edited March 2007
    I didn't play in the first one, so my opinion isn't worth as much here, but I don't think you should be afraid to include as much rules material as necessary to achieve your ends. If you have a whole bunch of different stuff for players to do, it gives people more choices each turn, more opportunity to strategise and generally just more involvement in the game. People can handle a fair bulk of rules if they're interested in what's going on. I don't know whether you already agree with me or not, but I thought I'd say it anyway.
    Oh, and I'll play.

    Aroused Bull on
  • Zetetic ElenchZetetic Elench Registered User regular
    edited March 2007
    If we've expanded the turns to be ~5 days... It'll be an interesting change of pace.

    Zetetic Elench on
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  • JacquesCousteauJacquesCousteau Registered User regular
    edited March 2007
    This looks interesting, though I'm not sure I wanna take part yet. I had lots of fun with the last one, but keeping track of everyone elses actions was really difficult.

    JacquesCousteau on
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  • FrowbakkFrowbakk Registered User regular
    edited March 2007
    I was way too busy with fighting the Wedding-Industrial complex to get in on the last round, but enjoyed reading it.

    I want to take part in this new round, and the superprojects are a step in the right direction, especially with the race I have in mind.

    Something I'd like to see is a 'Necessity is the Mother of Invention' accomodation where you could use points from your other rolls to supplement other areas. For instance, taking points from the Expansion roll to go to Military Offense or Defense (Those Cargo ships are needed at the Front, not carting around civilians who want to be dirt farmers!), or a vital Research project taking the lion's share of resources to complete.

    In order to keep it balanced, the cost to transfer a temporary +1 bonus would cost as much as the level of the ability being enhanced (including bonus modifiers). So a warlike race with a Military of 8 and +2 to Offense would need to spend 10 points out of Expansion or Research to gain a +1, while a pacifist with a Military of 2 (and no other bonuses) would need to spend 2 points for the same bump. Just enough to get that sought-after Technology, or expand into that contested area before everyone else, but at a price.

    Further increases would include the temporary bump in power. Using the above example, the pacifist with the Military of 2 would pay 2 points for their first +1, 3 points for another +1, 4 points for a third, and so on.

    Frowbakk on
    Your sig was too tall.
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited March 2007
    We need to get four or five people to play different factions of one race.

    Preferably human.

    Am I right or am I right

    INeedNoSalt on
  • GrimmyTOAGrimmyTOA Registered User regular
    edited March 2007
    I like the wackiness of many different species of aliens, personally. How would humans end up in different parts of the galaxy? Wormholes or something, I guess... (?)

    GrimmyTOA on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited March 2007
    GrimmyTOA wrote: »
    I like the wackiness of many different species of aliens, personally. How would humans end up in different parts of the galaxy? Wormholes or something, I guess... (?)

    Presumably they'd all start near eachother.

    INeedNoSalt on
  • Zetetic ElenchZetetic Elench Registered User regular
    edited March 2007
    Or you could use the old 'transplanted there by ancient civilisations' trick. That shit never fails to deliver, especially when the groups meet up and are all "holy shit!", then try to wipe each other out.

    Zetetic Elench on
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  • AngelofVengeanceAngelofVengeance Registered User regular
    edited March 2007
    So when are we gonna start? I've got a pretty good idea for an expansionist, human race based around a massive military. It's kinda Star Warsy, but takes a lot from all sorts of sci-fi.

    AngelofVengeance on
  • jothkijothki Registered User regular
    edited March 2007
    I might be up for this, I'd like to try a race of thieving space-pixies.

    jothki on
  • ScooterScooter Registered User regular
    edited March 2007
    This Saturday I'll probably start the official signup thread and make the new wiki, and spend a week for signups and finishing the map and rules changes.

    Scooter on
  • GrimmyTOAGrimmyTOA Registered User regular
    edited March 2007
    jothki wrote: »
    I might be up for this, I'd like to try a race of thieving space-pixies.

    Been there. Done that. :P

    You're welcome to look at the Hshshshshshahsha wiki page and the old SM thread, however. It's not great writing, but it might prove interesting reading.

    GrimmyTOA on
  • SUPERSUGASUPERSUGA Registered User regular
    edited March 2007
    Or you could use the old 'transplanted there by ancient civilisations' trick. That shit never fails to deliver, especially when the groups meet up and are all "holy shit!", then try to wipe each other out.
    I like to think when we have means of good space travel the first thing we'll do is tranquilise a bunch of isolated tribes from Earth and dump them on new planets. In a crazy, crazy way it sort of makes sense from a "mankind not going extinct" point of view.

    Colonising planets normally is just boring.

    SUPERSUGA on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited March 2007
    I'm considering playing now because I basically came up with an awesome faction of zealots that I think will be cool.

    It would be neat and I will rob every other race of their people.

    INeedNoSalt on
  • HorseshoeHorseshoe Registered User regular
    edited March 2007
    Idly, he comments: What if SpaceMyth 2 was not a Here's A Huge Galaxy Have Fun kind of game, but instead a much smaller scale game? What if it was a single planet, or a single system, something akin to Deadlock maybe?

    Just idle thought. (Basically ripped right from our old Waargh comrades.)

    Salt and I seem to be in agreement on several things lately... I'm not sure what that means. Anyway, like Salt says there might be more of a "Risk" or "Deadlock" element to the game... a limited number of systems with a certain number of planets in each. You get a certain amount of credit for each planet you hold, and bonuses for each system you hold would be the "Risk" version.

    However... if we're just plaing the same dang game over again and there's going to be as little rp as before, I can't declare any interest in this.

    However, if anyone wants to play my old race, then best of luck and Glory to the Wargh Empire.

    Horseshoe on
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  • ScooterScooter Registered User regular
    edited March 2007
    I have no idea what Deadlock is, but even what you and INNS are suggesting both sound like very different games even from each other.

    Scooter on
  • TalonrazorTalonrazor Registered User regular
    edited March 2007
    While the system-based game sounds incredibly awesome, that's a totally different game. It might be nice to try something new and different but I think a lot of people basically wanted to play Space Myth II. What might be fun is do a small-scale game in like a system and make it where everyone starts off with one ship and can build more/create fleets/little space ports or whatever. It's basically Space Risk.

    Make it so Alliances can work together. The Trinity Alliance would have been pretty powerful if we had the ability to actually work as an alliance.

    Talonrazor on
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  • AngelofVengeanceAngelofVengeance Registered User regular
    edited March 2007
    I think bigger game = more fun. Maybe start with a small fleet, and you define what sort of ships you civilization builds, and then you make a larger armada as the game goes on and you conquer more systems through war, diplomacy, bribery, whatever.

    AngelofVengeance on
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