maikochan
User #69
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So first off, I need to say that neither of these two ideas are anywhere near completion. This thread is, right now, just so that I can get an idea of what people would be more interested in playing so that I can work more on that concept. An actual game would be some ways off. That out of the way, on to the two concepts.
CVS 2.0 (Cops Villains Slavers)
This is my version of Cops vs. Slavers, done by Skullman a while ago. It's basically a clean build with the original being the inspiration.
For this game, there's three factions: Cops, the good guys/gals who work hard to keep the peace and keep themselves from getting put into unfortunate situations; Villains, bad guys/gals who are interested primarily in money and infamy. They aren't above capturing civilians or cops to sell, but that isn't their main focus. That's the focus of the; Slavers. A high-tech cult-like faction focused on capturing and enslaving basically anyone who isn't a part of their group.
The idea is that this game would have players being on different factions. So some people can play Cops, other people can play Villains and still others could play Slavers, and would thus be something of a faction-based PvP game. There'd also be NPCs for each faction, including both high-level leader-like characters as well as low-level characters on par with or below the player characters. There'll also be civilian NPCs that can get caught in crossfires between the three factions.
The world setting would be a near-/high-future Science Fiction world. The cops would be using the latest high-tech gear available to them, including magnetically accelerated firearms and nanotech building. The Villains would be using lower-tech gear, such as those primitive chemically propelled firearms as well as drugs and similar contemporary tools. The Slavers use high-tech gear obtained through a mysterious backer. These include directed energy weapons, psionic devices, and mind-control devices, as well as whatever else I haven't thought of yet.
The missions could be player-driven, by which I mean players could choose to, say, mount an attack on another faction, or work to take control of territory. They can also be GM driven, with orders being sent down from above to do a certain mission.
There'd be a map of the city, which acts like an arena of sorts, with different territories that would give different bonuses to whichever faction controls them. There's also currencies, one unique to each faction, which the characters use to buy gear, equipment and other items. Each faction's unique currency operates differently. Cops have Requisition, Villains have Cash, and Slavers have Resources. They're gained and spent (for the most part) differently.
XCOM: UFO Defense
First, if you haven't played any XCOM game yet, stop reading immediately and go play one, I don't care if it's one of the classic games or the newer ones, just do it. The games are pure awesome. Of course, you might be playing for a while, so I'll continue.
So this one is much less developed than CVS, being mostly still in the conceptual stages. I can see it being built in one of two ways, either based on the classic games, with more nitty-gritty rules for things like time units and weight encumbrance, or based on the newer games with more streamlined and simplified rules. Honestly, I'm leaning to the later, simply for, well, simplicity's sake.
The game wouldn't be primarily an ero-RP, being focused more on being XCOM soldiers and defending the Earth from alien invaders, but there'd be some sex stuff. And what soldiers do while waiting for the next alert is up to them.
Storywise, it'd be based more on the newer game, with one main base that dispatches its soldiers world-wide, and would include some elements from the Enemy Within expansion (those being Meld and possibly Exalt, as well as Stalkers).
Given the XCOM games' somewhat signature feature of permanent death, the characters would, by default, be mortal, but there'd also be an option to buy a perk that would give them some kind of "plot immunity" that allows them to always survive (not necessarily unscathed) any encounters they may be in. The plot immunity device would be like save-scumming to keep your favorite soldier from getting taken out by that asshole muton that showed up behind the group without warning.
Two main changes to the baddies that I can see are to the Chryssalids (shouldn't be a surprise to anyone who's played any of the games) and the Stalkers. The cheap-ass fuckers- Chryssalids won't be implanting eggs that zombie you and then kill you when fully grown. Instead they'll be more ero-focused, planting the eggs in a more intimate location. They'll still sorta zombie the unlucky soldier, but will hatch in a more human-like manner. They'll also be a bit more insidious.
Stalkers will also be a bit ero-ified. Instead of strangling, they instead push their tentacles into certain orifices. Might be doing something else while they're in there too, not certain yet.
Any other ero stuff from the aliens would be more straightforward, for the most part. Ethereals doing mind-control, mutons possibly taking some battlefield "trophies" and so on... Alien hybrids are also a possibility, both for encounters and potentially playable characters.
Like I said before, during the time between missions, soldiers would have time to do whatever they want in the base barracks and other facilities. Meld-enhanced soldiers might have some enhancements different from those presented in the games that could be useful in the bedrooms as well...
There'd also be the option to play one of the base personnel, scientists, engineers, interceptor pilots, and so on. Less exciting, perhaps, but they might find themselves in interesting situations different than the ones the soldiers encounter. Also, base personnel could take control of HWP/SHIVs during missions so that they don't sit out entirely on the action.
Base operations I can see being done somewhat democratically. With a poll or something deciding what gets researched, what gets build/bought, what facilities get constructed, and so on.
Alien encounters would be GM initiated, with an alert coming that, for example, an abduction was occurring or an alien ship had been shot down. I'd probably present more than one option at a time and have people decide what one(s) they'd like to do. There'd be the option to get multiple Skyrangers as well, if there's enough people that want to go on multiple missions at the same time.
So those are the two ideas I have, anyone interested in them? One more than the other? Any thoughts or comments or suggestions?
Oh, one more thing, both of these games would be played on the board. I'm still not in a great situation where I can deal with the demands of a real-time game (though, who knows, I might be by the time I get one of these complete...).
Also, a question for those who might have more knowledge about sub-forum management than I do. Is it possible to restrict subforums or threads from being viewed by certain people? Or make them restricted to only certain people? I'm just thinking that for the CVS game, given its PvP nature, I might want to have separate areas for the factions to discuss plans as well as to keep their inventories and character sheets so that the other factions wouldn't be able to see them.
CVS 2.0 (Cops Villains Slavers)
This is my version of Cops vs. Slavers, done by Skullman a while ago. It's basically a clean build with the original being the inspiration.
For this game, there's three factions: Cops, the good guys/gals who work hard to keep the peace and keep themselves from getting put into unfortunate situations; Villains, bad guys/gals who are interested primarily in money and infamy. They aren't above capturing civilians or cops to sell, but that isn't their main focus. That's the focus of the; Slavers. A high-tech cult-like faction focused on capturing and enslaving basically anyone who isn't a part of their group.
The idea is that this game would have players being on different factions. So some people can play Cops, other people can play Villains and still others could play Slavers, and would thus be something of a faction-based PvP game. There'd also be NPCs for each faction, including both high-level leader-like characters as well as low-level characters on par with or below the player characters. There'll also be civilian NPCs that can get caught in crossfires between the three factions.
The world setting would be a near-/high-future Science Fiction world. The cops would be using the latest high-tech gear available to them, including magnetically accelerated firearms and nanotech building. The Villains would be using lower-tech gear, such as those primitive chemically propelled firearms as well as drugs and similar contemporary tools. The Slavers use high-tech gear obtained through a mysterious backer. These include directed energy weapons, psionic devices, and mind-control devices, as well as whatever else I haven't thought of yet.
The missions could be player-driven, by which I mean players could choose to, say, mount an attack on another faction, or work to take control of territory. They can also be GM driven, with orders being sent down from above to do a certain mission.
There'd be a map of the city, which acts like an arena of sorts, with different territories that would give different bonuses to whichever faction controls them. There's also currencies, one unique to each faction, which the characters use to buy gear, equipment and other items. Each faction's unique currency operates differently. Cops have Requisition, Villains have Cash, and Slavers have Resources. They're gained and spent (for the most part) differently.
XCOM: UFO Defense
First, if you haven't played any XCOM game yet, stop reading immediately and go play one, I don't care if it's one of the classic games or the newer ones, just do it. The games are pure awesome. Of course, you might be playing for a while, so I'll continue.
So this one is much less developed than CVS, being mostly still in the conceptual stages. I can see it being built in one of two ways, either based on the classic games, with more nitty-gritty rules for things like time units and weight encumbrance, or based on the newer games with more streamlined and simplified rules. Honestly, I'm leaning to the later, simply for, well, simplicity's sake.
The game wouldn't be primarily an ero-RP, being focused more on being XCOM soldiers and defending the Earth from alien invaders, but there'd be some sex stuff. And what soldiers do while waiting for the next alert is up to them.
Storywise, it'd be based more on the newer game, with one main base that dispatches its soldiers world-wide, and would include some elements from the Enemy Within expansion (those being Meld and possibly Exalt, as well as Stalkers).
Given the XCOM games' somewhat signature feature of permanent death, the characters would, by default, be mortal, but there'd also be an option to buy a perk that would give them some kind of "plot immunity" that allows them to always survive (not necessarily unscathed) any encounters they may be in. The plot immunity device would be like save-scumming to keep your favorite soldier from getting taken out by that asshole muton that showed up behind the group without warning.
Two main changes to the baddies that I can see are to the Chryssalids (shouldn't be a surprise to anyone who's played any of the games) and the Stalkers. The cheap-ass fuckers- Chryssalids won't be implanting eggs that zombie you and then kill you when fully grown. Instead they'll be more ero-focused, planting the eggs in a more intimate location. They'll still sorta zombie the unlucky soldier, but will hatch in a more human-like manner. They'll also be a bit more insidious.
Stalkers will also be a bit ero-ified. Instead of strangling, they instead push their tentacles into certain orifices. Might be doing something else while they're in there too, not certain yet.
Any other ero stuff from the aliens would be more straightforward, for the most part. Ethereals doing mind-control, mutons possibly taking some battlefield "trophies" and so on... Alien hybrids are also a possibility, both for encounters and potentially playable characters.
Like I said before, during the time between missions, soldiers would have time to do whatever they want in the base barracks and other facilities. Meld-enhanced soldiers might have some enhancements different from those presented in the games that could be useful in the bedrooms as well...
There'd also be the option to play one of the base personnel, scientists, engineers, interceptor pilots, and so on. Less exciting, perhaps, but they might find themselves in interesting situations different than the ones the soldiers encounter. Also, base personnel could take control of HWP/SHIVs during missions so that they don't sit out entirely on the action.
Base operations I can see being done somewhat democratically. With a poll or something deciding what gets researched, what gets build/bought, what facilities get constructed, and so on.
Alien encounters would be GM initiated, with an alert coming that, for example, an abduction was occurring or an alien ship had been shot down. I'd probably present more than one option at a time and have people decide what one(s) they'd like to do. There'd be the option to get multiple Skyrangers as well, if there's enough people that want to go on multiple missions at the same time.
So those are the two ideas I have, anyone interested in them? One more than the other? Any thoughts or comments or suggestions?
Oh, one more thing, both of these games would be played on the board. I'm still not in a great situation where I can deal with the demands of a real-time game (though, who knows, I might be by the time I get one of these complete...).
Also, a question for those who might have more knowledge about sub-forum management than I do. Is it possible to restrict subforums or threads from being viewed by certain people? Or make them restricted to only certain people? I'm just thinking that for the CVS game, given its PvP nature, I might want to have separate areas for the factions to discuss plans as well as to keep their inventories and character sheets so that the other factions wouldn't be able to see them.