Role Playing for Armada II -1 reply

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#1 9 years ago

Hey folks. A friend and I have played an online text-based RPG for about 8 years now, and we've become Role Playing freaks. Going on games like Age of Empires and role playing different aspects. It's just a weird little thing we do, we've done it on Star Craft, Company of Heroes, and Armada II as well.

Unfortunately we don't get to do it as much anymore and I was just wishing to test the waters and see if anyone else does anything like this or would like to give it a shot.

It's not for everyone, just depends on what interests you really. While of course there is some fighting and strife going on in our little worlds, the game play is more than just building a fleet and attacking the enemy. We role play first encounters and diplomacy's, rebel incursions and mad scientist. It just really varies from situation to situation.

Anywho, just looking around for potential Role Players on Armada II. Feel free to ask any questions about it if you've never done it or want to know what it's like. I'll check back here daily for the next few weeks, and you're welcome to xfire me at: daviscod2

(ps- I run StarTrek Armada II - with patch 1.1 I've downloaded some Mods that I thought would be nice for Role Playing and maybe adding a little more Realism to the gameplay. Fleet Operations was alright but I couldn't get into it. I had found a realism mod that changed the mechanics a little but not the overall game, wish I could remember where it was, but I've lost it... Anyways sorry for rambling there, just wanted to let you know I only have 1.1 patch installed.)




Jetfreak

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#2 9 years ago

Sorry to burst your bubble my freind, but I think this isnt going to work for now. From what I can observe, most of the a2 modding population is too busy working on their separate projects and probably have no time for an RPG of this scale. I myself only spend a few minutes here just to check for stuff. Also a folllow up question, where exactly will this RPG be held?




Jetfreak

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#3 9 years ago

Sorry to burst your bubble my freind, but I think this isnt going to work for now. From what I can observe, most of the a2 modding population is too busy working on their separate projects and probably have no time for an RPG of this scale. I myself only spend a few minutes here just to check for stuff. Also a folllow up question, where exactly will this RPG be held?




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#4 9 years ago

Oh, well that's unfortunate that everyone is so busy working to mod the game that they don't have time to actually play it. :( Where will it be held? Erm, Gamespy most likely, maybe hamachi or a Direct IP type connection. Whichever is easier for folks to connect to the game.




StarBlade

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#5 9 years ago
drdee;4699949 everyone is so busy working to mod the game that they don't have time to actually play it. :(

I don't think it's that simple. Folks know how to mod A2. And if they don't, there is a body of experience and knowledge to fall back on within this community.

What you're describing here is something that we've not seen in this community and it may take some time (and several attempts) for people here to warm to the concept. Maybe if you explain a bit more of what's involved. I'm intrigued by the idea but I don't have a clue how it would work unless it involved some sort of mission-driven mapping and playing time.

:cool:




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#6 9 years ago
drdee;4699949Oh, well that's unfortunate that everyone is so busy working to mod the game that they don't have time to actually play it. :(

What?! You're kidding, right? One of the best things about A2 modding is making game play better. Adding in new ships and weapons and stations and planets and backgrounds and... How are we gonna know if the new stuff works if we don't play the game? The whole raison d' etre behind the A2 Physics Project series is to make people have more fun playing the game.

This is an intriguing idea. Role playing online can be really fun with the right group of people and a good set of guidelines. I cannot imagine how this would work being text based. I would guess you've made some maps and other things to support the idea. Good. Perhaps a little more in-depth explanation than, "Hey gang! Let's all roleplay A2! It'll be fun!" is in order.

However, just because not everyone rushed right over to warmly embrace the idea the very minute it showed up is no reason to go firing blindly into the crowd.




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#7 9 years ago

Just to ease what seems to be coming across as some tension here. I'm getting the feeling that what I said is offending people in some form or another. "Oh, well that's unfortunate that everyone is so busy working to mod the game that they don't have time to actually play it. :(" Was not an attempt to insult or meant to be taken as such in any context. However the comment seems to be upsetting some of you and so I'll apologize for the distress.

To the Starfleet Kid and thunderfoot006 my offer for any and all to freely ask questions about this remains open, and I'll gladly try to explain more on how my friend an I Role Play! :)

Now the easiest way to grasp the idea is to of course see it first hand, but I will try to offer an insight. Role Playing will vary from game to game, simply because of differences in mechanics and gameplay itself. In Armada II you begin a game as you would any other time. You pick your race and you start on the map. (Stock Maps are fine, though we've made a few larger and different ones for Role Playing.) So now the game has begun, what do you do? Normally we take about 10-15 minutes just setting up base and getting started. As my own personal preference I try to make my structures in an order that it would appear as in real life. (If any of this was real of course.) This is mostly just because I enjoy trying to make my home system look organized and "alive."

Normally we start out not knowing their are any other races/civlizations/whatnot around. So we can have some fun with "first contact" scenarios. How does a first contact work? Well heck, it can work anyway you wish. It's Role Play, it's your imagination. Captain Solvian who's on this Sabre class vessel attempts to hail the unknown ship. What does the unknown ship do? Well that's up to the other player. Each player chooses what their race is like in general. Peaceful? War like? Isolated? Galaxy Police? It's all up to you and how you want to play.

(I play Federation a lot, so I'll use Federation as an example.) I know many games we end up having numerous different places on the map with structures that don't actually "belong" to me even though I am the player over them. One place may be the Federation, while another base of operations may be Pirates, or Rebels, or just another colony not affiliated with the Federation. The easiest way to grasp this is to look at the universe as a leader of your race. You see the Federation outpost over here, you see leading it President blahblah, not the player. You see a Federation Outpost over there, you contact them and see that they are a colony lead by some crazy old coot, not the player.

Everything that is happening during the game, is seen through the eyes of the people in the game, not you as the player. It can be hard to understand what I mean by this without actually having played in this style and watched others who do it. Like I said it's not for everyone, some people say "That sounds neat!" and try it and turns out they hate it. Some people say "Eh, okay whatever. I'll try but no promises." and turn out loving it.

So how does the game mechanics work? Well this is all decided upon by the players normally, but I'll give you a sketch over how my friend and I do it.

First off the "people" in the game. You don't have to name a Captain or Admiral or what have you for every ship in the game. Normally I only have some like a leader, an admiral, and 2 captains that become known through-out the game. It's these characters that you'll use to interact with the other races in the galaxy. When you're making up a Captain in your head, give him a personality. Think of how you want him to act like, and what you want him to come to be known as. It's all up to you.

Knowledge and the Universe around you aren't general knowledge to the "people" in the game. If I have two outposts, that aren't affiliated with each other. Outpost number 1 doesn't know the borg just attacked outpost number 2. Ship number 1 can't intercept and help ship number 2. Unless of course their within communication range.

What is communication range? Well we really use this just to give the ability to "cut" someone off from their main forces or structures. A Sensor Array can communicate 12 grids in all directions.

The main hub of your communications is a starbase, which also reaches 12 grids. If you have two different bases, let's say 72 grids apart. You'd need 4 sensor relays between then, at 12 grids a part, to have instant communication established between the two different bases. A ship out on recon must likewise return within 12 grids of a connected relay to, well, relay their findings and whatnot. Also a ship can carry a message, if an relay isn't setup for instant communication. You'll have to send your ship within 12 grids of the recipitant for them to get the information/battle plans/message.

And this is what I mean by X may know something while Y doesn't. A ship out of communication range is attacked by another ship. They won't be able to call for help unless they find a way to get within range of another ship or communication relay.

Whew that was a lot of typing. I know you can be feeling confused right now, it's a different type of gameplay than most aren't use too. Really the easiest way of grasping the concept is to just jump in and see first hand. Of course I'll gladly keep trying to explain best I can on the forums, and keep the questions coming!




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#8 9 years ago

A much better explanation. Thank you. I appreciate it.




Jetfreak

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#9 9 years ago

No complaints here, things are looking pretty good




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#10 9 years ago

Yep yep, of course.




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