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| Project Wastelands | |
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| Tweet Topic Started: 16 Dec 2009, 01:10 AM (963 Views) | |
| KamikazeCow | 12 Feb 2010, 11:55 PM Post #16 |
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Don't Feed The Animals
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Oh, one thing, from anyone interested, I need to make a unit list based on 3 things: units with primitive weapons (spears, hatchets, knives), units with rifles and pistols (assault rifles, hunting rifles, etc, submachine guns), and units armed with future weaponry (laser rifles, plasma weapons, etc). That way it actually progresses the players have to rebuild civilization from a clean slate. |
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| Alkeni Synair | 13 Feb 2010, 07:19 AM Post #17 |
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Redefining Evil
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If you get rid of Mutant/Zombies, I'm all on board to play and help you finish with it Edit: That sounds cool, but what about Salvage? Edited by Alkeni Synair, 13 Feb 2010, 07:20 AM.
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| KamikazeCow | 13 Feb 2010, 10:25 AM Post #18 |
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Why's everyone gotta hate on friendly loveable green-skinned products of radiation? Okay, I decided that instead of 3 separate unit lists, I'm just going to implement weapons into the game. No idea how that'll work though - maybe they add onto base unit values? Edited by KamikazeCow, 13 Feb 2010, 10:36 AM.
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| Alkeni Synair | 13 Feb 2010, 10:41 AM Post #19 |
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Redefining Evil
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Thats fine And because Zombies/mutants have been done (no pun intended) to death. Edited by Alkeni Synair, 13 Feb 2010, 10:41 AM.
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| Work in progress. | |
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| KamikazeCow | 14 Feb 2010, 07:27 PM Post #20 |
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Oh, I need to also work out some sort of point system so everyone can start off any way they want. |
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| KamikazeCow | 16 Feb 2010, 12:55 PM Post #21 |
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OR, should everyone start with a Vault (basically the Capital City)? It may force everyone into a Settler way of life, but the imaginative shall be Raiders! |
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| Alkeni Synair | 16 Feb 2010, 09:41 PM Post #22 |
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Redefining Evil
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I think some should be able to choose from 'nation concepts' Raider Nomad (But more often self-defense-y) Conquorer: (Based in a vault, but focused on capturing other vaults/territory) Settlers: More interested in reclaiming lost land/technology. Peaceful expansion, but defensive as well |
| Work in progress. | |
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| KamikazeCow | 16 Feb 2010, 11:21 PM Post #23 |
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We need to all start from Vaults, I decided: it's simpler that way, and I still know a way that people can be a settler/radier/etc equivalents via playing style. |
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| Alkeni Synair | 17 Feb 2010, 08:41 AM Post #24 |
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Redefining Evil
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Mkay. How big a map are we talking? And will it be a grid, hexes or 'sectors' ala CCRPG maps? |
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| KamikazeCow | 17 Feb 2010, 12:35 PM Post #25 |
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It's Centreland, hex edition. |
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| Alkeni Synair | 17 Feb 2010, 12:35 PM Post #26 |
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Redefining Evil
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So...really small? *sighs* |
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| KamikazeCow | 17 Feb 2010, 12:39 PM Post #27 |
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...no... |
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| KamikazeCow | 17 Feb 2010, 11:14 PM Post #28 |
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Starting: Players choose a location for their Vaults. Vaults are huge pre-war bomb shelters meant to house hundreds of people. A player's Vault will serve as the first stage of humanity's reclamation of the wasteland that the world has become. Players will start with 100 pounds of ore and 100 pounds of food. Ore - Mines Food - Farm, Ranch Cash - Banks Units Grinder - Construction Miner - Works in Mines Farmer - Works in Farms or Ranches Slave - General Worker (unpaid) Militia - Basic untrained trooper Grunt - Trained professional soldier Mercenary - Soldiers only paid in cash Slaver - Captures slaves (Should I remove this option and just make slavery a general option?) Edited by KamikazeCow, 18 Feb 2010, 07:50 AM.
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| Alkeni Synair | 18 Feb 2010, 06:15 AM Post #29 |
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Redefining Evil
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This sounds good, but how do we get Banks? |
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| KamikazeCow | 18 Feb 2010, 07:49 AM Post #30 |
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I'm not so sure about banks. Don't even know if they'll be included. BUT ANYWAY!![]() Map prototype of a recently-opened Vault whose inhabitants have begun to farm the wastelands surrounding the shelter. Edited by KamikazeCow, 18 Feb 2010, 11:45 AM.
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