I wasn't to sure in where to put this (feel free to move if necessary), but I was planning on making a new Forum Game. And rather than having it sink through the cracks I was hoping all of you would help me. There's many repeats and Forum Games out there so this is what I want to ask:
What Forum Game do you want next?
This way I can find out what to make AND we can keep this going for future threads.
I'll break it down a bit too: Destroy - Have an objective to KILL > RPG - Play as your own fictional character RTS - Build a city, planet, univers, etc... Add more!
That's what I was thinking, hrm... maybe a cimbination of an RTS and Destroy? What would one look for in an RTS on here? I was thinking: - Players can interact either uniting or fighting.
What about time? - Real time (One day in-game is one day out-game) - Game time (One day in-game is one hour out-game)
What are you controlling? - Do we want this to progress through time (like Age of War)? - Do we want a civilization or an entire planet?
Story: It's been a few billion years, by some means a few apes have gotten together and decided to use some sticks as weapons. This is where your story starts . . :
Use what is in bold; read and substitute what is in italics.
Name: Name your Civilization! Age: Tribal Evolution: 0%
Tech- PICK ONE: Money or Attack or Defense or Evolution Level: 0 Tech Points: 0These accumulate over time
Population- 10Use to assign people roles. Workers: Fill with people from your Population! Attackers: Fill with people from your Population! Defenders: Fill with people from your Population!/i]
Money- 250 Income: [i]50 per Worker. Do the math!
Attack / Defense- How will your Civilization get what it wants AND keep it? Attack: One per Attacker. Defense: One per Defender.
I've updated the sheet a bit. Hrm, it seems like it's missing something... SUGGESTIONS?
Name: Name your Civilization! Age: Tribal Evolution: 0%
Tech- PICK ONE: Money or Attack or Defense or Evolution Level: 0Current Tech level. -- 0/1Points spent over Points needed to upgrade your Tech level. Tech Points: 0Spend to increase the effects of your Tech!
Population- 10Use to assign people roles. Workers: Fill with people from your Population! Attackers: Fill with people from your Population! Defenders: Fill with people from your Population!
Money- 250Spend Money to increase worker, attacker, and defender effectiveness Income: 50 per Worker. Do the math!
Attack / Defense- How will your Civilization get what it wants AND keep it? Attack: One per Attacker. Defense: One per Defender.
Buildings- Build your town! Armory: Not Built! Cost: 500 Increases Defender effectiveness. Barracks: Not Built! Cost: 100 Allows the hiring of Attackers and Defenders. Blacksmith: Not Built! Cost: 500 Increases Attacker effectiveness. Carpenter's: Not Built! Cost: 150 Allows the hiring of Builders. Church: Not Built! Cost: 1000 Increases Worker effectiveness. House(s): Not Built! Cost: 50 each Allows the hiring of Workers. Science Lab: Not Built! Cost: 1000 Increases Builder effectiveness.
Use what is in bold; read and substitute what is in italics. NOTE: I'm keeping more detailed records for each person.
Name: Name your Civilization! Age: Tribal Evolution: 0%
Tech- PICK ONE: Money or Attack or Defense or Evolution Level: 0Current Tech level. -- 0/1Points spent over Points needed to upgrade your Tech level. Tech Points: 0Spend to increase the effects of your Tech!
Population- 20Use to assign people roles. Attackers: Fill with people from your Population! Builders: Fill with people from your Population! Defenders: Fill with people from your Population! Workers: Fill with people from your Population!
Money- 2500Spend Money to build and upgrade Buildings. Income: 50 per Worker. Do the math!
Attack / Defense- How will your Civilization get what it wants AND keep it? Attack: One per Attacker. Defense: One per Defender.
Buildings- Build your town! Armory: Not Built! Cost: 500 Increases Defender effectiveness. Barracks: Not Built! Cost: 100 Allows the hiring of Attackers and Defenders. Blacksmith: Not Built! Cost: 500 Increases Attacker effectiveness. Carpenter's: Not Built! Cost: 150 Allows the hiring of Builders. Church: Not Built! Cost: 1000 Increases Worker effectiveness. House(s): Not Built! Cost: 50 each Allows the hiring of Workers. Science Lab: Not Built! Cost: 1000 Increases Builder effectiveness.
Use what is in bold; read and substitute what is in italics. NOTE: I'm keeping more detailed records for each person.
Name: Name your Civilization! Age: Tribal Health: 100/100 Evolution: 0%
Tech(s)- PICK ONE: - AttackIncreases Attack by 100 to start. or - DefenseIncreases Defense by 100 to start. or - EvolutionIncreases the rate of Evolution. or - FortressIncreases Max Population by 250 and Health by 400 to start. or - MoneyIncreases Income by 500 to start. Level: 0Current Tech level. -- 0/1Points spent over Points needed to upgrade your Tech level. Tech Points: 0Spend to increase the effects of your Techs and get more Techs!
Population- 20 -- Max(100)Use to assign people roles -- increases every 24 hours. Attackers: Attack for your Civilization! Cost: 50 ea. Builders: Build buildings -- building are built faster with more builders! Cost: 20 ea. Defenders: Defend your Civilization! Cost 50 ea. Workers: Gain money for your Civilization! Cost 10 ea.
Money- 2500Spend Money to build and upgrade Buildings. Income: 50 per Worker. Do the math!
Attack / Defense- How will your Civilization get what it wants AND keep it? Attack: One per Attacker to start. Defense: One per Defender to start.
Buildings- Build your town! Only state built buildings here, please include Levels! City: Increases Max Population, Income and Health. - Level 0 -- 0/2500 Current Level -- Money spent over Money needed for Upgrade Armory: Not Built! Cost: 500 Increases Defender effectiveness by one per level. - Level: 0 -- 0/1000 Barracks: Not Built! Cost: 100 Allows the hiring of Attackers and Defenders. Blacksmith: Not Built! Cost: 500 Increases Attacker effectiveness by one per level. - Level: 0 -- 0/1000 Carpenter's: Not Built! Cost: 150 Allows the hiring of Builders. Church: Not Built! Cost: 1000 Increases Worker effectiveness by intervals of 50 per level. - Level: 0 -- 0/2000 Forge: Not Built! Cost: 1000 Increases Builder effectiveness by 12 minutes per level. - Level: 0 -- 0/2000 House(s): Not Built! Cost: 50 each One needed for every 5 Population -- Allows the hiring of Workers. - Level: 0 -- 0/500 Houses hold 5 more people with each upgrade.