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ArmorHero
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ArmorHero
332 posts
Nomad

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.

Vote away.

  • 34 Replies
ArmorHero
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ArmorHero
332 posts
Nomad

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!

Secretmapper
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Secretmapper
1,747 posts
Nomad

RTS sounds promising

ArmorHero
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ArmorHero
332 posts
Nomad

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?

obscuredemon
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obscuredemon
1,426 posts
Nomad

- Players can interact either uniting or fighting.


Sounds good; but remember, it's difficult, from experience, to organize this, due to players posting at different times.

- Players can interact either uniting or fighting.


Again, difficult, this time to calculate. Just altering the date as you see fit seems to work better.

- Do we want this to progress through time (like Age of War)?
- Do we want a civilization or an entire planet?


Advancing through time is good, but limit it to a civilization.

And ALWAYS remember the golden rule of Forum Games - KEEP IT SIMPLE!
ArmorHero
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ArmorHero
332 posts
Nomad

Sounds good; but remember, it's difficult, from experience, to organize this, due to players posting at different times.

Very true, again for the second time :P. But I'm hoping to make this an expansive effort. Like many Moderators and such.

Advancing through time is good, but limit it to a civilization.

And ALWAYS remember the golden rule of Forum Games - KEEP IT SIMPLE!

Keeping it simple sounds good at not deterring probable members but it's gonna have to be a little more in depth then say: Rate the Above User :P.

Any more suggestions?
- Any possible volunteers for the creation and/or running of this new game?
ArmorHero
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ArmorHero
332 posts
Nomad

Lemme know what you think:

Civilization v.1

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: 0 These accumulate over time

Population- 10 Use 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.

ArmorHero
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ArmorHero
332 posts
Nomad

No offense but I'm looking for critique :P. Do you have any ideas for it?

rick073
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rick073
2,754 posts
Peasant

id play!

ArmorHero
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ArmorHero
332 posts
Nomad

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: 0 Current Tech level. -- 0/1 Points spent over Points needed to upgrade your Tech level.
Tech Points: 0 Spend to increase the effects of your Tech!

Population- 10 Use 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- 250 Spend 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.

Healmeal
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Healmeal
1,941 posts
Nomad

Buildings (only basic, otherwise its too complex)

ArmorHero
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ArmorHero
332 posts
Nomad

Here's the new stuff!

Builders: Fill with people from your Population!

and

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.

ArmorHero
offline
ArmorHero
332 posts
Nomad

So here's the complete posting sheet:

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: 0 Current Tech level. -- 0/1 Points spent over Points needed to upgrade your Tech level.
Tech Points: 0 Spend to increase the effects of your Tech!

Population- 20 Use 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- 2500 Spend 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.

wolf1991
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wolf1991
3,437 posts
Farmer

RTS and RPG sound good

ArmorHero
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ArmorHero
332 posts
Nomad

I'm wondering how to do this though. . .
I want detail but I don't want to have too much to read.

ArmorHero
offline
ArmorHero
332 posts
Nomad

Here's the newest overhaul... suggestions?

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:
- Attack Increases Attack by 100 to start.
or
- Defense Increases Defense by 100 to start.
or
- Evolution Increases the rate of Evolution.
or
- Fortress Increases Max Population by 250 and Health by 400 to start.
or
- Money Increases Income by 500 to start.
Level: 0 Current Tech level. -- 0/1 Points spent over Points needed to upgrade your Tech level.
Tech Points: 0 Spend 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- 2500 Spend 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.

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