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  • mikemiles
    replied
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    Last edited by mikemiles; 08-14-2023, 04:44 AM.

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  • starwarsnerd
    replied
    Originally posted by Tiger View Post
    Don't know what you mean by CS but this is an open public forum. Anything posted here is free for anyone to use.
    Besides, rules and systems aren't copyrightable.
    cs means character sheet

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  • Tiger
    replied
    Don't know what you mean by CS but this is an open public forum. Anything posted here is free for anyone to use.
    Besides, rules and systems aren't copyrightable.

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  • starwarsnerd
    replied
    sorry to necropost but whats the CS for this? and can i use this in my own campaign? also forgot to mention im a BIG gundam fan!

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  • Guest's Avatar
    Guest replied
    Pilot Stats:
    Str
    Dex
    Con
    Int
    Wis
    Cha

    Keep things simple. Now I'm considering making all attack rolls opposed rolls. I.E. Instead of Attack vs. Armor Bonus or something like that, It's Pilot Skill + Gundam Str/Dex vs. Pilot Skill + Maneuverability. After that you get weapon damage vs. armor. Any damage surpassing the Armor is subtracted from health and/or Stamina, we'll get to that part.

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  • Guest's Avatar
    Guest replied
    Alright I'll brain storm on here a little to generate interest and then I'll be making a new thread in Games and Gaming, since there's a little more traffic there and this is still WIP and not a completed project.

    Important to note that I build a lot of RPGs, but I am not nearly as close to the lore or meta of this series, although I've seen quite a few series of it. So bare with me on the specific names of weapons and things like that, someone else could come in and fluff it up for me later.

    I hear what the OP was saying about the parts systems, but to me I believe there is a different way that still reflects a video game like they were saying;

    -Each Individual gundam frame or base model will have a Total Parts Point, basically a max for how much and how advanced your parts your putting on the frame are. The base gear will take out of this pool also. I play a lot of Ace Combat and this immediately sprang to mind.

    For Instance:

    Run-o-the-Mill Zaku II Close combat build.
    -Zaku Body TPP 22/32
    -Arm Right: Axe 5
    -Arm Left: Shield 5
    - Shoulder Left: Spiked Armor 2
    - Shoulder Right: Spiked Armor 2
    - Legs: Zaku standard 1
    - Waist: Energy Carbine 5
    - Back: Energy Pack 2
    -Head: Zaku Mono-eye Camera 1


    wow that could have been organized better, ANYWAYS you get the picture. If we follow in a similar vain as this, it should give enough room for very customizable mechs that are easy to have fun with.

    A random roll of a d8 could determine after a battle is lost, just what part is damaged, just a forethought.

    Here's the design model I would use to work a Gundam game;

    -Pilots are relatively simple to build with a set amount of points that you gain from picking your class, a few points to move here or there.
    -Pilots also have Traits that affect their rolls during certain situations.
    -As mentioned by the OP, pilot's rolls should determine the winner of contests, such as fighting piloting, etc. Gundam will just be a higher scale of battle and damage.


    -Gundams are where the real fun and customization will be, you came to a Gundam game to pilot mechs. You get one. Fly it.
    -Gundams Stats Str, Spd, Maneuverability, Weight, Health, Systems/Energy/Stamina.
    -Are far as I know fuel was never really a big issue in the Gundam series so I'm going to move to not deal with all that.
    -As posted by the OP, different Classes of Gundam will determine how much Total Parts Points units will get and also set a guideline for the level of gameplay.
    Last edited by Candle Moth; 04-01-2016, 12:26 PM.

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  • Guest's Avatar
    Guest replied
    Excellent! I'll go over the info some more and then make a new thread for it, since I can't edit the OP's posts. I will give credit for they're work and I'm more than happy to turn it back over should they return.

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  • Drew
    replied
    Since the OP's been inactive since late 2014, I think it's safe to continue work on it if you like. If he didn't want anyone to touch it, he wouldn't have shared it here in the first place, so I say feel free.

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  • Guest's Avatar
    Guest replied
    This looks like it has dropped out, but I'm very interested. If the OP is still here I'd like to work on it/pay test it. If not, If there is sufficient interest from other players, I'd like to continue work on it.
    Last edited by Candle Moth; 03-31-2016, 09:43 AM.

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  • Guest's Avatar
    Guest replied
    I liked the sound of Forgotten Century and Galaxy the most myself.

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  • Guest's Avatar
    Guest replied
    Always a possibility, however as stated, all of this depends solely on which of the original three paths are chosen when I've finished and started the game. The reason I included affiliations, as well as a variety of other things, is because I'm trying to cover all of the bases first and foremost so that no matter which of the three paths are chosen, the game will be able to encompass it entirely. We may not even end up using affiliations, and there may not be any pvp, but I'd like to include options anyway just for the sake of having them there in case.

    On another note, I think I'll repost the three paths in a bit more detail. Maybe spark a bit more.

    Mobile Suit Gundam: Academy
    In this path, the players play as new recruits whom have joined the military to become Mobile Suit Pilots. Little to no prior combat abilities save for basic military boot training. This game is roughly moderate in size. There will likely be several 'grades' of students and you will advance along the storyline alongside your academic timeline. This means that while you follow the story, you will continually be growing via classes, training, and eventually will graduate on to a higher class.

    Mobile Suit Gundam: Forgotten Century (Slight name change)
    This particular path will be team-based and will be run in a relatively small group, probably ranging around 5-8 pilots all working on a single team. This team will be a special ops sort of team, an experimental group of individuals given the right to customize and fight the war on their own terms. Most of the game will function off of team-work and of course, Military Rank. That means that you will be paid a consistent salary per mission depending on your rank along with other bonuses. This particular path will likely be deeply role-play involved and players will likely be expected to develop their characters thoroughly, much like the teams in the Gundam series's.

    Mobile Suit Gundam: Galaxy
    This one is the big one. This will be a large scale game similar to MetaWars! for those of you who know it, and it will utilize affiliations to the utmost extreme. The chance of PVP being present is significantly great and tactics and warfare will be a pivotal part of the game itself. Players will operate as part of an affiliation, likely one of three to five, and they will be waging a free-for-all (for the most part) war against each other. Alliances will be made, tension will be high, and betrayal is far beyond likely. This, of course, also has it's own plot line, which will become intense as the game is pushed along. The affiliations will also have their own agendas as they fight the wars. Territory, minerals, resources, and of course, people will be at stake and ripe for the taking.

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  • Guest's Avatar
    Guest replied
    Cool, the main thing I noticed you dropped of affiliation on the character sheets. And if players can be on different sides, does that mean we'll be seeing lots of PvP?

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  • Guest's Avatar
    Guest replied
    Just so everyone knows, I've moved work on this game to a website for ease of visibility and use. The site is located Gundam Project

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  • Guest's Avatar
    Guest replied
    Yes, I do remember the NT buying in Encounters in Space. I bought that game souly for the reason that it had Wing Zero in it's Angel-Wing form from Endless Waltz. Regardless, I think it would do better as a class though. To me, a Newtype is the Gundam's version of a caster, they rely on inner will-power to achieve a great deal of their activities, and mind you it often takes years for a human to be forced into it (Example: Quess and Gyunei from Char's Counterattack were manufactured from the Newtype Labs).

    As far as suit stability, it depends. The way we're doing it so far is that most of the capabilities of the suit depend souly on the pilot, the suit itself is just an extension or limitation of their ability. For instance a Zaku by itself might reduce a character's abilities if they're a high level pilot, however a Zaku like Char's Custom Model with enhanced thrust and mobility might surpass a character's ability to pilot it, and thus they would take penalties to that as well (aka Loss of Coordination as you said). In RP terms they would act similar to Amuro first did when he jumped into the first Gundam.

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  • Guest's Avatar
    Guest replied
    Another thought I had was that maybe NT should be a trait, or an ability instead of a class that just offers a large varity of bonus'. I don't know if you played Encounters in Space, but there they had a cool Character creation process, and if you wanted a NT you had to purchases the ability, and higher class ones would have to buy it multiple times. Something like this might be a good idea, ‘specially since some unites can only be used by NTs.

    Also the issue of stability occured to me, some suits, either due to being natrually diffcult to control, or because players have customized it so far from the orginal design and used non standard equipment, would become unstable, and cause the pilot to take a hit in Coordination when they where used.

    Just some thoughts.
    Last edited by DrakeRaids; 09-16-2009, 09:35 PM.

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