New Nodewars Starting Up

1
Nodewars: FS2 Aftermath

This is the latest in a long line of Nodewars incarnations, this time though, things are a little different:

- The storyline is based directly off Freespace 2's - taking place 5 years after Capella, with no unusual new technologies, ships or universe rules to get used to.

- Battles will be fought within the FS2 engine itself, ensuring maximum fairness for all involved - while tactics will play a part, nobody will be able to simply say "I have better tacics, so I win."

- Since it's based off FS2 directly, there'll be no technological loopholes that'll be able to get you out of (or into) sticky situations. One of the big problems with the last NW was using the relative technological vagueness of the universe it was set in to prevent an attack on one of the players. This time, nothing like that will be happening.

- Me and KT will be running things. Can't go wrong with that, right? :D

So, if you're interested in joining up, check out the Original Thread and theGTVA OOB Thread. That should be enough detail to get you started into the new game.

For those of you who're new to the community: What is Nodewars?

Put very basically, Nodewars is an RPG, based off the Freespace universe. However, it differs from traditional RPGs in several key ways.

First of all, you control a nation rather than an individual, with a clear goal of galactic domination, through whatever means you choose, be it conquest, subterfuge, alliances, or whatever. It generally involves a lot of backstabbing, false alliances and sneaking around, which is a helluva lot of fun.

Secondly, the game is moved along not by dice rolling or game cards, but by story writing. Each player writes a few paragraphs (or pages) of storyline every few days that outlines the actions of their nation (See the Story Thread of the last Nodewars, Firestorm, to see how that works).
TI - Coming in 2011 - Promise!
:flag9:
"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T

2
I'd want to participate as the New Adharan Coalition, if MOD'ed ships (cruisers, particularly) were allowed (within reason of course).

Damn lack of mods. I wouldn't like having to use Fenrises and Leviathans. :(

Come to think of it, I'd probably also create Q-ships out of Argo-Mjolnir combo's. Hah. :D

3
Mods are allowed... within reason. But they need to fulfil the following criteria (quoting from the thread I linked to).
Your fleets: Your fleets will largely be made up of FS2 era ships, of course (Keep in mind, it is only five years after Capella). If you want new ships, there are two conditions.

1. - You'd better have a good reason.

For the record

My nation needs this new class of bomber because, due to our genocidally anti vasudan stances, the GTVA refuses to trade with us, and we were unable to procure bombers from other nations because they are so potentially dangerous. We were able to construct it because we have access to an old NTF supply cache, and it will not unbalance the game because it varies against the Zeus only in being somewhat stronger, but with decreased missile capacity. = Good Reason - Assuming the bomber is, in fact, balanced, and it complies with rule 2 you'll probably be allowed to use it.

My nation is Vasudan, and vasudans only have 1 type of cruiser that is any good. We need this new cruiser to remain competitive in a dangerous galaxy = Alright Reason - This will depend on the characteristics of the cruiser more than anything, and you eloquence in explaining how you were able to build it.

I want my nation to be different, so I need this new class of Super destroyer = Bad Reason - You wont get it.

2. - You need to provide a balanced, working in game model that can be installed with one file only (ie. a vp with all necessary maps, models and tbm files). If it's not in one file, it'll make for messy directories for us, and frankly, that's too much work. KT or I will determine whether it's balanced or not based on its characteristics and in game performance and the various cuts you're willing to take in other areas. NB. You don't neccesarily need to create your own ships here - just DL them from HLP, SG or wherever if you're not mod talented. They also don't necessarily need to be good. If you want to create the GTD Great Big Single Texture Cube, go ahead, so long as it's not unbalanced and you can get it through rule 1.
TI - Coming in 2011 - Promise!
:flag9:
"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T

7
I don't excactly understand how you do battle. If its in the story how do you keep it balanced out where no one can't kill every one right off the bat? If you can clear that up I'm interested in joining. :D
The Only Thing faster than Lightning, is My Aim.

8
Battle was one of the most complex parts of the old NW incarnations, so we've simplified it through the introduction of the FS2 engine itself. You tell us (us being Me, KT and the other player) what portion of your fleets you want to deploy to the battle, then you tell us what AI orders you want to give each ship.

More broadly, combat is regulated in the same way it is in the real world. If you attack your neighbours, galactic opinion of you goes down, and your other neighbours might not feel so safe, so they'll ally against you to take you out. Ultimately however, the aim of nodewars is conquest, so there will inevitably be combat - the trick is having the numbers, allies and tactics to come out on top.
TI - Coming in 2011 - Promise!
:flag9:
"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T
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