OOC-Fallout California 2nd chance

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Pyro, sure here is another couple of tidbits,

Personnel

Slave Taskmaster: 250 Credits ( Can be trained in the Middle School if one is dedicated to training more taskmasters.
Requirements: Must be equipped with either a firearm or cattle prod for slave control.

Veternarian: Will take care of your animals, also can increase birthrates among the Brahmin: 1000 Credits


Buildings

College: 15,000
Function: to raise Experienced education level of employees to Master. For the cost of 5000 credits
Costs: 15,000 Credits, 4 tons tin, 8 tons concrete, 4 tons steel
Time to Educate: 12 IC Months

Granary: 5000
Function: Stores Grain from farms
Costs: 5,000 Credits, 8 tons tin, 4 tons concrete, 2 tons steel
Requirements: 2 basic technicians, 1 basic mechanic, electricty to vent grain dust
Maximum storage: 750 tons Grain

Perishables Storage: 5000
Function: Stores Meat and medicines for later use
Costs: 5,000 Credits, 8 tons tin, 4 tons concrete, 2 tons steel
Requirements Electricity, 2 experienced technicians, 1 experienced mechanic, 1 veternarian, for meat inspection, or one pharmacologist for medicines inspection
Maximum storage: 750 tons Meat or Medicines, not both

Slave Barracks: 2,000 Credits
Function: Acts as mass housing for slave workers
Costs: 3,000 Credits, 5 tons tin, 15 tons concrete, 5 tons steel
Maximum occupants: 50

Gunpowder Factory
Function: Produces basic Slug Throwers up to Hunting rifles. 1st expansion enables production of Assault rifles and Light mg's. 2nd expansion enables production of Miniguns and all the rest of the bullet based weapons.
Costs: 12,000 Credits 100 tons concrete, and 50 tons steel .
Per exp. 10,000 credits 50 tons concrete, and 25 tons steel
Maximum occupancy: 20
Requires: Functioning Weapons Facility

Alchohol Distillery: 8,000 Credits
Function: Produces Booze for ALL Entertainment buildings.
Costs: 8,000 Credits 100 tons concrete, and 50 tons steel .
Maximum occupants: 20
Requires: Grain from a farm, three factory workers and 1 basic technician

Limestone Mine: 8000 Credits
Function: Produces Limestone
Costs: 8,000 Credits 10 tons concrete, and 5 tons steel .
Maximum occupants: 50
Requires: 5 miners, 1 basic technician

Sleazy Brothel: 1500 credits
Function: Acts as morale boost for personnel
Costs: 1,500 Credits, 2 tons tin, 1 ton concrete, .5 tons steel
Maximum occupants: 8 Income depends on number of employees.
Requires: Supply of Booze, One trained civilian minimum

High class Brothel & Bar: 6,500 Credits
Functions: Boosts moral big time, generates income, brings in tourists
Costs: 6,500 Credits, 8 tons tin, 4 tons concrete, 2 tons steel
Maximum occupants: 100 income depends on number of employees
Requires: Supply of Booze, 10 trained civilians, 3 cooks minimum

Waste Treatment Station: 10,000 Credits
Function: Can get enough water out of the ground or reclaimed for up to 3000 people Also decreases chance of disease outbreak
Requires: 5 experienced Technicians and power source

Resources

Methanol:
Requirements: Grain and Methanol Distilleries reqs met:
Time required: One day per worker
Production: 20% per Distillery worker (Of 1 ton) Will supply 5 vehicles for 1 week or .5 ton of Methanol for sale
Cost: Estimated at 5000 credits per ton

Concrete:
Requirements: One (1) ton of Limestone as well as a minimum of five (5) factory workers
Time required: One IC day per ton
Production: 50% per listed requirements above (Of 1 ton)

Factory produced

Salvaged Car:

Requirements: One (1) vehicle factory with all minimum requirements fulfilled for the factory, .5 tons of steel
Time Required: Fourteen IC days
Production: One (1) car per listed requirements above
Cost: Estimated at 5,000

Non-Energy/Gauss Pistols:

Requirements: One (1) Gunpowder Production Factory with all minimum requirements fulfilled for the factory, access to a stable trade route of metal or your own production, and 1/10th ton steel.
Time Required: One IC day per four 10mm Pistol or one 14mm pistols
Income from sale: Estimated at 250 for 10mm pistol (Each), 900 for 14mm pistol (Each)

Kust a tidbit. :wink:

Cheers Thorgrimm
 
not bad but everything seems to cost a lil much and this exp thing is confusing

no offense but you might have overcomplicated it by just what i can see and i bet you got a hell of a lot more
 
Well Pyro, to put it not too lightly, the rules are for intelligent players who can add and follow directions. :wink:

The cost is supposed to be high. Remember this is post apoc, everything under god is rare as hen's teeth. So to improve your tribe/gang/group you are going to have to drag your tribe out of the slime.
Or just be a raider or slaver group, and just steal everything you need. 8)


Cheers Thorgrimm
 
Pyro, yes i have, and the scouts are key to getting some of the things you need, and finding resources or slaves.
Did you happen to notice the Slaver Taskmaster for personnel, or the Slave Barracks for buildings?
I thought you might have noticed those and would understand that slavers and raisers are possible groups. :wink:



Cheers Thorgrimm
 
Ok folks this has been moving a bit faster than I thought it would.

FOr the most part I am in agreement with Zoe. I really have no idea what is going on at Vault 0 but Zoe does. Fallout California was also developed there, and not here, and I respect Murdoch enough not to allow a theft of his ideas.

However, if this is going to be a seperate project, similar but not copied from Murdoch's, well I am more sympathetic.

That said, Zoe is also a mod here and an Admin there, so I will defer her judgment on this. Zoe, will you oversee?

And note, we will make nice. I turned off the last move on this and I will do it again should things go sour.

So Zoe, as a Vault 0 admin and moderator here, I figure this is best left to your oversight.

Thorgrimm I like what you are doing here, and Pyro, I appreciate the support. It's a sad thing if a good idea goes bad. But on this issue, let's do this cool.
 
Welsh, just told the truth, and my rules, again, ARE NOT Murdock's. so why do you keep harping on this murdock stuff?
I have already said i have made my own.
If you can find any of the stuff i have posted is in Murdock's writing, then you may have a valid complaint, but i doubt you will. :wink:

Just want to be clear on this, as it seems it is not. I have said that we would NOT use his stuff.

Or Welsh, did you wish me to just drop out of this thread, as i will if you want.
 
Thanks Welsh, we shall keep NMA a nice place where players can have fun.

Thus said, lets see the matter at hand.
Thorgrimm, it looks like you could take a cold shower now and them. You loose your temper too easily and when you do that, you put your feet in your mouth (believe me, this either leads to you offending people or making a fool of yourself...)

Point number one: as Welsh said, if things get out of hand, measures will be taken. So I dont expect to get to that point: I am trusting you guys are with good will.

Other points: the idea of making costs for acquiring things is a ruling in game. But where does the game take place, exactly? What organizations are already there? And my other question is: what is the dynamics of the game? Is it to be players running organizations (a la Civilization, Age of empires, etc?) Or this will be a secondary point in the game?
 
Gee Zoe the way you say "a nice place where playes can have fun"
belies you making such a deal of this :twisted:

listen

thorgrim is making a different game which completely complies with all things youve said. And even though that is cool of him why can't we just play FO: cali

seriously I don't think Murdock would mind us loving his creation and carrying on his memory with it......because yes......he is dead.

sorry if any of this offends anyone but seriously.........
 
Zoe, i think you are the one who put your foot in your mouth.
Look at the posts CAREFULLY before you began your bull in a china shop run. I had already stated that i had new rules.
So why don't you edit your own post for rudeness, or are you going to abuse your power here?
As for my worrying about offending you? Not in the slightest.
Evidently you did NOT read the posts before your tirade.

Let's look a a little evidence of what i just stated, shall we?

Posted: Tue Jul 06, 2004 21:12 Post subject:

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Welsh, thanks. As for Fallout California, i do not know, as it is definitely Murdock's baby, but he is MIA, so that is why i started making my own set of rules.
Pyro i have a pretty good set of rules almost done.


Cheers Thorgrimm


Posted: Tue Jul 06, 2004 21:37 Post subject:

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Pyro, would be more than happy to, as this type of game is what i like the best.

Just a little bit to go. Working on the economic fine details and pop growth.


Cheers Thorgrimm

the very next post you began your tirade. If you had just asked if we were going to use Murdock's items or not everything would have been fine. But, alas, you did not. So whom stuck their foot into their mouth? Then abused their position of authority when they saw something they did not like?
Sure as heck was not me.
As for your trust, Pffft, that got thrown out the window when you edited my post as you saw something you did not like. Evidently i told the truth and you did not wish that fact known.

Now to sure we are clear here, i would not use Murdock's rules, as he never gave permission. THAT is why i started on my own. Now are we clear on that?

As for your other question, the rules i have done you have a tribe/gang/group, or call it what you wish, that is trying to expand/ conquer/bring enlightenment to the wastes. The name of the game is population expansion, as most of the goodies are unlocked by pop numbers. If you increase it by slaving, that is one way to do it. Just be prepared for revolts from time to time if not enough taskmaster to control them.

It is based on a map done By Corpse of either the southwest bordered by Matamoros in Mexico, north to the Canadian border. From the Pacific to Denver in the east. Or a full map of the US, East to West. The rules can be described as civ meets Fallout i guess, but that is not entirely correct either. As this is more lower level than that. If anybody gets a settlement above a thousand i would be surprised, as the larger you grow,and the more caravans you send out the more attention of raiders and slavers you draw.


Thorgrimm
 
Ok, I think we can pipe all this angst down a bit, Thorgrimm, this especially applies to you.

Honestly, I like that you guys are doing something interesting and creative here, and I support that.

That said, i don't know Murdoch's game, but Zoe does, and she's a mod. I don't think she's abusing her authority although a mod should not edit the posts of a poster.

If the thing here is that you are making another Civilization meets Fallout game much like Murdoch did, fine. If you got the inspiration for California- which you did- well there is no copyright on inspiration. But there is copyright and proprietorship on product. It's the difference between doing something similar to the same that concerns me.

I am asking Zoe to provide the main oversight here, and I beleive that she will be unbiased. She's also in the unique situation to iron out problems should they arise between Vault 0 and NMA should they arise. My reasons are simple- she's the best qualified to do this. I have asked her to work with you guys, but you guys will have to work with her.

And Zoe, no editing of the posters posts. And I appreciate you working with these guys to make sure this comes out well.

Thorgrimm- work nicely with Zoe on this. I have worked with Zoe for a long time and trust her. She's an admin at Vault 0 and a moderator here, and her interest, like mine, is to make this a friendly place for posters. I think we both have an interest in making this place open to everyone's creativity.

So easy on the angst, because if this becomes a turf battle or a flame war. There are issues of "copying" or "stealing" that might come up and which can be dealt with. I'd like to prevent those problems before they come up, and if they should come up, I'd like to have a moderator on-board who also knows Murdoch's and your work and thus can make the best case for your work.

And if this thread becomes a problem, I will shut this down.

Is this understood?

Seriously, Thorgrimm, I like what you are doing. The play here is just to avoid problems. I can understand you feeling sensitive about this project, so I am asking you to be cooperative. Cool?
 
Hey thorgrimm when you are done with your rules post em all in a new thread

that way we will be able to get better access to them
 
Thanks, Welsh.

Thorngrim and Pyrophenix, I will say this just once: insults are not valid arguments. Stick with logic arguments, and be nice, and we can hear you. Act like a bully and you will not be heard.
Simple rule. Follow it, and we are cool.

Exactly to shed the difference between "same with a different name" and "original" that I asked you for details. You did not have to act immature.

Anyway I will give this another chance, in consideration to Welsh.

You guys can continue to detail the rules and the scenario. When all is done, all will be in a shiny new thread, where everybody will be able to see it clear, and then the game will be able to begin.

There are many details to think about. Example: some things will have to be set before the game, others constantly updated during the game (such as where to find certain resourses, where are the raiders/bandits/whatever, etc.)

I will add my two cents when I find it proper. For now, keep developing

:) Cheers

Zoe
 
Zoe, be nice.

Ok, Thorgrimm and Pyro. Keep up the good work. I am actually quite curious how this goes. Let me know if I can help you out. I have raised this with other Admins and I think they are interested as well.
 
Welsh, have you ever heard of a game system that came out in the early 90's called Realms of the Unknown, or as ROTU, by the Walnut Group?
That is the system i was converting. If you can find a copy of the books, you will get an idea of what i am developing.
My gaming group in Iowa had played the crap out of it, and had a blast. So after the S.N.A.F.U. of last Feb, i dug out the rules and began converting it to Fallout. It is detailed, but if you like details it is fun. :)

Here is what part of the startup sheet will look like.

Settlement: Junktown
Population: 500/150(350)
Fortified Population: 500
professions: 1 doctor, 1 pharmacologist, 1 veternarian, 6 basic miners, 20 basic farmers, 6 raider soldiers, 4 taskmasters

Starting resources:
25 tons tin
20 tons concrete
5 tons steel

Starting bulidings
1 village council
1 granary
1 deep well

This is just an example sheet. The players will be given a certain amount of resources to start with, then custom design their settlements to what suits their style of play. 8)


Cheers Thorgrimm
 
Testing testing is this red?

Thorgrimm I like the idea.

seems intersting, although also it kinda seems like we have to be raiders/slavers to get people.

Can you be scavs or miners or mercs too and just hire them?
 
Pyro, yes you can, or you could also increase the desiribility of your tribe, and then you will get an immigration bonus per IG monthly GM update. Then when you reach the critical pop density you will begin having pop growth due to reproduction. If you are a slaver/raider group though, the only way to get pop is to raid/enslave. :)



Cheers Thorgrimm
 
thorgrimm is moving (as in changing homes)

so i suppose the project is on hold atm
 
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