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Re: Collaboration?

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firekj is not online. firekj
Joined: 04 Dec 2009
Total Posts: 8294
31 Jul 2011 12:16 AM
I was thinking

Maybe a fantasy RP.

Or....a sci-fi.

Or you could give me some ideas.
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NotOurFinestMoment is not online. NotOurFinestMoment
Joined: 23 Nov 2010
Total Posts: 3306
31 Jul 2011 12:26 AM
Fantasy.

The over-used "evil is attacking."

You are high-ranking soldiers assigned to the defense. Your objective is to formulate a defense using materials in the area and available manpower to delay the enemy army until the bulk of the army can assemble and push them back.

The first few places you defend are generally farming towns and will fall quickly, though you can always retreat and delay them again. The good side loses if the enemy manages to raze the capital. They win if they can delay the bad guys for 'X' amount of 'days'.
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tuxedo030 is not online. tuxedo030
Joined: 17 Jun 2009
Total Posts: 12522
31 Jul 2011 12:30 AM
I like NOFM's idea.
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Brickguy58 is not online. Brickguy58
Joined: 14 Nov 2010
Total Posts: 7127
31 Jul 2011 12:35 AM
Men,we g oto arms,under the banner of NOFM's idea.
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firekj is not online. firekj
Joined: 04 Dec 2009
Total Posts: 8294
31 Jul 2011 12:36 AM
You mean WHT?
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NotOurFinestMoment is not online. NotOurFinestMoment
Joined: 23 Nov 2010
Total Posts: 3306
31 Jul 2011 12:37 AM
There are a total of 10 stages.

Stage 1: Stevensville, settlement. 40 men, low materials.

Stage 2: Tymor, settlement. 50 men, low materials.

Stage 3: Raven Pass, settlement. 40 men, a bit more materials.

Stage 4: Greenfield, town, 70 men, low materials.

Stage 5: Fort Payne, outpost. 100 men, medium materials.

Stage 6: Hope's Springs, town, 80 men, medium materials.

Stage 7: Thorntree, settlement, 50 men, many materials.

Stage 8: Wells City, city, 200 men, medium materials.

Stage 9: Fort Garadun, fort. 200 men, many materials.

Stage 10: Dar Barat, capital citadel. 350 men, extreme amount of materials.
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NotOurFinestMoment is not online. NotOurFinestMoment
Joined: 23 Nov 2010
Total Posts: 3306
31 Jul 2011 12:10 PM
GET GOING!
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firekj is not online. firekj
Joined: 04 Dec 2009
Total Posts: 8294
31 Jul 2011 12:18 PM
._. Alright, I'll type somethin' up.
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NotOurFinestMoment is not online. NotOurFinestMoment
Joined: 23 Nov 2010
Total Posts: 3306
31 Jul 2011 12:19 PM
No, I meant we should collab about this first.

And then you make the RP.
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firekj is not online. firekj
Joined: 04 Dec 2009
Total Posts: 8294
31 Jul 2011 12:24 PM
Oh. I knew that too. lol.
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NotOurFinestMoment is not online. NotOurFinestMoment
Joined: 23 Nov 2010
Total Posts: 3306
31 Jul 2011 12:24 PM
Expand on plot first?
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firekj is not online. firekj
Joined: 04 Dec 2009
Total Posts: 8294
31 Jul 2011 12:26 PM
Yes.
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TAYtayisGR8 is not online. TAYtayisGR8
Joined: 10 Dec 2010
Total Posts: 5193
31 Jul 2011 12:29 PM
Waitasec..... There should be a "morale" thing that you must constantly keep in check. The first city would have low moral for example, as it does not truly think it can survive long.
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firekj is not online. firekj
Joined: 04 Dec 2009
Total Posts: 8294
31 Jul 2011 12:30 PM
I like NOFM's idea.

So,we'll go with that.And Yes TAY, that's actually a pretty decent idea.



Dang, I should make a roleplay Zenonia 3 style one day.
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NotOurFinestMoment is not online. NotOurFinestMoment
Joined: 23 Nov 2010
Total Posts: 3306
31 Jul 2011 12:31 PM
Hmm, I'll get working on morale.
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TAYtayisGR8 is not online. TAYtayisGR8
Joined: 10 Dec 2010
Total Posts: 5193
31 Jul 2011 12:32 PM
Should it be "Dungeonmaster" and player style? The "dungeonmaster" controls the outcomes of certain things you do, and controls the enemy, along with other events such as weather and such......
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firekj is not online. firekj
Joined: 04 Dec 2009
Total Posts: 8294
31 Jul 2011 12:34 PM
Mmkay.
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NotOurFinestMoment is not online. NotOurFinestMoment
Joined: 23 Nov 2010
Total Posts: 3306
31 Jul 2011 12:34 PM
We should have two "Dungeonmaster", one controlling the player's allies and one controlling the enemy.
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firekj is not online. firekj
Joined: 04 Dec 2009
Total Posts: 8294
31 Jul 2011 12:34 PM
Tay, that idea is pretty good.
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firekj is not online. firekj
Joined: 04 Dec 2009
Total Posts: 8294
31 Jul 2011 12:36 PM
'Kay WhyHelloThere.
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firekj is not online. firekj
Joined: 04 Dec 2009
Total Posts: 8294
31 Jul 2011 12:39 PM
Should there be...a third "dungeonmaster" controlling weather?I don't know..
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TAYtayisGR8 is not online. TAYtayisGR8
Joined: 10 Dec 2010
Total Posts: 5193
31 Jul 2011 12:41 PM
Nah. One or two DMs makes more sense to me.
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firekj is not online. firekj
Joined: 04 Dec 2009
Total Posts: 8294
31 Jul 2011 12:42 PM
Two then.Alright.Now, we need a plot extension.
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tuxedo030 is not online. tuxedo030
Joined: 17 Jun 2009
Total Posts: 12522
31 Jul 2011 12:45 PM
What do we have so far? I'm too lazy to go and read the rest. Just tell me what we have for the plot (I read about the DM idea)
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NotOurFinestMoment is not online. NotOurFinestMoment
Joined: 23 Nov 2010
Total Posts: 3306
31 Jul 2011 12:45 PM
Stage 1: Stevensville, settlement. 40 men, low materials. Low morale. No terrain effect.

Stage 2: Tymor, settlement. 50 men, low materials. Low morale. No terrain efect.

Stage 3: Raven Pass, settlement. 40 men, a bit more materials. Low morale. Pre-built defenses. Canyon terrain effect.

Stage 4: Greenfield, town, 70 men, low materials. Normal morale. Pre-built defenses (Archer Tower). No terrain effect.

Stage 5: Fort Payne, outpost. 100 men, medium materials. Normal morale. Pre-built defenses (Wall). No terrain effect.

Stage 6: Hope's Springs, town, 80 men, medium materials. Low morale. Hill terrain effect.

Stage 7: Thorntree, settlement, 50 men, many materials. High morale. Pre-built defenses (Traps). Marshland terrain effect.

Stage 8: Wells City, city, 200 men, medium materials. High morale. Forest terrain effect.

Stage 9: Fort Garadun, fort. 200 men, many materials. Desperate. Pre-built defenses (Wall, Archer Tower). No terrain effect.

Stage 10: Dar Barat, capital citadel. 350 men, extreme amount of materials. Desperate. Pre-built defenses (Wall, Archer Tower, Traps, Barracks). Hill terrain effect.




Low Morale - Soldiers are less effective and more likely to retreat.

Normal Morale - Soldiers are at 100% effectiveness, but will still possibly retreat.

High Morale - Soldiers will fight with zeal, and are unlikely to retreat.

Desperate - Soldiers will fight with all they have, and will not retreat, always fighting to the death.


Pre-built defenses - Defensive area has defenses already in a random place.


Canyon Terrain - Enemies will move through a narrow pass and will be grouped together.

Hill Terrain - All ranged defensive units are more effective and enemy speed is slowed.

Marshland Terrain - Enemy speed is slowed considerably. Cannot build Wall.

Forest Terrain - All ranged defensive units are less effective and enemy speed is slowed.
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