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Darkwind 2: The ant farm of violence, Electric boogaloo
Tonic
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Here are my most recent ideas for Darkwind 2: Electric Boogaloo, presented here for discussion.

Keep car combat mostly the same. Add trailers, semis, and cycles (and more cycles). Streamline, streamline, streamline the interface and integrate the website with the GUI. Let casual players appoint a steward to handle ammo purchases, car repairs, etc. but keep all the wonderful detail-fiddly bits for those of us who get off on it.

Towns and camps should be a central part of the game. Let the players bring civilization back from the wasteland, one tarpaper shack at a time. Players can run missions to build up the infrastructure and secure it. They can decide to bring medical supplies to Elms to keep its hospital running, or they can flood Shanty with them (at Elms's expense) until the medical service there is quite good. Want a good car market in Firelight? Buy a car carrier and make runs.

I pick a spot in the desert and decide it's my home. By making runs with construction materials, I erect structures: a garage, barracks, etc. I improve gang morale with taverns and by hosting events. When I need new materials, I put jobs on the notice board: standard rate for bringing 300 units of food to Tonic's Gin Joint. Players might take it, or computer truckers might.

The computer does the same thing. The process that represents the gov't of Texan puts more and more "ship our lovely manufactured goods to Somerset" jobs on its board. If a player attacks Texan, it puts a bounty on that player and orders jobs to bring in more defensive equipment. If that player has a camp, Texan pays people to attack it.

It always bugged me that cities don't have gun-turrets. They're sitting ducks!

Back at the Gin Joint, the nearby town that I use for resupply has been going to the dogs as food gets more scarce--it looks like a player is hitting the shipments from the farm. I track that player down and make it expensive for him to keep doing it, but instead of moving on, he escalates. Eventually the warfare escalates, and the Powers That Be order us into mediation: an arena event, winner take all.

For now I win, and get big enough that I can charge gate fees and get a cut of repairs. I'm a whole town now! But eventually, I shoot my mouth off in the lobby and a coalition of players destroys my town and I must start over. I don't cry about it--this is the apocalypse, b***h. I hitch up my panties and move on.

Towns rise and fall and new ones are created, but there's always profit to be made by setting progress back. Two steps forward, two steps back, step-ball-chain and dosey-do. So goes the back-and-forth struggle to rebuild civilization, and to attack other people from behind the wheel of an armored '69 Camaro.
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vet wv

Posted Feb 1, 2013, 9:21 pm
23Baker27
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I like it!
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vet wv

Posted Mar 3, 2013, 5:23 am
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I want to play this....
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wv vet

Posted Mar 3, 2013, 8:40 pm
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Yeah I've got to say that this concept does sound awesome
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vet wv deathrceL1 marshal pvp2 zom pvp3

Posted Mar 3, 2013, 10:33 pm
Fifth
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Yessssssssssssssssssssssssssssss.
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vet wv

Posted Mar 14, 2013, 2:59 am
This member is currently online *Longo*
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Sounds fun
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Mar 14, 2013, 4:40 am
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This does sound fun, as a full fledged game. But, the world map should have resource areas, which can be controlled by a player or coalition of players. Need wood (and who doesn't these days?), strike a deal with the guys who control the forests (or take them by force).

Good idea.
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vet wv deathrceL1

Posted Mar 14, 2013, 4:54 am
Fifth
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Blackwill said:
This does sound fun, as a full fledged game.  But, the world map should have resource areas, which can be controlled by a player or coalition of players.  Need wood (and who doesn't these days?), strike a deal with the guys who control the forests (or take them by force).

Good idea.


Doubt wood would get used much, or would exist much in Evan, but food, water, metals, etc... all grist for the mill.

I'd have to insist on multiple resource areas, making it hard for one group to gain a true monopoly on any resource.
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vet wv

Posted Mar 15, 2013, 4:00 am
*Tinker*
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Sounds good, and I think wood would be expensive being very rare, what do people use to warm themselves up with, and can also be used for all kinds of useful stuff?
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Mar 15, 2013, 10:11 pm
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*Tinker* said:
Sounds good, and I think wood would be expensive being very rare, what do people use to warm themselves up with, and can also be used for all kinds of useful stuff?


For building: plastics and metal. Lots of both.

For fuel: animal dung. Used for heating fuel in a lot of societies where wood was very rare, like the Mongols and Arabs pre-modern times. Means the fire doesn't small very good, but it means the camel, sheep, goat dung you're surrounded with all the time into something useful.
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vet wv

Posted Mar 20, 2013, 3:59 pm
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I like it! I'd also like to add the possibility of finding random stuff while out scouting areas of the map... "oh look at that dune over there.. is that a... well holy *&^%, it's an old Walmart! I need some new pants and an oil change! Maybe I could make this a camp." or "Dang, what's with all these dead bodies laying around... what's that smell... oh *&^%! choke, cough, gag... Gas! Quick guys get yer masks on!"
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vet wv

Posted Oct 9, 2014, 3:29 pm
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