Interest in a Text-Based Roleplay Wing Commander Game

Are you interesting in joining a text-based roleplaying game set in Wing Commander Universe?


  • Total voters
    4

Iceblade

Admiral
I am looking into setting up a Discord-based text roleplaying game with a mixture of scheduled events and free-form roleplaying by players. The game would be wiki-supported for information and logs.

Set in Gemini Sector, players will primarily play pilots onboard a carrier caught behind the enemy lines of a massive Kilrathi offensive throughout the sector. The carrier must push back to the frontlines, gathering and rescuing surviving vessels along the way.

Edit: Here is the link to the Discord Server https://discord.gg/YG7JhAN
 
Last edited:

Iceblade

Admiral
The time frame will be 2659 to 2661. Epees, Stilettos, and Sabres along with Rapier IIs are well deployed throughout the fleet (carriers at least).
 

Star Rider

Rear Admiral
Epees, Sabres, and Rapiers definitely would be with the fleet during that time period. The Stiletto is a bit of a question mark as the production information on it is slim at best.
 

Iceblade

Admiral
The Stiletto squadron is a carry over from Gemini Sector... and of course rule of cool - its Gemini, let's have Stilettos.
 

Iceblade

Admiral
I have setup the Discord Server. https://discord.gg/YG7JhAN

I am also working on an off-screen battle simulator for adjudicating combat turns. Initially, only I will use it for determining combat action results; but once its been well-tested and polished by combat RPing sessions, I will release it for broader use by anyone wanting to GM a combat session.
 

Iceblade

Admiral
The intention is to gather at a specific time and roleplay for an hour or so. Scenes could be paused if not finished.

Also, if two or more players are on at a time and available, they can play out a scene for bit.
 

Iceblade

Admiral
Combat Code is coming along great and is definitely ready for Roleplaying combats.

There is a fair amount of tactics involved in the system. Damage to various components now affects a ship's ability to fight including reduced ship agility and missiles failing to fire. Shields get weaker the more times they get hit, and armor must be worn down to damage components. There are also 5 methods to neutralizing a target including cockpit kills, crippling damage, and various ways a ship can blow up. You can call your shots to focus on a damaged side, and stances allow you to define how aggressive or evasive you fly each round. Missiles have distinct abilities such as FF missiles ignoring your combat stance and HS missiles doing more damage but are more easily spoofed. In addition, DFs ignore the target's ECM skill and rely on your gunnery and piloting skills to hit.

Additionally, the code easily handles many enemies at once with commands that allow the combat's GM to do team targeting for the NPCs with weapons and targeting being randomized semi-intelligently. This code will be improved over time to implement basic AI that changes stances based on the situation, target damaged quarters of targets, and possibly even use teamwork to focus on wounded ships.

Capships are the next on my task list to allow for more involved combat scenarios involving turret batteries, suppressing flak, torpedo runs, and escort missions.
 
Top