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Made in us
Human Auxiliary to the Empire






so lately i've had an idea that i think would infinately add to necromunda game play in almost every way. but i'm not exactly sure how one would go about setting it up and i'm not sure how it would all work out, but i'm possitive ot would improve game dynamic a hundred times over with very small effect on actual game play.

so every one who's played a campaign in necromunda knows that eventually a gang has to be retired because it just gets to strong. which means all the characters you invested so much thought into and time improving and playing got you no where. and for anyone who plays necromunda often knows this can be frustrating. but what if you didn't have to? what if the game let you play and build a gang to the strength and size to equal the houses and eventually become one?

this is where my idea come into play. so what if you made a map of the underhive, a very large map, 10 or 20 levels high. then divide the map into a grid. each square on the grid represents a piece of territory. a starting gang would get like 5 squares on the grid at the bottom level. lets say each level has 50-to-100 squares. now on the map thers all sorts of towns and outpsts, sump lakes, collapsed domes, and any other physical features you might want. now as gangs run campaings, get's stronger members and grows in number it can take more territorys. depending on the territory they claim they get different incomes from it. FE: claiming a small shanty town will generate d6x5 gold per turn and every 5 turns it will generate 1 juve for the gang at no cost. to prevent a gang from just expanding beyond controle you have to keep gang members posted in set territories wich will be your defending team if another gang should choose to try and take a piece of your territory. also you must keep 1 ganger in ALL your pieces of territory as the eyes and ears of the gang in the territory as well as to enforce your gangs dominence the that area. this will also thin a gangs numbers a bit. now you'll have a required number of gang members to optimize productivity in some areas as well. FE: a slag mine requires 1 ganger and 3 juves to make up a mining team. also the larger your territory the more money it will cost you for gang upkeep and what not, so your income increases greatly but so does your costs.

as your turf grows larger and larger it because harder for your gangs to travel from one end to the other and so it may take your gang a few turns to travel from one end to the other. so let say a gang member can only travel over 3 pieces of territory at a time so it may be hard for a gang to reinforce there borders if they take heavy casualties. also it will take time for a gang to ship goods to and from towns in which to sell and make coin, as well as replensh spent supplies.

as you gain different pieces of territory you can invest money in improving that territory for more income and benefits, at a price of more gang members needed in there piece of territory and more upkeep requirements. this kinda helps keep a gang from become to rich and powerful. as your gang rating increases you'll be able to move up levels in the hive. that way theres always more territory to claim. also have multiple levels will alow you you to go deep into enemy territory and strike an enemy by using higher levels and coming down into there turf to raid settlements, factories, and caravans, etc.

the whole idea is almost a mix of RISK and like the "total war" cumputer games, live shogun total war, medival total war. so what do you guys think?

i really think it would give a very twist to game play

deep in the waste of necromunda survival is the only law, an superiority is god 
   
Made in gb
Fresh-Faced New User



London

Yeah, but you'd need to play about a million games.

And once someone started winning too much, it would be a pain to start again.
   
Made in us
Human Auxiliary to the Empire






yeah but the whole idea behind it is it would be a way for a game to keep going. i mean yeah it would take a million games to take complete control of the underhive... but thats the point. to make it amost impossible to take complete control. and as a gang grows in power they move up the hive making it possible to have new gangs start at the bottom. and it's not all about growing your territory. you can run campaigns and what not while growing your gang. or if you just wanted to play a quick game you can run a raid on an rival gang. i mean the possabilities are endless

deep in the waste of necromunda survival is the only law, an superiority is god 
   
Made in us
Ground Crew




USA

Great idea, perhaps you could use randomly generated "tiles" to map out the underhive, with different tiles for the sump, underhive, hive, and even upper hive. You could make a set of modular terrain pieces which could be endlessly configured for the different tiles. And for the different terrain pieces, they could be "upgraded," at a cost in credits, with sentry guns, medical labs, reinforced walls, and other add-ons that could be removed when the terrain piece is used in a different setting. For example, a separate gun turret could be placed on top of a large building when the large building is being used as a gang's HQ, but not when said large building is being used on a different "tile."

Also, you could use a 40k army as a "planetary police force" sent down if the gang becomes too large or disruptive. For example, imperial guard could enter the map when a gang controls too much territory or is involved in too much fighting, and then removed once the gang is cut down in numbers and territory. This would give the smaller gangs an advantage, as they could "lay low" for a while and avoid the imperial guard. You could even have different rules as to when the imperial guard arrive. They would be more likely to intervene when the gang is causing trouble in the hive than in the underhive, for instance. Or, instead of planetary police forces, zombie outbreaks could be used to control gang size, since the larger gangs would have more difficulty escaping the horde.



This message was edited 1 time. Last update was at 2010/02/28 20:08:03


 
   
Made in us
Human Auxiliary to the Empire






yeah that was kinda my thoughts. also i was thinking that because a hive is constantly collapsing and having natural disasters happen that makes a dome inhabital, or multiple domes, that there would be a natural disaster nrole between each players turn to see if something happened in the hive and then a scatter role to see where it happened. that would constantly keep things changing.

also this opens up campaigns that would really be possible in normal necromunda. for example, a campaign in the hive against arbitors and houses... assassinations, you name it and you can do it. if you can make your gang strong enough and work your way up the hive.

it takes the role play and game play up to a whole new level... if you where to get like 6 to 8 people to start together it's a game that could be picked up and put down and you'll never miss a beat. and maybe it could even inspire some full time players. cause lets face it, most people play munda as a fall back game when they want a break from 40k. this way it will be alot more engaging.

deep in the waste of necromunda survival is the only law, an superiority is god 
   
Made in us
Regular Dakkanaut





I once wrote rules for retiring gang members, either by choice or by being forced to. Let's face it, noone wants to be in an underhive gang forever. They'll either die or hit the promise land... eventually. let me see if i can find them...

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
 
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