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 Post subject: Neb 2
PostPosted: Thu Feb 25, 2010 4:19 am 
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Hey Bill,
forgive my presumption, but I jsut wanted to ask if there was any sign of Neb 2 on the horizon?

Really looking forward to this one 8) (just have to hope my wonky budget holds out so I can get a darn copy, sheesh :x )


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 Post subject: Re: Neb 2
PostPosted: Thu Feb 25, 2010 9:24 am 
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Alan Hume wrote:
Hey Bill,
forgive my presumption, but I jsut wanted to ask if there was any sign of Neb 2 on the horizon?

Really looking forward to this one 8) (just have to hope my wonky budget holds out so I can get a darn copy, sheesh :x )

Matt is asking the same thing up on facebook. Here is what I told him:
Quote:
Gee Matt, you don't ask the easy ones. ;) Basically, it has taken a back seet to development of the Squirrel Dice Game. To be honest though, I have been struggling with changes I wish to make to the Iridium version. I really like where Iridium V2 has gone and get great feedback from the play testers but it is still a case of whether to update the Nebuleon SE to Iridium V2 or just stick with V1 and the setting updates I would like. I think what I need is a good editor.


So, I have kind of hit a loop/block. Part of what I am having trouble with is what should be included, what should be added and what should be subtracted. Short list off the top of my head:

1. V1 or V2?
2. Planet generation system? If so, what kind?
3. Ship gen system? Change the ship combat system?
4. I will be clarifying FTL, the effects of travel. the specifics of travelling.
5. Better/clearer rules on healing.
6. ???
7. Profit!!!!

Of course, any suggestions are very welcome.

Bill

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 Post subject: Re: Neb 2
PostPosted: Thu Feb 25, 2010 9:37 am 
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Hey Bill,
Thanks for the reply,
my first feeling here (even though I am not too familiar with the rules) would be to go with V2,
having a new release tying into the new version of your rules makes much more sense that going with
(what some may say is) a 'redundant' version

Certianly, it would allow you to advertise as an all new game and hopefully add to its longevity 8)

A planet generation system, hmm, sounds like FLUFF to me :lol:
nah, seriously, you're playing in the NEB, do you need to be able to generate new worlds when you are tied in to such a system? If so,maybe you could add the generator online? sve space fo rthe good stuff :)

Dont know the rules well enough to comment on the shp combat system but a ship generation system is something (to me) much cooler (and much more necessary) than a planet gtenerator

I dont have access to my book right now, major hassle at home, gettin my flat/apartment overhauled and losing a lot of books and stuff as I jsut dont have the space to keep it all (stashed Neb safely of course which is why I cant access it right now 8) :lol: )

I like the armor rules,t hey are clearer than in some other systems 8)


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 Post subject: Re: Neb 2
PostPosted: Thu Feb 25, 2010 11:11 am 
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As for profit, I reckon a 'Free Trader' supplement (much like the GURPS Traveller one) would cover that better than a section in the rules

just a thought though

Of course, the interactions and uniqueness of Nebulean trade and monetary systems would have to be taken into account
NEB ECONOMICS anyone :)

I don't know if such info is laid out anywhere, it certainly wouldnt hurt to add such depth to the NEB if at all possible, certianly would help any Profiteering guide to write itself anyhow


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 Post subject: Re: Neb 2
PostPosted: Thu Feb 25, 2010 10:43 pm 
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Location: Frankfort, IL
First go at the Planet Building system.

Aspects: These are descriptors. So, Physical Aspects are things like landmass, seas, size, environment and the like. They can:
1. have no quantifier
2. Have a quantifier between -10 and 10

For the quantifier we would use it like so. Say, Price Index has a quantifier of 3, then all product prices would be multiplied by 1.3. If it was -3, then they would be multiplied by 0.7.

GMs can make up whatever Aspects they want but some are suggested.

Below is a rough draft of the planetary fact sheet. Click for a bigger version.

Image

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 Post subject: Re: Neb 2
PostPosted: Fri Feb 26, 2010 3:17 am 
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i actually like it

neat graphics 8)


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 Post subject: Re: Neb 2
PostPosted: Wed May 19, 2010 3:21 am 
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Hey Bill,
I'm guessing you're on hiatus from the net right now (after being disgusted with peoples, presumptious, arrogant and insulting behaviour - seems fair to me)

Just wanted to ask how things were going with Neb 2?

Is there anything 'up for grabs' so to speak in terms of work that needs done?? I would love to be able to have another bash at contributing something for consideration for the game and actually have a liottle bit more free time right now (the flat repairs start in about 2 weeks)

I liked your swamp dwelling race by the way 8)


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 Post subject: Re: Neb 2
PostPosted: Thu May 20, 2010 4:39 pm 
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I really do not know Alan. Things that need to be done:

Planet generation : Think this is mostly gathering stuff off the blog.

Ship generation : This is utter chaos but I think all the parts are either on the blog, on this forum or on the neb site.

Equipment: Decide how we want to tackle this from what we should list to how to organize it. I think we can do better than 1e

Social commentary: A general overview, tightening up and cleaning up of societies in neb and how the relate to each other. This exists now but I think we can present it better.

General V2 testing: I really need more testing on Iridium V2.

I think that is it....I will post more if I think of something. Feel free to point out how we can make improve over 1e.

Thanks,
Bill

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 Post subject: Re: Neb 2
PostPosted: Fri May 21, 2010 3:26 am 
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Hey Bill,
Phew' that is a lot, for what it's worth I think the most important 'change' that could be done to Neb would be to update to your new set of rules, (and it looks like you have that pretty much sorted)

Ship generation seems to be a subject of much contention with a whole lot of folks taking different approaches

Tricky, I guess, ultimately, the thing to do is go with your gut feelings as to where you want to take the game and then throw out ideas to the guys for feedback

I dunno, trying to be helpful here anyhow :oops:


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 Post subject: Re: Neb 2
PostPosted: Fri May 21, 2010 3:33 am 
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Hmm, just reread your post, actually it looks like you do indeed have the info/work done, you are spot on (if I remember correctly) most of the work is on the Blog as you say (and that is really good news 8) )

the Iridium V2 change really is the main thing that needs to be nailed down as you say, it really does make good sense for you to update to V2 though, that goes without saying, a very good call I think

Organising Equipment is again a bit of a 'horses for courses' kind of thing, everyone has an opionion and, I reckon, they could all well be right :oops:

My own feeling towards the equipment list is that it's the 'visual' representation of the objects as much as anything else that is important, if its possible to illustrate (as, indeed, you did in Neb 1) the items then that would be the road to go (a bit tricky when you have hundreds of items though, so, my feelings would be to go the 'cultural' route and choose to perhaps illustrate 'alien' versions of common items, just for a twist, ie. a Gren radio or suchlike

anyhow, just a thought


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 Post subject: Re: Neb 2
PostPosted: Sun Aug 01, 2010 6:21 am 
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Hey Bill,
any updates on the Neb 2 front?

I'm still really hoping this will be released 8)


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 Post subject: Re: Neb 2
PostPosted: Thu Nov 24, 2011 4:56 am 
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Hey again,
just wanted to pop in and voice my ongoing support for NEB 2 8) 8) 8)

if there's anything I can do to help please email me and let me know
threeeyesmcgurk@hotmail.com

no garuantee I can help (or, indeed, that you would want my help) but still, just trying to be positive :D


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