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Author Topic: END GAME instead of WIPE  (Read 2493 times)

Sheisserick

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END GAME instead of WIPE
« on: September 11, 2011, 07:37:53 pm »

Hello fellow Fallout fans.

I’m here to address the "ending of all things" aka wipe. As it is now, we play the game and all it aspects, and after some time there is a few days mayhem and then a server reset. The few days might be fun, but very anti-climatic to say the least.

Something that would take aprox  a month from start to finish, depending on the resistance meet.


So what do you suggest instead of a wipe?
What we really need is an END GAME. Some major project, to round a year of playing off properly.
It should of course, be some kind of grand project, that would make sense, in the post-apocalyptic wasteland.

Ideas on this could be:
  • Making an existing town flurish into a Capital for the United Wasteland
  • Help a newly discovered vault use a GECK to found a brand new town
  • Constructing a major building, like a Stronghold, Hospital, University or even a monument like Mount Rushmore
  • any other theme, that could involve most/all of the professions or skills availible

I personally like option 3: Building a major building in one of the unprotected towns:

Gecko: Working operational nuclear powerplant, supplying power to the wasteland.
Klamath: Mountain Monument of an impressive scale
Den: Slaving Stronghold/Fortress/castle capable of repelling
ect.


No matter which of the above is selected, it should be divided into 3 steps
Step 1 - Obtaining blueprints
Before you can even start the endproject, you need plans to start the project.
This should be a tough quest in it self, and require some specialist. (sorta like a trip to the Glow.) Could be somewhere protected by old pre-war robots.. or even deathclaws?

Esential would be the need for teamwork and manpower to obtain them:
  • Outdoorsmanship to even find the entrance.
  • Repair and lockpick to enter doors and elevators.
  • High science to withdraw the data from a computer.
  • Traps to disarm a few devastating traps.
  • ect.


Step 2 - Holding a town/site suited for building the project
In order for a faction to start the project, they will need to Town Control a given town.
Once a project is started, it should show building-progress in %, in the PIPboy for all to see.

Step 3 - Building the project
The actual construction should be hard and expensive, Each step should involve increasingly large amounts of various materials and tools.

example:

Factions would have to rely on more than just pvp characters. Gatherers, Miners, Crafters and Traders would be essential for a faction to succeed in the project. All the aspects of FOnline!

Sabotage and attacks:
While the major building is being built, it would also require some protection from enemy factions. Militia, Mercenaries and factions would need to keep an eye out for intruders.
Destruction/dismantling of a building should be possible if an enemy faction gains Town Control.
Thoughts on this could be: for every hour a town is held, you can order the town foreman to tear down 5% for a price of X caps + dynamite.
 
                                                     

Of course this suggestion will need a lot of twitching, before its could even be implemented in the game. Not to speak of all the programming needed (I know shit about that part), but it really would give players a PURPOSE of playing the last few months of a server.
and maybe even a little reward if a faction finishes their project first! How awesome wouldn’t it be to have a little statue (like the ones in NCR or San Francisco), with the factions name placed somewhere for all to see during the next session!


Just my thoughts, I wanted them out
Sheisserick
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Endgame idea

Evan

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Re: END GAME instead of WIPE
« Reply #1 on: September 11, 2011, 07:39:51 pm »

And turn respawn off. There can be only one.  ;)
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Johnnybravo

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Re: END GAME instead of WIPE
« Reply #2 on: September 11, 2011, 07:55:10 pm »

Wipe is there because this game is in it's testing phase and they use wipe to start things over, so that new aspects of the game are tested, and all the injustice from the past is undone.
Eg. if they change crafting, they will not gain much feedback or data from the current playerbase that don't use it.
However if they wipe all the data, they'll be able to get new from the actions people have to make and can test whether or not the change was for good.

Pre-wipe madness is understandable, because of the testing data no longer being required and the fact devs, gms and testers are all humans and enjoy the fun.
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avv

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Re: END GAME instead of WIPE
« Reply #3 on: September 11, 2011, 08:37:13 pm »

4. Join the enclave and help them destroy the world
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Re: END GAME instead of WIPE
« Reply #4 on: September 11, 2011, 08:51:51 pm »

nahh i want wipe madness
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Fizzle

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Re: END GAME instead of WIPE
« Reply #5 on: September 11, 2011, 09:08:45 pm »

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Surf

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Re: END GAME instead of WIPE
« Reply #6 on: September 11, 2011, 09:09:55 pm »

It's a really good idea Sheisserick (what a name), but this is something which takes a lot time to invest. I rather see this implemented eventually when the game leaves the beta status (will it? ;) ) so the constant need to wipe because of new feauture XY wouldn't be there. Then, it would help a lot to remove the staticness of the game.

Grommok

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Re: END GAME instead of WIPE
« Reply #7 on: September 14, 2011, 03:56:02 pm »

Well, i really LOVE this idea. Love every aspect of it, from a little unusable reward (the statue in city) to all the teamwork needed.
As you say, numbers need to be adjusted, for example i wont destroy 5% every hour, i would say something like 1% every hour and 5% every time you "keep things under control" (AKA you dont loose the town). However i think it would just be simple to conquest the building too. To prevent make a faction making all the work and a conqueror just adding 1 wood and completing the building you might have bonuses in Town Defense at each level of completition (1 more militia every 10%, better militia weapons at 30%, turrets at 50%, scavengers that "find equip and ammos around" at 60-70%, and so on...).
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