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Author Topic: Random caves quests  (Read 4385 times)

Lordus

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Random caves quests
« on: February 14, 2010, 03:34:27 am »

 I like the team caravan harvesting.
 I like the idea of caves for exping and for seaching some minor stuff. I have some suggestions which i think will not be difficult to realize.

 1) Add crit. attack mentality in caves => caves will be more dangerous, so you will need teamates to go in
 2) Add long caves with fire geckons => few firegeckons with their fire damage near every second corner = hell (and caves will be only for group of players)
     Add bonus stuff to fire geckons caves
 3) Add radioation in some geckon caves, but not from start..
     Add bonus stuff to gecko radiation caves  .. so it will be harder to go in, you will need geiger at least to check radioation and medical .. more team cooperation and of course, reason why to use rad x and rad away and geiger computer
 4) Add minivault, respectively some storage room at the end of this caves with stuff in.
   You will need lockpick skill or science skill to get in, or sometimes, when there will be better stuff, you will need electronic cards to get in (+ lockpick or science i.e. to turn on el. generator, then el cards.

 So you will need well combined characters in the group, from fighters, thiefs, scientists :), looters, medicals..
« Last Edit: February 14, 2010, 04:17:46 am by Lordus »
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gordulan

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Re: Random caves quests
« Reply #1 on: February 14, 2010, 02:55:38 pm »

well, it wouldn't matter too much to solo a cave filled with raiders, did it just 10 minutes ago, never got seen, used a 10mm pistol just to prove a point and screenshotted it, the ranged ai in turnbased mode is totally fucked up in caves, the enemies don't try to catch you if you shhot at them, so a pop in and pop out tactic is usable, makes it feel too easy to kill off the random raider and capture the bandits.
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Zaberish

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Re: Random caves quests
« Reply #2 on: February 25, 2010, 08:02:52 pm »

(...) caves will be only for group of players (...)
    

Do you mean that no cave will be accesible for solo character?
If yes, then it's a bad idea - there is many solo-players (including me at the moment), and definitely we (=solos) don't want to be discriminated...
Other suggestions are just fine, especially the one about fire-geckos cave :D
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Lordus

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Re: Random caves quests
« Reply #3 on: February 26, 2010, 01:41:43 am »

 No,
 only few of caves should be full of fire geckos and few of fire geckons caves will be full of radiation.
----------------

 Radiated caves = old nuclear waste storage.

  I chose the firegeckos because they are very dangerous at close range, even if you have best armors, but some deathclaws could complete the caves squad :).

 Radiation should be detected first at (i.e.) 1/3 of cave lenght, so you will need to go deep inside, kill few firegeckos first, then scan radiation with geiger and if there will be any radiation (radiation will be more intensive, if you will go deeply to the cave), you will know, that at the end of cave is located nuclear waste storage. Every pre-war nuclear waste storage is equiped with some stuff, like medicaments (and drugs), guns, ammo,... because of protection of employees.

 Because of age, n.waste barrels are now penetrated, somewhere is acid on ground, normal geckos muted into firegeckos, employees are dead of course, but some stuff is already there.

 But storage rooms are closed and locked. You will need to turn on generator, which is locked in cage (you need thief in group), then someone with high repair skill (repairman) to repair old generator (and maybe some junk, el. parts to repair it). When you will turn up the generator, you will need to use computer (now powered) with someone with good science skill (scientist). There could be sometimes defensive turrets, so you need to turn them off (science, thiefes with el. lockpick, brutal force), or they will start fire in few (10-15) seconds after generator is on. At the end, there will be boxes with stuff.

 The players will be constantly exposed to radiation, so they need enough medicaments and be quickly.

 I can imagine some variations of this, for example, sometimes the lights and sounds of powered up storage room will attract rest of firegeckos in caves (or few of them will be spawned), sometimes there will be turrets, sometimes not, mined areas (you will need someone with high traps skill - demoexpert), sometimes the storage room is empty or filled with unusefull stuff (pre-war money :) ).

 Only few of that storages will be locked by special electronic key (you know, yellow, blue, red, green el. card), which you will find first in the low secured storages. So you will need to find the keys first.

 When you dont have key that you need, you can at least use computer to set up broadcast at some radio channel, and if you tune it up the same channel on your personal radio set, you will see the entrace to that cave at world map (with periodical specific text broadcast), so you can return lately, when you will have keys or specialist you need. But that radio signal can be tuned up by someone else, so it will be little risk. Because of overfloating of channels, the radio broadcasting cave will be powered only for some limited time (one or two real days), then signal with that cave will disapear and you will lost that cave.

 If you will want to return from this cave alive :-) , you must drop down lightning flares, because you will avoid to contact with rest of firegeckos in blind streams of caves (death corpses and stuff must dissapear then relatively quickly because of toxic waste (acid) on the ground. Only flares will not disapear, until they are lightning.

 The whole idea is to make more interesting team PvEnviroment action then caravan or enclave hunting and involve more proffesions/skills to this kind of team action (and level them up to be more succesful). The effect of this could be another PvP occasion, than city capturing.
------------------------------
 I think that most of existing maps (long caves), principles, .. can be used, only firegeckos and radiation will be added. At the end of existing long cave map, there can be green hexes similar to green hexes in some cities (like in Hub, Boneyard,...), so only new, maybe very small map (one or two rooms) should be created.

 Players will have to level up new kind of characters, if they will want to be succesful, and existing characters (doctors) will have to make other things than drugs (rad-x, radaway). Existing equip will have new purpose (gum boots, flares, geiger) and some new stuff or proffesions (scout  NO CAR MECHANIC please :)) http://fodev.net/forum/index.php?topic=2005.0) could be added.
« Last Edit: February 26, 2010, 02:23:43 am by Lordus »
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Lordus

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Re: Random caves quests
« Reply #4 on: February 26, 2010, 02:17:18 am »

dual post, sorry
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Solar

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Re: Random caves quests
« Reply #5 on: February 26, 2010, 01:12:24 pm »

Well, something needs to be done with caves. At the moment they are a joke. Easy kills due to bad AI, masses of rippers flooding the economy because they are completely uncontrolled.

I think expanding them in this direction would be a decent start at fixing them.
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Lexx

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Re: Random caves quests
« Reply #6 on: February 26, 2010, 02:31:37 pm »

"Fixing" stuff with adding shitload of fire geckos is the wrong way to go. :>
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Lordus

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Re: Random caves quests
« Reply #7 on: February 26, 2010, 04:34:18 pm »

 I think that you can add any creatures there, but main idea is to replace caravan hunting with some new, hard kind of random quests, because caravan teamhunting is boring. B

 This idea could not take much time to realize, i think.

 (But firegeckos are very dangerous at short range, for me there is only one bigger enemy: lag :) .. Deathclaws are funny in caves, they sometimes cripple you, but you need basic armors to survive their attack.)

 I hope you will get at least some ideas from this.

 Second thing, is there a possibility to make a map by players or to make a script. You know, by players, for players. Fonline project is more than half year online and there are no public software for developing maps or scripts. Many of players will like to make new game content.
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P.S.:
But i realize, that team caravan hunting is not anymore, because you reduce the amount of LSW in SF caravan, so now is the hunting only single player action, because of smal numbers of LSW. (Did you realize that when you changed the economy of LSW?)

 I appreciate your work, but it looks like you dont have any real gang or multi player hunting experience. The result is, that 6 month after release, there were only 1 PvE action directed realtime by GMs and team caravan hunting was only secondary efect of another ingame measures.
« Last Edit: February 26, 2010, 06:08:20 pm by Lordus »
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Re: Random caves quests
« Reply #8 on: March 09, 2010, 06:42:39 pm »

Just love the idea of mini vaults. There should be plenty of those private vaults. Maybe you can add some special item like prewar book/docu/schematic for crafting or some quest/money

Frozen Mind

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Re: Random caves quests
« Reply #9 on: March 09, 2010, 07:50:11 pm »

I haven't read all posts, but my additional ideas:
Canal entrance (after small towns or engineer constructions) - similar to Necropolis underground / very very rare car tunnels (with junk items) / caves with water.

Besides add molerats there... Somehow MOLErats and female bandits (in Raider caves) should like underground.
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Re: Random caves quests
« Reply #10 on: March 10, 2010, 09:14:38 am »

Well my friend once encountered a cave zith about 15X15 hexagons space and filled with 10 raiders so i think that cave difficulty can sometimes be more than enough hard.
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gordulan

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Re: Random caves quests
« Reply #11 on: March 10, 2010, 11:09:41 am »

oh, really, the ai in there is dumber than shit, i've taken out a 15x15 cave with a 10mm pistol without getting hit even once, in a leather armour i might add.
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