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Author Topic: New use for Outdoorsmen skill. Hunting.  (Read 1968 times)

New use for Outdoorsmen skill. Hunting.
« on: January 21, 2010, 12:43:03 am »

This may be bluntly wrong as I don't quite know the code for generation of random encounters but:

Imagine a tribal hunter who spent half of his life tracking and hunting things. There is literaly no focking chance he suddenly gets his ass whooped because a gang [not a particulary quiet and subtle adversary] surprised him on the open space.

In my opinion ability to influent your encounters on the map somehow would add quite a lot to the game play. Dedicated hunters and trackers would help groups a lot. They would be almost as valuable to traders as escorts with miniguns.

So. Before leaving a map I click the button and open Track-boy 2200. Then I can choose from a list of options depending on my outdoorsman skill and perception, intelligence, luck statistics. Using this option should lower the speed of traveling. And no tracking from a vehicle.

I was thinking about a list along those lines:
Outdoorsmen of at least / option
0%   / Travel normally
40% / More encounters
60% / Stronger encounters
90% / Weaker encounters
90% / Less encounters
100% / Look for big groups
100% / Look for small groups
120% / Hunt for ...
140% / Hunt for packs of ...

This of isn't absolute. You still can get between BoS and rats if you are unlucky. You just kick the odds a little in your favor.
As for the hunting for specific opponent. Either put it in some groups like vermin, people, mutants, scorpions, animals, etc. or full list of any creature you have met and/or killed at least 5 times.
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Crazy

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Re: New use for Outdoorsmen skill. Hunting.
« Reply #1 on: January 21, 2010, 11:09:23 am »

Thats an EXCELLENT idea! I want it!
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Re: New use for Outdoorsmen skill. Hunting.
« Reply #2 on: January 21, 2010, 12:14:04 pm »

/signed

Good idea.
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Wallace

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Re: New use for Outdoorsmen skill. Hunting.
« Reply #3 on: January 21, 2010, 03:57:13 pm »

Though about that...

Just didn't believe devs would implement it so i didn't bother posting (as we have a staggering amount of closed suggestions which are not rejected)
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Re: New use for Outdoorsmen skill. Hunting.
« Reply #4 on: January 21, 2010, 06:40:31 pm »

Where do I sign?
Re: New use for Outdoorsmen skill. Hunting.
« Reply #5 on: January 22, 2010, 04:40:50 am »

where sign? got some  geckos blood for that occasion  :P
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Re: New use for Outdoorsmen skill. Hunting.
« Reply #6 on: January 22, 2010, 07:58:22 pm »

I would. But I'm trying to find some for an hour now. If only I could track them somehow... or pay someone to do it for me...
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Re: New use for Outdoorsmen skill. Hunting.
« Reply #7 on: January 24, 2010, 10:58:03 am »

hell yeah !
Re: New use for Outdoorsmen skill. Hunting.
« Reply #8 on: January 24, 2010, 11:04:50 am »

I would love to see this feature in game so badly.
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Re: New use for Outdoorsmen skill. Hunting.
« Reply #9 on: January 24, 2010, 11:29:51 am »

In my opinion, Outdoorsman skill is already ways too useful and doesn't need more features. Random encounters are already damn hard, so any new player is quite forced to take Outdoorsman. I don't think making it even more useful skill would really improve the game balance, regardless how good this idea is =/
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Re: New use for Outdoorsmen skill. Hunting.
« Reply #10 on: January 24, 2010, 01:09:39 pm »

Hmm... Ranger perk instead? It's not like we will be seeing special encounters anytime soon, if ever.
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Re: New use for Outdoorsmen skill. Hunting.
« Reply #11 on: January 24, 2010, 01:21:07 pm »

Well maybe make hunter profession then? with system Giemz maked?   add some items like traps or something other hunter oriented or just some items from unarmed/small/melee weapons  skill lists (i mean couple that will keep lore and not make that proff naked)  and u can have quite usefull hybrid profession Imaho  =)
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Re: New use for Outdoorsmen skill. Hunting.
« Reply #12 on: January 24, 2010, 01:27:19 pm »

Well maybe make hunter profession then? with system Giemz maked?   add some items like traps or something other hunter oriented or just some items from unarmed/small/melee weapons  skill lists (i mean couple that will keep lore and not make that proff naked)  and u can have quite usefull hybrid profession Imaho  =)
First of all I thought of a bear trap, but then I was like 'hey it's future, let's use some mines!'. There was this guy in fallout 3 in the location called minefield who shot mines with a sniping rifle to kill you. Also please don't whine about me talking about fallout 3. Hunter could also use some tribal weapons like bows/crossbows, could craft arrows from wood, would be great at knife fighting, could find water and food on desert, also some wood and ores, would use outdoorsman for most of the time for many things. That would be the new taxi, not just for going from one location to the other one.
Re: New use for Outdoorsmen skill. Hunting.
« Reply #13 on: January 24, 2010, 01:39:18 pm »

well shoting mines is too huge imo  ;D but rest is quite hunter  ;) but i doubt devs will go with brand new items in game   :-X u know real problem here is how much devs can make possible. With lets face it limited resources they now have.  :'(   that my idea about hybrid unarmed/small/melee weapons ok maybe armor from leather (leather armor, leather armor mk2) too its not that much hard to make as give new items.
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Re: New use for Outdoorsmen skill. Hunting.
« Reply #14 on: January 24, 2010, 04:33:18 pm »

Imagine the amount of jackasses setting up mines in ncr or other popular locations. Or even mining 6 hexes around one poor guy. And even if you have high PE to avoid them, your running will be stopped every step with "You see a mine" prompt. Unless setting up a mine in a city is considered hostility towards said city I don't like idea of mines much. But it makes my eyes shine if I could mine the hell in front of my tent and then play dumb and get a follower with me.

I guess outdoorsmen doesn't need really more uses. People will highen it to move faster [groups move acording to the lowest skill right?] and gather stuff anyway. But as you see the real profits come from the level of at least 90. It means you would practically need to tag it.

Those numbers can be taken up a notch or two, but I think there's so many perks with almost no use now. Make them more fun, more functional and people will start taking them over the usual stuff. The list of useless perks from fallout games is even more wider in 2238 because of the mmorpg enviroment [it's not a shame, just a place to work on]. My current stand: If there is a code-wise tool to make a perk required to this, take "Ranger" and it will make one more perk a choice to consider. More useful perks and skills mean one person can't do everything. That encourages group activities which is always good.
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