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Author Topic: tracking device  (Read 2953 times)

tracking device
« on: December 12, 2010, 06:05:45 pm »

as the subject shows, I have an idea to implement tracking devices that could be plantable in cars, giving the owner a possibility to track it, if stolen, using a reciever. I realise there already was a similar suggestion, but if you read on, you'll realise this is different.

here's how I see it:

a tracking device would be buyable for, lets say, 10k caps. or/and craftable with a character with 100% science and 100% repair. using, for example: a super tool kit, 6 high quality alloys, 15 electronic parts, 8 good metal parts and 5 junk. by crafting or buying it, you would get 2 parts: a transmitter and a reciever

to fit the fallout universe standards, the transmitter should be rather big, so it can only be hidden in cars, not in items like weapons and armor ( or planted on someone using steal skill, but I doubt anyone would do this )

the transmitter and reciever would have a unique frequency that is not detectable by other recievers. transmitter would be hidden in a car's trunk ( you would also need some skill for that, for example a tool, 8 PER, 80% repair and 80% science ) the device would then be invisible to anyone who has less than 8 PER, 80% repair and science. but removing it should require more skill. lets say 100% of both and a super tool kit.

to remove the divice you would use scince on the trunk, and if you meet the requirements and get a succesful luck roll, you will see the device in the trunk so you can take it out and to whatever you want with it ( for example dissamble which should give some useful parts )

after the device is planted you would use the reciever and type a command ( like: /locate ) and you would get a message with information as follows:

- if the car is on the move, you don't get any information other than: "the device is in motion, the signal is unclear"
- if the car is parked somewhre in the wasteland, you get the location on your map and a radio message with the zone coordinates
- same thing iif it's parked in a town ( which is very unlikely )

now the interesting part:

- if the car was parked in a tent or a base, you also recieve the coordinates and location on map and you can go there (brining some friends along would be wise)
- if the car was sold to T-Ray in New Reno you recieve a message that the signal is weak but it seems like it's coming from New Reno

 if you decide to go there and talk to T-Ray, you begin a quest:

you enter T-Rays office in the garage and catch him tinkering with your tracking device, if you have enough charisma (5?) you can convince him to tell you how he got it and what happened to the car. he would say that someone came here and sold this car to him, but he already gave it away to some mobsters he owed money to. then he would tell you their location (not far from Reno) for a price ( the price should be high enough so the loot from gangsters is not more valuable than the device and the money given to T-Ray, to avoid abusing) and you would be able to go there, kill them, and get your car back.
there should be about 10-15 gangsters, and they shouldn't be too easy to kill. so you need a friend or two to kill them.

congtratulations if you menaged to read the whole thing before starting a flame war. and yes, I realise this would need a lot of work and probably would be difficult to implement. also, I do think that there are different things to be done that are more important ( like removing the level cap or at least making it at a higher lvl )

anyway, what do you think?
« Last Edit: December 14, 2010, 04:04:55 pm by Vindict »
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Alvarez

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Re: tracking device
« Reply #1 on: December 12, 2010, 06:10:25 pm »

Sounds interesting.
Just in case you haven't tracked the enemy base, you can still get the car.
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LagMaster

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Re: tracking device
« Reply #2 on: December 12, 2010, 06:14:35 pm »

the get your car back quest sound less likely to happen(i mean a guy sold it to T-ray, why you take it back for free?), but the rest is good
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DrapiChrust

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Re: tracking device
« Reply #3 on: December 12, 2010, 08:26:21 pm »

ME LIKES IT VERY LOT

...especially the fact that other players actions can open up a quest for you  8) It's a nice way of interacting with one another, sometimes even without killing everybody on sight...
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Re: tracking device
« Reply #4 on: December 12, 2010, 10:07:06 pm »

the get your car back quest sound less likely to happen(i mean a guy sold it to T-ray, why you take it back for free?), but the rest is good

Quote
then he would tell you their location (not far from Reno) for a price ( the price should be high enough so the loot from gangsters is not more valuable than the device and the money given to T-Ray, to avoid abusing)

It wouldn't be for free, as I already said in the first post.
and why would he tell you the location? for the caps, and so you kill his loansharks
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Re: tracking device
« Reply #5 on: December 13, 2010, 02:15:02 am »

so you craft or buy the device and if you activate it (or its is automatically turned on after installation) then you have 7 days to search for it if somebody has managed to take your key/lockpick it successfully in an encounter.

Whats to stop anybody from, if successful, being able to interact with the device (high science and repair + supertoolkit?) and changing the frequency? or is this fixed based on what freq you request from vendor you buy it at (T-ray and others??) or what you set in the first place. Next question will be that if you make it yourself what's stopping you from using the same frequency as another vehicle out there with one of these attached?
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wezu

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Re: tracking device
« Reply #6 on: December 13, 2010, 09:57:46 am »

It's good, but I'd make a small change. You'd craft a emiter and a reciver. Using one on the other will make them both use the same frequency and that's the only way to tune the thing.
Nobody would use it if there is a chance that some random guy will find your car, tent and base just by scaning all radio chanels and typing a command.
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Re: tracking device
« Reply #7 on: December 13, 2010, 10:27:55 am »

agreed with wezu, i think it would be nice to craft both emitter and receiver by one click in crafting menu (yup, so that their compatibility wont get f...d) with alloys/el parts, etc.
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Re: tracking device
« Reply #8 on: December 14, 2010, 03:58:05 pm »

I think you guys are right.

the chance of someone using the same frequency is very small, but still I wouldn't like to risk my car and base. so there should be a transmitter and a reciever, and each crafted or bought pair should have a unique frequency so it's safe.

also, the thing with putting small energy cells is also not so good. it would be too much annoying to not only refuel the car, but also the transmitter.


I'll change the first post so it's clear


and thanks for your feedback. any more suggestions/opinions?
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Re: tracking device
« Reply #9 on: December 14, 2010, 04:37:21 pm »

this is a wasterland, not a high tech laboratory - tracking device sounds weird especially when you look on that rusty cars you want to track.
But instead I think it is a good idea to make cars in the game - numbered. So if someone have stolen your car and you occasionally meet a car in the game - you will be able by using info tool (this will write to chatbox the number of the car) to know exactly that this is your former car. This could be linked to real life situation that car's engines and some other parts of cars has unique numbers. And in real life you will always know your car for some specific features, especially when this is a rusty, 100 years old car.
So maybe if you are strong enough, and people who have stolen your car know it, they will be afraid to drive on it and will sell them. So this will bring some interesting aspect to the game.
So suggest public unique numbers for cars.
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Re: tracking device
« Reply #10 on: December 14, 2010, 08:10:52 pm »

dude, if radios can be crafted then why not emitters? if miniguns and AP rockets can be crafted, why not receiver? game has enclave and BOS, and they're those technology freaks... that tracking device could be made by sneakers? (180 sneak requirement for tracking device)
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Re: tracking device
« Reply #11 on: December 14, 2010, 09:04:43 pm »

cos of physics laws. You have proposed emmiter that sends signal powerfull enough to be accepted in decades or even hundreds of miles. And also it should have small size to be hidden from a guy that will take your car and obviously he is not blind. The radio weight is 2.7 kg  thats not a mobile phone. And radio has an antenna some decades of cantimeters length and its not hidden under metal shild.
I even don't take attention to the amount of energy that such station should emit. Current working analog systems in real wold send signal to the closest base station located in some hundred meters up to kilometer.
And finally don't like it because of game reason - anti stealig system in a rusty car in post appocaliptic world sounds weird.
« Last Edit: December 14, 2010, 09:10:56 pm by igooor »
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wezu

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Re: tracking device
« Reply #12 on: December 15, 2010, 10:24:27 am »

Reallism always puts a smile on my face. It's a game with plasma and laser guns where a headshot from a shotgun dosn't kill, where you can make a gun from a stick and some random junk, where you can take a unlimited amount of electronic parts from a 100year old computer, you even get cloned every time you die!
 
And the funy thing is that a tracking device is easy to do if you have two emiters and some space betwen them (like front and back of the car). You can get the angle betwen your position and the two emitters (what direction is the signal strongest)and knowing your own position that angle and the distance betwen the emiters you can know their position thanks to trigonometry.
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Re: tracking device
« Reply #13 on: December 15, 2010, 11:36:15 am »

what to detect an angle from to signals 2 meters distanced each from a hundred of miles? Kidding?
For that purpose time stamps are used, and from time latency encounting distance.
I agree that lots of things in this game are not real, especially crafting abilities, but we should roll to a fantasy world.

The only real thing for this is to detect a car in 1 cell distance. For example if previously you have installed emmiter to the car and have receiver in hand - travel along wasterland looking for a signal. But what about the situation when the car is parked on the base - in that situation it should remain invisible, cos its not a good idea to make bases able to be detected in this way.
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Re: tracking device
« Reply #14 on: December 15, 2010, 12:29:51 pm »

Cars are currently numbered. Any way how to track otherwise invincible bases and tents would be a great fun.
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