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Author Topic: Sandbags as a walls  (Read 8016 times)

Sarakin

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Re: Sandbags as a walls
« Reply #15 on: January 05, 2011, 02:40:13 am »

With some restrictions, I would like to see this implemented. At least to betatest it, thats what were doing
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Y0ssarian

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Re: Sandbags as a walls
« Reply #16 on: January 05, 2011, 03:03:32 am »

But it's all about what's best for the whole as a community, not personal perferences, amirite?

Perhaps objects and certain occulsion can provide some additional DR while in cover.
(But games like CoH give you cover bonuses even if you are on the wrong side from which the enemy is firing!)
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power

Wipe

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Re: Sandbags as a walls
« Reply #17 on: January 05, 2011, 03:17:46 am »

I don't see this feature working well with playerbase we have now. Putting too much restrictions on it will destroy whole idea, and without restrictions it will be yet another thing used to annoy others. Year, year and half ago i will vote 'yes'. But now, for public maps? No.
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Eternauta

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Re: Sandbags as a walls
« Reply #18 on: January 05, 2011, 03:36:40 am »

I don't see this feature working well with playerbase we have now. Putting too much restrictions on it will destroy whole idea, and without restrictions it will be yet another thing used to annoy others.

Exactly.
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Lordus

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Re: Sandbags as a walls
« Reply #19 on: January 05, 2011, 03:45:02 am »

In general, i dont know if aproach of regulations concretely, concept of guarded towns, is not more harmfull than it would not exist.

 We can compare 2 long time existing severs, TLA and 2238 and their aproach. On TLA (i dont think that TLA is ideal server, in general, i think that there are good thing, ideas, but i like 2238 more), so on TLA, there is freedom not regulated by NPCs in guarded locations, in fact, your freedom is limited by other players, that could kill you, robb you... . It has that effect, that some players unites into militia and they are guardig that location by themselfs.

 In 2238, there are guarded locations, but everybody knows that it is only illusion and there are plenty ways how you can lose your possesion or life and you cant often actively guard yourself (or your friend), because of that regulations. The purpose of this is to help newbies and other players to orient, find way, in wasteland so they can settle in this server. Does this work? When they visit first unguarded city to explore world that they think they know (from Fallout 1,2), they are immediately kicked to their... by PKs, robbers..

 So i dont think so, that in general, regulations and protection is always helpful, moreover, balancing of this guarding system exhausting developer resources that could be aimed to adding new content... .

 Back to topic, what worst thing could happend by planting some sandbags?
 1) absolut block of spawn points.. problem, i agree
 2) limitations of entrance to any places.? on other way, this is also opportunity to players to break that defense.

 Solution?
 1) unavaibility to plant on spawn points
 2) town preview
 3) weight of each sand bag
 4) simple click on sand bag barrier would put you sand bag to inventory (like on TLA, so you can "disasemble" that wall)
 5) you should be able to destroy it by using science like any other thing (so you can disasemble and destroy that wall)
 6) price ... so you could be able to sell it (players would clean it from ground for money)
 7) resource needed to craft

 Good thing is that this concept already exist and we can use them in its balanced shape. And many others that are on TLA. It is shame that i (Lordus) have to tell you about features that are more than half year old on TLA server.. Dont you think?

 But funny thing is that nobody is concerned by fact that supermutants teleporting fatal firepower is destroying the PvP for periods more than one year, but you are concerned of bag of sand...
« Last Edit: January 05, 2011, 03:48:28 am by Lordus »
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Wichura

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Re: Sandbags as a walls
« Reply #20 on: January 05, 2011, 05:37:27 am »

Estimated time left to put large sandbag dick in NCR: 0min 25 sec.

Lordus I got your point and all, but no, this won't work here.
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Mars Sultan

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Re: Sandbags as a walls
« Reply #21 on: January 05, 2011, 06:11:35 am »

Make it so you have to gather the 50 pounds of sand yourself by hand to make each one (plus a brahmin hide for the bag proper). Not typical desert sand, mind you, but super special deluxe crafting sand that occurs in desert maps only and even then there's a 0.05% chance of one pound of special crafting sand appearing in such a map. The sprite for the sand blends seamlessly with the environment and there's exactly zero cosmetic difference between normal sand and special sand. If your combined gambling and speech skill is 200% or higher you will receive a message upon entering an encounter that there is special sand here. Also, for each dollar you donate to the server you receive a credit for 1 ounce of super special deluxe crafting sand.

The sandbags themselves gives your character +5 AC vs. shots to the legs and groin (because no one in Fallout even considers to crouch or go prone, ever). To achieve this bonus at least one sandbag fortification hex must be between you and the opponent. Each sandbag fortification requires 10 50-pound sandbags to construct.
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Re: Sandbags as a walls
« Reply #22 on: January 05, 2011, 08:44:00 am »

The whole idea is not to have players constructing their own perma rape cages.

Learn how to use cover.
Implementing a winning strategy is 80% of the fun :)
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Re: Sandbags as a walls
« Reply #23 on: January 05, 2011, 10:21:44 am »

I have a suggestion, why not make certain parts of a town "destructible" for a certain amount of time (until tc timer is done, or a general respawn timer), such as a water tower or whatever that can be felled to restrict access to a certain part.

Other than that, letting people freely block shit will lead to RapeCage (tm)
« Last Edit: January 05, 2011, 10:23:41 am by 5me0 »
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Re: Sandbags as a walls
« Reply #24 on: January 05, 2011, 10:27:57 am »

I agree with Lordus , this is good idea . And sandbags could be placed only inside TC area.
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Re: Sandbags as a walls
« Reply #25 on: January 05, 2011, 10:32:12 am »

I agree with Lordus , this is good idea . And sandbags could be placed only inside TC area.

Lets see how much you agree after finding it impossible to attack a certain town that has been epicly sandbagged to make it so.
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Re: Sandbags as a walls
« Reply #26 on: January 05, 2011, 10:39:07 am »

But , if there will be only build  3-4 sandbags in town so it wont be horribly.
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Re: Sandbags as a walls
« Reply #27 on: January 05, 2011, 11:08:33 am »

Thats not the issue.
The issue is giving players "free" placement over where to put these obstructions imho.
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avv

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Re: Sandbags as a walls
« Reply #28 on: January 05, 2011, 11:22:21 am »

Personally I'd just like to see pvp mechanics polished, then think about new important features. Implementing new features over unfinished basis is always a bad idea.
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Crazy

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Re: Sandbags as a walls
« Reply #29 on: January 05, 2011, 12:56:33 pm »

I really think this suggestion would be awesome, because it add so much possibility in PvP, for guarding places, it would bring an awesome interest.
Also, I really think that not implement that because "it will be abused" is dumb. Almost everything is/was abusable, at least a little. Bank interest, sneak, karma, mercenaries... You can correct things to be "less abusable", but players are players. They will always find a way to make what they got uber effective. Should we disable all interesting features because "it is abusable"?
Also, the way to limit problems sound pretty effective to me. What, it weight 50, most player can't even carry one if they are equipped. But if they want to destroy it, they can still dismantle it. Some guys grid camping with it? You enter with a dynamite, and problem is solved (and btw, spawning where guys are grid camping is a suicide anyway, even without sand bag). Don't worry, poor newbie will always be killed by organized PK even without this feature, they dont' really need it...

Just limiting you ennemies moves doesn't mean you have won...
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