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Poll

So.. what do you think?

WOW.. That's.. damn brilliant!! I'm totally in! :)
- 19 (45.2%)
I like it. But I don't agree with some things..
- 10 (23.8%)
Hmm.. I dunno dude.. I don't think that's a good idea..
- 3 (7.1%)
Just.. No. Okey? NO.
- 10 (23.8%)

Total Members Voted: 42


Pages: 1 [2]

Author Topic: The Dynamic Server  (Read 2883 times)

NastyKhan

  • One man army: Graphic, music and game designer.
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Re: The Dynamic Server
« Reply #15 on: January 15, 2011, 02:14:30 pm »

I like that level cap idea of Graf.


And:
SDK
What do you mean?
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barter1113

  • New Vegas fanatic =)
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Re: The Dynamic Server
« Reply #16 on: January 15, 2011, 02:24:41 pm »

I like that level cap idea of Graf.


And:What do you mean?
He mean about other servers and other developers who can make your system in their own servers.
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NastyKhan

  • One man army: Graphic, music and game designer.
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Re: The Dynamic Server
« Reply #17 on: January 17, 2011, 01:43:59 am »

I see. Well that would be cool :)

But i still think that people of 2238 would like that thing. If not regulary then maybe once (one session/era) only?
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~ Sorry for any language bugs. Doing my best.
Re: The Dynamic Server
« Reply #18 on: January 19, 2011, 04:47:24 am »

I think it is an intresting idea. Acually we have wipe every 100-200 days right now  :P I like the weapon progress. I would like to evolve this idea a bit though.

In this idea what would be important in my opinion would be scenarios and GM role. Not only weapon progress. Everything should be post planned for each session (like enclave invasion, or raiders taking NCR or whatever it will be) with possibly few options (so GMs can choose the one most fitting current world state), also with weapons, what weapon should appear when and why would be better then just all of the sudden. In that kind of session i think a story driven world with active GMs is a lot better (new story every wipe). But all in the end should be activated by GMs, that will have to see if the time is really right when it comes to it, also have abilitiy to manipulate the planned "happening" a bit to fit current state of the world, possible as much interactive towards players as possible.
 
For exemple, the plan set for this session late happening is NCR invades north, they recruit massive army from players and GM is the "general" and this is planned for lets say day 115 (if sessions would be 150). But, a player gang that lets say owns all towns in north, attacks NCR at day 105. Then a GM can adjust this to fit the current state of the world and make the start time of happening at 106 instead, also manupulates the happening by saying for exemple "We must stop *gang* raids once for all!".

Weapons, i think a good idea would be when lets say day 80 is the day where the most advanced weapons are to become avalible, then GMs could for exemple place a blueprint in a military base. Or, make a encounter with a crashed vertibird with a blueprint. Then the blueprint will spread, if a player hides the blueprint for himself not selling it or giving it, GMs have to spawn another one someplace.

Well, a very GM driven world i think, but with right GMs i think this is not a problem at all  8)
« Last Edit: January 19, 2011, 04:51:10 am by kttdestroyer »
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Mr Feltzer

  • FOnline: Australia
    • The Core Gaming Australia's Website
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Re: The Dynamic Server
« Reply #19 on: January 19, 2011, 06:31:53 am »

I Would play it, Not as much as 2238 Though.
But the Weapon Progression thing just sucks
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gordulan

  • General Animosity
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Re: The Dynamic Server
« Reply #20 on: January 20, 2011, 12:20:56 pm »

Great idea, but  I have an even better one.
Instead of the game advancing by itself we get to choose when we want to advance "age". Once you gain the necessary exp to advance in tech the game asks you if you wish to advance in age, the previous age's towns will become invisible to you and you cannot encounter players in in the more barbaric age once you advance in age, however in you choose to not advance in age you gain no more experience until you press the "age advancement" button and thus keepiung a balacedish wasteland. This would make it easier for new players to get used to the game, and allows hardcore RPers to stay in one age indefinetly just because of the atmosphere of it.
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Graf

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  • "Next Day" developer
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Re: The Dynamic Server
« Reply #21 on: January 20, 2011, 01:08:15 pm »

Great idea, but  I have an even better one.
Instead of the game advancing by itself we get to choose when we want to advance "age". Once you gain the necessary exp to advance in tech the game asks you if you wish to advance in age, the previous age's towns will become invisible to you and you cannot encounter players in in the more barbaric age once you advance in age, however in you choose to not advance in age you gain no more experience until you press the "age advancement" button and thus keepiung a balacedish wasteland. This would make it easier for new players to get used to the game, and allows hardcore RPers to stay in one age indefinetly just because of the atmosphere of it.
Nah, it's not better. Fonline doesn't have so many players to divide them by "ages".
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