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Author Topic: Fallout 1/Fallout Tactics like character and item creation thingy  (Read 1698 times)

Haraldx

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In FoT and FO1 you received items according to your tagged skills when you start game. What if we make this feature in FOnline too?

Smallguns: Mauser with 35 9mm ammo (mauser because of its "Accurate" perk)
Big guns: Flamer with 60%det and 15 flamer fuel.
Energy weapons: Laser pistol with 60%det and 20 small batteries
Unarmed: Boxing gloves
Melee weapons: Wrench
Throwing: 10 Spears
First aid: 2 stimpaks
Doctor: 1 antidote, 1 stimpak
Sneak: ??
Lockpick: lockpick set
Steal: ??
Traps: I guess giving someone a dynamite at the start isn't a good idea...
Science: 2 iron ore and 2 minerals
Repair: Tool
Speech: ??
Barter: 500 caps
Gambling: 1000 caps
Outdoorsman: 3 brahmin hides.
« Last Edit: February 06, 2011, 10:07:21 pm by Haraldx »
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NastyKhan

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Re: Fallout 1/Fallout Tactics like character and item creation thingy
« Reply #1 on: February 06, 2011, 09:59:32 pm »

I don't like it to much. Level 1 char dies soon after beginning of the game anyway. Also even if they survive, they won't be able to use their items because of low skill. But thats of course only my opinion ;)
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Surf

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Re: Fallout 1/Fallout Tactics like character and item creation thingy
« Reply #2 on: February 06, 2011, 10:02:24 pm »

Some things are fine and I don't see why it shouldn't be made.
Giving 1000 or 500 caps however isn't a good idea. ;)

Haraldx

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Re: Fallout 1/Fallout Tactics like character and item creation thingy
« Reply #3 on: February 06, 2011, 10:06:47 pm »

I don't like it to much. Level 1 char dies soon after beginning of the game anyway. Also even if they survive, they won't be able to use their items because of low skill. But thats of course only my opinion ;)
These items aren't meant to be ground-breaking, but just to help them survive few seconds more.

Mauser has Accurate perk which gives the newbie about 60% to hit, true, the range might be horrible.
Flamer... it has area damage which could help the newbie take care if several rats are attacking him.
Laser pistol... hmm pretty much nothing that helps to replace the lack of skill.
Boxing gloves are just a more powerful variation of punch, if you don't have tagged Unarmed you have about 50% to hit a rad scorp. If you have tagged unarmed you get more than 50% and an even more powerful punch to a rad scorp.
Wrench... pretty much useless as laser pistol.

Also, edited Outdoorsman
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Pudzian_Koks

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Re: Fallout 1/Fallout Tactics like character and item creation thingy
« Reply #4 on: February 07, 2011, 08:50:11 am »

Some things are fine and I don't see why it shouldn't be made.
Giving 1000 or 500 caps however isn't a good idea. ;)
Yes because players can start making alts for caps but I think it should be random, maybe 50-250. It's not high.
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NastyKhan

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Re: Fallout 1/Fallout Tactics like character and item creation thingy
« Reply #5 on: February 07, 2011, 02:29:14 pm »

Hmm.. i'm still not convinced.

But if you need help, i propose:

Small guns, energy weapons: + leather jacket
big guns, unarmed, melee: + leather armor
melee: sledgehammer instead of wrench
Sneaker: knife and radio
throwing: +1 granade, +1 molotov
Theft: booze, switchblade, gold ore
Speaker: robes and beer
barter: 5x booze, BB gun, rubber boots, brahmin hide
gambling: 10 caps, jet and cat's paw
traps: junk, 10x gunpowder, 5x shotgun ammo
science: 2 junk, 2 metal parts, 2 minerals, 2 wood pieces
outdoorsman: +2 gecko pelts, flint, 2x weak healing powder
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You may also click HERE to see my 3d items and weapons.

~ Sorry for any language bugs. Doing my best.

Karpov

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Re: Fallout 1/Fallout Tactics like character and item creation thingy
« Reply #6 on: February 07, 2011, 07:16:15 pm »

I like the idea, it is not a very important feature, that's true, but it still makes more sense than a Deck of cards, a pack of cigarettes, some shampoo bottle, and a television dinner.  :)
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Gunduz

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Re: Fallout 1/Fallout Tactics like character and item creation thingy
« Reply #7 on: February 07, 2011, 07:24:01 pm »

I like the idea of getting items based on your tagged skills. However, I agree that most players would die before ever getting use out of most of these items if they're given immediately upon creation. What I propose, and it would take a while to implement, is that each tagged skill or group of related tagged skills has a 'trainer' who would give the items to a player after some kind of really simple quest.

For example:

Gunrunners would give you a gun inside a room and when you hit/destroy a 'dummy' target in x number of shots, you take the weapon and leave.
A thief in some location would have you steal a package from him, and once you do it, the contents are yours.

This way, players would also get a feel for what level of skill they need to perform specific tasks.
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Haraldx

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Re: Fallout 1/Fallout Tactics like character and item creation thingy
« Reply #8 on: February 07, 2011, 08:02:32 pm »

I like the idea of getting items based on your tagged skills. However, I agree that most players would die before ever getting use out of most of these items if they're given immediately upon creation. What I propose, and it would take a while to implement, is that each tagged skill or group of related tagged skills has a 'trainer' who would give the items to a player after some kind of really simple quest.

For example:

Gunrunners would give you a gun inside a room and when you hit/destroy a 'dummy' target in x number of shots, you take the weapon and leave.
A thief in some location would have you steal a package from him, and once you do it, the contents are yours.

This way, players would also get a feel for what level of skill they need to perform specific tasks.
Hmm... that could work out also because some people would start making 100 of chars + fast relog = easy money!
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