Other > Suggestions
Fallout 1/Fallout Tactics like character and item creation thingy
NastyKhan:
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
Karpov:
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. :)
Gunduz:
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.
Haraldx:
--- Quote from: Gunduz 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.
--- End quote ---
Hmm... that could work out also because some people would start making 100 of chars + fast relog = easy money!
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