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Author Topic: Slaves that should/could be slaveable.  (Read 2360 times)

Michaelh139

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Slaves that should/could be slaveable.
« on: March 12, 2011, 05:24:52 pm »

Trappers near Redding.

Merchants from caravans/Trader encounters.

PowderGangers?

Raiders?  If OP for TC, maybe only the spear ones?

I want to say Mercenaries around San Francisco...  but probably overpowered.  Maybe one with a specific skin?  Or press gang?
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falloutdude

  • just some canadian guy
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Re: Slaves that should/could be slaveable.
« Reply #1 on: March 12, 2011, 05:34:16 pm »

i like it there needs to be more slaveable slaves not many right now. this is right my thought on this but i think all humans besides enclave and all the crazy over powerd humans should be slaveable. :)
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Re: Slaves that should/could be slaveable.
« Reply #2 on: March 12, 2011, 06:17:26 pm »

If they make speech play a larger roll in enslaving NPC's. i'd just say that everything short of CA wearing guys and heavy army patrols, like enclave and BoS should be catchable.

Those leather jacket wearing raiders wouldn't be worth much for TC, i'm willing to bet they have 20 or so BG and EW skill at most. so the odds of them hitting something even with a RL are slim, it's not what weapons the slaves -can- hold, it's how much skill they have that makes them useful.

-Ulrek-
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Michaelh139

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Re: Slaves that should/could be slaveable.
« Reply #3 on: March 12, 2011, 06:18:46 pm »

If they make speech play a larger roll in enslaving NPC's. i'd just say that everything short of CA wearing guys and heavy army patrols, like enclave and BoS should be catchable.

Those leather jacket wearing raiders wouldn't be worth much for TC, i'm willing to bet they have 20 or so BG and EW skill at most. so the odds of them hitting something even with a RL are slim, it's not what weapons the slaves -can- hold, it's how much skill they have that makes them useful.

-Ulrek-
You have so quickly forgotten you can add slaves to militia, which increase HP and Skill tenfold?  This is the Overpowered part I speak of, Raiders with any weapon will always be shit :P.

Anyways, until skillpoints are reorganized and improved, I say no to speech skill determining the ability to enslave others.  Otherwise if you wanna slave at least decent slaves you aren't already useless, because in a sense, the system of speech =  stronger people able to enslave only makes it double harder, because you don't have skillpoints in combat yet, a noncombat skill allows you to enslave even harder NPCs.
« Last Edit: March 12, 2011, 06:20:33 pm by Michaelh139 »
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vedaras

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Re: Slaves that should/could be slaveable.
« Reply #4 on: March 12, 2011, 06:40:46 pm »

stupid idea, i just imagine raider listening to you, or if you would enslave vc caravan merchant and travel with him to vc like nothing happened...
Re: Slaves that should/could be slaveable.
« Reply #5 on: March 12, 2011, 11:43:42 pm »

Hell lets make Enclave and Bos patrols slaves would be cool to have them as slaves.Imagine power armor slaves with 600 hp omfg so sexy.
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Michaelh139

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Re: Slaves that should/could be slaveable.
« Reply #6 on: March 12, 2011, 11:49:21 pm »

stupid idea, i just imagine raider listening to you
generally weak-willed and stupid, much like most wastelanders, except considered "evil" kind.  ::)
Quote
, or if you would enslave vc caravan merchant and travel with him to vc like nothing happened...
That actually gives me an idea, why not make it where when you enslave certain Merchants from caravans, you can go to an npc, and attempt to ransom him off depending on speech and Barter skill.

When you enslave the guy, he has special dialogue about someone willing to buy him to save him (from same city ofc).  You take the [insert item here] to some guy in city (e.g. sherrif of ncr) depending on speech and barter roll, you can get from a bad-good-great deal.  A random map is spawned, you take the slave your ransoming off there, you have to bring a bunch of friends (Mercenaries or Players, players must be tagged to you) to "impress" these people not to just shoot you once you bring the guy.
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Ganado

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Re: Slaves that should/could be slaveable.
« Reply #7 on: March 12, 2011, 11:50:10 pm »

I would like to see slavery be more about the business of slave trade than just PvE or PvP. We already have overpowered mercs for that.

I guess somes slaves could be decent in combat, so this suggestion isn't bad, but it would be better for them to have a much higher, and I stress separated, global limit from Mercenaries so that taking the time to enslave and then sell a slave could actually be profitable, rather than just using them for combat.
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Re: Slaves that should/could be slaveable.
« Reply #8 on: March 13, 2011, 12:47:17 am »

Agreed Abe, there should indeed be a separate global limit for them, but the much higher part i could only agree with if it depended on if you had mercs following you, i can't see 10 slaves following a lone gunman. This way you could actually feel like a bad ass slaver and not some pansy that has to 5 slaves and then go back to metgzer and sell them. I LOVE being a slaver but not having the correct slaves to sell makes it annoying and leads to the creation of many slaver alt's for me.
« Last Edit: March 13, 2011, 12:50:50 am by Slaver Snipe »
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vedaras

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Re: Slaves that should/could be slaveable.
« Reply #9 on: March 13, 2011, 11:41:29 am »

thats not only for slaves, brahmins and dogs shouldnt be those that limits your merc limit as well :> But that has been discussed lot of times, and i think it was decided to be changed in some speech charisma mixture which could let you have increased npc slots, while these npcs all take different number of slots (mutants take more for example) so i think we need to see those changes first then discuss about something further :>
Re: Slaves that should/could be slaveable.
« Reply #10 on: March 14, 2011, 02:36:09 am »

Combat slaves are already piss easy to catch.

So adding slaves to the militia isn't really a issue, since that can already be done, not to mention people just sit there killing the militia off who are too weak anyway.

As for ransoming traders. that could work, but it'd take alot of work, i think just settling for getting a large selection of slaves that can level up, and that can be useful as well would be nice.

I'm against having high end caravan guards be enslaveable, but why cant you catch crappy patrols like all the members of the junktown scouts? or capture the mobsters guards, or gang members? raiders and guards aren't too different, even hardend US army and marine infantrymen will still break under torture, everyone has a price, and ever person has limits, the only issuse here is game balance.

-Ulrek-
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vedaras

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Re: Slaves that should/could be slaveable.
« Reply #11 on: March 14, 2011, 09:09:53 am »

Combat slaves are already piss easy to catch.

So adding slaves to the militia isn't really a issue, since that can already be done, not to mention people just sit there killing the militia off who are too weak anyway.

As for ransoming traders. that could work, but it'd take alot of work, i think just settling for getting a large selection of slaves that can level up, and that can be useful as well would be nice.

I'm against having high end caravan guards be enslaveable, but why cant you catch crappy patrols like all the members of the junktown scouts? or capture the mobsters guards, or gang members? raiders and guards aren't too different, even hardend US army and marine infantrymen will still break under torture, everyone has a price, and ever person has limits, the only issuse here is game balance.

-Ulrek-

well i think the first thing raider/mobster/us army and marine infantrymen would do (after being enslaved) when you give them gun is shooting you so i still stick to my opinion. They should not be slaveable.
Re: Slaves that should/could be slaveable.
« Reply #12 on: March 14, 2011, 10:55:37 am »

well i think the first thing raider/mobster/us army and marine infantrymen would do (after being enslaved) when you give them gun is shooting you so i still stick to my opinion. They should not be slaveable.

But only if u have high red army comissar cap and standard issue pistol in your hand they would fight for you. xD
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Re: Slaves that should/could be slaveable.
« Reply #13 on: March 14, 2011, 01:22:02 pm »

well i think the first thing raider/mobster/us army and marine infantrymen would do (after being enslaved) when you give them gun is shooting you so i still stick to my opinion. They should not be slaveable.

Well currently there are enslaveable bandits, and rough looking trappers, plus the junktown scout female soldiers can be captured as well. along with insane ghouls that murder everyone they meet with hunting rifles and spears.

Maybe not the mobsters themselves, but the guards are minions, and they'd be your minions as well.

Currently you cant just hire the NPC's via something like a "bribe" option, so enslaving NPC's is the only way to "recruit" them, if you could pay homesteaders 1-2k caps after using speech on them, than they'd probably at least help you mine, and defend themselves while they're doing it.

-Ulrek-
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