fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 25, 2024, 09:39:48 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 ... 3 4 [5]

Author Topic: Disable mercenaries once for all!!!!  (Read 9243 times)

Re: Disable mercenaries once for all!!!!
« Reply #60 on: March 16, 2011, 01:46:00 am »

Now that you mention about it it would be nice if all NPCS in the game had a reaction time to attack, I attack whats his name gang leader, and before I know it all 9 gang members are auto ( sentry gun ) attacking me? almost before I can fire 1 round,
its like fighting fracken terminators 0.0
only robots should have 0 delay XD :P
Logged

DanteAligheri

  • Sometimes I don't finish all my sandwich.
  • Offline
Re: Disable mercenaries once for all!!!!
« Reply #61 on: March 16, 2011, 11:11:42 am »

Why not just get rid of banks? Just replace them with merchants, or training areas where you can pay caps ONCE a day to do some sort of experience gaining activity that depending on how well you do determines how much is awarded. Also make it expensive so it gets "rid" of more caps that are in the game-world, and it's just another thing you can do in the game.

Like paying 1200 caps (or more/less) to fight oncoming protectrons armed with cattle prods that will knock you out if they get too close and damage you enough; the more you destroy, the more experience you get. It would ALSO help noobs out a bit, while not effectively nerfing the game, by granting additional experience and letting them see a little combat instead of going out into the wasteland and losing all of their shit. Of course, still only once a day and make it pretty hard so noobs (or even mid-to-high-level players) can't totally exploit it. I don't know, I think it sounds pretty sweet.  ;D
Logged
Re: Disable mercenaries once for all!!!!
« Reply #62 on: March 16, 2011, 02:22:37 pm »

You mean something similar to the thorn in FO New Vegas?
Logged

DanteAligheri

  • Sometimes I don't finish all my sandwich.
  • Offline
Re: Disable mercenaries once for all!!!!
« Reply #63 on: March 16, 2011, 10:12:16 pm »

Yeah I guess, I mean it could work right? And speaking of The Thorn it would be neat if after your one round you could still bet on other players, to see how many kills or what "wave" (depending on how it's set up, I was thinking waves) and you could earn a modest sum but not totally over-do it like the banks seem to do.
Logged
Re: Disable mercenaries once for all!!!!
« Reply #64 on: March 17, 2011, 02:19:08 am »

I prefer the thought of mercs only attacking when instructed to.

Then they are useless for base guarding, or for any situation where you are attacked and don't have time to give orders.

Logged
I wish there were bags, backpacks, etc. in Fonline.

Ganado

  • Moderator
  • Dishonest Abe
  • Offline
Re: Disable mercenaries once for all!!!!
« Reply #65 on: March 17, 2011, 02:41:45 am »

Then they are useless for base guarding, or for any situation where you are attacked and don't have time to give orders.
Badger is referring to how they can just automatically attack anything they see, and even a split-second after they spawn on the map, which is imbalanced.

If a player with the mercs is the one being attacked, having the mercs attack in retaliation isn't the problem. It's that the mercs attack before the other player has a chance to react.

And the feature doesn't have to apply to faction bases, that was already discussed.
Logged
Error while opening cfg file: spawnnpc.cfg
Shit! Damn admins! Always ruining my fun! I guess I'll talk to them. WITH MY FISTS!!!! No seriously, I will write them a nice email or make a thread on the forums or something. Thanks!
Re: Disable mercenaries once for all!!!!
« Reply #66 on: March 21, 2011, 04:47:51 pm »

1. Remove mercs or make it to where EVERYONE gets the same amount of points by time played or something close to it with a cap of 2 followers to each person (no matter charisma). You must use the points to get mercs.
2. Leave slaves but they can only use the weapons they have when you capture them with a cap of 3 or 4.
3. Leave the bases as they are, unfindable. It's already stupid enough that you have to pay 30k+ caps to have a cave when you run across caves while out hunting non-stop.
4. Bring back interest rate. People rage at the idea of this, but only because then people have the money to buy an easy 30+ mutants. If caps =/= mutants, no need for no interest rate.
5. (Off topic but whily we're stating needed changes here's one) Add xp gain to thieves. It's rediculous that you have to hunt to level16+ to get your 300 steal skill when you can't increase your fighting skill for shit without fucking it up. Also, make it to where you can steal from npc's (guards a 275+ with about a 33% chance of actually stealing at 300). This adds another valuable character setup to the game to replace the 5 mutant leader setup.
Logged
Pages: 1 ... 3 4 [5]
 

Page created in 0.116 seconds with 22 queries.