Other > Suggestions
Night Time/Day Time Dangers.
Michaelh139:
Well, I would honestly change the travel system entirely. So that this could be more ... appliable.
I would make walking from towns, you would have to actually walk, like in other mmos, rather than sit at a map and stare at a red + sign make its way to wherever. You would have to actually be careful in this case, rather than go "oh, more supermutants with rocketlaunchers and lasers, time to leave."
However, if you had a car, it would be exactly the same as it is now, travelling on worldmap when driving a car at increased speed.
Graf:
Good ideas, Michael, though as I remember I saw some of them on fonline.ru. I see nothing bad in it, because in my opinion, servers should exchange valuable ideas and it's good that we have someone for these purposes.
Also, as I understood, in the last post you're talking about of the open world without of the global map? I really think that it's a good idea and actually it is already particularly implemented for a test server called Rampage, made by the author of Fallout Online Grow (which isn't released yet, though). There will be an OBT soon, so everyone can come and test it out.
Moreover, if open world will be implemented someday, it would open a new feature possible to implement: driving car not as a sign on the map, but really driving it, just like it was in Fallout Tactics. This feature is supported by the engine and will be implemented soon in that project.
Surf:
Having a "worldmapless" travelling requires a fuckload of mapping, looks shitty as the map looks too flat and takes a mass of computer ressources. I see not a single reason why this should be implemented, and will most likely never happen on 2238.
RavenousRat:
A bit offtopic, just interesting, I though a bit, devs said it's out of engine to make day/night affect to hit%, but isn't it a problem to make "Night Person"-like trait automatically added to every character from begining (of couse make it invisible in character sheet if possible) and simply make it work like Sharpshooter perk, which will modify your FoV and bonus to hit during night and day? Like +0 PE to hit and +0 PE for FoV during day and -X PE to hit and -Y PE for FoV during night.
Also if it's possible to make it work in some locations like caves, just add some variable in perk(or trait, whatever) conditions. This way all characters will have reduced FoV and %to hit during 18:00-6:00. Night person trait can be reworked that you partly ignore it, but have some other penalties during day, this way, if TC (or other popular player interaction stuff) going during game night, it'll have different playstyles. Night vision stuff can remove that perk from character or add anti-perk that will work the same way, but +X and +Y to PE during night to compensate it, so, for example holding FN FAL NV in main slot will give you night vision perk, so you can snipe people at night and kill them from where they don't see you!
Surf:
That's a nice workaround RavenousRat, there are functions already checking if it's night or not, I don't know when Cvet plans to add "real night time", maybe it could be considered inserting (your idea I mean).
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