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Author Topic: Night Time/Day Time Dangers.  (Read 2803 times)

Michaelh139

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Night Time/Day Time Dangers.
« on: April 17, 2011, 09:03:59 am »

Alrighty, this has been suggested to an extent before:  http://fodev.net/forum/index.php?topic=9410.0

I am now going to go very in-depth to this.

Of course, naturally, daytime would be safer, Night time would be more dangerous.

At 600-1799 (Day Time)  The world would be relatively the same as it is now, normal molerats, normal old radscorpions and raiders, etc.

Welp that was easy, but here comes the hard part.

At 1800-599 (Night Time)  The world outside of towns would be Much harsher than it is now.  Every animal is faster strong etc. at least by about 2x.  Creatures that weren't around at daytime now roam much farther and broader at night, looking for something or someone to eat.  (Desert stalkers sighted around ncr.  Super mutants spotted around San Francisco, etc)

And as discussed in the thread I put here, (Link at top) visibility should be cut short, only 2/3? For everyone everywhere except people with the Night person trait.

as I understand night mechanics aren't even appliable or something yet, so this is just food for thought really.
« Last Edit: April 17, 2011, 09:06:23 am by Michaelh139 »
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avv

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Re: Night Time/Day Time Dangers.
« Reply #1 on: April 17, 2011, 10:36:36 am »

This would rock in some sort of dungeon - instance type of map where players would spend enough time that a chance of nightfall was likely. Somekind of ruined city that swarms with dangerous beings during night time. The explorers would face the challenge to get out before night or face a long night full of battle.

But for encounters it'd be nothing interesting. So what if the molerats were a bit meaner, everyone would just run away like always. Encounters are good as nothing if the encounterer doesn't care. Even worse would be if the encounters became so dangerous that they couldn't be avoided. Players might just go like "Night time? Time to go afk or do something else outgame"
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Re: Night Time/Day Time Dangers.
« Reply #2 on: April 17, 2011, 11:56:35 am »

Speaking of Night Person, the night time shouldn't be harder, but more different to play. Let's say, in the night, you are easier to spot by DeathClaws, because the sun and heat are dulling their senses, but at the same time, you have better chances to get away from raiders and you get a sneak bonus at night, while also your FoV is reduced.

Cautious Nature perk could get more useful, too.
« Last Edit: April 17, 2011, 11:58:14 am by Lizard »
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vedaras

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Re: Night Time/Day Time Dangers.
« Reply #3 on: April 17, 2011, 12:24:12 pm »

i actually like that :>  But if it will make newbies harder to travel from one place to another we encounter same old problem. Too little content in towns to stay in them for longer.
Re: Night Time/Day Time Dangers.
« Reply #4 on: April 17, 2011, 01:51:52 pm »

But for encounters it'd be nothing interesting. So what if the molerats were a bit meaner, everyone would just run away like always. Encounters are good as nothing if the encounterer doesn't care. Even worse would be if the encounters became so dangerous that they couldn't be avoided. Players might just go like "Night time? Time to go afk or do something else outgame"

Yeah, I agree with this. Encounters bring nothing to the game. Nothing besides mountains of 50% deterioration gear and 10mm ammo, at least.
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Michaelh139

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Re: Night Time/Day Time Dangers.
« Reply #5 on: April 17, 2011, 09:24:36 pm »

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.
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Graf

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Re: Night Time/Day Time Dangers.
« Reply #6 on: April 17, 2011, 09:44:46 pm »

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.
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Surf

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Re: Night Time/Day Time Dangers.
« Reply #7 on: April 18, 2011, 02:02:18 am »

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.
Re: Night Time/Day Time Dangers.
« Reply #8 on: April 18, 2011, 02:16:04 am »

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!
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Surf

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Re: Night Time/Day Time Dangers.
« Reply #9 on: April 18, 2011, 02:42:43 am »

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).

Michaelh139

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Re: Night Time/Day Time Dangers.
« Reply #10 on: April 18, 2011, 03:23:25 am »

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.
Do you mind commenting on the suggestion itself then?
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Graf

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Re: Night Time/Day Time Dangers.
« Reply #11 on: April 18, 2011, 09:45:13 am »

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.
Actually, making a lot of similar maps wouldn't require much time, because maps generator could be used. Also, with using of streaming technology (which, unfortunately isn't implemented in the engine) huge world map wouldn't require a lot of system resources.

There's a whole bunch of the ideas that can actually lead the game to the better future :) Here's a few of them:

1. Using that kind of "worldmap" will finally remove staying over the city and waiting until the enemy will enter. There will be no way to appear from nowhere and disappear after everyone is killed.
2. If the cars will be implemented the way they were in Tactics, it will make the travel entertaining, while now it's just waiting until "+" sign will reach "O" sign.
3. There also could be "real caravans", which is actually moving from one city to another
4. Defending the base could become a reality with adding protection to the bases (which doesn't have it)
5. ...there's more, just imagine the open world in fallout universe...

I really hope that some of developers will participate in Rampage's OBT and will make something similar here.
« Last Edit: April 18, 2011, 09:50:18 am by Graf »
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Lexx

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Re: Night Time/Day Time Dangers.
« Reply #12 on: April 18, 2011, 10:33:33 am »

I don't think such thing will ever happen. It would require a lot new graphics for mountains and hills and whatnot, so that the maps don't look extremely flat.
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Graf

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Re: Night Time/Day Time Dangers.
« Reply #13 on: April 18, 2011, 10:47:49 am »

I don't think such thing will ever happen. It would require a lot new graphics for mountains and hills and whatnot, so that the maps don't look extremely flat.
If that's the only problem, that stops you from making this step, then we probably could use graphics made by the guys from NMA. If you need help with it, I can talk to them and gather all these scenery graphics.
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pistacja

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Re: Night Time/Day Time Dangers.
« Reply #14 on: April 18, 2011, 10:56:48 am »

So you say I'll need to walk 300 km of 50meter long maps?
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