Other > Suggestions

Making the game a bit more challanging and harsher

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Who Killed Bambi:
correct me if i m wrong...
6 hq gp is quite easy to get.(slaves at mines)
dynamite - abit hard to make.
people from same faction can steal off dynamite to BoS or Enclave and get miniguns and gatling.
maybe BoS isnt so good for farm minigun...
but mutants from unity is quite easy to farm anyway.
same with farming lsw, glow runs and other hq stuff. (high ap+time before combat) (fixed time for generator in glow)
ca in shop easy to get. (just by spawn time)
tons of drugs around waste - 2 hours run: stuff that poor doctor can make for few days.
same with big quantiny of easy to get stuff from vs encounters.
alot hq stuff stay at merchants at night time (+0+3 gmt)
and exploits with merchants (dont know bug, but stuff often go away from merchant and lootable npc killed nearby traders places) ((cant prove))
easy to get exp (vs encounters) (bg uberbuilds) (npc bugs) (npc bugs with map bugs)
easy slave/merc leveling at place with respawning npc's.
half easy exp by first aid. (very easy with huge hp friend)
easy to get gauss - big gangs farming gauss at themepark.
easy reputation  lost/recieve system - traders (sell buy items), or easy penalty for kill npc in wastes (low rep lost).
easy to get idolized for npc by faction quests (BoS) - just farm stuff at BoS bunker, any kind of. (like 2500+ rep or more)
to easy way to get cars.

i bet most of this under work, but maybe my info can be helpfull.
sorry if not.

Solar:
Well, thats a long list, so I'll pick a couple.

BoS/Enclave/Unity will all be made so they are harder to farm - BoS need a bigger exclusion zone, Enclave/Unity will be hostile. All encounter NPCs need better stats, so they aren't so easy (we have a new proto system to allow us to control these better). Then higher stuff will be put into harder encounters - so it will be more of a challenge than now.

Traders will be different too. You won't be able to use crap to trade for higher items, so the mass of stuff flowing in from encounters won't be transformed into top gear so much.

Slaves won't be able to mine HQ materials, as they will only be left on private mines.

Cryofluid:

--- Quote from: Solar on May 28, 2011, 12:45:47 PM ---Slaves won't be able to mine HQ materials, as they will only be left on private mines.

--- End quote ---

So no more slaves in public mines?
I think it was a good feature to use slaves as miners, it brings some diversity in mines and was a good point of using slaves (not only for combat or money)

Crazy:

--- Quote from: Solar on May 28, 2011, 12:45:47 PM ---Slaves won't be able to mine HQ materials, as they will only be left on private mines.

--- End quote ---

So bad, gaining HQ minerals by protecting your slaves in a unguarded mine, always ending in attack on you and the slaughter of your slaves was cool, surely cooler than a regular mining party.

Solar:

--- Quote from: Crazy on May 28, 2011, 02:06:32 PM ---So bad, gaining HQ minerals by protecting your slaves in a unguarded mine, always ending in attack on you and the slaughter of your slaves was cool, surely cooler than a regular mining party.

--- End quote ---

I mean they won't be able to be left there. If you are on the map with them it'd still work.

Having said that, I have never looked at how quickly they mine - so there may or may not need to be some adjusting of that rate.

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