Other > Suggestions
PvE Improvement!
melcma:
Ok, at first i'd like to apologize for my suxor english skills.
PvE means player vs environment or player vs everything, in this case, it's PvEnvironment. PvE in this game is poor, it ends with stupid grinding farmers/muts/raiders, the ghouls are just like "watch out near geckos, there are crazies!" or "necropolis? aw, shitty ghouls arounds here and some rats". Fighting with "wastelander" again, and again, pk, pvp, pk, pvp after time become boring. Fighting with muties and other shit was always essential of Fallout. How about add AI based tactical fights? Let's see.
1. Necropolis
Almost empty city, with just 1 merchant, nothing interesting here. My idea is to make it grinding/farming place, lots of crazies-like ghouls, with hp near 80, 100+ sg and sg weapons from 1 tier (85%) and 2 tier (15%), some ammo, caps and stimpacks (10%) and other stuff like cigarettes/beer/rot gut/[chemical component/bio med gel?] (15%). What's a point of that? GRIND, go with friends, fuck up all around and collect a loot for use/sell. Sounds like stereotypic mmo, but who cares.
2. Mariposa Military Base
Let's say, it was a little rebuilt. It looks not so fine like FO 1, destroyed computers, rocks, dust and junks everywhere. The reason to enter the base is quest given by some one from BoS/Enclave. The reward is 100k caps for tapes about FEV, so u need to go there with friends, kill enemies and back with tapes. Ok, what about enemies? Ofc muties, a lot of armored and armed muties. Really hard and long fights, fight chars speced needed, lots of stimpacks and teamwork.
3. Rocket Silo
It's my weird idea. 3 months after wipe, The Unity (or just muties) makes a post near Ares Rocket Silo. For what? To detonate/launch the missiles causes next server wipe. Why? Reasons are unknown. To avoid that, players have 72 real life hours to defeat forces in there. Let's say there are 5 muties. After 20-30 days (randomized), the forces will strike again, but now, there are 10 muties (multiplied by 2). 72hours to defeat or wipe. Next 20-30 days, strikes again, 20 muties (x2), and over and over, untill they become unkillable. So, 90th day = 5, 115 = 10, 130 = 20, 145 = 40 (hard, people may fail, but still doable), 160 = 80 (ITS NOW NEAR IMPOSSIBLE), 185 = 160 (rotfl armageddon), so era will remain for 4-6 months, depends on players. This idea has a lot of faults, ex: administration wants to manualy wipe server.
4. Bases attack
You see a sign "Your base will be attacked in 2 days". What's that? Check the faction terminal: "Raiders/Unity/whateverelse scouts spotted your base. Prepare for invasion!".
Bigger base - more chances to be attacked. The Cave - 2% (cooldown 1 month), Gasstation, Trapper Camp, Depot Base, Scrapheap - 5% (cooldown 3 weeks), Outpost - 15% (Cooldown 2 weeks), Bunkier - 25% (Cooldown 1 week). After time, 5-25 muties/raiders spawn like players and start to run into base, killing all on their way. If they kill all/touch terminal, base is lost.
Uh, my ideas may suck for you, but i'm open for criticism.
kraskish:
I agree up to all 4 points. Would be fun to have some pve location (call it a dungeon). +1
Slaver Snipe:
Eh i especially dislike #2 with a 100k reward, you die? Your friends hold their ground until you come back grab your stuff and push a little farther, the only way i could see it work is if it spawned in a "dungeon" location where radio's do not work for calling reinforcements otherwise it would just be rather easy to farm. I do like the idea about bases being attacked but then again that will probably be avoided by having 10-20 mercs sitting where the enemies would spawn.
snailbeast:
Liked 4th.
It would be nice if some critters will attack with increasing strength.
Feo example.
1) 3 dogs
2) 3 gold geckons
3) 3 raiders
4) 3 aliens
5) 3 deathclaws
6) 3 floaters+3cents
7) 3 Muties
repeat with 5..7..9.. 2n+1..
It will prevent from just buying bases for solo player
abegade:
The ideas could be nice with some work, i honestly dislike the 3rd and 4th since wipes shouldn't be so much frequent and players-dependant. The other one will be just more farm for big factions with mercs, maybe some lil fun for smaller factions but a total pain for kinda inactive or composed by only few members factions.
About "dungeons", the hard thing is to balance them since they could be an infinite source of loot. Maybe making many different dungeons based on levels could move the pvp area outside of TC towns only and allow mercenaries parties to protect yourself and so on..
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