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Author Topic: Nuka-Cola, Cigarettes and Alcohol  (Read 3955 times)

Nuka-Cola, Cigarettes and Alcohol
« on: May 30, 2011, 06:24:18 pm »

Here are some suggestions inspired on lore, and they wont have a great game impact. So its not very important to be done. but can help to improve the fallout ambience.

Nuka-cola: in Fallout lore nuka-cola its a very popular drink and there is a lot of them. So, for lore i suggest a change in the current nuka effect to another type of nuka (like Nuka-Cola Quantum) and leave nuka-cola as a simple consumable that should cost no more than 5caps.

Cigarettes: It doesnt have much sense that cigarettes increase perception.
They have a positive social acceptation in the 50's, and smoking people was consider "cooler", so cigarettes should increase CH.

Beer: Same with nuka. It should have a low price and the drug effect should be changed to the Roentgen Rum, that have a high level of alcohol. The CH bonus should be removed (to prevent +2CH in combination with cigarettes) and affect only DR and PE (-2PE its may be a harsh penalty for a 5% DR bonus, so may also increase the AC).

For the PE bonus i suggest another type of nuka (like Fusion-Cola). Caffeine increase alertness, so it have some sense.

Suggested stats
Beer: $5. -1PE (optional:+1 bottle cap)
Nuka-Cola: $3-5. nothing (optional:+1 bottle cap)
Nuka-Cola Quantum: $100. +1AG (optional:+1 bottle cap)
Fusion-Cola: $100. +1PE (optional:+1 bottle cap)
Cigarettes: $100. +1CH (optional: -1PE)
Roentgen Rum: $100. -2PE +5DR (optional: +5AC)

Suggested crafting requirements
Nuka-Cola Quantum: 2fruits, 1 nuka-cola, and 1 SEC [nuka machine]
Fusion-Cola: 2 Broc Flower, 1 nuka-cola, and 1 SEC [nuka machine]
Roentgen Rum: 2 Xander Root, 1 Gamma Gulp Beer, and 1 wood [still]
Cigarettes: 1 flint, 2 fibers (until we have tobacco) [workbench]

Drunken master perk
Roentgen Rum also gives extra 5AC and +4 Melee damage.
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Re: Nuka-Cola, Cigarettes and Alcohol
« Reply #1 on: May 30, 2011, 07:32:51 pm »

Is good as is it, i dont like another nuka-cola options etc
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Re: Nuka-Cola, Cigarettes and Alcohol
« Reply #2 on: May 30, 2011, 07:50:36 pm »

$100 for a pack of smokes?! Christ and I thought taxes now were high. Seriously though I don't think cigarettes should have a bonus to any SPECIAL effect. The perception doesn't make sense (Ever got smoke in your eye? Not nice...) and as for the Charisma +1 I can imagine a load of Charisma 2 + Cigarettes builds to trade with NPC's. Which just makes me picture some hunch backed, syphilitic burns victim getting turned away from Buster until he lights up a smoke.
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Re: Nuka-Cola, Cigarettes and Alcohol
« Reply #3 on: May 30, 2011, 07:57:15 pm »

$100 for a pack of smokes?! Christ and I thought taxes now were high. Seriously though I don't think cigarettes should have a bonus to any SPECIAL effect. The perception doesn't make sense (Ever got smoke in your eye? Not nice...) and as for the Charisma +1 I can imagine a load of Charisma 2 + Cigarettes builds to trade with NPC's. Which just makes me picture some hunch backed, syphilitic burns victim getting turned away from Buster until he lights up a smoke.

Until you have played this game for a while i suggest you don't make suggestions or criticize anything.


For the topic , pointless changes.
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Re: Nuka-Cola, Cigarettes and Alcohol
« Reply #4 on: May 30, 2011, 07:59:47 pm »

Until you have played this game for a while i suggest you don't make suggestions or criticize anything.


For the topic , pointless changes.

In which part of my post does it imply I've 'not been playing for awhile'? Unless you mean my forum post counts?
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Re: Nuka-Cola, Cigarettes and Alcohol
« Reply #5 on: May 30, 2011, 08:11:53 pm »

and as for the Charisma +1 I can imagine a load of Charisma 2 + Cigarettes builds to trade with NPC's.
Thats the current function and porpuse of beers (current beer effect are +1 CH -2PE and+5DR) Im only suggest a switch for a more logical bonus.

$100 for a pack of smokes?! Christ and I thought taxes now were high.
That is the base price for every item of this kind. May be can be two types of cigaretes, 'normal' cigarettes (with a cost of $3 or $5 and no positive effect, used for role and maybe quests), and the pre-war and more expensive 'lucky shot' cigarettes with the stat bonus.

Is good as is it, i dont like another nuka-cola options etc
Yes, its good for game play. But most of those consumables effects dont have any sense. Why a simple Nuka-Cola increase your AG? None of the other fallout games have an effect for normal nuka other than a chance to get addicted.
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Graf

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Re: Nuka-Cola, Cigarettes and Alcohol
« Reply #6 on: May 30, 2011, 09:16:41 pm »

This suggestion is pretty similar to what I've proposed last year, check this out. I've asked to close it when trolls has come and started saying something like "gaaah, you're referring to the real life effects and post-effects, we dun need dis!"

Anyway, I like your suggestion, though it probably require some good sprites for these Nuka's,  because these on the items tracker aren't the best ones.
« Last Edit: May 30, 2011, 09:22:09 pm by Graf »
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Gatling

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Re: Nuka-Cola, Cigarettes and Alcohol
« Reply #7 on: May 30, 2011, 11:09:16 pm »

...I still wanna put my Nuka into a Nuka Machine and let people buy it from the little machine for caps (machine got jury-rigged to accept caps into coin slot, deal with it  8) ) and return later to empty the machine out for my portion. Or something.

Hell, the machine might be fixed up in some cities so it actually looks like its working, with lights.  Like NCR.
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Re: Nuka-Cola, Cigarettes and Alcohol
« Reply #8 on: May 30, 2011, 11:36:31 pm »

Working Nuka Machines was suggested some time ago: http://fodev.net/forum/index.php?topic=11179.0
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Re: Nuka-Cola, Cigarettes and Alcohol
« Reply #9 on: May 31, 2011, 12:34:21 am »

There are some interesting things in your suggestion Graf. Im agree that drug system may need a chage.
In my case, im ok with most the of drugs stats. The only thing that i dont like its the how addiction works.
I would prefer a system in what you get more drawbacks (and with large duration) if you abuse heavily of drugs, but almost none if you are a casual drug user.
I also would like to have some perks involved in the drug system (psychotic, flower child, druken master)

I like the option of having some nuka machines working. It also can be a chance that the nuka machine will break from time to time, and can be repaired (60%-80% repair) for some xp (just like the feature of random injured people).
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Reiniat

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Re: Nuka-Cola, Cigarettes and Alcohol
« Reply #10 on: June 01, 2011, 04:37:53 pm »

Working Nuka Machines was suggested some time ago: http://fodev.net/forum/index.php?topic=11179.0
that old suggestion made me realize how pointless is to post here....
Your suggestion was very nice, with precedents in FO1 and FO2 and easy to do, (scripts already exist) and if that isnt posible there is always the posibility of dialog options
Insert a cap------------give caps, receive item Nuka, end dialog----------(FLOATING TEXT)*CLANK*         
Leave------------end dialog
Also all maps will need actualization because the actually Nuka Fridge is only an standar object, but it will take just a little of time
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Re: Nuka-Cola, Cigarettes and Alcohol
« Reply #11 on: June 01, 2011, 04:43:22 pm »

that old suggestion made me realize how pointless is to post here....

My friend said this to me long time ago and he was right :/


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Gatling

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Re: Nuka-Cola, Cigarettes and Alcohol
« Reply #12 on: June 02, 2011, 03:29:03 am »

My friend said this to me long time ago and he was right :/
Dead wrong- it is never pointless to post suggestions.  The faulty lies in expecting that they are soemthing You feel that should be added for (whatever, maybe justified) your own reasoning.  Suggesting is like throwing spaghetti at a wall. Should also be done because even if a little something is taken from it, or the idea helps others come up with their own, then the effort was not wasted one bit.
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Re: Nuka-Cola, Cigarettes and Alcohol
« Reply #13 on: June 02, 2011, 06:35:43 am »

that old suggestion made me realize how pointless is to post here....
Your suggestion was very nice, with precedents in FO1 and FO2 and easy to do, (scripts already exist) and if that isnt posible there is always the posibility of dialog options
Insert a cap------------give caps, receive item Nuka, end dialog----------(FLOATING TEXT)*CLANK*         
Leave------------end dialog
Also all maps will need actualization because the actually Nuka Fridge is only an standar object, but it will take just a little of time

I actually have the Nuka Cola machine dialog written somewhere. I'll have to pull that out and look at it. I remember it was really buggy, but it let you use different skills to steal things. And possibly become addicted if you fail :P
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Re: Nuka-Cola, Cigarettes and Alcohol
« Reply #14 on: June 03, 2011, 02:35:02 am »

This view is not justified, and is as charming +1 I can imagine the charm 2 load + cigarettes to establish trade with the NPC. Let me just the photos from Buster until he lit a smoke with the support of some of premonition, the victim of syphilis burn more and more turned away...
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