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Author Topic: Choose your own good job mate~  (Read 3629 times)

Nyan

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Choose your own good job mate~
« on: February 08, 2010, 03:03:27 pm »

Professions should be more than simply ability to craft some stuff. Profession gain should be via a quest not just paying this funny small amount of money - if you want to get this job you already have a crafter build - medic, energy, demo it doesn't matter - gaining this amount of money is a job for one evening. Unless you have friends, then its instant.

Professions should affect your whole gameplay, interaction with npc. In the very beginning you choose your starting location because as I stated in another topic its stupid to be born randomly - you'll travel where you need to anyway, and you don't have anything to lose so whatever.

Arroyo:
Shaman - you'll be like Daniel Radcliffe, talking to spirits, being magical and stuff. Then you will kill your opponents with natural poisons made from cactus and other desert plants, or even scorpion tails. Also you can make some rad drugs unavailable to city folks, drugs with lesser drawbacks if you are a tribesman

Hallucination bombs - once an opponent is hit with it he sees some weird things for few real time hours like:
- all people and creatures she/he meets look like him and have his name over their heads
- all people and creatures she/he meets look like deathclaws, some of them talk
- all people and creatures she/he meets look like some random people with random names armors and weapons.

Clan Warrior - desert fighter, meelee weapons + unarmed with special tribe fighting styles and techniques like super charge while attacking and stuff. Im not really into fighting so lets leave this one

Primitive tribe:
Beast master - as a part of my plan to make every class equal and able to fight other classes somehow, tribesmen will have to have some benefits that other people wont have. Beast masters will be able to tame wild monsters like deathclaws, wolves or even llamas.

Vault City:
Implanteer - a doctor specialized not in FA but repairing and upgrading your body when broken. He'll be able to make not so many HP drugs but will craft some implants that after use appear as perks and have some benefits and drawbacks.

Battlefield medic - he can FA you, create some stimpaks but he's deadly as well, not just a scientist. He has a Syrigne Rifle, prewar hunting technology used to make deers asleep etc. You can shoot stimpaks at your friends as well as some poisons or neurotoxins at your foes, he creates them himself.

Vaul City Guard - fightan, armoran etc, some small crafting abilities for weapons they use like small guns

Diplomat - something connected with future CHA use in the game.

New Reno:
Pharmacist - able to craft all new kind of jet-like drugs

Prostitute - Kamasutra mistress, high CHA and END character, gahtering money on the streets, seducing abilities

Redding:
Demolition miner - works at the mine, creates all kind of explosives from grenades and rockets to plastic and dynacord, mines more efficiently

Klamath:
Trapper - skinning abilities and generally trophy taking, gathers food and water well, Bear Grylls with a hunting rifle.

Other:
Ammosmith - creates all kind of crazy ammo
Gunsmiths - create weapons and just some ammo
Slaver - can take slaves etc

As you can see this are just some seeds of ideas, I don't have time atm to write more. The main idea is to connect profession with a town, make some guilds, sisterhoods, where npcs give you some daily quests so you have more things to do than kill people everyday.

vedaras

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Re: Choose your own good job mate~
« Reply #1 on: February 08, 2010, 03:14:58 pm »

i dont like the idea that everything should be strict, you still can be half medic half armorer and etc. And i wouldnt like to see everyone spawning in ncr, its good that people see other towns :> And im also with the group of guys who likes to stick together with f1 and f2, instead of creating hallucination bombs and other shit :>

avv

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Re: Choose your own good job mate~
« Reply #2 on: February 08, 2010, 03:16:18 pm »

Quote
Prostitute

This should be the dev team's top priority feature.
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Re: Choose your own good job mate~
« Reply #3 on: February 08, 2010, 03:18:31 pm »

I like the idea of a class system, confined to one per character. That class then has a defining playstyle. If you're a medic, you maybe suffer a combat penalty but your healing timeout is something as small as 30 seconds or so.

If you're a soldier, you get combat bonuses but maybe a few less skill points.

I don't know, something like that. It'd be nice to see professions change people's playstyle, rather than just their crafting.

Some of the stuff just looks like it could be confined to repeatable missions, same as shit shovelling. Like prostitute. Do we even have the sex fade-to-black in this game?
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gordulan

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Re: Choose your own good job mate~
« Reply #4 on: February 08, 2010, 03:21:58 pm »

maybe add special traits for this, i mean, most people play with a quite high character age, therefore they will have been trained before even coming as making their mark upon the world, would be nice with traits that allow you to go one or two ways, would make more people choose traits.
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Re: Choose your own good job mate~
« Reply #5 on: February 08, 2010, 03:25:37 pm »

Maybe even just 'Character background' independent of the trait system. You start your character, you have a conversation which details your character's background, and you're assigned bonuses and penalties accordingly.
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gordulan

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Re: Choose your own good job mate~
« Reply #6 on: February 08, 2010, 03:31:16 pm »

that sounds far more appealing
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Re: Choose your own good job mate~
« Reply #7 on: February 08, 2010, 03:45:19 pm »

In most part i like idea of your new system and i think thing like that with some work can be quite damn good for that game as system we have now is plain boring.System that make profession choice more important would make huge and needed diffrence in gameplay and bring more life and damn huge RP posibilities  :o

Btw about "Beast masters" in fallout tactic there was "Beastlords" who "...were a group of cannibalistic tribals who underwent a mutation which gave them psychic control over various animals..."  that can be quite easy maked with most "rules" slaver have, with difrence he/she will have animals "slaves"
"hallucination bombs"? that sound nice but it will be too hard to make here Imho
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Alvarez

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Re: Choose your own good job mate~
« Reply #8 on: February 08, 2010, 10:36:08 pm »


Arroyo:
Shaman - you'll be like Daniel Radcliffe, talking to spirits, being magical and stuff. Then you will kill your opponents with natural poisons made from cactus and other desert plants, or even scorpion tails. Also you can make some rad drugs unavailable to city folks, drugs with lesser drawbacks if you are a tribesman

Hallucination bombs - once an opponent is hit with it he sees some weird things for few real time hours like:
- all people and creatures she/he meets look like him and have his name over their heads
- all people and creatures she/he meets look like deathclaws, some of them talk
- all people and creatures she/he meets look like some random people with random names armors and weapons.
And finding some herbs which are normally hidden for town folks, but still very valuable to them. Think of new drug components.

Clan Warrior - desert fighter, meelee weapons + unarmed with special tribe fighting styles and techniques like super charge while attacking and stuff. Im not really into fighting so lets leave this one

He would fit to be a tracker. Major in special melee and fist combat, minor in guns.

Primitive tribe:
Beast master - as a part of my plan to make every class equal and able to fight other classes somehow, tribesmen will have to have some benefits that other people wont have. Beast masters will be able to tame wild monsters like deathclaws, wolves or even llamas.

I guess they should be unable to wear other armors than leather jacket. Assuming you're born as a beastlord, you gain this perk by "awaking your true nature" by your teacher.

Vault City:
Implanteer - a doctor specialized not in FA but repairing and upgrading your body when broken. He'll be able to make not so many HP drugs but will craft some implants that after use appear as perks and have some benefits and drawbacks.
Awesome! Doctors should have in general more options than only FA and healing limbs. How about plastic surgeons to fix CH?. Artifical limbs?

Battlefield medic - he can FA you, create some stimpaks but he's deadly as well, not just a scientist. He has a Syrigne Rifle, prewar hunting technology used to make deers asleep etc. You can shoot stimpaks at your friends as well as some poisons or neurotoxins at your foes, he creates them himself.
He can use NailGun for that. Also, using defibrillator for restoring minimum HP to the freshly deceased.

Vaul City Guard - fightan, armoran etc, some small crafting abilities for weapons they use like small guns

Special weapons for example?

Diplomat - something connected with future CHA use in the game.

Town control charisma check! Special offers! Hints for hideouts! Introducing ugly friends to teachers! Boosting companion stats!

New Reno:
Pharmacist - able to craft all new kind of jet-like drugs

Peyote cacti, a counterpart for Shaman comes to my mind.

Prostitute - Kamasutra mistress, high CHA and END character, gahtering money on the streets, seducing abilities

Sexual FA, boosting stats being the best drug ever, better prices at certain traders, drawback inducing on foes, boosting Luck.

Redding:
Demolition miner - works at the mine, creates all kind of explosives from grenades and rockets to plastic and dynacord, mines more efficiently

Only with this profession you can mine on richer ore claims in the mines, uses dynamite on rocks, get more money for ore.

Klamath:
Trapper - skinning abilities and generally trophy taking, gathers food and water well, Bear Grylls with a hunting rifle.

Player scalps?  ;D Stats boni on hunting rifle, making traps, Outdoor bonus.

Other:
Ammosmith - creates all kind of crazy ammo
Gunsmiths - create weapons and just some ammo
Slaver - can take slaves etc

I think about boni.

Also: Robotics engineer: Level1: can effectively damage robots, salvage robot parts. Level2: package the fallen robot, converting him into (heavy) item, Level 3:awaking him from the dead repairing and "enslave" them. Build robots from spare parts, maintaining them with energy cells and radio parts.

Cyborg surgeon: His operations are much more agressive: he doesn't care about quality or well-being, but results are for him what counts, even if it results into death of his guinea pig patient. Level1: brain surgery on slaves and critters, making them tame/having better stats. Ends by a dead critter after a while. Level2: replacing broken limbs with mechanical ones, improving them (more stats improvement in contrary to common surgeon, but a huge stat drawback after a game month due to repulsion. Can be fixed by a doc, after two successful operations) Level 3: Maintaining cybernetical implantates, averting repulsion on subject with strong drugs, converting slaves to BrainBots.
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Re: Choose your own good job mate~
« Reply #9 on: February 08, 2010, 10:43:05 pm »

I like the sound of these, but throwing an idea around doesn't get it included in the game. We need a comprehensive list of specifics.

If the devs expressed interest, we could probably fine tune it. But until then, let's not get too carried away.
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Gunduz

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Re: Choose your own good job mate~
« Reply #10 on: February 09, 2010, 01:23:07 am »



Battlefield medic - he can FA you, create some stimpaks but he's deadly as well, not just a scientist. He has a Syrigne Rifle, prewar hunting technology used to make deers asleep etc. You can shoot stimpaks at your friends as well as some poisons or neurotoxins at your foes, he creates them himself.

Trapper - skinning abilities and generally trophy taking, gathers food and water well, Bear Grylls with a hunting rifle.

Beast master - as a part of my plan to make every class equal and able to fight other classes somehow, tribesmen will have to have some benefits that other people wont have. Beast masters will be able to tame wild monsters like deathclaws, wolves or even llamas.


I think all of these could use the needler pistol effectively, or even the syringe rifle you suggested for longer ranges.

The medic could disassemble stimpaks to make shots for the needler to shoot at allies across the battlefield.

The trapper could use tranquilizer darts to have the same effect as a knockout or some kind of disorientation. Against smaller animals (geckos, pigrats), one shot would last for a long time, against larger animals and humanoids (humans, ghouls, deathclaws and molerats) each shot would last a shorter time, requiring many shots for the same effect as against small animals.

The beastmaster could also use the tranquilizer darts to sedate beasts, which would allow a 95% to tame with a rope or whatever other tools but he could use a blowgun, which would be less accurate but use less AP.
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Re: Choose your own good job mate~
« Reply #11 on: February 09, 2010, 09:17:41 pm »

in one of F3 mods ive seen things like dart gun that u can fill with "drug darts" i must say that was nice thing and got huge potential
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gordulan

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Re: Choose your own good job mate~
« Reply #12 on: February 10, 2010, 11:45:29 am »

jet grenades man,  that would be so high tech
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Nyan

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Re: Choose your own good job mate~
« Reply #13 on: February 10, 2010, 02:35:18 pm »

>high tech

hehehehehe :3
Re: Choose your own good job mate~
« Reply #14 on: February 11, 2010, 04:14:35 pm »

Quote
jet grenades man,  that would be so high tech/quote]

ye the target get s overdosed and cant shoot properly, hmmm just like this ps3 game i have.
nice idea, loads of time to implement, and its already hard getting jet

try maybe alcohol fumes grenade, now id love to be target of one o those
cheers
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