Other > Suggestions
Suggestions from Grommok
Grommok:
Hi everybody! I'm back from a 2-weeks vacation, with a mind full of suggestion.
For you're pleasure of reading, i divided 'em in 3 categories, named Useless Junk, Normal Suggestions, Da Big Bad Mojo
A small description. Useless Junk is named like that not because it's total junk, but because those suggestions are mainly for flavor. Normal Suggestions are suggestions that could be useful or might improve some aspects of the game, maybe addin' some stuff. Da Big Bad Mojo are big suggestions, overhauls and so.
Lets start.
Useless Junk
Cannibalism: when a human is killed, meat is dropped.
Craft Torch: adds torch recipe to FIXBoy, to make a torch, you need fibers and chemical components (maybe somethin' else for color) (to reduce market value of torches and makin' 'em avaiable even for low level newbie)
Interactions: allow players (throught the use of commands) to make animations that are already in the game, like lying on ground for all you're pervert mind.
Corpse Moving: allows players to treat corpse as items, this wont stop the replication time, but maybe slow it. Originally planned to be used with another of my suggestions, Rezzing Teammates.
Normal Suggestion
Meele Guns: allows players to use their ranged weapons in meele, without using ammos. Limited damage.
Overdose: basically, you die with too much drug usage. The quantity of drugs needed to die would be dependant on many factors, mainly endurance, and how much drugs you use. (Note: This could be considered just for flavor, but since death isnt exacly a light thing i moved it to Normal Suggestions.)
Junky: the Junky perk/profession will allow you to craft almost anything from junk. The idea was to scavenge the pieces and then asseble it, so the quantity of junk required to build, lets say, a laser gun is higher than a 10mm since the parts are more rare. The quality will be the same as if the item was farmed. (Note: to prevent abuse, those items should be marked somehow to make them impossible to dissassable, since in that way players might obtain very rare materials from junk.) (Note: bullets made from that perk should be JNK rounds, that have a higher change of critical failure, and also damage more the gun.)
Riot Shields: those shield would take the damage that would have hit you as item damage. they will also protect the ones behind the player with the shield. They will come in 3 qualities: Cracked (low health, can be destroyed by a burst), Worn (common, good health, can resist 2-3 burst from miniguns) and Pristine (best health, can be destroyed only by 10-15 minigun bursts, when destroyed has a chance of becoming Cracked, and could be found only in some prewar military facilities) (Their purpose should be to increase cooperation between players and in the same time making the game more tactical)
Stunning Weapons: weapons that have a low damage, but can stun your foes! From beasts to players. I suggest using Batons (damage slightly higher, lower stun chance), Tazers (Low damage, high stun chance), and for the Needler Gun, a sparklin' new type of ammo, the Needler Cartige STUN.
Radz: adding more effects to radiation then just reducing stats 'till you dont drink some radaway. Since rads break the DNA, they could reroll SPECIAL, give permanent bonus-malus to stats, add/remove/change traits, and in a general line become somethin' to truly avoid.
Robot Crafting: the ability (by eaither perk or profession) to craft, maintence, activate and program robots. It will require high repair (to craft the mechanical parts), science (to craft the electronic parts), and eventually doctor (to make cyberdogs and robobrains). I also plan to add an operation that will allow players to become robobrains. (Note: the various parts, both mechanical and electronic, might be assembled by various people and then when you have all the parts, craft the robot itself)
Cybernetic Enhancements: chips, or robotic limbs that will substitute your biologic ones, to be crafted (with high science for chips, and high repair for limbs) and then implanted with doctor. The cybernetic arms will make your right/left arm unbreakable, and always give max precision possible with 1h weapon. By having both you eliminate totally the strenght requirement and have max precision with both 1 and 2 handed weapons.
Drinkz: by using two drinks (or drugs) you try to mix 'em together to make a new one. I intended it as a pratical way to learn to make "special" drugs (will still require science). When you use, let's say, Psycho on Jet, you can try your mix, and there is a chance (based on you're science, and how many times you tryed that particular mix) that you will discover how to make a new drug (eg: SuperJet). If you fail to discover, you might have various issues, from death, to stat reduction.
Tame Animals: pretty self-explanatory, it will allow players, with the help of various pieces of equip, to have a new friend. The equipment might be food, ropes, stunning weapons from one of the previous suggestion, and so.
Irradiated Weapons: basically, players will place their weapons (or ammos) in rad waste and add for a limited number of shots radiation to their normal attacks. Plus weapons made with radioactive materials will add rads with every attack. (Note: i planned to use this with Radz, one of the previous suggestion, to make this really deadly)
Da Big Bad Mojo
Real Injuries
This will add a series of condition and medical tools aimed to make doctor more useful and make doctors richier.
Mostly by adding new contitions:
* when you recieve a shot, you a have a chance based on endurance and total number of shots taken since last time you was healed to become Bleeding (You have recieved a shot that broke some important vein. You are losing alot of blood, thus health, until you get healed atleast by a field medic with a little experience). You will loose health until a doctor with a Bandage (new item) and atleast 80 doctor heals you. To heal some health and stop yourself from loosing health for some time you might have a transfusion from either another player or from a Bloodpack (new item)
* when you are hit by a flamer, a laser rifle or a plasma rifle you have a chance based on endurance and total hits from flamers or energy weapons till last heal to become Burned (You had been burned by fire, laser, or plasma, and this is giving you alot of pain, reducing all your skills, especially the weapon ones, until a good doctor with a good equipment takes care of you). Your skills will be reduced by alot until a doctor with an Antiseptic Spray (new item), a Bandage, and an Ointment for Burn (new item) (i'm not sure if is correct, in my linguage, italian, i would say Pomata per le ustioni-Unguento per le ustioni) and atleast 140 doctor.
* when you are hit by a burst, you have a chance based on endurance and total number of bursts till last time a doctor healed you to become Filled with bullets(The weight of all those bullets in your body is really terrible, and provokes also alot of pain, reducing all your SPECIAL until a doctor pulls 'em out). All your SPECIAL will be reduced by 3 until a doctor with a Scalpel (new item), a Forcep (new item), a Bandage and atleast 180 doctor heals you.
* when you are attacked by an animal, you have a chance based on endurance and number of time you had been attacked since last heal to get a Disease(You had been bite by a rabid animal. Atleast you think it was an animal. The disease reduces your SPECIAL and your skills. Some medicine could really help). Your SPECIAL will be all reduced by 1 and your skills will be reduced by 20 until you use some Medicine (new item) or Antiseptic Spray. Doctor isnt required but will help alot.(Note: Doctors Bag will become EXTREMELY rare, but will act as any item in my suggestion. First Aid Kit should only restore health.)
Motos
This had been thinked as an alternative to cars for poor players. Atleast at the start.
You can find a motocycle wreckage, and with repair you can get it back to work. However it wont be that easy. Motos are very old, and still run on Gasoline, that can be still found in ruins, and old military bases. After you get it moving, with your skills (repair and science) you can modify it in many ways, from appareance to add a trunk (they start without trunk), to improve fuel consumption, reduce maintence (at the start, they will require really alot), to even substitute engine with an electric one, so that it can run on energy cells, or on alcohol, you can add a sidecar to bring a friend with you anywhere, you can modify the speed by various means, add weapons to it (still thinking of a way to make them work, maybe by acting as turrets).
Knowing how thing go in that community, i know that only a few will be implemented, however i hope that they are Real Injuries and Motos. I really hope so.
Those are my suggestion. If i make some new ones i will post them under that line.
NEW
Energy Weapons Overhaul
This suggestion is about making energy weapons "unique" from a different point of view, the maintence.
Ammos should be true "batteries", that once used on a weapon will fill it's energy reserve. That way ANY battery could be used in any energy weapon, to charge a different amount of shots. After being used batteries remain in inventory as "discharged", and can be recharged using some stations that can be found in old prewar facilities that worked on energy weapons (aka The Glow). Players might also discover, throught a long and difficult quest, how to craft their own recharge station, that will remain as a static item in tent (one of my previous suggestion was about tent upgrades).
Maintence will be much more difficult, with the possibility that weapons might break specializated part, like some important wiring. To then restore that weapon you will have to find a wiring of that kind and, with enough repair, substitute the broken one. Plus energy weapons should have overheating, that prevents the weapon to fire in the next turn (for Turn Based combat) or for 5 seconds (for Real Time combat).
Category: Da Big Bad Mojo
NEW 5/8/11
In Memoriam
This will add the possibilities to visit the gravesites or corpse of important people in the Fallout world, from Ian's burned corpse in Necropolis (Description: You see a scorched corpse. It seems to have painfully died from a flamer, and the near corpse of super mutants lead you to think that one of them pulled the trigger. You strangely feel in debt with that scorched corpse, and you strangely think that anyone else should feel in debt), to Dogmeat's in Mariposa Military Base, near a forcefield (Description: You see a dog's corpse. From the burns on the body, you think he died by passing on the forcefield while it was on, leading to a painful death, by trying to run away from something, or trying to help someone he loved. You dont know why, but you found yourself thinking: "I really miss that dog").
Other important people, from the Master, to the Brotherhood paladin that was a Marcus friend, might be found in encounters, along with Katja and Tycho, since their true fate is unknown.
Category: Useless junk
CaptOmg:
These seem like good suggestions :D
When the hell will we get a Pulse Pistol...
Grommok:
Wow. Already first impression.
I hope that devs find them good too, especially Da Big Bad Mojo stuff. Those are suggestion that i care for.
Jotisz:
The real injuries idea sounds quite good as I read it would be something similar like the one in JA 2, in my opinion that game has one of the best combat systems :).
Other suggestion you made and I like are the worser effects for radiation the drug overdose and the hitting with guns and if the taming animals only about dogs then yeah I like that too.
The ones I don't like are all the others except the cannibalism cause I don't care about that.
By the way the naming of the categories sounds... well not too serious I would have simply used letters for them like A,B,C instead of that 3 category name you used but its just my opinion so care nothing about that...
Grommok:
--- Quote from: Jotisz on August 01, 2011, 06:17:34 PM ---The real injuries idea sounds quite good as I read it would be something similar like the one in JA 2, in my opinion that game has one of the best combat systems :).
--- End quote ---
I never played that JA 2, i lets say "inveted" it, with some help from my lil' sis, that gave me the idea of Bloodpacks and Diseases.
--- Quote from: Jotisz on August 01, 2011, 06:17:34 PM ---Other suggestion you made and I like are the worser effects for radiation the drug overdose and the hitting with guns and if the taming animals only about dogs then yeah I like that too.
--- End quote ---
Worser effects from radz and overdose are actually things that are true. I just asked if they could be added in game. Hitting with guns is a thing that i've seen in many games, and is almost always useful, so i thought "why not in fallout?".
Taming animals should be mainly for dogs, even if i dont reject the idea of some other animals. (definitely not centaurs and wanamigos)
--- Quote from: Jotisz on August 01, 2011, 06:17:34 PM ---The ones I don't like are all the others except the cannibalism cause I don't care about that.
By the way the naming of the categories sounds... well not too serious I would have simply used letters for them like A,B,C instead of that 3 category name you used but its just my opinion so care nothing about that...
--- End quote ---
Cannilism, as i said, is just for flavor, nothin' serious.
The naming of categories was just to make that post somehow less boring, cause in my opinion just saying "get injuried", "get irradiated", etc etc is extremely boring to listen. I can figure how is to read.
Thanks for support.
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