Other > Closed suggestions
Rocket launcher kill = no loot
gordulan:
yeah, the only guys who should be allowed to keep the weapons and armour of the victims should be the ones with surgical strikes.
Reconite:
How about loot gets scattered and damaged instead of falling on the spot where the guy explodes? That would be much better than no loot at all.
gordulan:
well, the equipment should have a 50-80% chance of turning into junk, but ammo, bottlecaps and the generally unused shit could be spared, however the bottlecaps would only be half of what the character was carrying, maybe allow the player to keep quest items, and 25% of the caps he/she/it was carrying at the time? bleeding briefcase always seems to slip away...
Strater:
--- Quote from: Solar on February 10, 2010, 02:05:49 pm ---I like the idea of extending Armour Destroying to miniguns (possibly all bursts?) ... hopefully I'm right in thinking Plasma and Explosion deaths currently do this. Denying all loot is perhaps taking it a little too far.
--- End quote ---
I understand that destorying all the equipment when killed with a explosive weapon may be to much but me must give some chance to others trying survive in this world. If this idea will became real the amount of Pk will lower. Right now people mostly kill for the equipment only small part of them kill for fun. After all if you want players lose all their equipment when death meets them in the trafel why not make it dificult to optain it when killing somebody? Thats all what i want. If its easy to lose ewrything than why not make it hard to get it? We already spend 10h to make something good and we lose it in 1s.
RJ:
Right..
I travel around on my high level char and I barely meet people with any big guns on wasteland. Either those 'new players' are very unlucky to get killed by those big guns or they are making some fatal mistakes (one day I will wirte good guide how to handle yourself everywhere - north/south - in wasteland). Most of big guns ammo is precious because either you need to craft it or buy it and both ways take a lot of time (unless you got army of nolife crafters that spend their free time on earning caps that got no use in this game). Problem with this game is that you don't know which level is your oponnent so I shoot at everyone I see first then I ask questions when they are on ground (dead or not). If there would be some info that player is low level I would most likely let him go and so would quite many 'evil pkers' that you reffer to.
For gangs your idea is pretty much that there is no point in fighting: when you win you don't get any stuff (like nowadays it's not fucked up enough - army of looters that will try to steal all stuff you actually earned by killing enemy), you only waste ammo. Even if you fight for town control you only earn small amount of caps (compared to value of ammo that you shoot in fight and armors/weapons that you lost). There are people that like good PvP but point is that when you are not looting stuf it decrases ammount of equipment in world so if you want to have any chances in other in PvP you either need to be no-lifer so you can craft new armors/weapons or find a no-lifer that will do that for you.
This change isn't really good and I don't really belive it will help new players. People will shoot at you no matter what just because they don't want to lose their stuff (you might be suicide bomber/grenadier even without armor). Thing this game needs is info on which level is certain player - it could be something like: "He seems to be self-confident and dangerous." or "He looks scared and seem to not be able to handle himself."
To sum up: This idea will not work too good on long run. Good idea that was implemented recently was that you can loot people when they are uncocious (thought as I said earlier: without weapons that can get someone on ground easily it's still hard to get one uncocious and you can killing him even if you didn't intented that).
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