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Gathering? Waiting?

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Tomowolf:

--- Quote ---So you would have to locate them (by shit on ground), get to them from the side they dont look, then cripple them (or encircle them) and finaly, kill them and loot some resource from them.. It would need cooperation with players and it would provide very different gameplay than stay and push the fire button.
--- End quote ---
Please... Players don't want to have pain in ass... We got enough of them by having stupid cooldowns.
That way you just would bore the player to death and make gameplay more real but more hard for players
(especially those lonely).
We do not want craft the stuff because the materials for them are hard to get due to cooldowns and craft brings small income in exp and caps (imagine making MFCs or rockets...). Instead of that players would get the special place on map which will manufacture for them ammo and weapons (some factories) or dungeons like Army Depots (SAD for example or Glow). These would be more funny and not that hard to get by groups - lonely players instead of that would just make SIMPLE tier for them (tier 2 guns, armors max) in normal mines etc.

ShemsuHor:
Hmm, to find junk you look for a ruin location on the WM, right? You go there, and sometimes you meet someone. What if the WM will have more locations like this for example some really rock-ish tile(s) and on entering filled with ores to dig. If there would be a lot of locations like theese, it enable lonely players to mine without getting their asses shot off provided they are lucky enough not to choose the location filled with minigun campers. Theese locations have to be plenty all around the WM for it work. And, here's a bonus: Those locations with ores to gather will have both normal and HQ minerals. But to get the HQ minerals you'll have to use better equipement. If its all based on %; for example primitive tool will have 75% for normal stuff gain, sledge would provide 95% for normal but only 40% for HQ but then- a super sledge would give you 80% chance to get HQ materials. As for the cooldowns- scrap'em. The only restriction for players will be their weight limitation. Ofcourse some grinders will swarm a mine with mercs for protection and enough cows to get loads of the stuff out, but theres a chance that some other group comes in. Then again, why not make the brahmin carry weight for minerals smaller?
I also like the food idea. It could be used if a player gets overburdened by the things he carries. After eating something he will be able to run for some time, but there will be a cooldown between one meal and another to prevent carrying tons of ammo and weapons into a fight. Im watching this thread and I feel that you guys are forgetting one thing: This is a wasteland- after the war there are tons of resources just lying around waiting to be found. The solution form a few era's back with random resources was the one i liked the best. But then was the cooldowns that ruined almost every thing about it.

Handyman:
Deathclaws and mutants with 99999hp to stop getting HQ !

But truly the One guy here said that give deathclaws and aliens get killed to be able to harvest HQ, would be hard for loners and kinda easy for gangs

BUT it can be " fixed " via amount of players entering the place. More players = more enemies or even stronger enemis to kill so maybe loners would solo em even but would still be hard !

My say:
 Way to reduce cooldown is better than removing it or just give a crackhead which will fit :P

Lordus:
1) minerals, metals.. this is not Fallout (F1,F2, FTac., ..). Only mines in original Fallout universe were uranium (BH) and gold (Redding). So replace those resources with something more postapocalyptic (junk in cities, el. parts, parts from cars, broken weapons thath could be founded in some stores,...).

 So scavenge yes (fallout), mininig no (ultima online).

2) "The path is the destination!" phylosophy. Lets make scavenging (or mining, if you are addict to hammer) more entertaining, and people would like this part of the game, instead of thinking about bypassing it.
 
 In my previous post i suggest that players abilities should supercede characters statistics.

 Short story: Group of 3 players: Lordus, Sarakin and Bantz entered "abandoned mine" (you can use current mine maps). They know, that there is not any resource left, but mining machines contains of some important parts that could be used in laser weaponry. They have first to repair elevator.. (but they need some parts => INVESTITION of lvl 0 stuff), then they moved to underground level. Then they meet group of wanamingos. They are very though, but very vulnerable to knockback weapons. Lordus and Saraking use their shotguns, to knock them back, Bantz is last defence with his knockback perked hammer. They did not kill any beast, but they succesfully run through the mine tunnels to the doors with mining equipment. Their weapons are out of ammo, and they dont have many AP left, but with last Banz knockback attack, they throw wanamingo back from the doors, Bantz close the doors and Sarakin use his lockpick skill to temporary lockpicking the doors, so they are safe now. They heal their wound and prepare for deeper undeground level, because they know, that more deeper, better and more of mining equipment is there.."

 This is the way, how scavenging should be implemented. NOT Better hammer => more ore, not 90 percent in one skill, 90 ores mined..

 If this could be placed in some hierarchy: lvl 0 stuff  (shot gun, knockback shotgun shells, lockpick tools, rope, ..) needed for lvl 1 stuff ...., you dont have to afraid of huge amount of high tier weapons, because even group with tier max stuff would fail to get tier 2 or tier 3 stuff, because tier max stuff is good only to PvP, not for harvesting. So players (factions) would have to invest time to other than max tier stuff.
 
Players could barter with their different tier stuff if someone need something, players would need cooperate with another to succeed...

 OR current way : hammer and rock = ore. ore and workbench = weapon.. :(

Tomowolf:
Sorry, I didn't want to be rude but now....

--- Quote --- Short story: Group of 3 players: Lordus, Sarakin and Bantz entered "abandoned mine" (you can use current mine maps). They know, that there is not any resource left, but mining machines contains of some important parts that could be used in laser weaponry. They have first to repair elevator.. (but they need some parts => INVESTITION of lvl 0 stuff), then they moved to underground level. Then they meet group of wanamingos. They are very though, but very vulnerable to knockback weapons. Lordus and Saraking use their shotguns, to knock them back, Bantz is last defence with his knockback perked hammer. They did not kill any beast, but they succesfully run through the mine tunnels to the doors with mining equipment. Their weapons are out of ammo, and they dont have many AP left, but with last Banz knockback attack, they throw wanamingo back from the doors, Bantz close the doors and Sarakin use his lockpick skill to temporary lockpicking the doors, so they are safe now. They heal their wound and prepare for deeper undeground level, because they know, that more deeper, better and more of mining equipment is there.."
--- End quote ---
I just can say one thins: Cool story bro.
This idea you tell by 3 posts and we still do not want it.
It is FACTION MOD and its not more fallot, based NOT on the quests and the universe but only on "lulz and fight".
More fun is when we get the stuff and fight each other than fight with some monsters to get weapons...
The way that is now is good but cooldowns need to be fixed somehow.
And to your idea... You know how it would look NOT in the theory? It will look like this" Group of players enter abadoned 'ruins', they encountered wanamigos, which rushed them to cripple thier eyes/hands/ and group of players are  overwhelmed by them and die in horrible way, trying to get some materials for one laser rifle".

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