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Author Topic: New USE for SCIENCE  (Read 809 times)

Wallace

  • "Not a bug. It's a feature"
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New USE for SCIENCE
« on: October 15, 2011, 06:48:03 pm »

I think that most of the factions have a problem with things disappearing from their bases sometimes.

So i come upon this idea to use science on a container or car to check who had used it as a last one and maybe those before him (that would require more Science and optionally Perception - you know... leaving fingerprints behind  8) )
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craft, Craft, CRAFT! (armors)
sometimes repair dismantle stuff
Roleplay!
...and most of all; DEATH TO NERFING!!!
Re: New USE for SCIENCE
« Reply #1 on: October 15, 2011, 06:54:07 pm »

Oh noes, getting fingerprints in post-apo wasteland, and of course you know all fingerprints of all wastelanders in California so you'll instantly recognize to whom they belong! Oh, I know, you have a hobby, each time you kill a wastelander you're getting his fingerprints for collection? Yeah, in case if he resurrects or something, and you always carry tools for getting fingerprints, you can't imagine life in wasteland without those useful tools! There are 2 things that are needed for survival - bluesuit and tools for getting fingerprints!
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Wallace

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Re: New USE for SCIENCE
« Reply #2 on: October 15, 2011, 07:41:10 pm »

Heheheh... No Rat... I thought fingerprints could be only checked if someone agrees on it or is helpless (unconsciousness is mostly the case)

To get a fingerprints sample you'd have to have a, so far useless, cosmetic compact
« Last Edit: October 15, 2011, 07:44:46 pm by Wallace »
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craft, Craft, CRAFT! (armors)
sometimes repair dismantle stuff
Roleplay!
...and most of all; DEATH TO NERFING!!!
Re: New USE for SCIENCE
« Reply #3 on: October 16, 2011, 12:04:41 am »

Gloves, and wiping.

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I wish there were bags, backpacks, etc. in Fonline.
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