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Few suggestions that are not hard to implement

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Lordus:
Few suggestions that are not hard to implement (i hope), but could bring fresh air into current game. I would like to know from devs, if it is hard to implement or not.

 1) Sandbags.

 Very same like on TLA or Requiem. Heavy weight (40-50 pounds), ability to stock them (1-3 cant move thru the hex, 4-5 cant see thru the hex), possibility of destruct them (dynamite) or disasemble them (click on them) and players natural behaviour to take everything what is on ground will have good impact on the gameplay. It is prooven on other servers (TLA, Requiem), there is not anything like cities full of sandbags, even sandbags are relatively easy to create. It boosts PvP variability in cities, because you can simply create barier, or cover places where enemy does not expects you. It is also not ultimate PK item. One PK does not have cargo capacity to create unpenetrable wall, more PKs are dangerous themselfs, even without sandbags.

 Again, it works on other servers in PvE and in PvP.

 2) Cripling land mines.

 Because of afraid of instadeath, landmines could be only with crippling ability. They will not do any serious damage (max 10-20 HPs before reductions). Also visibility of planted mines could be big, not much depended on passive traps skills. I can imagine situation that every basic char with perception 5 could see every mine (in adequate distance 5 hex?). So the land mine laying mastery will need players skill to put mines near walls, corners ... . Also weight demands and natural players behaviour (take everything from ground) will prevent abusing mines.

 3) Minor changes in existing maps.

 If you dont want to implement sandbags, can you cange little existing PvP maps. Maybe add new door to well used houses and rooms, baricade streets. It will not be as hard as adding new map, but it could give new gameplay not only in TC. (i.e. add radioactive barrels with radioactivity in rght bottom corner of Redding map, where everybody camps during PvP. Basic players (althought i think that PvP players are now the basic players, i will use this name for no pvp players like wichura,..) will not be affected.

 4) Add radioactivity to whole Gecko map.

 Not strong as is in Glow, but strong enough that camping in the city will need quite different chars than basic PvP powerbuilds. So factions, who will prefer Gecko as their "town control home town" could create more rad resistant chars and they can dominate over boring current powerbuilds. Basic players can take anti rad drugs to do their quests there, so they will not be affected.

 5) Add (or replace) Necropolis into TC city.

 6) Reduce perception in night hours (in dark) by one half, during dust and dawn by one third.

 So in general, during night long range snipers will need to change their long range weaponry and pistoleros chars will be more usefull at night.

 7) Reduce agility during rain.

 Not much, cca 2 AG down. So very same like if you radiated, you will need to change your weaponry.

 Point 6 and 7 mostly affects powerbuilds (my experience from Glow and radiation). Point 6 and 7 will also cause different kind of using drugs. Now you take drugs, because it needs your precisely calculated powerbuild. After my idea implementation, drugs will be more often used to reduce negative effects of environment (cigs at night, nukas during rain).

 8) NPC traders should not buy used stuff from players, only new crafted items (and ammo of course). So no more zilions of crap in NPC traders. Also value of caps will be bigger.

Crazy:

--- Quote from: Lordus on October 19, 2011, 01:23:55 PM ---Few suggestions that are not hard to implement (i hope), but could bring fresh air into current game. I would like to know from devs, if it is hard to implement or not.

 1) Sandbags.
--- End quote ---

Very good, I love those sandbags, they would be really a cool addition


--- Quote from: Lordus on October 19, 2011, 01:23:55 PM --- 2) Cripling land mines.
--- End quote ---
If they do s few damage, they can (must) have a limited visibility... A high trap char (and I am more talking about 120/150, or it will be proxy fest again) should be able to plant some that a 10 PE char would see at 3 hex, and 5 PE char at 1. Would make the rush a bit more funny.


--- Quote from: Lordus on October 19, 2011, 01:23:55 PM --- 3) Minor changes in existing maps.
--- End quote ---

Kinda agree, at least, add holes in Klamath and Gecko grilles.


--- Quote from: Lordus on October 19, 2011, 01:23:55 PM --- 4) Add radioactivity to whole Gecko map.
--- End quote ---

Huh, not see quite the interest. That won't change any build a tiny bit, I am going often to glow with regular build, and whatevever the basic build I end up with 95% rad res anyway. Rad x consumption just gonna increase.


--- Quote from: Lordus on October 19, 2011, 01:23:55 PM --- 5) Add (or replace) Necropolis into TC city.
--- End quote ---

Why not.


--- Quote from: Lordus on October 19, 2011, 01:23:55 PM --- 6) Reduce perception in night hours (in dark) by one half, during dust and dawn by one third.
--- End quote ---

If you take a town with snipers, you must then take care to not take it after 15h00? Not sure it is a good idea, though it can be fun. Maybe implanted in a different way.

 
--- Quote from: Lordus on October 19, 2011, 01:23:55 PM ---7) Reduce agility during rain.
--- End quote ---

Huuum, no? 2AG is basicaly -1AP, like everyone will have the malus, I don't see why you would change anything in build/drugs/weapons/whatever.


--- Quote from: Lordus on October 19, 2011, 01:23:55 PM --- Point 6 and 7 mostly affects powerbuilds (my experience from Glow and radiation).
--- End quote ---
You really make weird experiences, from mine, it won't affect anything at all, except that combat will be a bit slower (point7)/more BG oriented (point6).


--- Quote from: Lordus on October 19, 2011, 01:23:55 PM ---Point 6 and 7 will also cause different kind of using drugs. Now you take drugs, because it needs your precisely calculated powerbuild. After my idea implementation, drugs will be more often used to reduce negative effects of environment (cigs at night, nukas during rain).
--- End quote ---
Actually, with current system of drugs, you pretty much have to take almost everything to cover the malus of each drugs. So, in night/rain, you will have a slight malus, and that won't change anything in drugs you are taking.


 
--- Quote from: Lordus on October 19, 2011, 01:23:55 PM ---8) NPC traders should not buy used stuff from players, only new crafted items (and ammo of course). So no more zilions of crap in NPC traders. Also value of caps will be bigger.

--- End quote ---
Cool, boring crafting to have guns AND boring crafting to have caps! Craft is so awesome!
Just preventing traders to buy a radio or a 10mm at good price when he already have 100 in stock is enough I think.

avv:
Sandbags
- Who's gonna construct them? Many powerbuilds in tc have 18 cw. Unless all chars get a general increase to cw, sandbags can't weight that much or we get sandbag hauler proxies.

Mines
- It's cool that they cripple. No requirements to spot or defuse them or we get minesweeper proxies.
Perhaps somekind of system where running player cannot spot mines but walking or standstill player will automatically see them when he's 3hex away.
If traps needs to pay some sort of role here, then it needs general buff. Nobody will want to play a minesweeper as his main char.

Radiation in gecko
Nothing but more drugs to carry around. Perhaps even less tc in gecko.
"Let's go cap gecko!!"
"Nah the radiation blows"

Reduced PE during night
Alright!

Shops allowing only crafted items
In the end players would figure out what's the most profitable thing to manufacture and sell and then shops would be full of that item.



Nexxos:

--- Quote from: avv on October 19, 2011, 02:59:31 PM ---Radiation in gecko
Nothing but more drugs to carry around. Perhaps even less tc in gecko.
"Let's go cap gecko!!"
"Nah the radiation blows"

--- End quote ---

It also could be a good reason increase the needs for radaway and rad-x, now they are only used for glow and leveling in the desert, and stockpiling hundreds of them will suffice leveling (and frequent glowruns) for all eternity, adding some more use for them would actually be nice.

OskaRus:
More enviromental (radiation) hazards seems like good fun. Sandbags and landmines would definitely add more tactics to tree controll.

Otherwise night and rain affecting stats would lead only into rain, night, whatever weather is on.... alts.

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