Other > Suggestions
Few suggestions that are not hard to implement
Ulrek:
Landmines should do around 80 damage to someone in metal mk2 armor, but currently they must be armed, for every landmine you arm you get a cooldown of X amount of minutes, so unless everyone brings landmines, you can only put down a few, say 5 at a time, before your miner alt is used up for a bit.
As for sandbags, if you can shoot or blow them up i don't have an issue, since it won't be that huge of an issue for camping spawns, because if you can shoot the spawn, then you can be shot from the spawn for the same to hit chance, and bursters are just screwed on either side of it.
-Ulrek-
Jotisz:
--- Quote from: Lordus on October 19, 2011, 01:23:55 PM --- 1) Sandbags.
--- End quote ---
I don't like the idea. But its just my personal opinion...
--- Quote --- 2) Cripling land mines.
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Instead of mines I would like to see booby traps that can be put on doors chest and lockers. Mines are nice ideas but there are NPCs in TC towns they shouldn't like if someone makes a minefield in the main road. On the other hand remote bombs could come I think.
--- Quote --- 3) Minor changes in existing maps.
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I don't wanna see anything that changes the look of the cities that appear in Fallout 2 the others can change some but these should look as they look in Fallout 2.
--- Quote --- 4) Add radioactivity to whole Gecko map.
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I like that idea wonder why it hasn't been added yet...
--- Quote ---5) Add (or replace) Necropolis into TC city.
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I agree again Necropolis should be TC city and let me go back a bit to another city Klamath it should be syncronized with its mine make either both guarded or unguarded the current situation is disturbing.
--- Quote --- 6) Reduce perception in night hours (in dark) by one half, during dust and dawn by one third.
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Would give a better use of Night person trait so +1 from me again.
--- Quote --- 7) Reduce agility during rain.
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I think raining shouldn't be common if it happens max twice a real life week its ok however implementing somone just to have it for 30-60 mins twice a week is waste so no.
--- Quote --- 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.
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Actually traders shouldn't buy anything thats not bellow 20% det. There should be exception in some cities but majority of buyers shouldn't buy.
Also the more the trader has from an item the less should he/she pay.
Michaelh139:
All are very great ideas, but I don't remember Raining effects or Night effects being easy to implement, seeing as they need cvet to make these changes for them before they can do anything.
Savager:
i like all points except the one about traders.
Sandbags whould be a very good idea, its add a tactical enviorement. The only thing its about trap in spawn zones, or putting in a door to block it.
I think that should not prevent moving, because going over a sandbag is not dificult at least that u are very fat like 400 pounds. A healty and strong man whould not be dificult to jump over it.
So in that way, u prevent any kind of abuse.
Sarakin:
I like the ideas, especially the night/dusk/dawn variable (remember night covert ops in JA2, how the gameplay drastically changed ?), though 5) was discussed elsewhere and I dont like it and neither that trader stuff.
Imagine situations, where a gang is deciding when will they attack. Will it be night ambush or daylight slaughter ?
--- Quote from: Jotisz on October 20, 2011, 09:36:43 AM ---In town locations, this could be avoided by choosing exact enter hex, via preview (of course only edge hexes). But this sandbags feature, still gonna sucks any random encounter.
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We can restrict sandbangs only for TC towns.
Im really not worried about abusing as long they are harder to bring in than to take out. You put effort and time in building a massive wall and while youre not there, bluesuits gonna clean the whole place up.
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