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Author Topic: Blueprints  (Read 12568 times)

Johnnybravo

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Re: Blueprints
« Reply #45 on: January 15, 2012, 04:50:42 am »

Why would you need to lockpick it ? Just bash it, shoot it, whatever, they are just lockers not safes.
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Re: Blueprints
« Reply #46 on: January 15, 2012, 05:49:41 am »

Why would you need to lockpick it ? Just bash it, shoot it, whatever, they are just lockers not safes.

Then I think we should add the ability to open lockers with dynamite, c4 etc, like in the original F2.
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Re: Blueprints
« Reply #47 on: January 15, 2012, 05:55:11 am »

Well it is now to players. But if each blueprint is going to have a quest of its own, it would satisfy everyone I bet. But then those crates would become rather pointless. If they are empty, there's never anything and if they are locked, you can't open it without lockpicker. Lockpick cd is 2 minutes so it's either lockpick 300 or gtfo because nobody has the patience to make several attempts on same crate with bad lockpick.

A suggestion:
- There is always something in the crate, always
- Locked crates only in special "raider camp" or "small outpost" encounters. It would be a small encampment of npcs. One of them has the key to the crate
- Caravan kart locker for caravans. Kill caravan leader who has the key and check what's in the kart
- Lockpick can be used too, but not necessary. Lower ammounts are sufficient, reachable with lockpick set. If you fail, the lock is bust and you best just leave. This simply means that you don't have to spam the same crate over and over again.
I like this.  Especially the first point.  Even if it's usually just junk there should be something in the lockers.  Otherwise why bother having them on the map?  It's the same with the hoodless convertible (FCC giving car).  I don't mind the overall rarity of finding the FCC but I do find it irritating that most of the time I won't even find junk in it.
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Johnnybravo

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Re: Blueprints
« Reply #48 on: January 15, 2012, 06:06:39 am »

Then I think we should add the ability to open lockers with dynamite, c4 etc, like in the original F2.
I don't think that doing it with dynamite is any good idea, if you want the content of the locker that is.
Also keep in mind if you are getting papers to often, there will not be any meaningful trade, unless it's the very rare one.
Quote
Otherwise why bother having them on the map?
Why not? If you have chance to receive something nice, you'd still try it. I don't think it matters at all. The question is just - what is more fun, and I have darn no idea what would be answer to that.
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Re: Blueprints
« Reply #49 on: January 15, 2012, 06:39:11 am »

Why not? If you have chance to receive something nice, you'd still try it. I don't think it matters at all. The question is just - what is more fun, and I have darn no idea what would be answer to that.
What's more fun? Finding an empty locker or finding a locker with something in it?

It's caves... last season after I had leveled up a few guys to 21 I was wanting to do different things. So I spent a lot of time exploring caves.  A lot of caves were utterly empty.  Boring.  Most of the caves were empty of anything useful... but had flowers or condoms or lighters.  Totally utterly useless... but still entertaining in a strange way.
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pistacja

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Re: Blueprints
« Reply #50 on: January 15, 2012, 10:23:08 am »

You should get blueprints via normal game activity not standing all day in a city square clicking the hell out of locked boxes on empty maps.

If there's 1 blueprint in a 1000 maps and devs will 'fix' it to be 1 in 10 then anybody willing to search for a day will have all the papers he can eat.

Do it via random encounters - a trader selling for caps, cave with deathclaws, a npc with a broken car that will give it for repair/fuel, a npc that will trade it for your dog, 10 brahmin hides, 5 electronic parts or a condom collection, a tribal in need of a doctor. A traped, locke box can be an option - but one of many.




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vilaz

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Re: Blueprints
« Reply #51 on: January 15, 2012, 02:24:34 pm »

You should get blueprints via normal game activity not standing all day in a city square clicking the hell out of locked boxes on empty maps.
Actually I haven't find any containers on non-encounter maps. I think it's always some encounter and it doesn't matter if it's friendly SF caravan, bunch of rats or we-are-going-to-rape-your-corpses-9-pack-of-mercenaries.

Truth is there are waaay too much empty footlockers and unbreakable ones.

Do it via random encounters - a trader selling for caps, cave with deathclaws, a npc with a broken car that will give it for repair/fuel, a npc that will trade it for your dog, 10 brahmin hides, 5 electronic parts or a condom collection, a tribal in need of a doctor. A traped, locke box can be an option - but one of many.

 - Oh hello travelers where are you heading?
 - We're heavy armed caravan from San Francisco. Our destination is place called Shady Sand
 - Oh so you're traders.
 - That's right!
 - Can I take a look at your merchandise?
 - Certainly!
~14 HN needler cartidges.
EVERY - GODDAMN - TIME.
Give them at least something. Loose thought - Create some chance of hitting caravan with low tier equip for trading, then lower chance on higher tiers including blueprints. Create faction reputation so if some of the players from faction are hated by NPCs for looting them then all of them are hated. Give no possibility to loot blueprints from dead caravans. (NPC factions are trying to hide their secrets of creating powerful weapons and armors by destroying blueprints in case of danger).
« Last Edit: January 15, 2012, 02:26:36 pm by vilaz »
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Re: Blueprints
« Reply #52 on: January 15, 2012, 04:04:49 pm »

Well it is now to players. But if each blueprint is going to have a quest of its own, it would satisfy everyone I bet. But then those crates would become rather pointless. If they are empty, there's never anything and if they are locked, you can't open it without lockpicker. Lockpick cd is 2 minutes so it's either lockpick 300 or gtfo because nobody has the patience to make several attempts on same crate with bad lockpick.

A suggestion:
- There is always something in the crate, always
- Locked crates only in special "raider camp" or "small outpost" encounters. It would be a small encampment of npcs. One of them has the key to the crate
- Caravan kart locker for caravans. Kill caravan leader who has the key and check what's in the kart
- Lockpick can be used too, but not necessary. Lower ammounts are sufficient, reachable with lockpick set. If you fail, the lock is bust and you best just leave. This simply means that you don't have to spam the same crate over and over again.
This is the best post in this thread.
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Re: Blueprints
« Reply #53 on: January 16, 2012, 01:32:19 am »

Yeah, random stuff is hard. Thats why its random, jesus.

My junk collecting alt (yeah you can have an alt for that bullshit too) has found laser rifle blueprints, in one of about 6 lockers he managed to open, 100 lockpick. Its random, people.

Anyway, there is a question i have been meaning to ask: why dont i get blueprints by sciencing items, maybe with next-to-nothing probability, high science skill or even a support perk?
Seems about fair to me. And logical, oh hell yeah, dont forget logical.

I would be actually looking forward for gangs sciencing gauss pistols - has some kind of poetry in it.

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Re: Blueprints
« Reply #54 on: January 16, 2012, 01:40:17 am »

Actually I haven't find any containers on non-encounter maps. I think it's always some encounter and it doesn't matter if it's friendly SF caravan, bunch of rats or we-are-going-to-rape-your-corpses-9-pack-of-mercenaries.

Truth is there are waaay too much empty footlockers and unbreakable ones.

 - Oh hello travelers where are you heading?
 - We're heavy armed caravan from San Francisco. Our destination is place called Shady Sand
 - Oh so you're traders.
 - That's right!
 - Can I take a look at your merchandise?
 - Certainly!
~14 HN needler cartidges.
EVERY - GODDAMN - TIME.
Give them at least something. Loose thought - Create some chance of hitting caravan with low tier equip for trading, then lower chance on higher tiers including blueprints. Create faction reputation so if some of the players from faction are hated by NPCs for looting them then all of them are hated. Give no possibility to loot blueprints from dead caravans. (NPC factions are trying to hide their secrets of creating powerful weapons and armors by destroying blueprints in case of danger).

bad idea...many people including me are farming sf caravans for lsw and ca...so now we will have just more loot
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Re: Blueprints
« Reply #55 on: January 16, 2012, 01:42:14 am »

bad idea...many people including me are farming sf caravans for lsw and ca...so now we will have just more loot

who says caravan leaders have to be lootable?
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Sarakin

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Re: Blueprints
« Reply #56 on: January 16, 2012, 01:50:48 am »

Yeah, random stuff is hard. Thats why its random, jesus.

My junk collecting alt (yeah you can have an alt for that bullshit too) has found laser rifle blueprints, in one of about 6 lockers he managed to open, 100 lockpick. Its random, people.

Anyway, there is a question i have been meaning to ask: why dont i get blueprints by sciencing items, maybe with next-to-nothing probability, high science skill or even a support perk?
Seems about fair to me. And logical, oh hell yeah, dont forget logical.

I would be actually looking forward for gangs sciencing gauss pistols - has some kind of poetry in it.
1 blueprint in several tries is not a valid, stastical sample. You were just lucky (a lot).

Blueprints from sciencing is a great idea, though.

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The Good Doctor

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Re: Blueprints
« Reply #57 on: January 16, 2012, 01:57:46 am »

Stop it with the empty footlockers, just modify footlocker's rarity to little less common and ALWAYS have something. And not just a fucking bullet either, like a couple stimpaks and a 100/100 Leather Helmet. Just little goodies like that.

Let footlockers spawn in that desert house map too.

And please, make the locked footlockers only require average (100~200) lockpicking skill, as well as vulnerable to high ST+crowbar or explosives.

This is all I want for Christmas.
« Last Edit: January 16, 2012, 01:59:43 am by The Good Doctor »
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Re: Blueprints
« Reply #58 on: January 16, 2012, 02:16:23 am »

100% skill so crafter - med - picklocer - battle char nabz can open it ;]
yea and please disarm all traps and mines so i wont hurt my legs :(
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Kombajn

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Re: Blueprints
« Reply #59 on: January 16, 2012, 11:18:55 am »

Maybe you should add some blueprints to encounter NPC like "Trader" or Caravans.
Of course it should be rare etc., but it will increase the popularity of these encounters.

Dunno if it is possible, but you may also add feature like this:

-you can learn about how the weapon or armor is created when you are dismantling them
-the speed process of how fast you will learn about any weapon/armor depends on weapon (you will need to dismantle more combat armors, than metal mk2 to know how its crafted) and skill (the higher skill of science you have the faster you will know how it is created).
-you will need to have profession at 2 lvl to start learning about weapons/armors that do not exist in profession's crafting list

Any suggestions?
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