fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 23, 2024, 05:28:30 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1]

Author Topic: New NPC Type: Co-Workers  (Read 1146 times)

New NPC Type: Co-Workers
« on: February 23, 2010, 04:46:43 am »

I do not know English well, so I make a "summary"

I want to propose a new type of NPC : They do not fight but it helps you in the work

Examples of NPC

Human Co- Worker



-Can extract Fibers or Fruits (give a knife to extract fibers)
-Cooldown 250 Seconds
-Medium Carry Capacity
-You can find it in Modoc





Ghoul Co- Worker



-Can extract Flowers or Xander Root
-Cooldown 250 Sec
-Low Carry capacity
-You can Find it in Necropolis


Super Mutant Co-Worker



-Can extract Iron ore or Minerals (equip it with a sledgehammer)
-Cooldown 5 Minutes
-High Carry Capacity
-You can find it in Broken Hills

NOTES

-You must pay your workers,require a daily wage, the price depends on the type of NPC (humans require little money, super mutants will require more)
-You can take only 1 Worker
-You can take a determinate worker for determinate resource (A ghoul can extract Flowers But it can not extract the Xander, you can decide which type of resource you want pull out when the employee is hired)
-YOUR EMPLOYEE CAN NOT FIGHT,he run away from combat
-If your a worker dies, you can not take over another for certain time
-The workers can not bring other items if they are resources or tools of work
« Last Edit: February 26, 2010, 04:56:54 pm by Marchiato »
Logged

gordulan

  • General Animosity
  • Offline
Re: New NPC Type: Co-Workers
« Reply #1 on: February 23, 2010, 10:16:31 am »

or, you could upgrade the functionality of the mercs instead, so they will be worth something coming with you around the wasteland
Logged
 
http://tf-2.fr/ach.php?a=Bend Over, Boyo II&b=Shoot 150 people as they are running away from you... In the arse&c=56&d=150&e=1703&f=1
Re: New NPC Type: Co-Workers
« Reply #2 on: February 23, 2010, 11:39:41 am »

It's not such a bad idea actually, but make them a one time purchase only, an expensive one. And triple the cooldown timer. So they don't get to effective.
Give them the ability to use stimms and let them run away from any combat.

or, you could upgrade the functionality of the mercs instead, so they will be worth something coming with you around the wasteland

I honestly don't think they would do that. They don't even like gaurd duty. If you start asking them to harvest fruits then im sure that it will lead to Desertion  ;D
Logged

vedaras

  • King of the wasteland
  • Offline
Re: New NPC Type: Co-Workers
« Reply #3 on: February 23, 2010, 11:43:27 am »

I would like the ability of upgrading mercs for gathering more, for example there would be some gathering teacher near merc recruiter, and collecting fruits would cost something like 2000 or 5000 caps :> Other resource gathering would cost extra. And i would like an ability, to instantly load your brahmin as they gather :D
Re: New NPC Type: Co-Workers
« Reply #4 on: February 23, 2010, 12:26:30 pm »

i like idea, cuz personally i cannot be arsed to mine all day knowing that someone from base will come and steal material for own crafting
Logged
Re: New NPC Type: Co-Workers
« Reply #5 on: February 23, 2010, 01:13:27 pm »

Fantastic, hiring NPCs will finally have a purpose. If you do this, I'd also suggest that mercs on guard duty count towards your total.

Maybe even make them respawn (as well as more expensive) to justify such an investment.
Logged
Pages: [1]
 

Page created in 0.084 seconds with 22 queries.