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Poll

of all the things that could be done to improve FOnline 2238, is this worth anyone's time?

Yes
- 5 (16.1%)
No, its stupid/too woo-ish/barely canonical/not true to the spirit of "the wasteland"/etc...
- 14 (45.2%)
No, it upsets game mechanics/too cumbersome to implement/too overpowered
- 6 (19.4%)
Maybe, if X, Y, and Z...
- 6 (19.4%)

Total Members Voted: 28


Pages: 1 [2] 3 4

Author Topic: Psykers/Psychic Powers? (edited)  (Read 9275 times)

Andr3aZ

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Re: Psykers/Psychic Powers?
« Reply #15 on: March 22, 2012, 11:00:14 am »

This reminds of becoming a jedi/forceuser in SW:Galaxies when the game was in its early years.

There was a way. Nobody knew how. Nobody got it. :D
But yeah such random talent in wasteland magic sounds interesting.
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Re: Psykers/Psychic Powers?
« Reply #16 on: March 22, 2012, 01:33:37 pm »

lol wtf magic powers in fo? you make me laugh hard.
1 word - sneak
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Re: Psykers/Psychic Powers?
« Reply #17 on: March 22, 2012, 04:20:29 pm »

This reminds of becoming a jedi/forceuser in SW:Galaxies when the game was in its early years.

There was a way. Nobody knew how. Nobody got it. :D
But yeah such random talent in wasteland magic sounds interesting.
This is actually quite similar to what I was thinking. I think they called it the "holocron" system requiring massive investments into varying skills and a long string of non-obvious quests to unlock your potential. Perhaps during encounters with "holy people" you could inquire about your own supernatural potential and receive semi-intelligible hakunin-ish hints on what your next skill investment should be. "The desert winds blow curiously about you... but you still must fear the viper." meaning: you've got very minor psychic potential, go earn the snake eater perk to advance to the next requirement.  Or "The sands could shudder at your presence, have you learned to shake the Earth?" to mean: put another 10 points into big guns. There would be no way of knowing at registration what requirements you would need, so there would be a lot more general characters trying to work the hidden Psyker skill. I wont pretend to say it would get rid of specialized alts, but I think it would make the wastes more interesting.
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Sarakin

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Re: Psykers/Psychic Powers?
« Reply #18 on: March 22, 2012, 10:51:26 pm »

Sooner or later, everyone will know the "correct" combination and many wizards gonna roam the wasteland (if its going to be good, if not, no one will bother to do it).

Psyker skill could be refreshing alternative to already existing weapon skills.
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Tomowolf

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Re: Psykers/Psychic Powers?
« Reply #19 on: March 22, 2012, 10:53:52 pm »

Add "FUS-RO-DAH" spell in game please.
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h
Re: Psykers/Psychic Powers?
« Reply #20 on: March 23, 2012, 12:40:24 am »

Sooner or later, everyone will know the "correct" combination and many wizards gonna roam the wasteland (if its going to be good, if not, no one will bother to do it).

Psyker skill could be refreshing alternative to already existing weapon skills.
it could be random to each character.
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Sarakin

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Re: Psykers/Psychic Powers?
« Reply #21 on: March 23, 2012, 12:44:55 am »

Yes, but these events cant be limitless
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Johnny Nuclear

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Re: Psykers/Psychic Powers?
« Reply #22 on: March 23, 2012, 01:15:22 am »

well, yes, there is something supernatural in fallout-  master's powers, ghost in F2, some minor psychic abilities might be somehow ehm tolerable, but throwing fireballs is too much.
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Re: Psykers/Psychic Powers?
« Reply #23 on: March 23, 2012, 04:47:37 am »

Entering enemies mind, forcing them to drop weapon, brake arms, shooting to random npcs or other players, sweasing them and depriving their AP, failing them to concentrate like knock down and knock out. Boosting your friends like drugs - YES

Casting lighting bolts, fireballs, flamewaves, meteorshowers - NO

Possible crafting:
all kind of fetish crowbars.

Anyway it`s good idea, there can be lot of nice, new things added to the game but that not gonna happen.
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Re: Psykers/Psychic Powers?
« Reply #24 on: March 23, 2012, 05:51:53 am »

The only part of this I would like is what seb said, that would create a new support class but then again it might just make it retarded  ;D
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Handyman

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Re: Psykers/Psychic Powers?
« Reply #25 on: March 23, 2012, 07:30:09 am »

Well, there are mutated rats and so on, so why not human mutate into telekinesis psi masters of universe ?
( Hears wishpers in hear )
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Ox-Skull

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Re: Psykers/Psychic Powers?
« Reply #26 on: March 23, 2012, 08:47:33 am »

Entering enemies mind, forcing them to drop weapon, brake arms, shooting to random npcs or other players, sweasing them and depriving their AP, failing them to concentrate like knock down and knock out. Boosting your friends like drugs - YES

Anyway it`s good idea, there can be lot of nice, new things added to the game but that not gonna happen.

Intereting, never really releasied it exsited in FO1, but plainly obvious when u think about it. :P
The Master hits you with a mind blast like thing when u go down the gooey corridor. doesnt he?

If it was to be possible in FOnline:2238, id say the things seb910 sugested would be the go.
Id say that "exploding weapon" shouldnt be part of the powers.

dont know about support for friends, ids say they should be way less powerful than drugs, and last for 10ap.

Take note of the end sentance in sebs quote.
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Johnny Nuclear

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Re: Psykers/Psychic Powers?
« Reply #27 on: March 23, 2012, 10:17:49 am »

Yeah but that was master, not random bluesuit, as i said some minor stuff, like cuasing headache= reducing some stats, in encounters preventing animals attack.
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manero

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Re: Psykers/Psychic Powers?
« Reply #28 on: March 23, 2012, 12:47:41 pm »

Delightful absurd  ;D
Re: Psykers/Psychic Powers?
« Reply #29 on: March 24, 2012, 03:08:27 am »

Yeah but that was master, not random bluesuit, as i said some minor stuff, like cuasing headache= reducing some stats, in encounters preventing animals attack.
yes, but that was two heavily irradiated generations ago, after multiple explosions (including a nuke) scattered even more FEV to the local wasteland. These influences have already breed intelligent molerats, deathclaws, and talking two headed cows. Unless we are working under the principle that we are literally blue-suits, IE fresh from a vault, it would not be absurd to presume that natural selection has, on rare occasion, produced individual humans with at least the capabilities of those the master "created" through random injections of FEV to the brain. That said, I believe there was also a F1 perk to resist psyker influence, Mental Block; perhaps a support perk that could reduce the chance of psyker success by a substantial percentage. IE and additional 30% chance to resist weapon drop, or reducing the effectiveness of a psyker attack against your concentration (reducing % off hit chance, % off active skill rolls, etc)




3/23/12 - More modest, detailed abilities:
A single psyker skill (perhaps accessible through the skilldex), that reduces the luck and perception of a single target by 5 total, randomly distributed between both Stats (could be -5L0P, -4L1P, ... , -0L5P). The duration of the skill would be dependent on skill point investiture (1second/3%pt ?), and the AP cost could be fixed, or preferably a reduction in the rate of AP refill during the duration of the skill's activation.

Direct consequences to target:
Luck + Perception reduced by 5 total, If target has Mental Block support perk; only 2 total
Increased risk of critical failures, weapon drops, falling
Decreased hit chance, critical chance
Reduced field of view
messages similar to REVULSE.MSG

Direct consequences to psyker:
reduce perception by # while activated (3 if psyker skill% under 100%, 2 if under 200%, 1 if >=200%)
reduce AP regeneration rate while active
wears off after (psyker skill%) / 3 seconds
« Last Edit: March 24, 2012, 03:36:38 am by Rosmy Sundr »
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