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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


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Author Topic: Psykers/Psychic Powers? (edited)  (Read 9838 times)

Re: Psykers/Psychic Powers? (edited)
« Reply #30 on: March 24, 2012, 10:11:20 am »

How about: single psyker skill - reducing targets screen resolution (or even increasing zoom up to 400%).


I hope, that someone lock this topic soon.
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DocAN.

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Re: Psykers/Psychic Powers? (edited)
« Reply #31 on: March 24, 2012, 10:28:23 am »

How about Time Delay, Fireball, Teleport, Meteor Storm and so on.....

Only PSI-shit i can handle is some Animals Control which will allow to tame something more then brahmin.

If there will be something else, be sure to be trolled all the time.
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Johnnybravo

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Re: Psykers/Psychic Powers?
« Reply #32 on: March 24, 2012, 11:38:01 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.
Can't speak for F2, but considering you've got lizard breathing fire or people surviving heavily radiated environment in near-death state for incredibly long, some form of telekinesis and pyrokinesis is not far fetched.
On other side, check out who had those available - they were all heavily mutated (or at least had mutated brain, and were not able to survive on their own due to massive damage to it) - so it'd be a bit too weird to make it available to players.
And even when you accept it, you have to think about it's usage - reducing stat of nearby people? Godsend for proxies.
Setting people on fire? Pretty much form of ranged melee.
Clairvoyance? Just a bit more safer sneak alt..
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Johnny Nuclear

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Re: Psykers/Psychic Powers?
« Reply #33 on: March 24, 2012, 12:15:42 pm »

These influences have already breed intelligent molerats, deathclaws, and talking two headed cows.
intelligent molerats - true
deathclaws - not random FEV and rad mutation, wiki: "Deathclaws are a large, agile and strong species of mutant Jackson's Chameleon[1] created through genetic engineering, with the addition of DNA of various other species."
talking two headed cows - special encounter,not supposed to be taken seriously

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Re: Psykers/Psychic Powers? (edited)
« Reply #34 on: March 24, 2012, 12:16:20 pm »

Make psyker NPCs like Burer with sprite of Holy People, just as a trubute to Stalker. Player shouldn't have this form of powers.

Critters, that you've should be afraid of, very afraid, must posess psyker powers. Because mutated Wasteland should be able to ultimately waste you, not the Enclave Patrols.
« Last Edit: March 24, 2012, 12:27:43 pm by Lizard »
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Killer Rabbit

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Re: Psykers/Psychic Powers? (edited)
« Reply #35 on: March 24, 2012, 04:41:15 pm »

so you want to make fo pvp like this ?

<a href="https://www.youtube.com/watch?v=22Tj_l4PcPs" target="_blank">https://www.youtube.com/watch?v=22Tj_l4PcPs</a>
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Re: Psykers/Psychic Powers? (edited)
« Reply #36 on: March 24, 2012, 06:16:22 pm »

I want a tribal that has a telepathic link to deathclaws like in tactics
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Killer Rabbit

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Re: Psykers/Psychic Powers? (edited)
« Reply #37 on: March 24, 2012, 06:23:22 pm »

i choose you deathclav! now i choose you fire gecko...now pikachu!!!
or i missed a game?
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Re: Psykers/Psychic Powers? (edited)
« Reply #38 on: March 24, 2012, 07:07:26 pm »

i choose you deathclav! now i choose you fire gecko...now pikachu!!!
or i missed a game?

Naah, you just missed your pills...
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Killer Rabbit

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Re: Psykers/Psychic Powers? (edited)
« Reply #39 on: March 24, 2012, 07:10:53 pm »

all this topic is trash. i dont want wizards and other super natural crap. you want to summon critters or cast fire farts? come on!
« Last Edit: March 24, 2012, 07:40:11 pm by Killer Rabbit »
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Re: Psykers/Psychic Powers? (edited)
« Reply #40 on: March 24, 2012, 09:02:48 pm »

Well, to be honest... there are good and bad suggestions in this section. But this one (wtf?!) shouldnt be even considered. I mean, no offence man (author), but its such an unbelievable magic and unfalloutish crap, that this topic should be locked.

We have detailed world, and ideas like that are huge mistake. Can we cut that lightning/lowering luck ideas?
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Michaelh139

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Re: Psykers/Psychic Powers? (edited)
« Reply #41 on: March 24, 2012, 09:09:07 pm »

Well, to be honest... there are good and bad suggestions in this section. But this one (wtf?!) shouldnt be even considered. I mean, no offence man (author), but its such an unbelievable magic and unfalloutish crap, that this topic should be locked.

We have detailed world, and ideas like that are huge mistake. Can we cut that lightning/lowering luck ideas?
You have not played fallout(s) or even read the topic, have you?

Psychic powers are canon  to the fallout universe...  So yeah.

I think implementation and balance would be the biggest issue, so that's the one I chose.  Still a no though, nonetheless.
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Re: Psykers/Psychic Powers? (edited)
« Reply #42 on: March 24, 2012, 10:12:47 pm »

Believe me, ive read, and so what? People say  so much crap, and what about that?

Your character, have none psyshit powers in f or f2. No lightning, no decreasing special, no other shit.

For your logic: i suggest to add special attack "bridge guard test". Imagine: you are doing TC, and suddenly BANG! Im there, and asking you some questions. Considering my high 'bridge guard' skill (300% +his robe) you have only 2 seconds for 8-10 hard questions... if you fail, then... sorry bro, u get insta-crit. Isnt it falloutish? So why not to implement?
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Re: Psykers/Psychic Powers? (edited)
« Reply #43 on: March 25, 2012, 01:23:24 am »

I don't think anyone is advocating lightning and fireballs at this point. Those initial suggestions where based on a literal interpretation of the psykers other than the master within the LA vault.
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falloutdude

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Re: Psykers/Psychic Powers? (edited)
« Reply #44 on: March 25, 2012, 06:49:22 pm »

ok guys lets clear this shit up yea there is magical things in fo 1/2 but its from very special people like shamans not the average ape wastelander. if this was implemented this would really just be runescape with guns. 
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