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Poll

Do you want to add sandbags into the game

Yes, definitely
- 14 (43.8%)
Yes, but first temporary, for 2-3 months
- 13 (40.6%)
No
- 5 (15.6%)

Total Members Voted: 32


Pages: [1]

Author Topic: Sandbags - again  (Read 2115 times)

Lordus

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Sandbags - again
« on: April 15, 2012, 03:25:18 pm »

 Sandbags. Very common mobile tactical barrier on other Fallout Online servers (TLA, Requiem,..). Purpose is simple:

 1) Block enemy movement (1-5 sandbags on one hex)
 2) Block view (5 sandbags on one hex = maximum)
 3) Also AC modifier (1-5 sandbags) .. but this is optional, not neccesary.


 Very easy to craft, but high weight => you cannot spam locations with sandbags, you need little logistics (brahmin, a lot of players). High weight also gives chance that nobody will steal you your wall immediately, but because of natural Fonline effect (players take, steal, destory, disasemble everything), there is no such a thing as a permanent sandbags spam in cities.

 Why i am taling about sandbags again at this moment?

 Because fonline have entered its midsession and it is time for testing. Players already did all new quests, tested what ever was able to test and a lot of not only PvP players left server. And of course, i really think that adding sandbags and make a few scripts around it is not hard work.



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So long and THANKS for all the fish!
Re: Sandbags - again
« Reply #1 on: April 15, 2012, 04:52:58 pm »

Yes, why not. I believe it's already implemented in FOnline engine we should give it a chance here on 2238.
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Re: Sandbags - again
« Reply #2 on: April 15, 2012, 04:58:55 pm »

Sure , this is worth the shot.
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Re: Sandbags - again
« Reply #3 on: April 15, 2012, 06:06:52 pm »

Sounds interesting.
How about bringing this in a event first?
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avv

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Re: Sandbags - again
« Reply #4 on: April 15, 2012, 06:11:52 pm »

Good luck carrying them with you low cw pvp alt. Nobody's gonna use brahmin but high cw alts ofcourse, forcing even more alts and bluesuit fest.

The sand bags might aswell be almost weightless. You see you carry empty bags and fill them with sand in the location itself and since it's wasteland there's sand everywhere. That's how real sand bags work. No army is carrying full sandbags with them anywhere.

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Re: Sandbags - again
« Reply #5 on: April 16, 2012, 05:39:18 pm »

Bring a cooldown for filling a sandbag, then.
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Re: Sandbags - again
« Reply #6 on: April 16, 2012, 06:44:50 pm »

No army is carrying full sandbags with them anywhere.
Very true, at my work there are 2 pallets ready to go, rest are empty to be filled. After use we empty the bags until only 2 pallets remain. 2 pallets can be transported and placed whilst empty bags are being filled.
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Re: Sandbags - again
« Reply #7 on: April 16, 2012, 06:50:56 pm »

Get resources on battle field, and on battle field craft sandbags and put on ground.
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TBH - The Black Hearts...
Future of wasteland
Re: Sandbags - again
« Reply #8 on: April 19, 2012, 07:00:32 pm »

I'm not found of this idea mainly for one simple thing its too easy to abuse. What would stop players from barricading Adytumn gate and shooting everyone who enter since now guards can't reach them.
What about about areas without preview like making barricading spawn area at elevators forcing players to spawn outside of the map area. Its possible with slaves already or with enough player standing on the hexes where player can spawn.
What about making a 3x sandbag wall around some TC zone making it impossible to stop the influence gain till the brave 1st chars do a fast relog and bring in a 10 st sandbag carrying guy.
Or what about filling up an area with sandbags till it gets unaccessible for anyone who lacks a free hour to carry away the sandbag walls.
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Lexx

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Re: Sandbags - again
« Reply #9 on: April 19, 2012, 10:50:43 pm »

You don't have to post about sandbags over and over again. We will definitive add them.
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Re: Sandbags - again
« Reply #10 on: April 20, 2012, 06:43:37 am »

Or what about filling up an area with sandbags till it gets unaccessible for anyone who lacks a free hour to carry away the sandbag walls.

Here's an idea: You wouldn't have to carry away the sandbags if they have an HP (or some sort of durability or toughness) and are destructible by gunfire or knife attack. It would be just like popping brahmin that get in your way.
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Re: Sandbags - again
« Reply #11 on: April 20, 2012, 10:37:26 pm »

Giftless that actually could work I take back what I said I haven't considered that as an option.
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boatshift

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Re: Sandbags - again
« Reply #12 on: June 07, 2012, 10:06:05 pm »

be cool insted of fighting in streets randomly
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Re: Sandbags - again
« Reply #13 on: June 08, 2012, 12:19:17 pm »

This is very interesting.


I would make a tent with a sandbag maze just to piss taggers off.


Suggestion: instead of making sandbags disappear give them some hp (500 hp?) instead of making them simply disappear, like the Fallout Tactics barricades.
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