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Author Topic: The "Build-Boy" Idea.  (Read 2249 times)

Mr Feltzer

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The "Build-Boy" Idea.
« on: March 08, 2010, 02:47:11 am »

Hello Everyone, I was Thinking Alot Lately about a BuildBoy.

The Buildboy Would Be Another Button, Below FIX.
IT would Allow Construction on Encounters.
( You Could Goto an Encounter.. Like a Cave And Then Click on buildBoy And Then on the Top Right Corner Press "Start Building"
Then That Exact Encounter will be saved on the World Map For You. OR You are Able to Make It Public Whenever You Wish.
You Can only have 1 Encounter Per Person.

Then After You have Chosen The Encounter. Then You Can begin Object Placment.,

This would Work As.. You Find BluePrints Allover the wastes.. They are Worth ALOT of Money.
tFor Example You Would Find the "Small House" BluePrint.
Then You Would goto youre Encounter And Go Into the Buildboy Where a "Small House" Would Pop Up.. Like a FixBoy.
Then You Can click on it and See the Requrments EG: 10 Wood, 5 Junk.
Then You Click Build When You Have the Requirments

Then Closes the PipBoy.. And a Transparent Small House Will Be Over youre Cursor. Then You Left Click to Place Where You Wish
Then up Comes a Message: ARe You Sure?
Then on Yes. The Object is SAved on the Encounter.

With this System Implemented it would Allow Housing to be made for Players. And Public Buildings to be Found, Raided ECT.

You Should Be Able to Build Up To 25 Objects On Youre Map.

Thoughts?
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vedaras

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Re: The "Build-Boy" Idea.
« Reply #1 on: March 08, 2010, 10:04:33 am »

Nah, people should destroy and rob everything in wasteland, not build houses and live as happy farmers...

Sius

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Re: The "Build-Boy" Idea.
« Reply #2 on: March 08, 2010, 12:29:44 pm »

Actually building stuff ingame is one of best ideas that crossed this forum. It could give people a goal and make them interested in creation not only destruction. I don't know about this particular suggestion, but I would definitely love some base upgrades done by players themselves. Buying stuff is easy and instant, but building your own base from a scratch... well that would be awesome! Just imagine the possibilities and combinations from simple tents to wooden buildings ending up with regular houses with fence or even more.

And I'm not mentioning possibilities with breakable objects and walls... damn thats just too sweet idea. Anyway it could be simply part of a fixboy just a bit separated from the rest of it. But I'm afraid that it is not possible to add features like this because of their complexity. Maybe I'm wrong, but ability to put objects into map+rotate them and place them whenever we want is simply too much. I think creating maps with regular mapper tools is pretty hard work and creating whole new system to allow players to do the same only ingame with some restrictions... well i don't think its real, but its definitely cool.
Re: The "Build-Boy" Idea.
« Reply #3 on: March 08, 2010, 12:44:16 pm »

Yeah I would like to make my own base from scratch. I think it's a good idea but some devs have to tell if it's even possible to implement such thing.
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Re: The "Build-Boy" Idea.
« Reply #4 on: March 08, 2010, 01:27:13 pm »

Actually building stuff ingame is one of best ideas that crossed this forum. It could give people a goal and make them interested in creation not only destruction. I don't know about this particular suggestion, but I would definitely love some base upgrades done by players themselves. Buying stuff is easy and instant, but building your own base from a scratch... well that would be awesome! Just imagine the possibilities and combinations from simple tents to wooden buildings ending up with regular houses with fence or even more.

And I'm not mentioning possibilities with breakable objects and walls... damn thats just too sweet idea. Anyway it could be simply part of a fixboy just a bit separated from the rest of it. But I'm afraid that it is not possible to add features like this because of their complexity. Maybe I'm wrong, but ability to put objects into map+rotate them and place them whenever we want is simply too much. I think creating maps with regular mapper tools is pretty hard work and creating whole new system to allow players to do the same only ingame with some restrictions... well i don't think its real, but its definitely cool.

Good to see you again Sius  :).

As far as I know the Fonline engine doesn't support dynamic maps, so any map modyfication requires its refreshing - that means wiping out all the items/characters on it. The idea of player - built locations is obviously interesting though, but I just don't believe it can happen in the nearby future.
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Re: The "Build-Boy" Idea.
« Reply #5 on: March 08, 2010, 01:34:57 pm »

As far as I know the Fonline engine doesn't support dynamic maps, so any map modyfication requires its refreshing - that means wiping out all the items/characters on it. The idea of player - built locations is obviously interesting though, but I just don't believe it can happen in the nearby future.
What about move all items that are in tent's crate to player, even if he will have great overweight, then change tent to house, then move all items from player's inventory to house's crate, even if it'll have overweight too.
About slaves/mercs - they ALL will follow you, and then ALL hold position in newly created location. (don't know about this part, how it's working)
So you'll lose only laying on ground items.
But, I don't know how its all working, so I don't know it's possible or not.
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Sius

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Re: The "Build-Boy" Idea.
« Reply #6 on: March 08, 2010, 01:48:10 pm »

Well if refresh is needed every time the change is made, then IF there would be some buildityourself kind of feature, then it could work in 2 phases. 1st is building site, where players decide what they want to build, what materials they need for it and so on. So you decide you want you own base, you find yourself a space and start to build => you create something like site terminal, through what you will organize construction. Players will simply decide what they want to build at site terminal where they will simply build their base on paper. So i want 2 buildings and 3 tents, well, some resources (trees, plants) and water pump. Site terminal will count it and show you what materials you need and how much of them. You will start bringing stuff at site and when you reach 1/3 of required mats, construction site will grow bigger (simple reset with more materials laying around). Same at 2/3. At 3/3 you will go to phase 2. You will be asked to bring X people to construction site to build what you planned at site terminal. When its done, map will reset for the last time and you will be standing infront of your brand new handmade base.

Sure it requires alot of mapping, but i think this is more likely to be done thisway rather than real time system of choose what to build and where to build and it spawns there instantly piece by piece.
« Last Edit: March 08, 2010, 01:49:49 pm by Sius »
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DrapiChrust

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Re: The "Build-Boy" Idea.
« Reply #7 on: March 08, 2010, 03:00:27 pm »

Not every change needs map refreshing. Containers and some other things do not. In Ancient Times, during the second closed test of the so called 'faction mod' we used to nag Scypior to add some lockers to our base and sometimes he did that, simply by creating a locker in his inventory and putting it on the ground. Once he even put a Gizmo's dead body (along with his desk) in my house, but it was possible propably because this was a critter.
(oh, those were the days...  :D)

Generally I find this Idea a little far-fetched, but some simpler additions could be possible.

In example, instead of making a tent (which should still be possible) a player could use a cartain encounter map with some kind of notice board and a box/locker. By using the notice board he would declare this site as his own (as with tents you could have only one such place and making a tent would make it disappear) Such sites would be rather rare and generally one would have to put a lot of effort to find one. Examples of such 'alternative tents' could be:
In a city ruins area: a desolated basement of a house.
In a mountains area: a small cave (the smallest one)
In desert area: some abandoned shack
----------------------
About notice boards or sth like that: I think such thing could work as a simplified base computer - the owner could add and remove people sharing the tent with him (then a char could have only one tent/home. Building another one would automatically remove a char from the previous and allowing to be added to sb's tent would mean saying goodbye to your own tent)

------------------
As to creating lockers - I think the game engine allows to make a container. Such container could be put on the ground or removed by using the science skill or a crowbar on it. They also could be installed only in tents/bases.

This is generally only a loose idea, I have no will to fight for it with a band of naggers ;]
------------------
One additional offtopic note: If we could collect all the new, reasonable crafting items proposed to be implemented(lockers, radio headsets, motion scanners, radiation counters, robots) there would be a call for another profession - engineer?
« Last Edit: March 08, 2010, 03:08:46 pm by DrapiChrust »
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gordulan

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Re: The "Build-Boy" Idea.
« Reply #8 on: March 08, 2010, 03:05:55 pm »

you forgot by the seaside, maybe a beached tugboat?
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vedaras

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Re: The "Build-Boy" Idea.
« Reply #9 on: March 08, 2010, 03:08:04 pm »

noone will use caps if they will be available to do everything themselves, game needs some things to remain only bought, and bases should be in this category.

gordulan

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Re: The "Build-Boy" Idea.
« Reply #10 on: March 08, 2010, 03:14:55 pm »

yeah, the tents should not go to being bases, maybe just have cosmetic touches with them, like unopenable containers as addons and the such.
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vedaras

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Re: The "Build-Boy" Idea.
« Reply #11 on: March 08, 2010, 03:16:31 pm »

yeah, the tents should not go to being bases, maybe just have cosmetic touches with them, like unopenable containers as addons and the such.

I wouldnt mid addons like footlocker in tent, but the way of obtaining them in tent should be buying, not constructing from something.

DrapiChrust

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Re: The "Build-Boy" Idea.
« Reply #12 on: March 08, 2010, 03:16:36 pm »

noone will use caps if they will be available to do everything themselves, game needs some things to remain only bought, and bases should be in this category.

Exactly. The only way I can think of expanding a 'home' to a base, would be paying some NPC to do it. But that would require the devs to create base maps fitting to encounter maps and encounter maps fitting to base maps - and I won't ask them to do this tedious job for an idea that has all the chances to become disastrous for the overall game balance. ;D

But some wooden boxes or crates - these are just too simple to be forced only to buy them. I'm not an engineer or sth, but I can make a goddamn box out of wooden planks, and planks from wood.

--
Oh, the question is: Is limiting the number of containers in bases needed? Does allowing one to have a lot of containers in his cheaper base would make more expensive ones not atractive? To be honest - I'm not sure, but if not, the lockers should be craftable.
« Last Edit: March 08, 2010, 04:50:06 pm by DrapiChrust »
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Surf

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Re: The "Build-Boy" Idea.
« Reply #13 on: March 08, 2010, 03:46:20 pm »

Nah, people should destroy and rob everything in wasteland, not build houses and live as happy farmers...

I lol'ed.  :D

As if every "wastelander" is a gun wielding psycho whose only goal is to make the human race extinct. Rebuilding society? Survive? NO! Let's kill shit!

vedaras

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Re: The "Build-Boy" Idea.
« Reply #14 on: March 08, 2010, 03:54:41 pm »

I lol'ed.  :D

As if every "wastelander" is a gun wielding psycho whose only goal is to make the human race extinct. Rebuilding society? Survive? NO! Let's kill shit!

in this particular game situation none would build a house somewhere in desert where any raider, can come and destroy it, in game none can get into your tent, but still lets stick with logic.
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