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Author Topic: Spore Plant Mercs!  (Read 5486 times)

runboy93

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Re: Spore Plant Mercs!
« Reply #15 on: May 17, 2012, 05:36:57 pm »

No, just no.
This would make 2238 even bigger joke :/
Re: Spore Plant Mercs!
« Reply #16 on: May 17, 2012, 05:59:07 pm »

No, just no.
This would make 2238 even bigger joke :/

In what way?
From a sheer lore standpoint the suggestion seems perfectly reasonable to me and while I have a hard time thinking of many scenarios in which it would be useful, I can't think of many situations where it would lead to outrageous situations in terms of gameplay, either.
Mind you, that doesn't mean I think it should actually be implemented.
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Wipe

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Re: Spore Plant Mercs!
« Reply #17 on: May 17, 2012, 06:12:08 pm »

This thread reminds me something...



(...) I have a hard time thinking of many scenarios in which it would be useful (...)

Put plants close to exit grids in tent, only to refresh enemy combat timeout; gives you/AnyMercWithLegs time to execute tent follower ;>
« Last Edit: May 17, 2012, 06:25:24 pm by Wipe »
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Games are meant to be created, not played...

Ganado

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Re: Spore Plant Mercs!
« Reply #18 on: May 18, 2012, 12:04:07 am »

Yes, this would be useful if put next to the exit grids, but I still hate the whole "upkeep" system of slaves/mercs.
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Shit! Damn admins! Always ruining my fun! I guess I'll talk to them. WITH MY FISTS!!!! No seriously, I will write them a nice email or make a thread on the forums or something. Thanks!
Re: Spore Plant Mercs!
« Reply #19 on: May 18, 2012, 05:54:11 pm »

Personally I like the payment for the mercenaries, although I think slaves should accept other stuffs to to gain loyalty not just jet.
In anyway on the idea of the Spore plants I'm not really fond of it for only one reason I don't think they should be able to differentiate anyone they should attack everything.
As I know the talking plant (in Fallout 2) was unique having tons of friendly and intelligent  plants would render that unique plant to a common one.
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Re: Spore Plant Mercs!
« Reply #20 on: May 18, 2012, 06:08:07 pm »

jesus christ, what is next? ant mercs? mantis mercs? who knows, maybe gatling laser-wielding rats!

PS: if you want to play with plants like this, maybe try "plants vs zombies"?

Don't be silly. Everyone knows once you put in plant mercs you get robot mercs. Duh
And i think its a great idea. But i think you should change the feeding system to an ammo system. You give them broc flowers or xander roots and they turn it into ammo. One can be normal type. And the other can pierce armor. Do a rate of of 1 xander to 50 ap plant spikes.
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DeputyDope

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Re: Spore Plant Mercs!
« Reply #21 on: May 18, 2012, 07:10:10 pm »

AP plant spikes? feeding them with broc flowers and xander roots? better yet, feed them some gunpowder and metal so they can spit rockets at you. HQ gunpowder for AP rockets of course.
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Re: Spore Plant Mercs!
« Reply #22 on: May 18, 2012, 07:18:39 pm »

AP plant spikes? feeding them with broc flowers and xander roots? better yet, feed them some gunpowder and metal so they can spit rockets at you. HQ gunpowder for AP rockets of course.

It's not so crazy arrows can pierce chainmail. So a ap plant spike should be able to pierce leather armor.
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DeputyDope

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Re: Spore Plant Mercs!
« Reply #23 on: May 18, 2012, 07:24:33 pm »

It's not so crazy arrows can pierce chainmail. So a ap plant spike should be able to pierce leather armor.

i think you, and everyone who likes this suggestion should lay off the LSD for a while.
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Mike Crosser

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Re: Spore Plant Mercs!
« Reply #24 on: May 18, 2012, 07:29:53 pm »

Dope is right this idea is crazy why the hell would we want a plant in our tent/base?!
It useless,it cant even kill a 30HP bluesuit .
It can only be tent/base decoration.
Re: Spore Plant Mercs!
« Reply #25 on: May 18, 2012, 08:14:37 pm »

Dope is right this idea is crazy why the hell would we want a plant in our tent/base?!
It useless,it cant even kill a 30HP bluesuit .
It can only be tent/base decoration.

And it being tent/base decoration would not warrant implementation, because?

Also this:


Put plants close to exit grids in tent, only to refresh enemy combat timeout; gives you/AnyMercWithLegs time to execute tent follower ;>



And I'm still not saying I like the idea.
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Re: Spore Plant Mercs!
« Reply #26 on: May 18, 2012, 08:23:15 pm »

It is actually a viable system of having a stationary defence system for your tents/bases etc as long as you limit the number of Spores that can be planted.

And from a lore standpoint would it not be possible to purchase these Spore Mercs as part of the professor of Broken Hills failed attempts at creating intelligent life?

He did create Seymour after all later on.

Perhaps these plants cannot talk and do not exhibit much intelligence apart from an ability to recognise friend and foe, which is not enough for the professor and so he wishes to offload them.
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Uftak

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Re: Spore Plant Mercs!
« Reply #27 on: May 18, 2012, 08:29:25 pm »

I got strange feeling, that "suggestions" board is only for sharing our imaginations with others players...nuthin' else....

(Yea, I know, I'm Captain Obvious).
« Last Edit: May 18, 2012, 08:53:39 pm by Uftak »
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Mike Crosser

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Re: Spore Plant Mercs!
« Reply #28 on: May 18, 2012, 10:40:32 pm »

Capitan obvious: showing idiots what is really going on
Jokes aside i have noticed that lately suggestions are getting worse and worse first it was the WKB's thing with shurikens and credit cards and now this .
Now wonder they say this game is full of crazy people .
Re: Spore Plant Mercs!
« Reply #29 on: May 19, 2012, 12:33:56 am »

It's true these suggestions are crazy. Clearly spore plants should be an auto attacking melee weapon held by the player.
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