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Author Topic: Caravans in SDK, 2238 no?  (Read 3376 times)

Re: Caravans in SDK, 2238 no?
« Reply #15 on: July 12, 2012, 01:31:33 pm »

Well, the point is, that you could choose (your gear or other stuff could alter options available) whether you want to be a passenger, or rather a caravan guard. So it would be viable for higher levels for XP, money, fun. But also for low levels/non-combat characters, who just want to travel safer and are willing to pay for that.

1. low level characters can only be passengers
2. im for huge reputation loss (sometimes it can happen, that you accidentaly hit someone) also unsuccesfull stealing/lockpicking (you migh as well end up in jail after the caravan reaches its destination)
3. yes, make it a new NPC faction with some progress (harder for better reward) depending on your rep
* non-lootable members of the caravan
* disable distress signals from caravan-encounter locations
non lootable is not great
i think 24 lvl character is not that bad req for grab loot from 9 caravaners in hq armor and some rare weapon
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Mike Crosser

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Re: Caravans in SDK, 2238 no?
« Reply #16 on: July 12, 2012, 03:08:42 pm »

Not all of us have 24 level characters
Re: Caravans in SDK, 2238 no?
« Reply #17 on: July 12, 2012, 06:32:35 pm »

It has to be something everyone can participate in.
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Mike Crosser

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Re: Caravans in SDK, 2238 no?
« Reply #18 on: July 12, 2012, 06:36:06 pm »

Simple:
1.Ask NPC for caravan job
2.Get job
3.Go out in the wastes with the caravan
4. If you and caravan leader survive(and if you don't bail) you earn 100 caps.
No need to further complicate
The more the players the more the guards.
Re: Caravans in SDK, 2238 no?
« Reply #19 on: July 12, 2012, 07:07:34 pm »

Better:
1. Ask NPC for Caravan Job, or NPC for Raider/Slaver job
2. Get job
3. Go out in wastes and defend/attack caravan, that may or may not have other players present
4. If you and the Caravan leader survive, or if you and your raider leader survive, earn 1000 caps (100 is a JOKE.)
no need to further complicate

The more players, the more guards/raiders.
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Mike Crosser

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Re: Caravans in SDK, 2238 no?
« Reply #20 on: July 12, 2012, 09:30:14 pm »

1000 is a bit to much how about we do the same rewards as in fallout 1 and 2
For example: Crimson caravan company used to pay 600 caps for a single run and Far go used to pay 400(In fallout 1)

Jenova

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Re: Caravans in SDK, 2238 no?
« Reply #21 on: July 12, 2012, 10:45:23 pm »

Oh come on. All it has to be is like an Encounter with an Group of Friendly Guys and Raiders. Not more, not less. If you arrive you will get like 700 Caps. Whenever anyone of the Caravan died, your price will be decreased by 100 Caps. And if your Route is very long you get more Caps.
And when the Caravan has gone it's way, the Guy will wait 1 Hour, then Head back, and everyone who was on the Trip can follow back for some more Caps.

Alright?
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Re: Caravans in SDK, 2238 no?
« Reply #22 on: July 13, 2012, 06:41:33 am »

Sorry...

I'm voting for bloodshed. :P

Or... the atleast the possibility of both Raid/Defend options, to even the excitement and possibilities, even if it's just a random encounter.
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Re: Caravans in SDK, 2238 no?
« Reply #23 on: July 14, 2012, 12:00:26 pm »

1000 is a bit to much how about we do the same rewards as in fallout 1 and 2
For example: Crimson caravan company used to pay 600 caps for a single run and Far go used to pay 400(In fallout 1)

The fact that there isn't a caravan everyday add the necessity of a better reward for the trip.
About the requirement, i don't think it is fun to grind a character to get a minimum level to do the quest. One should be able to level up during the trip.
But i am not agains't a reputation system, like the slavers quest, to make you do some other things for the caravan owner, so he still like you. (and maybe he could choose those who have better reputation, if there is too much guard candidates)
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