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Author Topic: More tactic in battles + robotic expert proffesion  (Read 3389 times)

Re: More tactic in battles + robotic expert proffesion
« Reply #15 on: March 18, 2010, 11:23:14 pm »

I like general idea of making robots, but I'm afraid of... robot bombers in NCR.
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FischiPiSti

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Re: It's time too think with your head, not gun.
« Reply #16 on: March 20, 2010, 03:26:13 am »

Profesion: Robotic Expert
1lvl robotic expert
8int
90% science
90% repair
Craftable "items":
simple robot - able to gather materials (like in the idea with slaves), fight hth, fast. Stats of cute slave but more ap or other weak critter. Demolition expert can put a bomb at robot. but then it would be highly recommended to somehow block, possibility of mixing this professions in one character.

2lvl
9int
150% science
150% repair
Craftable:
Guardian - able to handle small guns and use them (or just shot with damages of assault rifle for example). Stats of combat slave.
Doctor - first aid and doctor skill (when master, or somebody following him is wounded, robot automatically first aid him, but have lower cooldown then players) low hp/ap unable to deal damages (or hth, low dmg).

3lvl
10int
200% science
200% repair
Heavy Guardian - energy weapon (big gun maybe?), more hp and damage resistance but less ac and ap then guardian.
Bomb disposal expert bot   - find and defuse mines (when implemented). Unable to fight (or hth, low dmg), big damage resistance.
Spybot - sneaking, fast, fight hth, big ac and ap, low hp and DR. But it would need special system of controlling, might be hard (or imposible) to implement.
Something more?

Controlling:
Depends on how much science skill player have and power of robot. More skill - more activated robots at the same time.
for an example:
300% science 2x3lvl robots 4x2lvl robots 6x1lvl robots
200% science 1x3lvl  2x2lvl 4x1lvl
150% 1x2lvl 3x1lvl
90% 2x1lvl

I think that this would make possible to play scientist, with no fighting skill's, and would be good for role play. I would really love to see this feature in game.
Whats your opinion?



Its nice to see that im not the only one with this crazy idea, but imo a seperate proffesion is not a good idea. Let the people with high skill in science and reapir keep their primary crafting professions, and include these robots as a perk.. like in this thread:
http://fodev.net/forum/index.php?topic=2519.msg22297#msg22297
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Troll.
HtH suggestions: Melee: +DR(PA)
Unarmed: +AC(active sneak should boost AC as they are "less visible")
General "class" idea pool in the form of new perks with high skillrequirements: http://anarchyonline.wikia.com/wiki/Professions
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