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Poll

Is Auto-Turret good for game ?

Clearly yes
I think , it must be repaired
NO !

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Author Topic: New Merc , Turret !  (Read 1518 times)

ProKilleR

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New Merc , Turret !
« on: March 20, 2010, 06:14:08 pm »

I think that , portable turrets , i mean that u take your turret , then it will be in your inventory , and then put it there where you need ...
Buying turrets : I think , new merc seller in Navarro or SF because there is centrum of high-tech production , it will cost about 50 000 caps , 400 Hp , and it wil shoot from dual miniguns

This turret :http://fallout.wikia.com/wiki/Auto-Cannon
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Kharaam

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Re: New Merc , Turret !
« Reply #1 on: March 20, 2010, 06:38:55 pm »

sounds nice, very handy i'd say, but still it should be heavy enough not to allow exploits
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Sius

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Re: New Merc , Turret !
« Reply #2 on: March 20, 2010, 06:44:05 pm »

Turrets are hi-tech weapons which need energy source, ammunition and ofc. something to defend. You imagine them as independent units but they are not. The way I see it they are powered and supplied with ammunition via underground cables/ammo boxes or something like that and they are meant to protect only some really important places. So definitely not a good idea to have them like mercs.

But they can be introduced into the game with some kind of vault/facility base (if something like that is ever done). And in such base they should be damaged from the beginning so if you want to make them running you will have to repair them (extremely high repair/science skill required) and also supply them with ammunition manually.

Every other appearance of turrets ingame should be only as hostile unit in hi-tech locations.
Re: New Merc , Turret !
« Reply #3 on: March 20, 2010, 06:47:06 pm »

I would rather like to see packable K-9s

Frozen Mind

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Re: New Merc , Turret !
« Reply #4 on: March 20, 2010, 06:50:14 pm »

It's a wasteland and turrets are high-tech needing special care and electricity. Bases could be able to add a turret, but it would deteriorate by itself by time. 50k caps is too less for 400 hit points.

The idea could be more complicated:
BoS/Enclave sells you few parts and instruction having large weight that you would have a problem to take it personally, so you need few guys/followers to help in transport. Then you have to install part by part with instruction in active slot and having high science and repair skill. After using a science on base module an object appears on the ground of base/cave and after that you have to use the rest of modules in correct sequence (written in the instruction item description). After putting the last part object changes into static NPC. Only character with high tech skills can own it.
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Alvarez

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Re: New Merc , Turret !
« Reply #5 on: March 20, 2010, 07:38:37 pm »

Have you ever wondered why there's POWER GENERATORS in bases?
I guess they power the terminal and light in normal case. But they're over 200 years old.

If you hook an additional power consumer, like a turret, they begin to take damage.
So you have to repair and maintain them on regular basis. Or else...

It's Wasteland.
Not only players roam around but you may get a visit from deathclaws, mutants, raiders, whatever.
Maybe some critter took your trail and followed to your camp, so you have to kill it.
That's where your defense comes in handy. Just be sure not to stand in the line of fire.

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Re: New Merc , Turret !
« Reply #6 on: March 20, 2010, 08:07:53 pm »

A small auto turret that'd have like... 100 hit points, but not dual miniguns, maybe Just 1 automatic weapon or Rockets.  It'd run for like...  5 minutes RT or 10 turns TB because it's on a Battery.  5,000 caps for the machinegun one, 7,500 for a rocket one.  It would have weight to it...  say...  35-40?  You'd have to provide it with future ammo, and it'd run on MFC's like... 30 for a full battery?

It WOULD be an idea to have if you're setting up a base and you want to keep players away from the construction.  It might also be useful if you're out mining with a party.  One guy stands guard with the turret while others are mining (Increasing mining efficiency amongst some groups)

But, there's one other thing.  Why not put it under Big Gun Crafting (lvl 2 or 3) instead of hiring?  Or have both?
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Johnny Nuclear

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Re: New Merc , Turret !
« Reply #7 on: March 20, 2010, 08:40:45 pm »

i think turrets will be good for base defense, if there is some vault-kind base there could be enough energy for few navaro plasma turrets ;)
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Alvarez

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Re: New Merc , Turret !
« Reply #8 on: March 20, 2010, 08:56:57 pm »

A small auto turret that'd have like... 100 hit points, but not dual miniguns, maybe Just 1 automatic weapon or Rockets.  It'd run for like...  5 minutes RT or 10 turns TB because it's on a Battery.  5,000 caps for the machinegun one, 7,500 for a rocket one.  It would have weight to it...  say...  35-40?  You'd have to provide it with future ammo, and it'd run on MFC's like... 30 for a full battery?

It WOULD be an idea to have if you're setting up a base and you want to keep players away from the construction.  It might also be useful if you're out mining with a party.  One guy stands guard with the turret while others are mining (Increasing mining efficiency amongst some groups)

MFC? You say, i should pay 5000 caps for this thing and run for the motherfucking uranium in the motherfucking PK infested Redding just to GET THAT THING RUNNING? I rather get a 400 HP strong supermutant for 15000 at my side and feed him with ammo!
MFC. Don't get me with that. Crafting is already a pain in the ass, that's why nobody uses Energy weapons by now.

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Re: New Merc , Turret !
« Reply #9 on: March 20, 2010, 09:02:47 pm »

Hey, it was only my suggestion on the turret thing.  I actually took a moment to re-assess the original post and tried to tweak it down.  The amount of MFCs does seem a bit high now that you mention it though, could make it use other things though. 

Anyway, Redding is Gold, not Uranium, Broken Hills is the place where the Uranium is mined, unless that's all been changed here.  Either way, we can at least try and tweak something out here, turn it from bad to decent.
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Alvarez

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Re: New Merc , Turret !
« Reply #10 on: March 20, 2010, 09:10:34 pm »

Hey, it was only my suggestion on the turret thing.  I actually took a moment to re-assess the original post and tried to tweak it down.  The amount of MFCs does seem a bit high now that you mention it though, could make it use other things though.  

Anyway, Redding is Gold, not Uranium, Broken Hills is the place where the Uranium is mined, unless that's all been changed here.  Either way, we can at least try and tweak something out here, turn it from bad to decent.

My bad, sorry for the yelling. That was Broken Hills.
Just a bit frustrated being killed 3 times in a row with best equipment and unable to craft.
« Last Edit: March 20, 2010, 09:24:01 pm by Alvarez »
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Re: New Merc , Turret !
« Reply #11 on: March 20, 2010, 09:38:26 pm »

I think, its better to have a "Tower guarding tower"
like there are uncontrolled turret(s) in the cities, and when any band capture the city, the turret activating and start to shoot anybody who isnt from that band who got the city
This is my opinion
« Last Edit: March 20, 2010, 09:40:46 pm by West »
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Re: New Merc , Turret !
« Reply #12 on: March 20, 2010, 10:11:06 pm »

Turrets could replace TC Mercs (from Killgore's suggestion about Town Control) and be used in bases (we have power generators there) because the bases will become visible at some point, and thus need protection.

I see many contraditions in myself regarding this suggestion. My vote would be "Yes, but very, very carefully" - exploit alert =)
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Re: New Merc , Turret !
« Reply #13 on: March 21, 2010, 01:35:45 pm »

bases have generators, so i guess you could only spawn them at base for some money (and electronic parts, etc?)

EDIT: didnt notice your message Raengar, lol
« Last Edit: March 21, 2010, 01:37:35 pm by Lil Jesus »
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