Other > General Game Discussion
Would better gathering/crafting systems be possible?
Giftless:
--- Quote from: Brujah on February 03, 2013, 12:40:58 pm ---So you craft grease guns? :(
--- End quote ---
Not for a long time; it's more fun to farm khans once you have a decent combat character.
Eternauta:
A bit of thinking about getting resources (ignoring current gathering/mining system):
Quest - Protect farmers to get fruit/fibers/tobacco. Guard mines to get ore/minerals. Protect a group of scavengers to get junk. The resources are sent to the player's tent (which reminds me of the suggestion to start with a tent) or to a base if a team of characters from the same faction come to the mine/fields/scavenging area.
The character(s) get the ad hoc location on their map and have to travel there to defeat enemies and protect NPCs. This way loners' rewards are not mixed with factions'. This brings up a question: what if a group of characters from different factions and/or loners come in a group and get the quest? (for example during TLL activities) - the reward goes to the leader's tent? it get divided into each guy's tent?
The reward should not depend on party size (which would be abusable) but on difficulty levels: there a lot of creatures in the wasteland that could be put in different levels of difficulty: ants, manti, dogs, (giant/pig/mole)rats, geckos, centaurs, floaters, aliens, deathclaws, also tribals, raiders and supermutants. The enemies could depend on location and game lore (wanamingos in Redding, geckos in Klamath, deathclaws in the Boneyard...)
Think about the quest Dogs of L.A. as a references. Just imagine you also gotta protect salvagers NPCs while doing it, and maybe even you get a little bonus for every friendly NPC that survives?
Buying and caravan protection - Talk to a NPC in the location (for example the guy who sells private mines) and buy resources via dialogue (fixed amounts with fixed prices so no Barter alt is used). The resources are yours now but you gotta protect them until they reach your tent or base. There could be different levels of difficulty here as well, so a caravan transporting a smaller amount of resources would not be an attractive prey for raiders, so you just gotta kill some rats you find on your way, while a bigger caravan might be attacked by Khans or remnants of the Master's army. This mode would probably be mostly for factions with a lot of caps.
Protecting mines - This mode does contemplate the current mining system: players go to an unprotected mine and get payed for protecting it. The player should stay in the area for a given time to get minimum (low) reward and get bonus for every unit of recource that exit the map (can't depend on the number of characters that go out alive as that would be abusable). If the character dies before the "protecting mine" cooldown is over, they get no reward. The reward could be in resources or caps (player's choice) and quite attractive so that pr0s got a reason to protect these locations for noobs/lowlevels.
Giftless:
--- Quote from: Eternauta on February 12, 2013, 08:06:51 pm ---A bit of thinking about getting resources (ignoring current gathering/mining system):
Quest - Protect farmers to get fruit/fibers/tobacco. Guard mines to get ore/minerals. Protect a group of scavengers to get junk. The resources are sent to the player's tent (which reminds me of the suggestion to start with a tent) or to a base if a team of characters from the same faction come to the mine/fields/scavenging area.
--- End quote ---
This is good, even if it were a random encounter it would be nice to get a stack of 100 fruit, or 40 metal parts from battling various NPCs. Something to break up the monotony of multiple mouse clicks. I'm thinking you could hit one of these encounters on the world map per hour, and the enemies would scale slightly depending what level your character was at.
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