Other > Closed suggestions
KerUr's FOnline Vision
KerUr:
The Brave New World
The first thing caught my eye is an unbalanced flow of time in the game. "Walk" within a few hours of FO time you can travel form Boneyard to SF or VC. In fact, such a distance is difficult to make on the road by car, not to mention the defeat of this distance on foot after atomic war
So I propose that:
- Increase the flow of time in the game (way to SF for the VC is at least a dozen or so days away on foot) BAD IDEA
- Reduce the speed with which the character moves around the map continued to be relative to the distance crossed
The first solution, explains the high mineral extraction, that is currently in the game. People move even tons of iron minerals in a few hours playing time !!!!!!!!!!!!!!!!
The second solution seems to me much wiser, if the changes that I propose will be the introduction to the game ( produce vehicles that would have been the basis for the movement of large stretches of land, and any movements from city to city on foot should be as difficult (high risk of dangerous encounters)
Manufacture of items, should take a lot longer ( not as now is, the day after wipe'ie laser weapons and combat armors for each) due to the slowdown in the extraction of raw materials (up to 10 per 2 hour when not trained and 100 per hour at the highest lvl of the specialty [miner, carpenter, trapper] etc.
Country / City / Villages
Currently, the only country in FOnline is NCR, now only a few cities is possible to conquer, at present only the gangs have the opportunity to take over those few cities ... like for me, it isn't too much .
Countries
In my vision there are 4 countries, the New California Republic [NRC] capital - Shady Sands, United States of VC [USVC] capital - Valut City, Merchants Guild of Hub [MGH] capital - Hub and the Communist Republic of San Francisco [CRSF] capital - San Francisco.
Striving for the expansion of each of them will soon threaten the remainder.
In the middle of it all left New Reno with the Mafia families who sympathize with one of the "big" countries.
Guidelines for future expansion of these 4 countries seem to be obvious :
NRC - north, west and south,
CRSF - east, north, south
USVC - south, west
MGH in all directions , however, emphasis is on to the north.
If a country wants to fight, it must have an army. The army will recruit citizens. Any player who was born in one of the capital city becomes a citizen and he /she can join the army (or rather must join)
Citizenship granted in 2 forms:
- Citizen - can fight to defend their own country, he can travel "safely" in cities and territories of that country
- Outlaw - desertion from the army for another State, a citizen may attach to another country or be a citizen of NR ( to NR you can join always, but to other countries only once)
In the case of the four city-states, gangs were transformed on the military forces which can take over cities, the "free" and enemy.
In the case of NR, gangs (mafia families) will work the same as now.
Now You can fight!
Cities
Since we have army, we can conquer the "free" city. This is done by killing all of the guards, but not all citizens (NPC)! Why? In the cities the people live (including NPCs), city receives some money (100 capsules per head) to the city bank). So if it's more people (players and NPCs), the city become richer and has greater growth opportunities.
Development, but why and how? Larger city, more and more people, more shops, greater diversity of items and prices, etc. OK. but how? Urban development will be closely related to the new class of producers (crafters), but about them later. We will be able to build few kinds of buildings (from the tent to the main hall like in VC ) , city walls , guard towers .
Villages (base)
Have you ever thought to be able to found your own village in FO ?. Hmmm, yes now You can buy few kind of the base. Cool but all look the same (except those for 130k), abandoned cave, or some rotten walls.
What if you could have able to plan your own buildings and their quantity, runs of the streets and walls, build watchtowers or rebuild the existing ruins of the new one? That would be just really COOOOLLLLLLL. With the development of settlements (base) could become a village similar to Modoc or Reading and later eventually turn into a city like of Shady Sands!
YES it will be UBER COOOLLLLLLLLL !!!
In my vision, only 4 of the capital cities and NR should looks like big green dot on the world map other should be marked as v13, in a simple way to define the city statute and its actual size.
In the future it should be 4 sizes of cities :
1 - village (gangs base, tent, mine etc.) small dot
2 - town (looks like V13 now) medium dot
3 - cities (shady sands VC etc) big dot
4 - metropolis, very large dot
KerUr:
War / Money / Development
"War, war never changes."
War will have two main objectives:
- taking over the city which have raw materials - raw materials "currently" available in more or less a limited way, what if acces to them, were in few cities ?
Raw material mining (minerals, iron)
-Redding
-Junktown
- ShadySands
Raw Toxic
-BrokenHills
-Necropolis
-Mariposa
Wood
-Klamanth
-Necropolis
-Modoc
Plants :
-Klamanth
-Modoc
-Hub
Junk
-Junktown
-Den
-Gecko
Electronics
-Boneyard
- Mariposa
- Sierra
- Cash robbery of the city - just don't tell me that you don’t know why ?
Money Money Money ...
Every town has it's own bank which collects money, that city can spend for :
- Payment for the construction of new buildings
- Payment for military service (1000 Caps per day on each player)
- Payment for raw materials - brahmins breeding (20 apples + 10 herbs per 1 cow in each day)
Buildings in urban areas may be:
- Rent (500 capsules per day)
- Sold (price depends on the size [150 000 -2 500 000 caps])
Priceless! for everything else there is BrahminCard !
Well, beautiful visions, "beautifully" costs.
For everything you need to pay
- The cost of land 5 000 000 caps (new base)
- Land under each building [from 100 000 to 2 000 000 capsules]
- The cost of the building will depend on who will provide the material and who will build it
Dreams cost a lot , but it give us a lot satisfaction: D
City rights - time for us
Every settlement of more than 10 buildings (or 5, depending on their size ) ceases to be a village (base) and becomes a town. There is one important change associated with it, on the world map, there is a new green dot (2)and for now everyone who is enough close, can see it.
KerUr:
hey Marcus, so who you want to be ?
First of all these changes had no raison to be, that were it not for you and you and all of you. Because if the city has no permanent citizens , it's poor and no one will come to that city (even to conquer it), especially if there is no raw minerals , but it will be good place for gangs
Second, none of the cities will not be able to develop if there wouldn't be skilled workers, manufacturers.
Here are my proposals for education reform FO
There are 13 professions that you can develop, each of it you can expand to 6 lvl, then you become a master of the profession, but you can also learn a few profession in not full form. For example, to become a Small gun Master you need to expand the specialization of SG 4 lvl and 1 lvl of Minesweeper and Engineer specialization.
Small Gun Master - crafting only SG [not ammunition]
4 SG
1 Sapp
1 Eng
Main skill
Small gun
Main Stats
Perception 8
Lvls:
1st Sg - 40%
2nd Sg - 80% + 1 Eng
3rd Sg - 120% + 1 Expl
4th Sg - 160% (gassus rifle, etc.).
Big Gun Master - crafting only BG [not ammunition]
4 BG
1 Sapp
1 Eng
Main skill
Big Gun
Main Stats
Strength 6
Lvls:
1st Bg - 40%
2nd Bg - 80% + 1Expl
3rd Bg - 120% 1 Eng
4th Bg - 160% (Bozzar etc.).
Energy Weapon Master crafting only EW [not ammunition]
4 EW
1 Eng
1 Sapp
Main skill
Energy weapon
Main Stats
Intelligence 5
Lvls:
1st Ew - 40%
2nd Ew - 80% 1 Expl
3rd Ew - 120% 1 Eng
4th Ew - 160% (YK42B Pulse Rifle, etc.).
Sapper Master - crafting grenades, TNT etc. He is able to blow up every building or caves.
4 Sapp
1 Min
1 Eng
Main skill
Traps
Main Stats
Luck 8
Lvls:
1st Traps - 40%
2nd Traps - 80% + Lvl 1 Min
3rd Traps - 120% + Lvl 1 Eng
4th Traps - 160% (TnT Cave, etc.).
Engineer Master- crafting mechanisms needed to create weapons ,vehicles and robots
4 Eng
1 Met
1 Sapp
Main skill
Science, Repair
Main Stats
Intelligence 7
Lvls:
1st Sci - 40% Rep- 40%
2nd Sci - 60% Rep - 60% + Lvl 1 Met
3rd Sci - 80% Rep - 80% + Lvl 1 Expl
4th Sci - 100% Rep - 100% (VB-02 VTOL Assault robot, etc.).
Master Miner - brings out all the raw materials ,iron minerals plutonium etc.
4 Min
1 Sapp
1 Eng
Main skill
Melee Weapons
Main Stats
Strength 8
Lvls:
1st Mw - 40%
2nd Mw - 80% + Lvl 1 Expl
3rd Mw - 120% + Lvl 1 Eng
4th Mw - 160% (gold high quality coal iron, etc.).
Metallurgist Master - converts raw materials extracted by a miner in the metal parts with different sizes depending on the needs
4 Met
1 Min
1 Sapp
Main skill
Repair
Main stat
Endurance 7
Lvls:
1st Rep. - 40%
2nd Rep. - 80% + Lvl 1 Min
3rd Rep. - 120% + Lvl 1 Expl
4th Rep. - 160% (High quality steel alloys, etc.).
Armor Master produces all kind of armors : leather armor, power armor etc
4 Arm
1 Eng
1 Met
Main skill
Science
Main stat
6 Agility
Lvls:
1st Sci - 40%
2nd Sci - 80% + Lvl 1 Met
3rd Sci - 120% + Lvl 1 Eng
4th Sci - 160% (APA MKIII mkII, etc.).
Ammo Master - produces ammunition for all kinds of weapons and fuel for vehicles
1 Sg 1 Bg
1 Ew 1 Met
1 Sapp 1 Eng
Main skill
Science, Melee Weapons, Energy Weapons, Small Gun, Big Gun, Repair, Traps
Main Stats
Endurance Strength 9 Intelligence 7 8 Luck 8 Perception 8
Lvls:
1st Lvl 1 Met + Lvl 1 Sapp
2nd Lvl 1 Eng
3rd Lvl 1 Sg
4th Lvl 1 Bg + Lvl 1 Ew (auto fuel gassus bozzar ammo, etc.).
Architect Master - He builds buildings :p
4 Arch
1 Met
1 Carp
Main skill
Repair
Main Stat
Strength 9
Lvls:
1st Rep. - 40%
2nd Rap - 80% + Lvl 1 Carp
3rd Rep. - 120% + Lvl 1 Met
4th Rep. - 160% (the big houses like town hall in VC, etc.).
Carpenter Master- collect wood, and constructs various furniture
4 Carp
1 Arch
1 Met
Main skill
Outdoorsman
Main stat
Endurance Strength 5 Agility 7 8
Lvls:
1st Out - 40%
2nd Out - 80% + Lvl 1 Arch
3rd Out - 120% + Lvl 1 Eng
4th Out - 160% (mkII worktable, high quality wood, etc.).
Doctor Master - almost without change
4 Doct
1 Trap
1 Eng
Main skill
First Aid, Doctor
Main stat
Intelligence 9
Lvls:
1st First - 60% Doct - 20%
2nd First -80% Doct - 40% + Lvl 1 Farm
3rd First - 100% Doct - 60% + Lvl 1 Eng
4th First - 120% Doct - 80% (super simpack advance ducks)
Trapper Master - a character who is responsible for farms and processing all kinds of vegetables, fruits and herbs pets (dogs brahmins wild geckos etc.)
4 Trap
1 Carp
1 Sg or 1 Bg or 1 Ew
Main skill
Outdoorsman First Aid
Main stat
Endurance 6 Perception 7
Lvls:
1st Out - 60% First - 20%
2nd Out - 80% First - 40% + Lvl 1 Carp
3rd Out - 100% First - 60% + Lvl 1 Sg or Gd or in
4th Out - 120% First - 80% (high quality fiber etc)
I lvl - specialization 10 / hour [Minerals] 1 of lvl I /2 hour [weapons, armor] 100 of ammunition per hour (divide by 10 for rockets )
II lvl specialization - 30 / hour [Minerals] 2 of lvl I and 1 of lvl II / 2 hour [weapons, armor] 200 of ammunition per hour
III lvl specialization - 50 / hour [minerals] and 3 of lvl I, 2 of lvl II and 1 of lvl III / 2 hour [weapons, armor] 300 of ammunition per hour
IV lvl specialization - 100 / hour [Minerals] 4 of lvl I, 3 of lvl II, 2 of lvl III, and 1 of lvl IV / 2 hour [weapons, armor, furniture, medicines (x 5) ] 500 of ammunition per hour
I lvl specialization architect and engineer - 1 of lvl I / 3 day [
II lvl specialization architect and engineer - 2 of lvl I and 1 of lvl II / 3 day
III lvl specialization architect and engineer - 3 of lvl I, 2 of lvl II and 1 of lvl III / 3 day
KerUr:
IV lvl specialization architect and engineer - 4 of lvl I, 3 of lvl II, 2 of lvl III, and 1 of lvl IV / 3 day
Sephiroth-sama:
This is almost perfect. Genious.
But, first of all, the increase of walk time would not be good, in my point of view... And no, it shouldn't be harder after an atomic war at all, because even if there aren't roads, there aren't limitations at all. The whole world is a wasteland. You were imagining a real trip nowadays, where you don't take the fastest way, because there are buildings or stuff like that on the way. On Fallout you don't have any of these, you just go straight ahead, so it actually makes travelling faster.
About building villages/cities/stuff like that.
It's a nice system, should it be improved. Although, I don't really think it would be possible. Yes, Fallout IS a sandbox, you should be able to modify terrain and the environment, but well, you know this must be hard to implement. Unless GM's really know a way/the "Lords" of places (someone REALLY powerful because that amount of caps is huge indeed, and that's what should make it possible) talk to the GMs personally from time to time, like weekly or monthly maintenance (more likely monthly, because GMs need some time of their own and also working on another stuff in the game), and say what they want to build and then hand over the caps, and then, on the maintenance (which could take some hours, but hey, it's monthly) the GMs implement those changes on the Village/Town/City or whatever.
Also, it WOULD encourage those pointless crafters. I mean, almost every single crafter nowadays, craft for themselves. May it be for alts or for cash, it's for themselves, and this is discouraging player to player interaction. With this system, recruiting crafters to your own city would be vital, as well as searching for a city so you can work on it, it would be easier to find job and make profit of it as a crafter. This system is the most interesting in my opinion, it would be PERFECT for the crafting system, and for the game itself, although crafting those Tanks/Cars/Architeture, that could be really hard to implement, if possible at all.
All the other systems, including the war for resources is completely possible to me. That's what I imagine a future post-apocalyptical world... A war for resources. Not an open world where everyone gather resources on their own.
"But that would be impossible for new players" no, that wouldn't. If a new player is a crafter (the only ones who need resources at all), it would be of their interest on searching a home, a city of their own, and it would be MAINLY on interest of the city lords, who would want crafting to the city development and economy to be better, so, win-win.
Plus, this topic is well arranged and organized enough, thumbs up for it. I hope any Dev look it and think about it, if not possible to apply any of these suggestion, at least try to do something like this. They would be perfect.
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