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Author Topic: KerUr's FOnline Vision  (Read 15130 times)

KerUr

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KerUr's FOnline Vision
« on: April 03, 2010, 09:47:09 pm »

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



« Last Edit: April 06, 2010, 08:00:43 pm by KerUr »
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KerUr

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Re: KerUr's FOnline Vision
« Reply #1 on: April 03, 2010, 09:48:31 pm »

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.
« Last Edit: April 03, 2010, 09:59:07 pm by KerUr »
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KerUr

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Re: KerUr's FOnline Vision
« Reply #2 on: April 03, 2010, 09:49:31 pm »

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




« Last Edit: April 04, 2010, 06:14:46 pm by KerUr »
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KerUr

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Re: KerUr's FOnline Vision
« Reply #3 on: April 03, 2010, 09:51:20 pm »




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






« Last Edit: April 03, 2010, 10:02:55 pm by KerUr »
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Re: KerUr's FOnline Vision
« Reply #4 on: April 03, 2010, 10:32:23 pm »

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.



« Last Edit: April 03, 2010, 10:35:48 pm by Sephiroth-sama »
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Re: KerUr's FOnline Vision
« Reply #5 on: April 03, 2010, 10:42:12 pm »

Quote
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.
So, wanting to make crafting even more harder so PvP is rooted out even more? This will just force guys make thoes... mining experts you were talking about and nothing much will change. Oh and, high tier guns few hours after wipe aint nothing special and that cant be practically rooted out. No matter what you do, big factions will have few laser rifles, light support weapons and miniguns at the end of the day of wipe.
P.S.
If you think about it, all that profession stuff in this suggestion really really reminds me something like runescape... that cant be good.
« Last Edit: April 03, 2010, 10:45:52 pm by Quentin Lang »
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KerUr

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Re: KerUr's FOnline Vision
« Reply #6 on: April 03, 2010, 11:14:50 pm »

So, wanting to make crafting even more harder so PvP is rooted out even more? This will just force guys make thoes... mining experts you were talking about and nothing much will change. Oh and, high tier guns few hours after wipe aint nothing special and that cant be practically rooted out. No matter what you do, big factions will have few laser rifles, light support weapons and miniguns at the end of the day of wipe.
P.S.
If you think about it, all that profession stuff in this suggestion really really reminds me something like runescape... that cant be good.

1st These professions are all there to extend the manufacturing process which is now ridiculously short, now 2 or 3 players can do all items in a very short time, and these changes it would be much harder and more realistic

2nd if the devs do log on to the system max 2 characters (alts) and extends relogs an hour the system will be perfect


PS sorry form my english, i'm just not a native speaker :D
PS2 good night
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Re: KerUr's FOnline Vision
« Reply #7 on: April 03, 2010, 11:17:35 pm »

2nd if the devs do log on to the system max 2 characters (alts) and extends relogs an hour the system will be perfect
Yes... if it was so easy... the problem is fast reloging, and... as far as I know, it's impossible to protect from this. So if you make 1 hour relog time, alt-users won't suffer, but people who don't know abything about this, and it'll be thier disadvantage.
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KerUr

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Re: KerUr's FOnline Vision
« Reply #8 on: April 03, 2010, 11:20:31 pm »

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.




trust me you can't move so fast now and after big bang :/ many days many steps

Madmax
The book of Eli
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KerUr

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Re: KerUr's FOnline Vision
« Reply #9 on: April 03, 2010, 11:24:30 pm »

Yes... if it was so easy... the problem is fast reloging, and... as far as I know, it's impossible to protect from this. So if you make 1 hour relog time, alt-users won't suffer, but people who don't know abything about this, and it'll be thier disadvantage.

k so relog form one account to other will change to 5 hour and all account will possess 2 character slots
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Sius

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Re: KerUr's FOnline Vision
« Reply #10 on: April 03, 2010, 11:46:17 pm »

Imho some of ideas are really great but in the end this is like suggesting to create another game from scratch.
Re: KerUr's FOnline Vision
« Reply #11 on: April 04, 2010, 01:23:06 am »

k so relog form one account to other will change to 5 hour and all account will possess 2 character slots
No, you don't understand. I mean, you can "avoid" this time check easily, 'cause of I.P. Alot people have the same I.P. So they will have only 2 characters fot them all. Others don't have static I.P. and it's always different. +FOnline client can be in separate local disks, etc.
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KerUr

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Re: KerUr's FOnline Vision
« Reply #12 on: April 04, 2010, 12:48:56 pm »

No, you don't understand. I mean, you can "avoid" this time check easily, 'cause of I.P. Alot people have the same I.P. So they will have only 2 characters fot them all. Others don't have static I.P. and it's always different. +FOnline client can be in separate local disks, etc.

1. I know that soem people have static and dynamic IP , but static one have more of them , much more
2. Yes now players will be have only 2 char and no more, probably 1 gun crafter/fighter and one specialist miner or others , people will trade wood for ammo,  ammo for medicine,  medicine for house car etc 

PS that is  only my sugestions ,
PS just tell me what You think about countries, cities, army, and world map reform
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Re: KerUr's FOnline Vision
« Reply #13 on: April 04, 2010, 12:53:40 pm »

1. I know that soem people have static and dynamic IP , but static one have more of them , much more
2. Yes now players will be have only 2 char and no more, probably 1 gun crafter/fighter and one specialist miner or others , people will trade wood for ammo,  ammo for medicine,  medicine for house car etc 
I have dynamic I.P., but it doesn't matter. Because, even if I had static, I can easily avoid this check. And I don't talk about more than one computers. I have a notebook, but I'm too lazy to set LAN for it, plus I wanted it only before wipe, now I don't want any alts. So alot players can have more than one characters in game at the same time + infinite number of alts, and you can't defend from it, because it's simply impossible.
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KerUr

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Re: KerUr's FOnline Vision
« Reply #14 on: April 04, 2010, 01:03:02 pm »

I have dynamic I.P., but it doesn't matter. Because, even if I had static, I can easily avoid this check. And I don't talk about more than one computers. I have a notebook, but I'm too lazy to set LAN for it, plus I wanted it only before wipe, now I don't want any alts. So alot players can have more than one characters in game at the same time + infinite number of alts, and you can't defend from it, because it's simply impossible.

K so maybe this way

You have forum account ? hmmm Yes  !!!
So maybe we can  combine it with game , and later we will just check IP and if  will be more than 2 accounts have the same IP we will just kick ass  :D

PS i'm not programer but i think that problem with  IP  can be easly defeat by checking IP list by auto-bot kicker

« Last Edit: April 04, 2010, 01:07:13 pm by KerUr »
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