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Author Topic: New functions for Mercs/Slaves  (Read 784 times)

New functions for Mercs/Slaves
« on: April 05, 2010, 10:37:10 am »

1. Gaurd Object:

1.Talk to your merc.
2. Ask him to gaurd this:
3. Click the locker/Chest/cabinet you want gaurded
4. The merc now gaurds the object and shoots anyone who tries to take anything from it (anyone exept you and your friends)

2. Improved gaurding

Mercs who are set on the option: kill anyone who isn't from our gang. Will now be friendly to people invited to the base aswell.
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Sius

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Re: New functions for Mercs/Slaves
« Reply #1 on: April 05, 2010, 01:28:08 pm »

+1

Good idea. For base management it could be really helpful. Maybe add possibility to guard multiple chests/lockers/brahmins so 1 guard could cover more stuff and if someone out of the gang or not an owner of that stuff (depends on merc settings) will try to loot it he will get warning shot and then regular attack.

Mr Feltzer

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Re: New functions for Mercs/Slaves
« Reply #2 on: April 05, 2010, 01:33:01 pm »

*N00b Enters Town*
Ooh Look a Cabinet It Must have some shit inside!! :) Rololololol
*N00b Runs to the Cabinet to see a Dude next to it*
Guard: Aye You Cant take this Shit.
N00b: Orly?
* N00b Begins opening the Cabinet-*
*BAM! HEADSHOT*
*N00b Rolls on the ground dead*
Why Me!? WTF is This Shit?!
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Founder of Fallout Online Australia
Re: New functions for Mercs/Slaves
« Reply #3 on: April 05, 2010, 03:54:30 pm »

Well, the bluesuit did get a warning about not getting into the cabinet, so it's their own fault for not listening.  Don't blame the guard, he's just doing what he's paid to do.
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avv

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Re: New functions for Mercs/Slaves
« Reply #4 on: April 05, 2010, 04:03:49 pm »

Well, the bluesuit did get a warning about not getting into the cabinet, so it's their own fault for not listening.  Don't blame the guard, he's just doing what he's paid to do.

Warnings are luxury in this game anyway.
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