fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 21, 2024, 11:05:04 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1]

Author Topic: "Crafting Base"  (Read 945 times)

"Crafting Base"
« on: April 11, 2010, 01:26:43 am »

Cool idea:

A base, cost: 500K, its "an old factory".

Inside are a few rooms with pleanty of lockers and so on, a "managers" office with a desk wall locker and wall safe (which can be locked).

In the main room is a large selection of machinery with a computer terminal (one of the rusty but functional ones).

Into the machine you can put all types of materials, ores, pelts, junk, etc. The machine will need a large storage capacity to accomadate this.

Using the terminal to craft the machine will automatically select the resources required for you from its "stockpile". This way people dont have to worry about storing mats or picking the right mats for hte job, just stick them into the huge machine. Also the machine could give a boost to "breaking down" items and repairing items. Maybe it could have an internal Mr Handy which helped with such things a bit like the Gecko nuclear plant.

The ultimate crafting base. What do you think?
Logged
Re: "Crafting Base"
« Reply #1 on: April 11, 2010, 01:45:18 am »

then every faction will get it, NCR population will be reduced by 70%  ;D
Logged
Re: "Crafting Base"
« Reply #2 on: April 11, 2010, 11:00:00 am »

Why would NCR populate decrease? Not by that much I dont think.
Logged
Pages: [1]
 

Page created in 0.102 seconds with 21 queries.