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Poll

Would you like to have different ways to obtain HQ?

Yes
- 46 (60.5%)
not sure
- 8 (10.5%)
no
- 22 (28.9%)

Total Members Voted: 76


Pages: 1 [2] 3 4

Author Topic: HQ Materials  (Read 15570 times)

Re: HQ Materials
« Reply #15 on: April 13, 2010, 06:21:28 pm »

I think the glow will remain isolated
Well then you can make new areas its a bit limiting only having 2 places that are usually guarded by pkers
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avv

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Re: HQ Materials
« Reply #16 on: April 13, 2010, 06:28:40 pm »

Well then you can make new areas its a bit limiting only having 2 places that are usually guarded by pkers

Whereas I agree that groups of pks and powerbuildt combat chars can be problematic at the moment, the unguarded hq mineral mines are a good start to kind of encourage players to fight for something.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: HQ Materials
« Reply #17 on: April 13, 2010, 06:51:54 pm »

HQ Mine On South , guarded by city . Will be ok .
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Re: HQ Materials
« Reply #18 on: April 13, 2010, 07:03:16 pm »

Well good news, I they have lower the Cool time on HQ.  I don't know if they done anything else tho or plan to.
you can mine up to 6 HQ before getting a CD of 22mins. This is better but hope they add more ways or something.
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Re: HQ Materials
« Reply #19 on: April 13, 2010, 07:53:59 pm »

I think the glow will remain isolated ... for when the glow is a desirable destination itself :)

Then how about west of Boneyard, near the coast?


Well good news, I they have lower the Cool time on HQ.  I don't know if they done anything else tho or plan to.
you can mine up to 6 HQ before getting a CD of 22mins. This is better but hope they add more ways or something.
Are you sure you mined ore? Because HQ minerals have a lower timeout.


@Below:
I voted no and am not part of a PvP gang. I just agree that valuable stuff needs to be hard to get, but not impossible to get. The ideal example is Gecko mine. Not controllable, open, and dangerous still.
« Last Edit: April 13, 2010, 11:57:13 pm by blahblah »
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<Izual> Let's crash server
Re: HQ Materials
« Reply #20 on: April 13, 2010, 09:17:38 pm »

Well I think your right. Not for sure I have recheck it.

I wonder how many people vote no in the polls were part of gang that control a town with HQ mine.
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Re: HQ Materials
« Reply #21 on: April 14, 2010, 12:51:07 am »

i dont like the idea of HQ from PvE,
but personally i thoroughly enjoy HQ resources from PvP...
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Alvarez

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Re: HQ Materials
« Reply #22 on: April 14, 2010, 01:53:42 pm »

Actually... This might be a cool idea. To have a slightly irradiated mine there. Not five-minutes-you-are-dead irradiated, but maybe make it so that standing there for a total of 30 minutes will kill your character.
Campers are free to take Rad-X with them. Also, if it is possible, digging should give X radiation per click there. So that even a 30 second speedrunner would get enough radiation to be dead after three visits.

Thanks.
I love irradiated areas in Fallout lore. They are so...peaceful and calm.
How about some "advanced radio parts" in the depths of WestTek? Sinister ambience music, darkness, wildly rattling Geiger counter telling you the presense of Death, but otherwise dead silence... Now just get the important parts and get hellouta of this wonderful place... It's kinda poetic.
Now stop me, before i start suggesting anomalies and artifacts.
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Re: HQ Materials
« Reply #23 on: April 14, 2010, 05:48:15 pm »

Now stop me, before i start suggesting anomalies and artifacts.
"Get out of here, stalker!"
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<Izual> Let's crash server

Alvarez

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Re: HQ Materials
« Reply #24 on: April 14, 2010, 10:18:41 pm »

"Get out of here, stalker!"

Yeah, but the Glow was full of weird shit that day!


Actually, devs, why had you changed it to plain crater again? That piligrimage goal of a death cult was kinda cool.
BtT, i think of South as an apogee of PvE, opposite to North. Full of floaters and other nightmarish creatures to overcome to get the precious materials. I heard also, there was a complete animation set of a Molach somewhere on NMA.
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Re: HQ Materials
« Reply #25 on: April 14, 2010, 10:37:19 pm »

A radiation penalty for mining is non existent because you can just die and you are radiation free, but also Solar said this:


Quote
Adding HQ materials isn't going to happen. We want them to be in only PvP grounds.
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Surf

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Re: HQ Materials
« Reply #26 on: April 15, 2010, 01:02:30 am »

I heard also, there was a complete animation set of a Molach somewhere on NMA.

If you mean the Molechs (?) I think we'll see them the first time in Mutants Rising. :)
Re: HQ Materials
« Reply #27 on: April 15, 2010, 07:13:48 am »

I really think they need other ways get HQ. It would provide variety. I'm not saying make the other ways easy either.You could have death claws in caves drop 1-2 HQ. There could be heavily guard mines with HQ in it (limited supply of course). If you prefer pvp well go to unguarded mines. The risk in the none pvp is it would be consistent while the risk in pvp can vary. Also say am killing death claws in caves for HQ and another player comes into the map. So not to say its free from pvp.
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Re: HQ Materials
« Reply #28 on: April 15, 2010, 12:10:37 pm »

Yeah, but you are getting XP AND HQ material....

But some mine could be added to western coast, either down near San Francisco or up near Klamath...
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gordulan

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Re: HQ Materials
« Reply #29 on: April 15, 2010, 12:14:34 pm »

does it matter, all the deathclaws are good for is providing exp, and stopping the bullets from overflowing, would give them a use, although id love to tame a baby and watch it grow into the full thing, and use him/her as a guard, all for a badassery factor of +48.
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