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Author Topic: Dayglow  (Read 2418 times)

Dayglow
« on: April 15, 2010, 02:50:39 pm »

For now the glow location is prety useless so i have an idea to make this place somehow alive.

Dayglow



Dayglow, the town is actually north and west of the glow, but they are still able to see the Glow from their borders. A number of ghouls are rumored to live there now, as part of the Great Migration from Necropolis  - once the ghouls learned of West Tek, they were eager to see if they could scavenge technology from the abandoned center. Some ghouls formed partnerships with scavenging companies from New Adytum and the Hub and have built quite a profitable corporation from their salvage efforts. At least one super mutant, a refugee from the Cathedral, was also rumored to be working with the ghouls and humans in Dayglow.

There are Difrent parts of town:

Trading post

It literally looks like a junkyard exploded to form this wall, but it is effective in keeping out undesirableMain Courtyard are two weather beaten husks that used to be Army transport trucks. The canvas and metal cargo covers look like they have been patched more times than anyone but an obsessive-compulsive would care to count. These two trucks now serve as makeshift stores where two ghouls stand as proprietors. On the east side of the Trading Post is a large Army tent. This tent is used specifically for slave trading and is run by a very intimidating ghoul.
Activitis:

-You can be hired there, to lift caravan boxes.
-You can trade with merchants or buy caravans.
-You can Buy/Sell Slaves



Shanty-Town

Are a bunch of fallouty shanty-town shacks and tents. These are the living quarters of the rest of the ghouls. Nothing fancy at all about these shacks; just cots, a few boxes used as furniture and maybe a chair for the privileged few.  One story office building did not get the full brunt  Still, a lot of the building has fallen, save for a handful of rooms and office spaces. In the rooms that did not collapse are ghouls eking out an existence. These ghouls are unwilling to talk to smooth skins since they came to the Dayglow to avoid the smooth skins and their prejudices. Make shift clinic with autodoc, And a two warehouses with workbench.
and you can also buy Uranium ore from NPC

Activities:
-You can Buy uranium Ore
-you can learn there a Energy Expert Lv 3
- You can heal yourself in the clinic
- Serval quests
 
Mining site


A industrial mining site established and guarded by Ghouls
- You can dig here HQ minerals and HQ ore
- Decent radiation level so if you don't hurry up, you die form radiation posioning.
- It has ghouls that shouldn't be killed by radiation guard the mines.
- You can't bring a brahmin or anything to the mines and just wait to get a lot at once.
- Campers can't just stand there waiting for guy to come in.
- It is sorta far away from civilization so it makes going all the way down there worth it.

Glow


A ghouls Scavangers camp on the top side of Glow,

Activities
in the Sub leves - Micro Fusion Cell machine, But breware a Radiation!

Main Dayglow NPC's

Colonel Green
Is a ghoul, and was a career soldier and the head of security and operations at the West Tek Research Facility  during his smooth skin days. He was a hard man who expected things to be done right the first time and would not tolerate whiners. Not much has changed in two-hundred years. His commander of Dayglow Militia

Hank is a pleasant ghoul, the Dayglow’s leading vendor of firearm sales. Hank is physically non-threatening and does not convey the same hostility towards smooth skin humans as his kin. He will treat any and all customers with equal pleasantries and try to give the best deal possible. He is very informative about the different weapons he sells, as well as any weapon that seems new to the wasteland. And, he has no problem explaining the best uses of any of the weapons he sell.

Betty is a ghoul trader from the Dayglow, Hank’s counterpart in the sales department. She specializes in armor, particularly leather and Metal Armors. Her knowledge about leather and metal armors is second to none in the wasteland, and she will be the first to tell you so.

Milt is the Armor and Weapons machining foreman at the Dayglow.He used to be a gunsmith for a raider band, but they broke up when a rival band dropped a few grenades. Fortunately for Milt, he was not around when the grenades fell, so he headed off into the wasteland in search of new opportunities. Acting on a rumor he heard from a caravan, Milt headed towards the Dayglow and actually found it. Impressed with his knowledge of firearms, Colonel Green recommended Milt to supervise the making of arms and ammo. Ever since then, Milt has run the smith like a well oiled machine.

Marty is an unimpressive, skinny, and mellow ghoul who works as a lab tech in the old warehouse, he can teach you Energy expert Lv 3

Horatio is a very large ghoul from the Dayglow who almost resembles a super mutant. One could surmise that in his smooth skin days he could have been an offensive lineman for pro football or a professional wrestler. Either way, his size carried over to his current ghoul form. He can Buy/Sell Slaves from players

Larry is a super mutant Chief of mining operation's from Dayglow, He is a refugee from the Cathedral. You can buy Uranium Ore form Him

Johnny was a doctor before the war. He, made it to the partial safety of Vault 12  in Bakersfield before the bombs fell, and were, like the rest of that vault, turned into ghouls by the intense radiation, He was A assisant of ghoul Lenny form gecko in times when they live in Vault 12, He can Heal you in Dayglow Clinic.

Fred is a caravan chief in dayglow, you can take a lifting caravan Boxes Job
And some


Dayglow Militia is a  law enforcement organization, under Orders of Colonel Green, They are remnants of Vault 12 security force and National Guardsmen equipped with combat shotgun's , Assault rifles and sniper rifles they also poses Security Bot scavanged from Glow and reprogrammed  by Marty.

So? what make this town intresting?

- Guarded HQ mine, but with Decent radiation level so if you don't hurry up, you die form radiation posioning.

- Energy expert lv 3 , if the Ghouls obtain some technology from glow, they can tech you how to manufacture and repair energy weapons, nice alternative to the enclave so Good People can still learn it. To balace it The gunrunners in adytum should be able to teach you Small Gunner Lv3, But you need to be accepted by ghoul community so you must complete a chain quests

- Alternative to obtaining Uranium Ore, Should be Buyable from Ghoul NPC

- Job and Quests for new players

- Micro Fusion Cell machine in Glow Itself



If will be there enough intrest in this topic, i make a concept art. What do you think?



« Last Edit: April 15, 2010, 11:39:59 pm by Wilk »
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Re: Dayglow
« Reply #1 on: April 15, 2010, 02:53:21 pm »

Even if this sounds good, we are not going to add new towns right now.
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Re: Dayglow
« Reply #2 on: April 15, 2010, 02:53:43 pm »

I'd love to see the dayglow since I read about that in the wiki 2 years ago..
I also like your ideas, for the NPC etc. But - first we need to make the already existing towns a bit more populated and filled with "life" before we introduce new towns. :(
Re: Dayglow
« Reply #3 on: April 15, 2010, 02:58:36 pm »

Even if this sounds good, we are not going to add new towns right now.

I know this, and the development proces take a much time, and i don't say this must be done right now, It's a concept /idea for use in the future Development ;]
But one thing i want, is to know what you are thinking about this Idea
« Last Edit: April 15, 2010, 03:00:11 pm by Wilk »
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Re: Dayglow
« Reply #4 on: April 15, 2010, 03:01:41 pm »

Well, I get all fuzzy about the idea to add Dayglow since a long time. But it's not good, to add it now or in "sooner" future. Some day there will.

Except the guarded HQ mine, I like what I've read so far. Especially because everything listed there, is already in the game and just needs to be added to such a location.
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Re: Dayglow
« Reply #5 on: April 15, 2010, 03:04:48 pm »

Your Dayglow reminds me slightly on
Reservation
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Re: Dayglow
« Reply #6 on: April 15, 2010, 03:06:00 pm »

And the similarities make somewhat sense, as the area around the glow is radiated and lies in the mountains, etc. pp. So it's not as if it's unthinkable. (Just name changes, etc. for NPCs would have been better. So it's not a 100% blatant ripoff.)
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Re: Dayglow
« Reply #7 on: April 15, 2010, 03:08:37 pm »

Well, I get all fuzzy about the idea to add Dayglow since a long time. But it's not good, to add it now or in "sooner" future. Some day there will.

Except the guarded HQ mine, I like what I've read so far. Especially because everything listed there, is already in the game and just needs to be added to such a location.
I understood this , but like i said before this is concept for devs to use in Some Day ;]

Your Dayglow reminds me slightly on
Reservation



Yes i its inspired by Reservation Design Document, a lot of NPC and fabular  Shape of dayglow, but the rest will be self writed  i Think its good idaa.

And the similarities make somewhat sense, as the area around the glow is radiated and lies in the mountains, etc. pp. So it's not as if it's unthinkable. (Just name changes, etc. for NPCs would have been better. So it's not a 100% blatant ripoff.)

yes of course we can change this name's and background stories for characters this is only a early stage of concept
« Last Edit: April 15, 2010, 03:17:37 pm by Wilk »
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Alvarez

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Re: Dayglow
« Reply #8 on: April 15, 2010, 10:23:46 pm »

I didn't mean that it was a idea ripoff, rather that it was inspired by Van Buren Documents.
It's a nice, well developed idea.
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Re: Dayglow
« Reply #9 on: April 15, 2010, 10:48:25 pm »

I didn't mean that it was a idea ripoff, rather that it was inspired by Van Buren Documents.
It's a nice, well developed idea.

I want to put some thing from van buren , becouse i think they fit well into FO2238 world, also it's kind of tribute to the Van Buren team, they put a lot of work in design places and story, and it's sad to look that thier Hard-work is never completed and lying somewhere in internet...
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Re: Dayglow
« Reply #10 on: April 15, 2010, 10:52:39 pm »

Quote
- Guarded HQ mine, but with Decent radiation level so if you don't hurry up, you die form radiation poisoning.

This caught my attention. People in another thread were asking for other ways to get HQ stuff, and this seems like a great idea due to:
a. It has ghouls that shouldn't be killed by radiation guard the mines.
b. You can't bring a brahmin or anything to the mines and just wait to get a lot at once.
c. Campers can't just stand there waiting for guy to come in.
d. It is sorta far away from civilization so it makes going all the way down there worth it.

The only thing is that if it is even possible by game mechanics to have ghouls have 100% radiation resistance, since it is capped at 95% if I am correct?

Edit:
Quote
If you don't mind i add this pros to the concept ok?
Sure.  ;D
« Last Edit: April 15, 2010, 11:04:37 pm by Dishonest Abe »
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Re: Dayglow
« Reply #11 on: April 15, 2010, 10:59:45 pm »

This caught my attention. People in another thread were asking for other ways to get HQ stuff, and this seems like a great idea due to:
a. It has ghouls that shouldn't be killed by radiation guard the mines.
b. You can't bring a brahmin or anything to the mines and just wait to get a lot at once.
c. Campers can't just stand there waiting for guy to come in.
d. It is sorta far away from civilization so it makes going all the way down there worth it.

The only thing is that if it is even possible by game mechanics to have ghouls have 100% radiation resistance, since it is capped at 95% if I am correct?

If you don't mind i add this pros to the concept ok?
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Re: Dayglow
« Reply #12 on: April 15, 2010, 11:00:41 pm »

The only thing is that if it is even possible by game mechanics to have ghouls have 100% radiation resistance, since it is capped at 95% if I am correct?

Correct, but can be easily fixed with an average healing rate.
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Re: Dayglow
« Reply #13 on: April 15, 2010, 11:03:29 pm »

I guess dayglow could/should be the base camp to the team PvE area/dungeon of glow and surrounding area. Now people do scavenge junks in city ruins. In the future they will flock to dayglow to gamble they lifes for pre-war Hi-tec stuff (who knows what will be in their, schematics/rate equipment parts/new locations etc.)
Re: Dayglow
« Reply #14 on: April 15, 2010, 11:06:16 pm »

I guess dayglow could/should be the base camp to the team PvE area/dungeon of glow and surrounding area. Now people do scavenge junks in city ruins. In the future they will flock to dayglow to gamble they lifes for pre-war Hi-tec stuff (who knows what will be in their, schematics/rate equipment parts/new locations etc.)

Yes, That will  attract more people to the south, not only to NCR
And I have some idea for scavenging quest in glow
« Last Edit: April 15, 2010, 11:20:36 pm by Wilk »
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