Other > Suggestions
New mercs or New proffesion !
Sayak:
Ok i got a new idea we got ghoul,human,super mutant mercs. They do good job defending our tents/bases but i think we missing something... Robots
There's should be plenty of robot mercs to hire.. Or create new profesion Robotic Expert person who can build robots.
Robots should be tradeable.
Robotic Expert class.
1lvl
70 repair
80 science
5 dex 7 int
1500 caps
2lvl
100 repair
120 science
6 dex 8 int
3000 caps
3lvl
120 repair
150 science
7 dex 9 int
4500 caps
(you have to join faction with advanced technology like Enclave or Bos)
I got no idea who teachers should be xD
It should looks like this.
Robots Classes
(i will put a price for merc hire option and for crafting option)
MR Handy ! looks good but its civilian model can do only hth combat not heavy armored and kinda low hp but cheap.
HP 80 stats close to repair bot.
Caps price 2000.
or
Lvl 1 Robotic Expert
Materials to craft:
5 E parts 10 alloys 20 metal parts 1 power fist 1 ripper 1 tool.
You also need Deans Electronics book.
300xp
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Cyberdog ! Our favorite puppy not really strong but fast and much more powerfull tan normal dog.
HP 90 stats close to Cyberdog
Caps price 2500
or
Lvl 1 Robotic Expert
Materials to Craft
15 E parts 8 Alloys 10 metal parts + engine (cost 1 hd metal part and 5 metal parts no crafting proffesion needed)
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Time for something better !!
Robobrain- finnaly this robot can use small guns ! but its not cheap !
HP- 100 stats close to robobrain maybe some higher small guns
Cost caps 8500
or
Lvl 2 robotic expert
Mats to craft
20 electronic parts 5 HD metal parts 5 HD alloys 10 metal parts 25 bio med gel 2 engines. (maybe brain as extra mat)
You also need Deans Electronics and First aid book
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If you think its a cheap crap anyway try this !
Sentry Bot -Strongest robot expensive but durable and created for combat and slow.
HP 250-stats close to sentry bot MK2
Caps cost 35000
or
Robotic Expert 3
Mats to craft
25 E parts ,15 HD metal parts ,15 HD alloys ,2 engines Minigun ,Rocket Launcher.
You also need Dean Elecrtronics maybe some special terminal.
This is basic idea what do you ppls think about it ?
Sius:
I used to be strongly against anything robotic but as soon as this provides possibility how could people with high science/repair join combat then I'm all for it.
I think they should not work as hired guns but they should be something more like bodyguards or additional fire power for people with high science/repair. The weaker ones should ignore your CH so even with 3 CH you should be able to have 1 merc + 1 robot (leaving only those stronger robots CH dependent). Maybe also add turrets as stationary "quick deploy" thingie. You craft yourself a turret, it appears as regular item in your inventory. Only people with skills/profession will be able to activate turrets. You can activate it by using science skill on either inventory icon or deactivated turret on the ground. Turrets should be limited with time and once they waste all their energy they should automatically deactivate them selves. If you don't refuel (SECs / MFCs) and reactivate the turret, it will disappear in lets say 60 seconds.
Anyway main idea is to give crafters some means how to use their science/repair/traps/fa/doc in combat and thats something worth trying!
LagMaster:
this is a cool ideea,but some more robots,like for lvl 2 turrets and for lvl 3 the human bots in Fallout Tactics
i like it
Sius:
Bots should be available only for those who have profession/skills to handle them. They should never work as mercenaries but more like bodyguards.
Repair/healing bots:
Mr. Handy
- Mr. Handy should be craftable, using shitload of materials and maybe introducing some new parts (looted from broken Mr. Handys in wasteland)
- his primary skills should be healing and repairing, maybe with some cooldown. These skills should require MFCs to keep his processing unit powered up. Once Mr. Handy is out of MFCs he won't be able to heal/repair but he will be simply guard with weak mele dmg but decent survivability.
Combat bots:
Cyberdog
- easiest to craft combat robot. Parts should be nothing extra since Cyberdog is kinda common robot.
Floating Eye
- more advanced than Cyberdog. Have 2 attacks, regular mele and the one thats using energy just like the Cattle prod if I remember well => need to supply it with energy cells or MFCs in order to use stronger attack.
Robobrain
- best craftable robot you can get. Shitload of best materials needed and also knowledge required to obtain this one (some kind of quest maybe).
Sentry Bot
- will not be craftable but obtainable from Sierra. You will have to craft "Control chip" that requires rare pieces and materials to be crafted. Once you have it you should be able to get in Sierra and try to hack and control one of their robots.
Once someone "kill" the robots we should be able to loot them and repair them using lets say 1/3 or 1/2 of original parts. Higher tier robots are also heavier robots and that means that only strong players should be able to lift and carry them away. Anything under Robobrain and Sentry-Bot should be easy to pickup and repair after combat, but those two should take more resources to get them fixed. Maybe add capability to be repaired right on the field since they should be extremely expensive and rare things. So lets say capability to go to -20/40/60 (depenting on the robot model) HP from which anyone with decent repair and toolkit can try to fix them. But once they are below it, they will become lootable and we can repair them only with materials and workbench.
Stationary defense systems (SDS):
Imho turrets as such should be separated way how to roll engineer profession. So instead of giving all the fun away with just 1 profession, they should split in 2, like robo-engineer would be able to craft all mentioned robots while engineer focusing on SDS will be able to craft low tier robots but he will be focusing mainly on turrets. But there are only 2 types of turrets afaik and its not enough for us. Also only Auto-Cannon can be used as deployed turret.
Anyway as mentioned turrets should be MFC dependent and once they run out of them, they will deactivate themselves. Deactivated turret will disappear if its not refueled and activated in 60 seconds.
Gun Turret
Auto-Cannon
Imprezobus:
hell yeah for Sius version, MR. Handy is supposed to be my cool stylish pimped repair alt :>
(as w/o any reason having 140 repair isnt enough for succesful repairing things)
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