Other > Suggestions

Robot mercs (again 2)

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kraskish:
Hello, Id like to further brainstom the idea of robot mercs that was already suggested but prematurely closed/locked.

http://fodev.net/forum/index.php?topic=6420.0


And I say prematurely because there was no clarification from devs part, strong positive feedback from poll voters and subjective hatred from the part of SurfSolar, who just couldnt deal with majority of positive feedback there (sorry for being personal but we know who locked it)

The potential in this thread was not exhausted. I know that its hard to be above most of people on this forum and not to agree with some idea, but Id like THIS thread to be a more developed one. Sorry, but sticking to what some person believe does not make it a fact that it is in contrary with most of people on this forum (based on a poll 70% approved implementation of robots)

It could be locked/closed to generality of the suggestion. Ill try to narrow it as much as I can and please allow for some constructive feedback here from players part.


SUGGESTION

- make robot mercs available to hire based on your INTELLIGENCE count ->

* IN 7 - 1 robot
* IN 8- 2 robots
* IN 10 - 3 robotssharing the followers size (1 cha by robot) up to 3 robots


- robots should behave just like any other mercs.

- as for types of robots, for sake of testing and balance, Id restrain from implementation of weapon weilding robots. So the possible robots to hire would include:

* robodog
* mr handy
* eyebot
- robots are a bit resistant to normal damage, similarly like MA is to plasma/laser, but they are no resistant at all to plasma/laser.
Why? What for?
As they are being HtH only, they should give some advantage, just to deal with usual robbers, being some dmg meat while you strike some more prominent opponents, or simply resistance because of lack of weilding weapons



SUGGESTION 2

In previous thread I also suggested that if weilding weapon robot would be implemented, namely robobrain for sake of TC, they could have a resistance to normal similar to MA (but lower) and no resistance against plasma/laser damage.
Why? What for?
Simply to create some variety and tactics. EW guy has a hard time with MAmk2 armor user. With robots in-game, knowing that their weakness would be EW, EW guys would be blessed to kill such opponent whereas SG would have a hard time. You can call it justice :D.

http://fallout.wikia.com/wiki/Robobrain

All Im saying that they could be the reverse of mutants. Instead of vulnerable to normal/any weapon - armored against normal (to be adjusted of course, their drawback would be using SG weapons like shotguns/hunting rifle, no P90)

Why?
Because we got mutant mercs as well. Why restricting/reducing the content of the game if its already there?

But there was a Great War and there is no robots anymore silly

--- Quote ---Robobrains or brain bots are multi-purpose robots whose memory and programs are stored inside an organic or partially organic brain contained in its dome shell atop the machine. Robobrains were created before the Great War by General Atomics International for the U.S. military and for the civilian sector. They are considered superior to most robots, as human brains allow them a wider range of responses and functions than other robots. Their hands are suited to use most tools and weapons usable by humans.
--- End quote ---

tl; dr - robots fought in the Great War, there were thousands of them

Also from http://fallout.wikia.com/wiki/Fallout_2_cut_content you can read


--- Quote ---The robots in the SAD going to the repair bay for maintenance and repair bots replacing killed robots with new ones.
--- End quote ---

Also to support the idea even further as to not to neglect robots role in postacalyptic fonline. You could see robots quite often:

* mining robot - Klamath
* robodog NCR, Navarro
* brainbot NCR mechanic
* floating eye, robobrain, sentry bot - Sierra Army Depot
* Robots also existed in Fallout 1 (floating eye, mr handy, robobrain
http://fallout.wikia.com/wiki/Category:Fallout_robots_and_computers

CONCERNING THE FACTS PRESENTED ABOVE
please dont spam this thread with some imaginative ROBOTS WERE LOST IN A GREAT WAR (2077). They were in F1 (2161) and F2 (2241). 2 more robots in F2 meaning that they were developing. Its over 160 years god dammit. Enough for scientists in the vaults that oppened to produce their own robots and repair them.

Please make suggestions about actual implementation of robots their role and not to solely undermine its existence as the only wall of defense. And please let this thread to develop.

gordulan:
i'd love to have a robobrin guard, just because of the fact thet they look awesome

Mr Feltzer:
HtH Only? Naw My Idea was C00ler :P

Roachor:
I think there should be a scientist profession that allows you to craft robot parts in order to create robot followers. All robots would require a living brain extracted from unconscious ai using the doc skill. For robodog you'd need dog brains and robot parts. Robobrains would have the skill stats of whatever ai you harvested the brain from but would be limited by its body (sg and ew pistols). First tier unarmed (Robodog), second tier pistols and 3rd tier rifles. This would also stimulate trade in leveled slaves(once it's fixed) for higher skill sets.

Robot parts would function just like any other craftable, 3 tiers of parts with increasingly expensive and rare components.

I agree with having a 10 int for 3 robot limit, as charisma is clearly a useless stat for anything but followers and int is the backbone of most character builds so cha should have the advantage. The high investment in science/doctors would stop it from being an addition to other builds and the stronger followers than slavery would make it viable for combat(possibly, still wouldn't be much competition for anything serious).

For the brain harvesting, I think the formula should be something like ai level*10 vs doc% with a roll for chance. The brain would require suspension in biomed jel tank(crafted) which would have to be carried by the player doing the extraction. This would make pure doctor characters useful in gathering without spamming the traders with brains.

Robodogs need to be nerfed and robobrains would need a stat increase for balance.

For those who say the game doesn't need or shouldn't have robots consider the following. Robots were mass produced and were common in american homes. Since they were mass produced they'd have modular parts and a scientific minded person would be able to figure out how to make them based on books and examining broken ones. You couldn't make a computer from scratch but any idiot can assemble one. As for it not fitting the fallout theme, it fits perfectly. The world was a futuristic 50's vision of the future when the bombs dropped, just because some people prefer to focus on the mad max settlers vs raiders aspect of the game and block out the 50's scifi like mutation from radiation or aliens doesn't mean it's "unfalloutish". If the enclave can make APA better than the scientists before the bombs fell then clearly all knowledge of robotics is not lost and robots are no more futuristic than laser pistols.

Also all the items like different brains are already in game since this was part of fallout 2 so it would be really easy to implement.

Winston Wolf:
The game plays in a setting after a nuclear war. As Solar Sun said many times it just don't fits. Let's see where we can find robots in the game:

West Tek Research Facility aka. The Glow - a high tech base of the United States government
Mariposa Military Base - a high tech base of the United States government
Toxic Caves - a military warehouse
Sierra Army Depot - a storehouse of the United States government to defend the country
Navarro and Oil Rig - taken by the Enclanve, a militaristic organization

Let's compare that with us:

We are average wastelanders living in a cave or an old bunker. Thats far away from being a high tech militaristic organization like the Enclave.  

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