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Author Topic: Different merc types having different CH requirements  (Read 4020 times)

gordulan

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Re: Different merc types having different CH requirements
« Reply #15 on: July 25, 2010, 11:21:34 pm »

would be far more comfortable at any bar/doc office, and , if you're gonna make a pub map, you really should avoid putting containers, and have it on one hex, access to everyone who finds it, and guarded, by the sucessful heroes.
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Re: Different merc types having different CH requirements
« Reply #16 on: July 25, 2010, 11:33:21 pm »

It'd be nice to have NPCs who join you because they like you, not because you're throwing money at them.

Respawning at bars is a nice idea. Gives people a reason to use them.
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gordulan

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Re: Different merc types having different CH requirements
« Reply #17 on: July 25, 2010, 11:41:06 pm »

I've been wanting for that since before the last wipe, maybe also make em unlootable, and only allow for small arms, pistols, rifles, smgs, and energy pistols, would stop a PK to get a clone of himself with a big fucking gun, i'd also like a bit of support, and in a dialogue you can ask him about his past, a randomly generated past for RP purposes, I mean, it would be awesome to get the bone structure done frst if you decide to implement my supplement,

but the sidekick past stories about their exploits could be done at a much later date, just to beef up the system, and maybe also allow for sidekick reliant people, in other words, non-combat builds wandering the wasteland with their trusty sidekick who follows em because they are impressed with the knowledge the guy has collected, or the silver tongue of the guy, and of course, some of them will be impressed with your sharpshooting skill, or ability to blow people up over a long distance.
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Michaelh139

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Re: Different merc types having different CH requirements
« Reply #18 on: July 25, 2010, 11:44:29 pm »

Well as much as I like your suggestion Gordulan, it is a different suggestion, lets get back topic :P.
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gordulan

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Re: Different merc types having different CH requirements
« Reply #19 on: July 25, 2010, 11:50:15 pm »

'tis but a supplement boyo, all my other suggestions have simply not been commented by the devs, therefore I post supplements as of now, to get commented on, even f it is negative criticism...
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kraskish

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Re: Different merc types having different CH requirements
« Reply #20 on: July 25, 2010, 11:59:37 pm »

Gordulan why not making a sidekick a follower that would use all of your follower limit? It would be fair compared to its possibilities ...
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Michaelh139

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Re: Different merc types having different CH requirements
« Reply #21 on: July 26, 2010, 12:00:42 am »

Gordulan why not making a sidekick a follower that would use all of your follower limit? It would be fair compared to its possibilities ...
You would have to be able to custimize the follower's stats dammit.

If not, FUCK NAW!
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kraskish

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Re: Different merc types having different CH requirements
« Reply #22 on: July 26, 2010, 12:11:29 am »

You would have to be able to custimize the follower's stats dammit.

If not, FUCK NAW!

Well obviously I think it would be like in F2 - youd ask, what kind of weapons can you use? And the sidekick would answer. Of course all types should be able to find/encounter or if it would be a rare encounter then yes, choose what type of weapons to use :/
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gordulan

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Re: Different merc types having different CH requirements
« Reply #23 on: July 26, 2010, 12:13:09 am »

I'd actually like to have a sidekick with my 1 charisma sharpshooter character style if it is implemented, the main bonus is that it is not a leader of men kind of character, it is a lone gunslinger style, working his ass off for himself to lead a quiet life later, much like the protagonist of RDR.
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kraskish

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Re: Different merc types having different CH requirements
« Reply #24 on: July 26, 2010, 12:20:27 am »

I'd actually like to have a sidekick with my 1 charisma sharpshooter character style if it is implemented, the main bonus is that it is not a leader of men kind of character, it is a lone gunslinger style, working his ass off for himself to lead a quiet life later, much like the protagonist of RDR.

Any bad sides? Everyone would just run with it, TC, mines etc..
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Surf

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Re: Different merc types having different CH requirements
« Reply #25 on: July 26, 2010, 12:36:47 am »

Good ideas, both. (Jovankas and Gordulans)

Sius

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Re: Different merc types having different CH requirements
« Reply #26 on: July 26, 2010, 11:10:44 am »

Imho sidekicks should be done as Badger said eg they will follow you only if THEY choose you. So maybe add "secret" NPCs around the world with random respawn time and random stay time. Lets say that every day 1 or 2 NPC followers will spawn at some public place in some town, so pubs, library, walking through the town etc. But after 1 hours or so, this NPC will leave the town and then respawn at random place at random time for another 1 hours only. If the PC finds and talks to them, it will be possible to recruit them to join your fight but it should be more or less random. But there are few things that comes to my mind:
- every NPC follower should have its own background story that will decide whenever he will join you or not (NCR ranger veteran will not join to someone who have negative reputation with NCR, skilled gecko hunter will not follow someone who can't even skin (kill 250+) gecko etc...)
- there should be more types of followers, some weaker that would not mind joining low lvl chars, some better that would never go with unexperienced PC
- the follower dialog should be well written with decisions that do matter so high speech/ch should matter for most of the followers, but wise PC should be able to talk some of the followers to join him even if he does not matches all the criteria to recruit that NPC

KraftikBG

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Re: Different merc types having different CH requirements
« Reply #27 on: July 26, 2010, 11:17:52 am »

Yeah good idea .
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