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Author Topic: Ideas for the car, weapon mod, mercenaries and player upgrade  (Read 1367 times)

JohnnyU.

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Ideas for the car, weapon mod, mercenaries and player upgrade
« on: October 09, 2010, 04:43:14 am »

So buying a car has become a hassle, since the price keep going up. Whether it too many cars being sold or a crappy
economic system, who knows? >:(

So I came up with some ideas for the car...
A. The idea of implementing a new skill (borrowing from tactics), such as adding a Pilot skill. Here's how it would work...
    Example: A person who spend a couple of skill points on pilot but lower than 50%, can still be able to drive any car when   
    going through the world map (let say the person wanted to go from NCR to San Fran). The car will go to a random
    direction (who knows, maybe the driver was trying to find a better route or is driving for the first time), that person has
    the keep on clicking on the map until the car goes through the right direction. Not to forget, the less points on Pilot, the
    more damage and slower the car gets. Here's where Pilot comes to play, the higher the points for Pilot, the less random
    the car goes, less damage and more speed the car gets.

B. Reusing an old perk (again borrowed from tactics), adding the Road Warrior perk. Instead of giving a bonus to Pilot skill,
    this perk will grant the player an added 10-15% extra damage (too much?!?) to any weapons. The drawback is that it
    works while driving or riding with a car through random encounters on the world map (that including fighting other players
    who are also in a random encounter).

C. A new random encounter when using any car (depending on the car, the player skills and the player gang). Here's the
    scenario...
    Example: The player travels through the world map with the car (maybe it a hummer and it's carrying 3 buddies who are
    very skilled gunners, also 2 more who are part of the player mercenaries and are Energy weapon user). Then all of a
    sudden a random encounter happen, it's the a bunch of car bandits (similar to the highwaymen from FO2). These bandits
    will have a truck or somewhat a similar vehicle nearby. Here's the options...
    1. Enter the encounter, but leave the map with the gang without the car, the bandits will steal the car fuel and stuff it
        was carrying.
    2. Avoid the encounter, but still keep getting the encounter until arriving to a town or the car runs out of fuel.
    3. Fight the bandits (depending on the player skills and partners skills), kill the bandits and take their fuel from their truck
        (not the truck since it would defeat gameplay purposes), also what they're carrying from their truck (the truck will
        serve as a reward, could be 300 rounds of ammo or anything. The idea is the bigger the player gang is, the greater the
        reward but also much riskier as more bandits could appear with better equipment).

D. Another idea is to implement a new vehicle such as a motorcycle. The motorcycle can carry 2 passengers. A upgrade to
    the motorcycle could be adding a sidecar (can be bought from T-Ray?). This sidecar can act as a storage (whether it
    carrying ammo, armor or medical supplies), or carrying one more extra passenger without the stuff.



Moving to other topics...

1. I heard by the name of Cheezy in the forums, who had an idea for a weapon attachment and I found it to be a great
    idea. The ability to add a magazine expansion or a scope to your weapon (something that makes sense, I mean adding a
    silencer to rocket launcher isn't going to do much). In order to make this idea work, the more attachments that are
    added to the weapon, the higher the deterioration rate goes...
    Example: Say if the player used a 10mm Pistol, the deterioration rate is normal. Now if the player used a 10mm Pistol with
    a scope attachment the deterioration rate will be a bit faster, adding that with a magazine expansion the deterioration
    rate will be even more faster, and so on. The reason would have to be for more variety to the weapons, whether it's
    adding a scope for the Magneto-Laser Pistol to cut a deathclaw in half from far away or adding a magazine expansion to
    your HK P90c with AP ammo during a player vs player, this would require for people to think before going into battle.

2. When buying Mercenaries, they need to have some type of personality or attitude due to being bland. For example
    A. When in a random encounter, and fighting a deathclaw they should have something to say like "this shit just got real"
    B. When in a random encounter, and surviving with just barely enough health they should say "It's just a flesh wound!"
    Something funny and different so it doesn't get too repetitive.  :D

3. A player upgrade would be a good idea (just like in FO2), such as the memory module (that raises one of the
    S.P.E.C.I.A.L.), the pipboy enhancer (that raises the points to one of the skills), or the combat implants such as the
    dermal and phoenix implant that would grant the player damage resistance. The drawback is a limit for two upgrade only.
    So if you want a character with dermal implant mixed with a +1 Perception from one of the memory module, you can.
    The purpose is to give everyone a chance, but not to make their character into damn supermen.

Thanks and give a shout, I would really appreciate it.  :)
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John Ryder

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Re: Ideas for the car, weapon mod, mercenaries and player upgrade
« Reply #1 on: October 09, 2010, 04:57:35 am »

So I came up with some ideas for the car...
A. The idea of implementing a new skill (borrowing from tactics), such as adding a Pilot skill. Here's how it would work...
    Example: A person who spend a couple of skill points on pilot but lower than 50%, can still be able to drive any car when   
    going through the world map (let say the person wanted to go from NCR to San Fran). The car will go to a random
    direction (who knows, maybe the driver was trying to find a better route or is driving for the first time), that person has
    the keep on clicking on the map until the car goes through the right direction. Not to forget, the less points on Pilot, the
    more damage and slower the car gets. Here's where Pilot comes to play, the higher the points for Pilot, the less random
    the car goes, less damage and more speed the car gets.
Car randomly going in random directions is way too much. Pilot skill if even added should only change the fuel usage, speed and car damage. Even thought, I'm against pilot skill, it would create new alts or force people to put points in that skill. We already have too little points to spare on 21 lvl even with 10 int and this would lower them even more. Cars should be accessible to anyone and should be used by most of population considering long travelling distances (ever watched Mad Max?).

B. Reusing an old perk (again borrowed from tactics), adding the Road Warrior perk. Instead of giving a bonus to Pilot skill,
    this perk will grant the player an added 10-15% extra damage (too much?!?) to any weapons. The drawback is that it
    works while driving or riding with a car through random encounters on the world map (that including fighting other players
    who are also in a random encounter).
Too powerful and doesn't make much sense either. If it would raise your accurancy from a driving car for example, it would be nice but cars aren't used in fights anyway.

C. A new random encounter when using any car (depending on the car, the player skills and the player gang). Here's the
    scenario... (...)
So it's like a chase scenario? Stopping every few seconds because some raiders are chasing me would be really annoying. Cars should be used to avoid encounters, not to lure them.

D. Another idea is to implement a new vehicle such as a motorcycle. The motorcycle can carry 2 passengers. A upgrade to
    the motorcycle could be adding a sidecar (can be bought from T-Ray?). This sidecar can act as a storage (whether it
    carrying ammo, armor or medical supplies), or carrying one more extra passenger without the stuff.
It's just the matter of new graphic for a motorcycle that fits into fallout world. That's how cockroach was added to the game.
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Wichura

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Re: Ideas for the car, weapon mod, mercenaries and player upgrade
« Reply #2 on: October 09, 2010, 06:51:10 am »

It's just the matter of new graphic for a motorcycle that fits into fallout world. That's how cockroach was added to the game.
There is already such thing in SDK files:
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LagMaster

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Re: Ideas for the car, weapon mod, mercenaries and player upgrade
« Reply #3 on: October 09, 2010, 12:22:27 pm »

1devs told us there will bo not skills added

2it is not logic and hard to implement

3hard to implement

4there are Buggys as a 2 seater

1devs will need to implement new weapons for every combination of atachments

2i love this

3NO, it will overpower some players


the ideeas are good, but i do not thik they will be implemented soon(the merk one i think)
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JohnnyU.

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Re: Ideas for the car, weapon mod, mercenaries and player upgrade
« Reply #4 on: October 09, 2010, 05:04:33 pm »

Hey John Ryder, yeah maybe your right about the perk, I doesn't make sense to add damage when have a car. Though I did see the all of the Mad Max trilogy (quadrilogy if you count the upcoming 4th one), it would be a nice to have the encounter, but not the chasing part. Maybe as a special encounter that requires any car in order to make it work, maybe 1 out of every 50 (maybe 75?) encounters. Then make choice if you want to fight or not, but if you do you get a chance for a reward.  :-\

LagMaster, thank for the comment. Though the player upgrade would make other player too powerful, I was thinking in the lines of ditching the combat implants, enhancers and go with the memory module. Instead of two limits, just switch to one limit max. To make it more interesting, in order to get the implant you have to do a quest. Your character need to be at a higher level (say level 15) in order to do this. Maybe it involves with a doctor who need a job done (raiders scaring the patients away), and wants you to eliminate them. Do that and the doctor thank you for all the trouble, and as a reward the doctor will give your character a upgrade, but you have to find the memory module yourself and pay the doctor fee ($35,000-$50,000 caps seems right?). This way it would make experience player not to take advantage, and the give new player a chance. This would give player choices on their character, say one more point to perception for sniper or one more point to charisma in order to have a extra follower. I was thinking as a alternative to the gifted trait since it isn't in the game. Oh, and here's one more quote for the Mercenaries, if you fire your merc, they would say "I'll be back".  :D

By the way, Wichura thanks for the image of the motorcycle, never thought it would be in the SDK (now I can imagine what would it be like if it had a sidecar?).  ;D
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Re: Ideas for the car, weapon mod, mercenaries and player upgrade
« Reply #5 on: October 10, 2010, 01:35:07 am »

pilot skill is kinda stupid. The car encounters are pretty lame with cars being as expensive as they are. If you bumped into these bandits and you were alone, you'd probably lose your ride...

Motorcycle sounds cool as a cheaper more efficient alternative to cockroach (give it trunk space, eliminate second passenger spot, it makes no sense). Also make the side cart on motorcycle give a second slot for passenger.

I like mercenary idea.

As for the weapon attachments, putting them on should require repair skill. If you mess up, the weapon gets more deteriorated. For adding attachments there would be 3 outcomes: Failure, crude modification and success!
Failure causes weapon deterioration, crude modification makes your weapon deteriorate faster but installs the attachments. Success adds the attachment with no repercussions.

Upgrades will make the game heavily imbalanced in terms of high levels vs low levels BUT will give clean players an alternative to drug user powerbuilds :)
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