Other > Suggestions
Robots!!!
borse:
Introduce robots as mercs. Craftable and available to purchase. Your intelligence and science levels determine how many robots you can manage. 60 science is required to program low tier robots and 120 to program high tier robots. As for intelligence, it determines how many robots you can have following you; the formula would be similar to that of charisma and mercs: int/2(round down) -1. To craft robots you need energy expert. level 2 for low tier robots (protectotron, brain robot) and level 3 for the higher tier robots (sentry bot, mr gutsy, turret).
Robots could be bought from the lady in NCR inner city at the top right corner. She already chills with robots, why not make and sell them? Robots can also be sold at Navarro, BoS base, and basically anywhere else that has a technology center.
High science skill would be required to program your robots and repair skill to keep them in tip top shape. Yes, robots have deterioration instead of HP and can be broken in combat. Broken robots can be repaired but suffer the same consequences as repaired weapons and armor (increased rate of deterioration). Broken robots can also have Science used on them to get some parts back.
Programming robots will allow you to link them to your faction database for more effective base guarding. It will also allow you to set their combat options, following options, that kind of thing. You could program your robots to shoot faction friends if they wield weapons and to not kill faction members if wielding weapons. You could give your robots a command to find and kill thieves. The options are extensive!
let me know what y'all think :)
Nyarla:
i like the idea. here are some further suggestions from me:
*the robots may be have to fed with energy cells or MFCs regularly to keep them going like in the cars.
*a player must be fallowed by only one robot at a time, otherwise it would be overpowered.
*there must be a loooong cooling time in order to prevent people from filling the entire wastes with robots.
*if someone kills you and breaks your robot, he may be able to re-program it and use it as his own robot if he has the required skills (science 120% at least to re-program it and some repair skills to make it work again) but again it suffers the same consequences as repaired weapons and armor.
*player (the new owner who killed you and broke your robot) may have to re-program it and then repair it. if he succesfully repairs it before re-programming or if he succeeds in repairing the robot but fails to re-program it, it will attack him again as soon as it is repaired. so the message should be something like "You attempted to re-program the sentry bot" instead of "you succesfully re-programmed the sentry bot" or "you failed to re-program the sentry bot and broken it for good" (this may make the player think twice before deciding whether to repair a death machine or just take the energy cells and leave it there to rust.)
Surf:
http://fodev.net/forum/index.php?topic=6420.0
http://fodev.net/forum/index.php?topic=6925.0
http://fodev.net/forum/index.php?topic=4515.0
;)
It has been suggested before, you may read in these threads I linked you to.
borse:
thanks for the links Surf, I'm still reading them. I noticed you were quite adamant versus the first suggestion and closed it. I'd like to know why you/the devs aren't keen on craftable and purchasable robot mercs.
Keldorn:
Cause the wasteland is supposed to be more like Fallout not so much Fallout 2 or the rest.
I never liked the idea of a GECK or working helicopters, cars and trains
There was simply too much tech in Fallout 2.
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