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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: kttdestroyer on October 21, 2010, 01:22:59 pm

Title: Power Generators in Base
Post by: kttdestroyer on October 21, 2010, 01:22:59 pm
What if those power generators required a special fuel to run, and would light up the base? Meaning, if there was no fuel the base will be all dark, especially the inhouse enviroments, and maybe the workbench woulding work. The Special fuel would need to be bought in town and only for caps, so the more bases the bigger the cost. Also, one could turn off the power to save the fuel, so, the very small gangs that dont play much wouldint have to pay for unused power.
Title: Re: Power Generators in Base
Post by: Haterade on October 21, 2010, 01:26:19 pm
bitch please

what i meant by that is no, deffinately *sigh* no.
Title: Re: Power Generators in Base
Post by: kttdestroyer on October 21, 2010, 01:37:26 pm
The point of this is to return some money into the NPC world.
Title: Re: Power Generators in Base
Post by: OskaRus on October 21, 2010, 03:19:42 pm
Maybe that is planned usage of generator in abandoned bunker base. It is all dark and by repairing the generator it says "not implemented".
Title: Re: Power Generators in Base
Post by: kraskish on October 21, 2010, 03:28:28 pm
Definitely no, who would pay for light, and workbench... well it doesnt need power its a workbench
Title: Re: Power Generators in Base
Post by: kttdestroyer on October 21, 2010, 03:41:03 pm
Well, i would not say that its about logic that way. Its like saying, how can plasma be fired from a weapon? come on :) The goal is what is the main core of the idea, that the money goes back, the more bases you have (the richer you are) the more the costs. Workbench could need a light to work, otherwise you wont see anything. If on day time, the generator could stop producing light automaticly :)

Anyways its just an idea  8)
Title: Re: Power Generators in Base
Post by: avv on October 21, 2010, 04:07:13 pm
Definitely no, who would pay for light, and workbench... well it doesnt need power its a workbench

Actually it must require a lot of electricity. You don't make bullet casings or shaped metal parts for guns&armor fast without powerdrills, electric cutting devices and grinders.
Title: Re: Power Generators in Base
Post by: John Ryder on October 21, 2010, 04:12:05 pm
There is something like this on TLA. Bases are visible on the maps and to protect them, you have to refuel a force field with SEC or MFC.
Title: Re: Power Generators in Base
Post by: Gunduz on October 22, 2010, 02:05:52 am
There could be a use for the generators. Lights? Seems a bit extreme to me. But maybe to do more advanced things-the forcefield idea is nice but seems like it would get pretty annoying. I'm thinking elevators, turrets(if they ever become available), maybe advanced crafting tools. Things that aren't necessary, but having them would provide a lot of help.
Title: Re: Power Generators in Base
Post by: Lordus on October 23, 2010, 01:59:43 pm
their purpose was that base would be visible on world map but guarded by turrets and you need generator to enable turrets.. this concept is obselet and very abusable.

 but some kind of base maintain is good idea.. i.e. water .. withot water you will not be able to add new players/friends to base. so you will have to leave base and find this resource (water merchant in Fallout 1),... .

Title: Re: Power Generators in Base
Post by: Trokanis on November 23, 2010, 11:55:02 am
powering lights, I LOVE it, since there's lights in the cave with the generator there.  I think if you have a character with enough skill in Repair/Science you should have a chance to repair the generator and get some lights on in the bunker.  Hell maybe even doors? :o
Title: Re: Power Generators in Base
Post by: LagMaster on November 24, 2010, 08:28:43 pm
i think the generators shoud not work on SECs or MFCs, but to work,non-stop and make some lights for the dark
Title: Re: Power Generators in Base
Post by: Vindict on November 24, 2010, 11:57:53 pm
actually, it's a good suggestion, because it will bring more balance into the game and reduce inflation. bases shouldn't be infinite sources of free crafting and storage. what about maintenance?

some of you wastelanders are so spoiled these days...
Title: Re: Power Generators in Base
Post by: Ganado on November 25, 2010, 02:38:14 am
This just seems like another thing we have "to do" before we can actually do something productive, and possibly fun. I see nothing good or beneficial from this, just another boring, time-consuming virtual-chore.
Title: Re: Power Generators in Base
Post by: kraskish on November 25, 2010, 02:56:58 am
This just seems like another thing we have "to do" before we can actually do something productive, and possibly fun. I see nothing good or beneficial from this, just another boring, time-consuming virtual-chore.

Yes, this game has enough griefing, although if the whole idea of factions were repaired (bigger faction - bigger tribute) this might work... but there are better things to fix for now :/
Title: Re: Power Generators in Base
Post by: LagMaster on November 26, 2010, 10:50:12 am
i don't know what is whit this sugestion, WAKE UP, what about small bases whit players that only lose shit, not gain, THINK ABOUT IT!!!
Title: Re: Power Generators in Base
Post by: kttdestroyer on November 26, 2010, 11:17:11 am
This just seems like another thing we have "to do" before we can actually do something productive, and possibly fun. I see nothing good or beneficial from this, just another boring, time-consuming virtual-chore.

Yes, the economy would be great in real world, if money come instead of rain. However, their value would quickly be lost that way.

My idea with this was, the bigger the faction the more running costs. However, this is only one of the things. Holding a city in my opinion shouldint either just pop out money. Most of the cities are poor. In previous thread i suggested a TC system which doesint include income. The income from cities would be then made by threatning the traders in towns (or robbing them off).

Anyways, for the more complicated stuff, a fully functional player faction to NPC faction, player faction towards player faction reputation and alliance/enemy system is required.