fodev.net

Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: NastyKhan on December 09, 2010, 08:27:34 pm

Title: New animal mercs
Post by: NastyKhan on December 09, 2010, 08:27:34 pm
I didn't find any topic about it, so i write.

At this moment we can 'buy' dogs fighting mercs. How about other animals? Molerats, pigrats, geckos, scorps might be 'bought' from some tribal NPCs. Or maybe even centaurs, deathclaws or fire geckos? (with some limitations of course)

1. They might be useful.
2. I thinks it's kind possible to tame some of them. Molerats or pigrats for example. We already saw it in Fall:NV. Scorps might be problem, but it was also seen already in F2.
3. Maybe available only after picking right perk/trait or doing a quest?
4. NOT AVAILABLE for EVERYONE. That would be just.. odd.
5. It will be just.. you know.. "cool" to have a scorp or gecko fallower.
Title: Re: New animal mercs
Post by: vilaz on December 09, 2010, 08:35:16 pm
(http://lolopoly.com/gallery2/main.php?g2_view=core.DownloadItem&g2_itemId=749&g2_serialNumber=2)

Ok? ...Ok!
Title: Re: New animal mercs
Post by: runboy93 on December 10, 2010, 12:51:25 am
No deathclaws or those other super animals.
And anyway dog is enough, but it need some boost (low hp, low attack power in start)
Title: Re: New animal mercs
Post by: Reginmund on December 10, 2010, 12:53:41 am
yeah im pretty sure there's been a similar topic, taming not buying already tamed one's and it was argued to not be ridiculous with the whole thing like centaurs and deathclaws (the small one's maybe but it would still have to be pretty hard).
Title: Re: New animal mercs
Post by: Haterade on December 10, 2010, 12:23:17 pm
are you from World of Warcraft? in FO we dont use living pets... we use gun pets.
Title: Re: New animal mercs
Post by: Signorini on December 10, 2010, 02:46:23 pm
I prefer can buy robot dogs our robots like skinet. For me geckos scorps and pigrat is only to kill in enconters.
Title: Re: New animal mercs
Post by: Floodnik on December 10, 2010, 02:52:03 pm
As we remember from Fallout 2 or Tactics deathclaws are intelligent animals, they can work in team, with people also. If they would get reward for working for a human just like a normal mercenary, then why not?
They would just take more slots, like 2 slots for a deathclaw. So with 9 charisma you could only have 2 deathclaws(and with magnetic pers. 1 human merc).
Title: Re: New animal mercs
Post by: Surf on December 10, 2010, 06:24:27 pm
No Deathclaws as followers.

Some tamed molerats would be ok though.
Title: Re: New animal mercs
Post by: Eternauta on December 11, 2010, 02:28:05 am
The first thing that comes to my mind is a TC fight in which the attacking team comes with some snipers characters and also about 5 leader characters, with 5 molerats each. 25 molerats that are left free to go annoy the defending group and disctract the enemy mercs, especially the Mutants with rocket launchers who will blow up the rats and get shot by the snipers while doing so.

Doesn't sound too cool. But still, if it brings some balance to the merc Supermutant pwnage...
Title: Re: New animal mercs
Post by: Floodnik on December 11, 2010, 12:56:36 pm
No Deathclaws as followers.
They are not more powerful than Super Mutants, still SMs are possible to hire as mercenaries.
Explain why you don't want them as followers :/
Title: Re: New animal mercs
Post by: Surf on December 11, 2010, 01:31:38 pm
Super Mutants are "intelligent", Deathclaws not. It's only one "tribe" of deathclaws which is halfway intelligent in Fallout 2.
Besides this, have fun taming such a beast.

Besides that, the Mutant Followers and Merc Follower Limits etc. will get soon reworked.
Title: Re: New animal mercs
Post by: Floodnik on December 11, 2010, 01:38:10 pm
Deathclaws are intelligent. Did you play Fallout Tactics? Looks like you didn't. There was even a deathclaw squad in Brotherhood of Steel there...
They were not "tamed". They were consciously fighting at the side of BOS agains their enemy.
For the follower limits, i said that deathclaws would take 2 slots. Maybe even 3? So you could only have 1 deathclaw.
Not slave-like, but merc-like - you hire them, they work for you for money or something else(they have their needs too)
Title: Re: New animal mercs
Post by: Surf on December 11, 2010, 01:45:33 pm
Fallout Tactics is not really considered "Canon" and has nothing to do with Fallout.
Title: Re: New animal mercs
Post by: Floodnik on December 11, 2010, 01:54:10 pm
So I've been reading about it, Tactics is semi-canon and has to do something with Fallout. Though it's not sure if these deathclaws in there are canon or not. Well, maybe we don't have these intelligent deathclaws in the area of F1-F2, but what i was reading on wikis bout them:
Quote
The Deathclaws are portrayed as intelligent and talking. According to Fallout 2, the intelligent version was created by the Enclave after the events in Tactics. However, Tactics deathclaws have a normal maximum intelligence of 4, making them slightly smarter than dogs and leaving the most intelligent specimens just barely intelligent enough to speak -- this could have been a minor regional variation much like the appearance of hair.
Quote
Hairy deathclaw
Gameplay article: Fallout Tactics
   The following is based on Fallout Tactics and some details might contradict canon.

A deathclaw subspecies living in the area of the former states of Illinois, Missouri and Kansas developed patches of fur to better cope with the colder climate. (However, since reptiles are cold-blooded and produce no own body heat, a real-world reptile with fur would actually freeze to death.) Furthermore, some of them were noted to be capable of speech as early as in 2197, which means that they probably developed speech through spontaneous mutation, or were experimented on by someone other than the Enclave. Another possibility that they were designed to have an intellect and ability to speak before the Great War. They were also more matriarchal than their Western counterparts, with packs being led by a Matriarch. As infants, these deathclaws are less hairy and seem to be absolutely unintelligent, behaving like an animal or simply following the adults. They presumably become self-aware when they grow up.

We could still do something about these Enclave experiments :)
Title: Re: New animal mercs
Post by: Eternauta on December 11, 2010, 03:38:38 pm
Intellingent Deathclaws had no reason to be in Fallout Tactics, as this game is set between FO1 and FO2, before the Enclave starts their experiments with Deathclaws.

We should chek the Fallout timeline to see when the Enclave started such experiments, but anyway I think it is not good enough to say that we could hire Deathclaws. Intellingent Deathclaws could be found in Enclave facilities and in Vault 13. They would never go out and help other humans (except Goris, but this in an exception)
Title: Re: New animal mercs
Post by: Floodnik on December 11, 2010, 03:44:02 pm
So we found intelligent deathclaws in F2, but do we actually know when they started experimenting on them?
Quote
They would never go out and help other humans (except Goris, but this in an exception)
Goris was a leader to these less intelligent deathclaws, he could command them as the deathclaw mother in FT.
Quote
Intellingent Deathclaws had no reason to be in Fallout Tactics, (...) before the Enclave starts their experiments with Deathclaws.
FT deathclaws aren't the same as these from F2, the action happens in a totally different region and there is another subspecie. Read my quotes. And they didn't have more than 4 intelligence.
Title: Re: New animal mercs
Post by: Surf on December 11, 2010, 03:58:13 pm
Deathclaws as followers have been suggested and neglected many times before, no reason to argue about again.
Title: Re: New animal mercs
Post by: NastyKhan on December 14, 2010, 07:29:25 pm
Deathclaws as followers have been suggested and neglected many times before, no reason to argue about again.

How about smaller animals then?
Title: Re: New animal mercs
Post by: Reginmund on December 15, 2010, 12:46:49 am
How about smaller animals then?

i don't like the idea of taming radscorps although that doctor in BH managed to do it through his experiments but thats another story.

radfrogs on the other hand.... btw anyone else see these things? i didnt hang around to see much of them since i had someplace to go...
Title: Re: New animal mercs
Post by: spike allen on December 22, 2010, 06:16:50 pm
What about robots? Could have a RobCo factory in the wastes? It could be something quest related like bringing selected stuff and caps to build a robot. Like lots of metal parts ans FCC for example.....
Title: Re: New animal mercs
Post by: Slaver Snipe on December 23, 2010, 04:17:26 pm
Build a bear but for robots YEA!
Title: Re: New animal mercs
Post by: Crazy on December 23, 2010, 04:22:19 pm
What about robots? Could have a RobCo factory in the wastes? It could be something quest related like bringing selected stuff and caps to build a robot. Like lots of metal parts ans FCC for example.....

Already suggested.