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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: Wichura on February 02, 2011, 11:50:52 am

Title: Player-driven faction bases - discussion
Post by: Wichura on February 02, 2011, 11:50:52 am
Few thoughts about faction bases.

Base types
That could be nice to have a choice where to set up a new base of any kind (Gas Station, Secret Cave, Bunker etc.) In my opinion it's very easy to do, so why no to implement this? (this is a quiestion to developers, if any would come here)
Indeed. Maybe except bunker, which should remain available via quest.

What other base types would be needed? Dunno, we definetely need something that fits San Francisco, maybe nice spot hidden between ruins? Any ideas?


Base prices
Cave has only one small entrance.
Was planned different, back when the maps have been created. Will maybe change again some day in future, don't now.
Plans changed for now I see, so should prices then. Binding price only to containers count is a bit wrong, since for example Depot and Cave both cost 30k, and have totally different containers count.

Resources? Well, I see nothing wrong in having your own fiber-fruit field on your own piece of land.


Base locations
They are random now and will remain random, as it's not so easy to implement I guess. That's not the point here anyway.

For now we can buy base in Junktown, Klamath, Redding and Necropolis. How about move base "vendor" from in-the-middle-of-nowhere-Klamath to Broken Hills? How about adding such vendor in BH or other, like San Francisco, Gecko or NCR? This could go along with shrinking base appearance area, so after buying base in Redding you won't find it around Vault City anymore etc.


Base visibility
No. People used to hoard items and I bet my balls they wouldn't like to make their hamster burrows become visible to any griefer or pack of bored assholios wandering around.

Besides there are tents, where you can still keep tons of stuff. If tents become visible too, I sense flood of 10 ST "storage" alts to keep items on them. Who would waste money for bases, mercs to secure them and so on, if he can ask a friend for log into StorageAlt437 for a while?


Bunker base
It's amazing, outstanding, large-as-hell, well equipped, kick-ass-climate, resources-rich ... most useless base I know. Price isn't a problem here, sooner or later every organised group of players is able to gather 500k caps.

Location - this is main and only reason, why this base isn't popular as I believe it was intended to be. Imagine you can finish this quest and buy a huge bunker in Broken Hills, which is in the middle of the map, close to PvP cities, close to civilisation and fresh noobs down south, close to HQ mines. Did I just hear loud "YAY!"? Besides there are some ghouls in Broken Hills - why not put Wally the Greedy Lord there?

Our small gang bought bunker in this era again, and again I see rarely someone there. Pity, it's an awesome piece of mapper's art.



I'd like to ask "it-is-fine-as-it-is" guys to abstain from posting here. Base feature isn't bad, but I wouldn't call it "good", "fine" or "done" yet. Thank you for cooperation.
Title: Re: Player-driven faction bases - discussion
Post by: Lexx on February 02, 2011, 11:58:51 am
Price was not only about container count, but ressources available in the bases. But this doesn't matter now anyway, as all the shit will be reworked some day. Right now it's very low down on the list.
Title: Re: Player-driven faction bases - discussion
Post by: avv on February 02, 2011, 03:50:39 pm
So this is about setting up a base by players. We could mix some faction rep stuff here, for example a gang with bad rep with SF hardly could set up a base right next to the city.

What's the point of containers anyway? You can just scatter everything on the ground and there's not even carrying capacity there.

Resources? Well, I see nothing wrong in having your own fiber-fruit field on your own piece of land.

Couldn't find anything else to disagree except this. Resources should be gathered in places where there's a risk of losing resources too.
Title: Re: Player-driven faction bases - discussion
Post by: Surf on February 02, 2011, 03:54:51 pm
What's the point of containers anyway? You can just scatter everything on the ground and there's not even carrying capacity there.

It looks ugly. Not everyone has an absent sense for aesthetics.
Title: Re: Player-driven faction bases - discussion
Post by: avv on February 02, 2011, 04:03:01 pm
It looks ugly. Not everyone has an absent sense for aesthetics.

Everything looks meaningless after a while and then only practicality counts.
Title: Re: Player-driven faction bases - discussion
Post by: Wichura on February 02, 2011, 04:49:45 pm
But this doesn't matter now anyway, as all the shit will be reworked some day.
Maybe it's good to know what people think about "all this shit", just in case.
Or not?
What's the point of containers anyway? You can just scatter everything on the ground and there's not even carrying capacity there.
What about stackable items, like raw materials, ammo or tools? It's simply comfortable to keep your stuff in some order.
Resources should be gathered in places where there's a risk of losing resources too.
Should we get rid of guarded LQ resource mines then? Sure, base could be just a huge "locker", without even a workbench, but then price should be lowered.
Title: Re: Player-driven faction bases - discussion
Post by: Surf on February 02, 2011, 04:59:49 pm
Quote
Bunker base
It's amazing, outstanding, large-as-hell, well equipped, kick-ass-climate, resources-rich ... most useless base I know. Price isn't a problem here, sooner or later every organised group of players is able to gather 500k caps.

Location

Each feature (should have) has upsides and downsides. Upsides are obvious on the bunker base, "downside" is the more remote location of the bunker. It is fine.
Title: Re: Player-driven faction bases - discussion
Post by: avv on February 02, 2011, 05:15:54 pm
What about stackable items, like raw materials, ammo or tools? It's simply comfortable to keep your stuff in some order.

My point was that there's no penalty for keeping items on ground and it's hardly problematic to keep items in order even then. So the question is why do the containers cost more money when the real pros when it comes to base are accessability to workbench and faction panel and visibility.
If you think about it, the best base would be an empty area where workbench and all other interactions were right next to you after entering.

Should we get rid of guarded LQ resource mines then? Sure, base could be just a huge "locker", without even a workbench, but then price should be lowered.

Guarded mines are still unsafe because you have to travel there. Surely they are pretty secure but their output of resources isn't particularly amazing either.
Title: Re: Player-driven faction bases - discussion
Post by: LagMaster on February 02, 2011, 05:18:28 pm
about the san-fran base, i think of 2 posibilities:
1. make it via a San Fran quest(SF is wa8 out the player interests for PvP and the encounters are to hard fpr loners)the quest shoud be easier(Wichura, you can make some sort of office building base, like the building used at Hinkley Warzone map)
2. add a new place to buy bases, like scavengers(they shoud know some good places for bases)


and also my sugestion: make the provate mine a base, why to give 75k caps for a place where only you can see it, not even your friends or alts
Title: Re: Player-driven faction bases - discussion
Post by: Alvarez on February 02, 2011, 05:27:21 pm
What about city ruin base, a mall or metro station, for example?
Title: Re: Player-driven faction bases - discussion
Post by: LagMaster on February 02, 2011, 05:29:07 pm
What about city ruin base, a mall or metro station, for example?
still it will need some modifications, but if you make a cheap office building to serve as a base with about 3 desks, a still in the basement, 3 lockers and a desk terminal it will be a good replacement for a cave
Title: Re: Player-driven faction bases - discussion
Post by: Wichura on February 02, 2011, 05:45:04 pm
Each feature (should have) has upsides and downsides. Upsides are obvious on the bunker base, "downside" is the more remote location of the bunker. It is fine.
No it's not, especially with current travelling "speed". Downside, if I can call that, is half milion of caps required to buy it. For a half milion you get the largest available storage, located in the middle of nowhere, so you use cheaper bases or tents and bunker stays abandoned. Something is wrong here.
If you think about it, the best base would be an empty area where workbench and all other interactions were right next to you after entering.
Duh, no. Well, yeah, I guess we can find more than one player that would love small square map with workbench and bazilion lockers one by one as "base", but please. For lazy retards there is many other games.
Point is - puting everything on the ground is simply inconvenient. It's not "wastelandish", it's not "cool", it's not "fine as it is" or "get use to it". It's just pain in ... dark place.
Title: Re: Player-driven faction bases - discussion
Post by: Surf on February 02, 2011, 05:49:43 pm
What about city ruin base, a mall or metro station, for example?

I like that idea. If I find the time I could do some mapping later on.
No it's not, especially with current travelling "speed". Downside, if I can call that, is half milion of caps required to buy it. For a half milion you get the largest available storage, located in the middle of nowhere, so you use cheaper bases or tents and bunker stays abandoned.



Fair enough, you even repeated the arguments that the bunker base is more then fine with your own words.
Title: Re: Player-driven faction bases - discussion
Post by: Wichura on February 02, 2011, 07:19:42 pm
Fair enough, you even repeated the arguments that the bunker base is more then fine with your own words.
Constant repeating how fine is not-so-fine feature won't magically make this feature real fine. Whatever, we are losing track here.

Metro station map could be cool, there are train tracks in mapper. How about a little challenge, Mr. "Fine" Surf? ;)
Title: Re: Player-driven faction bases - discussion
Post by: Alvarez on February 02, 2011, 07:23:13 pm
I like that idea. If I find the time I could do some mapping later on.

You might need original content, like shopping carts or new shelves... Need a helping hand?
Title: Re: Player-driven faction bases - discussion
Post by: GuitarGuy on February 02, 2011, 07:49:13 pm
I dream about buying base in San Fran - see that shelters above destroyed walls, mmmm. Even this is only pretty dream, I want that very much :)

PS. If my english burning your eyes - wear protective goggles.

That's all.
Title: Re: Player-driven faction bases - discussion
Post by: Surf on February 02, 2011, 07:56:48 pm
You might need original content, like shopping carts or new shelves... Need a helping hand?

If you have some shopping carts graphics I for sure would find a use for them.
Title: Re: Player-driven faction bases - discussion
Post by: xanieeee on February 03, 2011, 08:50:05 pm
I must agree with the bunker being in the middle of nowhere.

My gang has a bunker and 2 outposts.

Nobody is using the bunker anymore.
Title: Re: Player-driven faction bases - discussion
Post by: zuhardu on February 04, 2011, 09:20:38 am
Yes, bunker looks the coolest and has the biggest storage space and yes, it's useless due to travelling speed. Just change the location, it shouldn't be that hard, a bunker near Hub/NCR/SF would be awesome. We always had bunkers and nobody used them, it's a shame that such a great feature of the game is not beeing used.
Title: Re: Player-driven faction bases - discussion
Post by: Jenna on February 04, 2011, 05:04:24 pm
bunker is most unusable bases too much doors to clikc to get around.
can they be blowed away with bombs?
boom boom.

Title: Re: Player-driven faction bases - discussion
Post by: Surf on February 04, 2011, 05:15:39 pm
bunker is most unusable bases too much doors to clikc to get around.
can they be blowed away with bombs?
boom boom.



It's not the games fault if you are too lazy to do some simple clicks.
Title: Re: Player-driven faction bases - discussion
Post by: Jenna on February 04, 2011, 10:34:48 pm
It's not the games fault if you are too lazy to do some simple clicks.

in TLA doors open when walked close :p.
like in orginal fallout
Title: Re: Player-driven faction bases - discussion
Post by: Michaelh139 on February 05, 2011, 02:34:22 am
in TLA doors open when walked close :p.
like in orginal fallout
now that is what i've been dreaming off, who says you gotta stand by door and slowly open it like now instead of barge in during a gunfight or a runaway?  It doesn't help with the combat.
Title: Re: Player-driven faction bases - discussion
Post by: Ox-Skull on February 05, 2011, 06:53:15 am
in TLA doors open when walked close :p.
like in orginal fallout

Doors auto open in FO1, They did????

Edit: sorry for troll, i dont do it usually. :P
Title: Re: Player-driven faction bases - discussion
Post by: TheGreenHand on February 06, 2011, 06:39:56 pm
Doors didn't auto open in FO 1 or 2. Well, maybe some did, in Vaults with power.  But the bunker is shut down.  You gotta lift those doors open.