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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Reiniat on February 07, 2011, 10:29:52 pm

Title: Implement Robots, EMP and Pulse Weaponry
Post by: Reiniat on February 07, 2011, 10:29:52 pm
Its Easy:

1.- Implement the pulse weapons YK38 and YK42B for crafting, and make they only do EMP damage, not electrical, and dont nerf it
2.- Put EMP damage and make every lifing creature has 300% DR, and robots nothing
3.- Implement robots in most places of the wasteland, and in encounters too maybe in the desert of middle map, near glow and in cityes terrain. i mean Mr gutsy, robobrain, eyebot, everyone.
4.- Make Robots a high DT and DR against everything but EMP and electrical damage
5.- Robots will have things like SEC, metal parts, electronic parts in his inventory at die. Powerful robots will have MFC and even Goodmetalparts and Highqualityalloys, only one of course.
6.- For pvp purposes, a new trait: "Cyborg": you have high resistance against radiation and poison, and -30% of being crippled, and 4DT against fire, but no resistance against EMP.
7.- Make robobrain use some guns, (if they have the correct animation) as in Glow
8.- also could be good if its done a Pulse grenade with EMP damage

as i see is easy to implement, and dont damage the stability of the game

also will be good craft robots, or the posibility of slave them.  need a buyable perk to craft them and 150 repair and 150 cience, maybe you cant get it in BOS or enclave or buy it in Sanfran
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: sander on February 08, 2011, 06:35:49 am
2.- Put EMP damage and make every lifing creature has 300% DR, and robots nothing

Done. Where's my cookie?

Btw. Keep in mind, that devs are racists - they will never give any shiny robot a freedom to live outside bases\laboratories.

Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Surf on February 08, 2011, 06:50:14 am
they will never give any shiny robot a freedom to live outside bases\laboratories.

Because they belong there and no where else. What sense does it make to have a robot in the middle of the desert? None.
This is not Fallout 3 where Robots randomly walk through the wasteland.
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Alvarez on February 08, 2011, 10:53:19 am
Because they belong there and no where else. What sense does it make to have a robot in the middle of the desert? None.
This is not Fallout 3 where Robots randomly walk through the wasteland.

Okay, E-DE and some scout bots would be an exception, but that's even a different game.
Sand isn't healthy for mechanical joints, you know?
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: sander on February 08, 2011, 11:34:59 am
...Because they belong there and no where else...

See it? See it?!! Pure racism and slavery propaganda!  :)

@Surf Solar: Ofc i know, why robots should be there. I don't support the idea of freing robotos.

... devs are racists ...

That was just a kind of joke  :)
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: wezu on February 08, 2011, 11:46:09 am
I don't remember ever owning a droid.

Then we only need ligthsabers and I can finally play as Obi Wan Kenobi!!!


Not!
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: NastyKhan on February 08, 2011, 01:08:25 pm
Free the robots! Free the robots!

I vote yes for putting them in random encounters and singulary in some public places. (like single mutant in NCR bar)
And i vote yes for being able to have it as companion.
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Kharaam on February 08, 2011, 02:06:35 pm
wasteland roaming robots please stay in Fallout 3! no! and no for mr. Gutsy!
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: LagMaster on February 08, 2011, 06:10:32 pm
go robots!!!!!
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: cannotspace on February 08, 2011, 07:44:24 pm
That sounds great, make small robots craftable
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Eternauta on February 08, 2011, 07:59:20 pm
I could accept some relatively complex quest to get certain parts that could allow you to create a robot companion in Sierra Army Depot. But free robots around the wasteland, just no.
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Haraldx on February 08, 2011, 08:24:59 pm
Think about it - engineers may have an assistant, Mr. Handy! Lets say there are these tech freaks roaming the wasteland with 10mm pistol and a Mr. Handy that defends him!
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: vilaz on February 08, 2011, 11:03:27 pm
Think about it - engineers may have an assistant, Mr. Handy! Lets say there are these tech freaks roaming the wasteland with 10mm pistol and a Mr. Handy that defends him!
Nope! There are not.

Fallout 3/NV are not took under consideration as "falloutish"
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Reiniat on February 09, 2011, 01:57:02 am
close your mind because something is of FO3 o NV is bullshit, really bullshit

i dont want robots free in wasteland, i mean implement robots in:
-city terrain, is something really good, before of the war there are a lot of them in cityes, now they are mad
-suporting some patrols, like BOS or enclave, or even san fran, broken hills and VC

now is perfectly accord with apocalyptic cientifiction from 1940 the fact that robots still after the apocalipsis making the same things without any change, and whitout any purpose, see Ray Bradbury books, so, maybe some robots still after the war and his protocol say "survive"

also robobrain can have concience of existence and begin to make something like a "robofaction", if you dont want this particular idea it can be wiped out but the opther things are good
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: cannotspace on February 09, 2011, 02:42:14 am
lol you guys sound like a bunch of angry hipsters "it's in the new games!! it must be horrible!"
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Slaver Snipe on February 09, 2011, 03:35:56 am
I just find it funny that you want to get rid of mercs and yet you want to have robot companions.
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: borse on February 09, 2011, 04:43:23 pm
I just find it funny that you want to get rid of mercs and yet you want to have robot companions.

This entirely... I feel like he's just suggesting things that he wants to use in game xD. Nothing wrong with that actually, it shows that he likes the game :)

lol you guys sound like a bunch of angry hipsters "it's in the new games!! it must be horrible!"

Yea, as hipster as it sounds, I think it's partly true. They want to stay true to the fallout 1 and 2 timelines (I think), so emulating fallout 3 and NV in anyway would kind of take away from their initial goal. I also think they meant to restrict the kinds of tech that players are able to get, hence the unfarmable(hard to farm)/non-practical weapons like Gauss and GatlingLaser.
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: headshot on February 09, 2011, 06:11:19 pm
No. Fallout 3 is a crap. It has crappy engine, crappy plot and pointless features. It would be good as single post-apocalyptic video game, as Fallout it sucks. New Vegas is a little better, it seems that "big B" realized that thier first Fallout was a huge fail. Yes, it's possible to make good "new" isometric cRPG game, bah it's possible to make "new looking" true Fallout but then, 12 y.o. kids will don't shout "give me XXX dollars for new Video Game!!" to thier mommies and Bethesda don't earn as much caps as they wants. So it's all about buisness. It's pointless to talk about quality of games in times when money dominated video game entertainment.

About the topic. Robot mercs would be a good thing. We can hire Humans, Ghouls, even Super Mutants so why not to hire a Mr. Handy? ;-)  Seller could be located in San Francisco as the hi-tech town. 
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Reiniat on February 10, 2011, 02:18:51 am
This is bullshit, this is a topic for implement robots and EMP into the game
not about the fukin crap of Fallout 3,
OK FALLOUT 3 IS A PIECE OF SHIT BUT THIS TOPIC IS NOT ABOUT IT, shit i didnt even play fo3 only NV, and dont like it
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: kraskish on February 10, 2011, 04:04:22 am
Because they belong there and no where else. What sense does it make to have a robot in the middle of the desert? None.
This is not Fallout 3 where Robots randomly walk through the wasteland.

I dont even want to start again... but robobrains were used in Great War  :-\ Fallout bible is unfalloutish and doesnt fit! Miracles! Also what sense do raiders and all humanity have after a nuclear war AND robots rampaging in the crater after nuclear bomb!

What sense does it make? None.
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Surf on February 10, 2011, 04:08:39 am
I dont even want to start again... but robobrains were used in Great War  :-\ Fallout bible is unfalloutish and doesnt fit! Miracles! Also what sense do raiders and all humanity have after a nuclear war AND robots rampaging in the crater after nuclear bomb!

There was no conventional war fought in California. The landscape didn't consist of almost  100% covered desert before the war. Even if there were some robots in some smaller houses, barracks etc. they are long gone due to the blastwave.
And yes, you don't have to start it again. :)
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Reiniat on February 12, 2011, 03:02:12 am
Man try to be realist in a game like this is just... funny. i dont know, if you want to proof with teorys the fact of there arent many robots, but you can proof anithing whith teorys. and with cold abstract. so say "no because its imposible" is only a very useless way of dont let this game have big diversity.

this game is completely unrealistic, and this is the way of fallout

also if you want a really big and awesome history, and everything fixed, its imposible, fallout WASNT MAKE BY PROFESIONALS WRITERS, it was created for a lot of programators that want to make a continuation for Wasteland, but they couldnt because Activision have the copyright, so they create Fallout.
And the FalloutBible isnt perfect but is all we have, the games arent really precisely, and there are many inconsistences, but there are always inconsistences, (awesome games like very artistic creations like Halo or MassEffect have inconsistences between secuels and thats no matter for the canon)also fallout bible is continuing in New Vegas, yes i know NV its not a very good game but its the continuation from some programer and he was there since the begin

also if you read cientifiction you will find reasons for robots in the streets of the ruins, and im not mean actual cientifiction, im talking about the 40 or 30, and fallout is based in this, there are a lot of poetic histories about robots in streets after the human go to hell, living, surviving and dyng, and there are robobrains, BRAINS human brains, they could have consience, they could know the actual way, they could fight for survive, they could enjoy the big pleasure of cut the head off a enemy.

So roleplaying talking robots will implement the actual pve combat sistem, then we should create a good story for put them into the cities and voila good fighting, thats the purpose of the game, the fight

maybe my english is not good, but i hope you understand
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Michaelh139 on February 12, 2011, 03:06:40 am
there are robobrains, BRAINS human brains, they could have consience, they could know the actual way, they could fight for survive, they could enjoy the big pleasure of cut the head off a enemy.
Just wanna say, that after brains left the human body, they lost their personality, they can not feel anything.
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Reiniat on February 12, 2011, 03:13:55 am
maybe and maybe dont, maybe the multiple conection in a brain can remake a new consience, whitout any conection of the past, as some robots with a very sofisticated brain (I robot) can have a consience,

but is just a point of view... thats the point, theory are useless in fonline and in fallout, if we want robots, we create a story that fit with what we want and implement those robots into the game, thats the way that games are make it, programers think in some idea, and they writters find the way of put it in the story.
so most of us want robots? whitout think in story, story comes after, thats the way a game works
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Slaver Snipe on February 12, 2011, 04:47:32 am
maybe and maybe dont, maybe the multiple conection in a brain can remake a new consience, whitout any conection of the past, as some robots with a very sofisticated brain (I robot) can have a consience,

but is just a point of view... thats the point, theory are useless in fonline and in fallout, if we want robots, we create a story that fit with what we want and implement those robots into the game, thats the way that games are make it, programers think in some idea, and they writters find the way of put it in the story.
so most of us want robots? whitout think in story, story comes after, thats the way a game works

Indeed theories are useless, like the theory that this thread will go anywhere after 50+ ones just like it have died in the past.

(P.S. i dislike you for thinking mercs should be disabled and then going around and saying that robots should be added, for shame.)
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Reiniat on February 12, 2011, 06:32:13 pm
"indeed theoryes are useless" thats exactly what im tryng to say, teorys in videogames are made to serve the purpose of the game, if we all want robots, we create a good theory for explain that, if we dont like robots e create a theory where they die, so.
again Surf Solar want robots?
how many players want robots?
dont think in the story the story come after

also, i dont like to disable mercs, is only a temporaly solution, when devs solution the problem, mers will be again in game, i am a slaver, so i know what you mean, but you need to think that in this times IA from original FO2 is completely useless with this mercs, so we need a solution, this is a beta, dont think in what is good to you, think in what is good for all players and the game itself
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: kraskish on February 14, 2011, 01:41:14 pm
There was no conventional war fought in California. The landscape didn't consist of almost  100% covered desert before the war. Even if there were some robots in some smaller houses, barracks etc. they are long gone due to the blastwave.
And yes, you don't have to start it again. :)

Talking about blast, Glow is a place where a nuke fell. Fonline Robots still active, armed and defending Glow, despite in Fo1 you had to repair and switch on generator, make less sense than this suggestion. Just pointing out.  :-X
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Slaver Snipe on February 14, 2011, 04:20:42 pm
Talking about blast, Glow is a place where a nuke fell. Fonline Robots still active, armed and defending Glow, despite in Fo1 you had to repair and switch on generator, make less sense than this suggestion. Just pointing out.  :-X

Eh not really this takes place after fallout 1, so you can make the assumption that the holy vault dweller turned on the robots, was a sneak char and got by without a fight. (although he was probably sad about having 10 int and  skilled for a trait)
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: wreese2u on February 14, 2011, 08:17:23 pm
Its Easy:

1.- Implement the pulse weapons YK38 and YK42B for crafting, and make they only do EMP damage, not electrical, and dont nerf it
2.- Put EMP damage and make every lifing creature has 300% DR, and robots nothing
3.- Implement robots in most places of the wasteland, and in encounters too maybe in the desert of middle map, near glow and in cityes terrain. i mean Mr gutsy, robobrain, eyebot, everyone.
4.- Make Robots a high DT and DR against everything but EMP and electrical damage
5.- Robots will have things like SEC, metal parts, electronic parts in his inventory at die. Powerful robots will have MFC and even Goodmetalparts and Highqualityalloys, only one of course.
6.- For pvp purposes, a new trait: "Cyborg": you have high resistance against radiation and poison, and -30% of being crippled, and 4DT against fire, but no resistance against EMP.
7.- Make robobrain use some guns, (if they have the correct animation) as in Glow
8.- also could be good if its done a Pulse grenade with EMP damage

as i see is easy to implement, and dont damage the stability of the game

also will be good craft robots, or the posibility of slave them.  need a buyable perk to craft them and 150 repair and 150 cience, maybe you cant get it in BOS or enclave or buy it in Sanfran
Robot mercs with plasma FTW
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: KruskDaMangled on February 14, 2011, 08:45:34 pm
This is bullshit, this is a topic for implement robots and EMP into the game
not about the fukin crap of Fallout 3,
OK FALLOUT 3 IS A PIECE OF SHIT BUT THIS TOPIC IS NOT ABOUT IT, shit i didnt even play fo3 only NV, and dont like it

Well, that's fine. I don't think it would hurt to speak of it in regards to suggesting some, possibly very limited instances of Protectrons though. I know it isn't "original", but then the Robby The Robot design does fit, and Powder Gangers, a hold over from Van Buren, and something that is in New Vegas, (also inspired by Van Buren) are in the game. I think it might be amusing to find them in a limited number of city tiles, at least. It's something more interesting than shooting yet another punk raider with a spear.
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Reiniat on February 21, 2011, 10:36:42 pm
i wasnt thinking in add new robots from other games, like protectron, i was only thinking in add existing robots in FO2 with all the animations done

Floating eye: (http://images.wikia.com/fallout/images/4/4a/EyeAniGif.gif)
MR. Handy: (http://images.wikia.com/fallout/images/8/85/Mahandaa_se.gif)
Robobrain: (http://images.wikia.com/fallout/images/e/ee/Maroboaa_se.gif) they use human weaponry...
Sentry bot:(http://images.wikia.com/fallout/images/8/88/MAROBTAA_se.gif)


also i want Wall-E he fits with the falloutish style :)
(http://www.3d-screensaver-jam.com/images/free/freewalle/big2.jpg)
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: FstrAnthony on February 21, 2011, 10:43:33 pm
very sexy idea but i mean imagine how much BS would happen with robot they will more than likely own u unless u have emp weapons
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: ASDu on February 22, 2011, 07:14:34 am
It useful only for thrower/energywep player. Others will suck...

Main problem: We got too many things undone... (All NPC factions need to be reworked)
Only when they will be finished there will be a point to add more factions...
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Alvarez on February 22, 2011, 08:47:24 am
How about some robot encounters near Glow, for starts?
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Eternauta on February 22, 2011, 02:06:34 pm
How about some robot encounters near Glow, for starts?

Hmmm, but those robots are trapped as they can't get out through the hole in the surface.
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: cannotspace on February 22, 2011, 03:29:59 pm
OK FALLOUT 3 IS A PIECE OF SHIT

(https://i.imgur.com/woe49.jpg)
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: FstrAnthony on February 22, 2011, 07:46:08 pm
make emp shotty shells lie on FoT
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: kraskish on February 23, 2011, 01:54:43 am
very sexy idea but i mean imagine how much BS would happen with robot they will more than likely own u unless u have emp weapons

cuz you always have a chance against leader char with 5 muties. Same with killing a guy in MA with laser pistol, crits...
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Reiniat on February 24, 2011, 03:06:19 am
ok, maybe non EW chars wont enjoy this robot implementation, but.... who doesnt have an EW alt? just login, kill robots, and relogin with you BG burster

Hmmm, but those robots are trapped as they can't get out through the hole in the surface.
that its not the point, you can create a good history for put those robots out of glow, please dont think in "no because is impossible to they survive" fallout was created with the purpose of make a holy awesome game, the history depend of what the devs want, just look to some missions from FO2 like the ghost in the Den, or the bob cars sellers, from the FO1. if we want robots we put them on game, thats all,

also its interesting to think... instead of hordes superdupermuties with rockinlaunchers, we will have hordes of robots, at last, crafters will have a very little oportunity.... and of course, will be exploitable, it will be fixed with the time
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: FstrAnthony on February 26, 2011, 06:35:47 am
maybe if used as town guards in guarded towns of course they can replace some guards
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Aminirth on March 06, 2011, 05:20:58 pm
Im not sure how Fonline world will look like with more robots but we can see it how it goes in Fallout Tactics at the last missions.
-Mostly robots are made by metal so their DT should be a bit higher or lower of Metal Armor.
-Creating one robot would be very high and costly - 20 HQ Mierals (http://fo2238.fodev.net/wiki/images/0/01/High_Quality_Minerals.gif) and 20 Iron ores (http://fo2238.fodev.net/wiki/images/4/4e/High_Quality_Iron_Ore.gif)  + electronic parts  (http://fo2238.fodev.net/wiki/images/b/b5/V15comp.gif) + cybernetic brain (http://images3.wikia.nocookie.net/__cb20050504005732/fallout/images/f/f7/BRAIN1.gif)(if its robo brain, lest say from dead NPC's or from Doctors) + Junk (http://fo2238.fodev.net/wiki/images/3/38/Pump2.gif) + Computer Voice Module - (http://images1.wikia.nocookie.net/__cb20100220153143/fallout/images/7/7c/FO2_Computer_Voice_Module.gif) + Robot Motivator (http://images2.wikia.nocookie.net/__cb20050511014930/fallout/images/6/63/K9Parts.gif)  
      
I choose this items because they looks it fits to, but they problem its to get them.
Here's the wiki about them :
http://fallout.wikia.com/wiki/Robot_motivator
http://fallout.wikia.com/wiki/Computer_voice_module
http://fallout.wikia.com/wiki/Cybernetic_brain

-To create robot you'll need blueprint (which you can get only in Enclave) and very high science.
-Also the repiar skill could be common by repairing robots.
-Robots needs power so we can get energy by SEC or MFC.


Robots can be spotten only in places like Dump there where is much junks and parts which robots can use
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Dziubek on March 06, 2011, 05:27:28 pm
Im not sure how Fonline world will look like with more robots but we can see it how it goes in Fallout Tactics at the last missions.
-Mostly robots are made by metal so their DT should be a bit higher or lower of Metal Armor.
-Creating one robot would be very high and costly - 20 HQ Mierals (http://fo2238.fodev.net/wiki/images/0/01/High_Quality_Minerals.gif) and 20 Iron ores (http://fo2238.fodev.net/wiki/images/4/4e/High_Quality_Iron_Ore.gif)  + electronic parts  (http://fo2238.fodev.net/wiki/images/b/b5/V15comp.gif) + cybernetic brain (http://images3.wikia.nocookie.net/__cb20050504005732/fallout/images/f/f7/BRAIN1.gif)(if its robo brain, lest say from dead NPC's or from Doctors) + Junk http://fo2238.fodev.net/wiki/images/3/38/Pump2.gif + Computer Voice Module - (http://images1.wikia.nocookie.net/__cb20100220153143/fallout/images/7/7c/FO2_Computer_Voice_Module.gif) + Robot Motivator (http://images2.wikia.nocookie.net/__cb20050511014930/fallout/images/6/63/K9Parts.gif)   
     
I choose this items because they looks it fits to, but they problem its to get them.
Here's the wiki about them :
http://fallout.wikia.com/wiki/Robot_motivator
http://fallout.wikia.com/wiki/Computer_voice_module
http://fallout.wikia.com/wiki/Cybernetic_brain

-To create robot you'll need blueprint (which you can get only in Enclave) and very high science.
-Also the repiar skill could be common by repairing robots.
-Robots needs power so we can get energy by SEC or MFC.


Robots can be spotten only in places like Dump there where is much junks and parts which robots can use

Fully support, why fallout must be without robots? They'd be good companions.
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Tomekwro on March 06, 2011, 05:38:48 pm
Im not sure how Fonline world will look like with more robots but we can see it how it goes in Fallout Tactics at the last missions.
-Mostly robots are made by metal so their DT should be a bit higher or lower of Metal Armor.
-Creating one robot would be very high and costly - 20 HQ Mierals (http://fo2238.fodev.net/wiki/images/0/01/High_Quality_Minerals.gif) and 20 Iron ores (http://fo2238.fodev.net/wiki/images/4/4e/High_Quality_Iron_Ore.gif)  + electronic parts  (http://fo2238.fodev.net/wiki/images/b/b5/V15comp.gif) + cybernetic brain (http://images3.wikia.nocookie.net/__cb20050504005732/fallout/images/f/f7/BRAIN1.gif)(if its robo brain, lest say from dead NPC's or from Doctors) + Junk (http://fo2238.fodev.net/wiki/images/3/38/Pump2.gif) + Computer Voice Module - (http://images1.wikia.nocookie.net/__cb20100220153143/fallout/images/7/7c/FO2_Computer_Voice_Module.gif) + Robot Motivator (http://images2.wikia.nocookie.net/__cb20050511014930/fallout/images/6/63/K9Parts.gif)  
      
I choose this items because they looks it fits to, but they problem its to get them.
Here's the wiki about them :
http://fallout.wikia.com/wiki/Robot_motivator
http://fallout.wikia.com/wiki/Computer_voice_module
http://fallout.wikia.com/wiki/Cybernetic_brain

-To create robot you'll need blueprint (which you can get only in Enclave) and very high science.
-Also the repiar skill could be common by repairing robots.
-Robots needs power so we can get energy by SEC or MFC.


Robots can be spotten only in places like Dump there where is much junks and parts which robots can use


cool idea:D! I'd like to have your own robot. +1
Title: Re: Implement Robots, EMP and Pulse Weaponry
Post by: Korusho on March 09, 2011, 09:22:40 pm
I would support creation of small support role robots as follows and companions, but not much beyond that. Perhaps the larger units could be used as guards in TC and bases and thats it?

Sizes along the eyebot would be acceptable in my opinion. If I recall correctly they had a melee attack in Fo1-2.


I'm not disagreeing with the mods on the thought that there weren't a lot of bots in Cali at the time of the nukes, so there shouldn't be free roaming bots now, but why can't people create new ones?