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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Radman2307 on April 22, 2011, 10:58:54 pm

Title: Sheriff/Regulator idea - Special Perk - An Alternative to Slaving
Post by: Radman2307 on April 22, 2011, 10:58:54 pm
(http://images2.wikia.nocookie.net/__cb20100220224346/fallout/images/b/ba/FO2_Sheriff%27s_Badge.gif)
Hey all,

Let me first just say FOnline is a fantastic concept and I put my hands together to the dev team for making it possible, secondly I have been a long time follower but first time poster.

Anyhow introductions aside let me get down to it:

Whats the idea?

Basically turn the slaver concept around for characters who wish to play 'good guys' or wasteland sheriffs/regulators... The great thing about this is the coding and tools are already in the place with the whole slaver 'career/faction' path, instead of picking on 'innocent' NPC's however a character would round up and turn in 'evil' NPC's (such as Raiders, Mobsters and of course slavers.)

How will it work?

Well a player would have to be 'sworn in' as a Sheriff/Regulator (I prefer Regulator) the two locations I had in mind are the NCR Sheriffs Officer and the Hub Police Station - In order to be sworn in however the player would first have to complete a set of quests ranging from easy to hard (much like the old Redding Deputy quest from Fallout 2.)  

Upon completion of the three quests the player would be sworn in as a 'Wasteland Regulator/Sheriff' given a badge and sent on their way.

As a Regulator though a player would then have the option of tieing up 'unconcious' evil NPC's (with rope of course) and frog marching them to the nearest Law Enforcement Office for trial/imprisonmentl (Redding, Hub, NCR ect)

The player would recieve caps and exp based on how 'powerful' the NPC brought to justice actually is - the MAJOR differences between being a Regulator and a Slaver are as follows:


Positive aspects to the Role

Negative aspects to the Role


Well thats my BASIC idea, let me know what you all think, please feel free to add to the suggestion,

Thanks for reading,

Rad

(http://images1.wikia.nocookie.net/__cb20100220191234/fallout/images/0/0c/FO2_Presidential_Pass.gif)
Title: Re: Sheriff/Regulator Role
Post by: Badger on April 22, 2011, 11:08:15 pm
I really like it. I would also suggest the name Lawbringer.
Title: Re: Sheriff/Regulator Role
Post by: Radman2307 on April 22, 2011, 11:52:25 pm
I really like it. I would also suggest the name Lawbringer.

I like 'Lawbringer' sounds like a good name for the Perk aswell.

(ala Fallout 3 - Which I have only briefly played)

(http://images.wikia.com/fallout/images/8/8a/Lawbringer.png)
Title: Re: Sheriff/Regulator Role
Post by: Haterade on April 23, 2011, 02:15:31 am
i like!  :D
Title: Re: Sheriff/Regulator Role
Post by: Surf on April 23, 2011, 02:41:58 am
Regulators are the people occupying New Adytum, no lawbringing noblesmen like you maybe mistake with the FO3 ones.
Also, it sounds nice on the paper, but how do you consider "evil" NPC? What is "evil", anyway? It's a bit too ambigious.
Title: Re: Sheriff/Regulator Role
Post by: Michaelh139 on April 23, 2011, 02:45:15 am
Also, it sounds nice on the paper, but how do you consider "evil" NPC? What is "evil", anyway? It's a bit too ambigious.
General Lawbreakers, rapists, sociopaths etc...

It doesn't have to necessarily be evil but it's still frowned upon by society or "normal people".
Title: Re: Sheriff/Regulator Role
Post by: Radman2307 on April 23, 2011, 09:30:01 am
Regulators are the people occupying New Adytum, no lawbringing noblesmen like you maybe mistake with the FO3 ones.
Also, it sounds nice on the paper, but how do you consider "evil" NPC? What is "evil", anyway? It's a bit too ambigious.

I am aware of the term 'regulator' from Adytum as that's partly what the idea is based on, I can hand on heart say I haven't played fallout 3 long enough to know about the Lawbringer perk, i'm. Purly an old school FO player (also New Vegas now too) and always have been.

The word Regulator is purly an American one that dates back to the time of the first Settlements and was often the only form of Law Enforcement areas had, I just think it fits in with the fallout setting more then say "police office" but hey perhaps "peace officer" would work better?

As for 'evil' perhaps I used too general a word but I'm fairly sure common sense can dictate this one:

Raiders - Everyone fears them, they rape and Pilage settlements for resources
Bandits/Robbers - They rob and murder travellers and merchants for supplies.
Slavers - They kill and enslave people.

Like I said, I know there is the whole "grey" moral compass in fallout universe but this is fairly obvious as to who is "bad" and who isn't. The best way to look at it would be what could an NCR Court but an NPC on trial for? If you can't think of anything substantial then best off leaving the NPC out of it.

Factions such as the Enclave whilst considered evil by many should remain out of it for the simple reason being the NCR doesn't know enough about them, plus roping someone up who's wearing power armour is silly ;)
Title: Re: Sheriff/Regulator Role
Post by: vedaras on April 23, 2011, 09:55:33 am
i thought that they are just killing the bad guys, not "turning them in". I dont like the idea.
Title: Re: Sheriff/Regulator Role
Post by: Radman2307 on April 23, 2011, 10:05:08 am
i thought that they are just killing the bad guys, not "turning them in". I dont like the idea.

Killing a bad NPC wouldn't amount to much, no real effort has been made by the player you've simply emptied your gun into someone, any player can do that. By 'turning them in' it works two fold, it takes a little effort to rope em up and then march/escourt them back to town and also some would argue that 'arresting' someone is the more 'noble' thing to do, atleast then the person gets a fair trial ;)

The idea is no different in concept from the Slaver faction if we're being honest, it uses the same mechanics the only difference being is it's at the other end of the 'moral' compass, a player is acting out a law enforcer instead of a law breaker, implementation of the role ensures both play styles are catered for.

Something I just did think of it might also help new players decide who's more trust worthy then others.  
Title: Re: Sheriff/Regulator Role
Post by: Y0ssarian on April 23, 2011, 10:12:41 am
Cool idea. Hope it passes.
Title: Re: Sheriff/Regulator Role
Post by: vedaras on April 23, 2011, 10:51:03 am
Killing a bad NPC wouldn't amount to much, no real effort has been made by the player you've simply emptied your gun into someone, any player can do that. By 'turning them in' it works two fold, it takes a little effort to rope em up and then march/escourt them back to town and also some would argue that 'arresting' someone is the more 'noble' thing to do, atleast then the person gets a fair trial ;)

The idea is no different in concept from the Slaver faction if we're being honest, it uses the same mechanics the only difference being is it's at the other end of the 'moral' compass, a player is acting out a law enforcer instead of a law breaker, implementation of the role ensures both play styles are catered for.

Something I just did think of it might also help new players decide who's more trust worthy then others.  

but in the way you describe them, they would work exactly like slavers, and they need to be opposite to them. Furthermore i dont think that for example in ncr sheriffs prison they would like to keep some slaver from den or raider from bh. I dont see much logic in this suggestion.
Title: Re: Sheriff/Regulator Role
Post by: Surf on April 23, 2011, 11:02:09 am
Now that you've described it better, I like it. Maybe we'd could even pop in some speech/Charisma Purposes.
Title: Re: Sheriff/Regulator Role
Post by: Radman2307 on April 23, 2011, 11:02:52 am
but in the way you describe them, they would work exactly like slavers, and they need to be opposite to them. Furthermore i dont think that for example in ncr sheriffs prison they would like to keep some slaver from den or raider from bh. I dont see much logic in this suggestion.

They are opposite to Slavers, they don't capture 'innocent' or 'weak' NPCs they go after NPC Raiders, Bandits and Slavers, all other NPCs (such as farmers) would NOT be arrestable, nothing would happen if you tried to tie them up. Also as stated prisoners cannot be used as slaves or mercs when captured only taken to a sheriff for a bounty.

As for NCR not wanting Den persons clogging up their cells well, players COULD take them on over to Redding for punishment, but even if you take them on down to the NCR it can easily be explained away and justified in an RP sense by saying:

"The NCR is expanding northwards intending to take over various new territories, it intends to clean these areas up with it's own brand of frontier justice."

Remember the NCR sees itself as Americans only new hope for a brighter future, it models it's ideals and law on the past civilisation.

Failing that have it so 'Jurisdiction' is split between between Law Enforcement Offices:

The Hub - Southern Areas
NCR - Middle Areas
Redding - Northern Areas
Title: Re: Sheriff/Regulator Role
Post by: vedaras on April 23, 2011, 11:11:39 am

yeah and in f2 rangers ask you to kill all slavers not to capture them. Even when you meat "rangers" encounter in f2 near ncr, and talk to them they go like "how many slavers you killed today".  
Title: Re: Sheriff/Regulator Role
Post by: Reginmund on April 23, 2011, 11:18:54 am
yeah and in f2 rangers ask you to kill all slavers not to capture them. Even when you meat "rangers" encounter in f2 near ncr, and talk to them they go like "how many slavers you killed to day". 

Well this suggestion is an alternative, capture and turn in slavers. The only problem i see is the necessity of follower slots and processing of these prisoners (sent for hard labour at redding, what else do you have in mind??)
Title: Re: Sheriff/Regulator Role
Post by: Radman2307 on April 23, 2011, 11:19:08 am
yeah and in f2 rangers ask you to kill all slavers not to capture them. Even when you meat "rangers" encounter in f2 near ncr, and talk to them they go like "how many slavers you killed to day". 

Yeah but you wouldnt be playing as a Ranger you'd be taking on the role as a Law Enforcer (Rangers as far as i'm aware didnt care about Bandits or Raiders either.)

The way I understand Fallout lore is that Rangers are seperate to the NCR's Law Enforcement (I would also argue that in Fallout 2 they werent even part of the NCR Military community but more of a seperate military faction entirley, but thats just me.)

The role im proposing is sort of a fallout version of a State/Federal Marshal of the old wild west, im not proposing that players become NCR Rangers, i'm suggesting something different.

Well this suggestion is an alternative, capture and turn in slavers. The only problem i see is the necessity of follower slots and processing of these prisoners (sent for hard labour at redding, what else do you have in mind??)

Follower slots would work the same as with Slavers (charisma adding slots along with some perks) as to what happens to Slavers who are captured and taken to a local Sheriff well I was going to leave that down to your imagination.

My idea was to have the NPC either put into a Prison/Police Cell and then disappear after awhile (being sent to court for trial.)

What happens to the NPC's is down to the Devs and how they want to write it in, in Fallout 2 the Raider spy in the NCR Prison was going to be executed according to the cop in the station, we know that with Fallout New Vegas many ended up being put into forced labour and working on the railroad constructions (powder gangers) this would make sense in Fallout 2238's lore as the NCR has begun expanding its railway network already (simply have chain gangs under guard alongside some of the railway lines in certain encounters, it would make sense.)

Also obviously not every raider you encounter your going to be able to knock out and bring in, some your going to have to take down and kill but the option is there to take them in if you can (benefits being Caps, Experience and possible Karma gain)
Title: Re: Sheriff/Regulator Role
Post by: vedaras on April 23, 2011, 11:36:53 am
my point is that so called good guys of wasteland arent interested if you capture bad guys or not. And according to your suggestion you would even get reward. As i said before no logic in your suggestion, sorry bro :> It might add some fun ways to play game, but i dont see it fitting.
Title: Re: Sheriff/Regulator Role
Post by: Radman2307 on April 23, 2011, 11:43:48 am
my point is that so called good guys of wasteland arent interested if you capture bad guys or not. And according to your suggestion you would even get reward. As i said before no logic in your suggestion, sorry bro :> It might add some fun ways to play game, but i dont see it fitting.

I think some people are interested in the idea of justice, especially the NCR.

Look at the Sheriff in Redding back in Fallout 2, if you went around killing the perps in the situations he'd want you to clean up he'd chew you out and only pay you half what you were suppose to get, the exception being Frog Morton but he was heavily armed and surrounded by thugs.

Also back in Fallout 2 if you killed the Raider Spy in the cells the guards would become hostile if I remember rightly.

Going WAY back to Fallout 1 if you, the player got caught stealing from Killians store he'd send you to jail to 'cool off' so to simply say that people arent interested in the idea of 'justice' in the fallout universe is wrong in my opinion, hell even Vault City had a prison (both in the courtyard and in the main city.)

The NCR is very interested in promoting the ideals of the 'old world' (as seen in Fallout NV with the NCR Prison and powder gangers back story.)

I see it as the NCR using it as a means of seperating themselves from the other 'wastelanders' as in saying (look we give people a trial and fair punishment to those who break our laws.)
Title: Re: Sheriff/Regulator Role
Post by: LagMaster on April 23, 2011, 11:46:01 am
1. recomandation: never argue with vedaras
2. ideea: good ideea, but again, what is Evil in this game?
3. question: how it will work for players?
Title: Re: Sheriff/Regulator Role
Post by: Radman2307 on April 23, 2011, 11:51:36 am
1. recomandation: never argue with vedaras
2. ideea: good ideea, but again, what is Evil in this game?
3. question: how it will work for players?

Who's arguing? It's a debate!  ;D

It seems as if Vedaras is missing some points im trying to make (around lore) so i'm just trying to clear them up.  ;)

As to your other points:

2. ideea: good ideea, but again, what is Evil in this game? - As already stated the general concepts of 'bad' that most civilised towns would see as 'crimes' so:- Murder and Robbery (Raiders, Robbers, Bandits and Slavers)

3. question: how it will work for players? - (The same as slavery works, a player gets the Perk - after numerous quests, once he has the perk he encounters a raider, knocks the raider out and takes them to a Law Enforcement Office in a town for caps/exp)
Title: Re: Sheriff/Regulator Role
Post by: vedaras on April 23, 2011, 11:57:25 am
as i remember sheriff in redding also replied something to you on break up the brawl in saloon quest that "what are you going to jail all town" or something like that, when you decided to take the fighters in prison. I agree that good towns would be interested in killing bad guys, but you already get reward for that - their loot. For slaving people you lose reputation, you get very shitty reward for selling slaves, and you get kinda shitty help in combat from slaves. In here you would get money or something from nothing, since most of your mentioned people are hostile anyway, you fight them in any way. Also you dont lose any reputation or anything else by doing that so i still see the suggestion as not logical and not balanced.
Title: Re: Sheriff/Regulator Role
Post by: LagMaster on April 23, 2011, 11:59:01 am
how about capturing bad NPCs like slaves, but they can't help you in combat, they iwll just try to run, and then give them to a reprezentitive to get 200 caps
Title: Re: Sheriff/Regulator Role
Post by: Radman2307 on April 23, 2011, 12:05:16 pm
as i remember sheriff in redding also replied something to you on break up the brawl in saloon quest that "what are you going to jail all town" or something like that when you decided to take the fighters in prison. I agree that good towns would be interested in killing bad guys, but you already get reward for that - their loot.

He did but he said that because it wasnt 'economical' for the town to jail them (as in the mines would lose money by jailing the miners) the correct way to finish the quest wasnt implemented until Killaps Restoration patch (you talked both parties down for awsome XP reward.)

But if you killed the miners you'd again get chewed out.

Quote
For slaving people you lose reputation, you get very shitty reward for selling slaves, and you get kinda shitty help in combat from slaves. In here you would get money or something from nothing, since most of your mentioned people are hostile anyway, you fight them in any way. Also you dont lose any reputation or anything else by doing that so i still see the suggestion as not logical and not balanced.

Well the rewards for bringing a prisoner in would be on par with a slave, you'd again lose reptuation with the criminal elements of the Fallout World (No Hub Underworld work, No Mobster Family work in Reno, unable to join raiders ect, make it so family mobsters attack you on encounters ect, perhaps even bar some 'Mob Friendly' merchants from trading with you.)

Make it so there is a High-ish CHAR check to allow a person to join the faction/organisation.

It can be balanced just as easily so its on par and disabilitating as being a Slaver is, just make it so there are some perks to it.
Title: Re: Sheriff/Regulator Role
Post by: vedaras on April 23, 2011, 12:33:11 pm

problem in here is that most criminal elements do not have their own faction. Like rogues/robbers/raiders/highwayman/gang/bootleggers/mobsters so you would lose nothing for them.
Title: Re: Sheriff/Regulator Role
Post by: Badger on April 23, 2011, 12:43:54 pm
I don't see any clash with the game overall. Particularly as a significant part of the worldmap is now under NCR jurisdiction, it's in their interests to clean up their territory and surrounding areas (to help their inevitable expansion) in as lawful a way as possible. There'll always be work for people looking to bring criminals to task - Junktown, Broken Hills, Redding, the Hub, all have jails for a reason.

I think it would be a waste of time to set up a jurisdiction system - nobody's going to capture raiders near Gecko and bring them down to the Hub if they can hand them in somewhere closer. It wouldn't be worth it for the exceptionally few times someone takes the long way round.

I also think both this proposed system and slaving could easily be tied into the NPC faction system. Some factions want slave labour - you gives them slaves for faction points. Other factions want criminals brought to justice - hand them in for faction points.
Title: Re: Sheriff/Regulator Role
Post by: Radman2307 on April 23, 2011, 12:46:52 pm
problem in here is that most criminal elements do not have their own faction. Like rogues/robbers/raiders/highwayman/gang/bootleggers/mobsters so you would lose nothing for them.

No but the Reno families do along with the Hub Underworld, the raider faction would naturally hate you aswell, basically ANY organisation that is crime related or 'shady' would hate players who become Law Enforcement officials.
Title: Re: Sheriff/Regulator Role
Post by: Badger on April 23, 2011, 12:49:42 pm
Also, I think it's reasonable to assume this is the general approach to law and order in the wasteland, in the words of Earl Marion, Redding Sheriff:

Thank god you put that murdering bastard Hakeswill away. We'll show him a bit of justice - and then we'll hang him. Well done.

So there's not really much of a problem of jails getting overcrowded or anything. They're happy to get as many criminals as they want, as they'll just execute them. Everyone loves a hanging.
Title: Re: Sheriff/Regulator Role
Post by: Lexx on April 23, 2011, 12:53:20 pm
A slaver vs. ranger conflict is planned as faction scenario-esque content addon for the future.
Title: Re: Sheriff/Regulator Role
Post by: Lizard on April 23, 2011, 01:11:05 pm
Everyone loves a hanging.

Yep, and on NMA, Continuum made a really nice render of hanged people, shouldn't that be in-game?

A moral dilemma appears: bad slavers, they let people live but enslave them and help you out with shotguns - and good rangers, they hang dem slavers and say you do a good work, but won't reward you with anything, but 100 caps and good (?) karma.
Title: Re: Sheriff/Regulator Role
Post by: avv on April 23, 2011, 01:25:49 pm

Positive aspects to the Role

  • Huge increase reputation with the various town citizens (the exception being Vault City since I doubt they would recognise the authority bestowed onto the player.)

No way. Just because someone hunts highwaymen alone and hauls them to some sheriff npc, it doesn't mean he should receive reputation. To receive reputation inside some community, one should help the players not the npcs.

Other than the reputation the idea is pretty neat, even though a bit singleplayerish.[/list]
Title: Re: Sheriff/Regulator Role
Post by: Radman2307 on April 23, 2011, 03:20:13 pm
A slaver vs. ranger conflict is planned as faction scenario-esque content addon for the future.

Lexx.

I appreciate that the Dev team has taken the time to comment on my suggestion, thank you but this isnt about a Ranger vs Slaver conflict, this suggestion is asking for the implementation of a faction that operates similar to slavers but is the opposite (being the Law Enforcement if you will.)

I personally would like to see this group seperate to NCR Rangers but that's just me ;)

    No way. Just because someone hunts highwaymen alone and hauls them to some sheriff npc, it doesn't mean he should receive reputation. To receive reputation inside some community, one should help the players not the npcs.

    Other than the reputation the idea is pretty neat, even though a bit singleplayerish.

To be honest I dont know enough about the town rep system to comment but I think its fair to say that being affiliated with a Law Enforcement community would mean that NCR controlled towns would like/support you more then criminal towns (New Reno, Raiders, Den ect)

I also thought reputation was gained by completing quests and joining NPC factions in Fallout Online?
Title: Re: Sheriff/Regulator Faction - Special Perk
Post by: Lexx on April 23, 2011, 04:03:54 pm
but this isnt about a Ranger vs Slaver conflict, this suggestion is asking for the implementation of a faction that operates similar to slavers but is the opposite (being the Law Enforcement if you will.)

So you want "Regulators" like in Fallout 3? I don't see this ever to happen, because there is no fundamental reason why such faction should ever exist on their own. Practically speaking, the NCR Rangers are exactly that: Hunting down slavers and freeing slaves--- in the name of the NCR, without being a special world-police force type of thing. So it fits the setting and has a believable backstory.
Title: Re: Sheriff/Regulator Faction - Special Perk
Post by: LagMaster on April 23, 2011, 04:09:33 pm
So you want "Regulators" like in Fallout 3? I don't see this ever to happen, because there is no fundamental reason why such faction should ever exist on their own. Practically speaking, the NCR Rangers are exactly that: Hunting down slavers and freeing slaves--- in the name of the NCR, without being a special world-police force type of thing. So it fits the setting and has a believable backstory.
in this case let's do that for NCR rangers
Title: Re: Sheriff/Regulator Faction - Special Perk
Post by: Radman2307 on April 23, 2011, 04:17:54 pm
So you want "Regulators" like in Fallout 3? I don't see this ever to happen, because there is no fundamental reason why such faction should ever exist on their own. Practically speaking, the NCR Rangers are exactly that: Hunting down slavers and freeing slaves--- in the name of the NCR, without being a special world-police force type of thing. So it fits the setting and has a believable backstory.

No I dont want Regulators as in Fallout 3 (I previously said I never knew Regulators existed until this thread, I've only ever briefly played Fallout 3)

What i'm suggesting is that a new Faction be created, namely a NCR Federal Marshal styled faction (NCR Rangers arent this, NCR Rangers are a military group thats sole purpose in FO2 was to combat Slavers, i'm suggesting a much wider NCR Controlled Law Enforcement group - like Federal Marshals.)

This groups job wouldnt be soley hunting down slavers, it would be hunting down criminals within NCR's territory and beyond (it fits into the story due to NCR's need for expansion, the NCR want to 'clean up' the wastes to prove to the other outposts/towns that its worth their while joining the NCR.)

The group would operate mechanically the same as SLAVERS from a design perspective...

Hopefully I can explain it better here:


1. After completing three quests a player is offered a job as an NCR Territory Law man
2. The Player accepts the job (is now part of the Lawman faction)
3. Just like joining the Enclave or Brotherhood Reputation is affected, in this case all CRIMINAL organisations hate the player where as normal townsfolk like him (except for The Den, Reno, Vault City and others - its up for debate)
4. The player can now go out into the wastes, when they encounter a Raider/Bandit/Robber/Highway ect group the player has the choice of knocking a NPC out.
5. Once a player has knocked an NPC out and the area is safe he can now tie up the unconcious character
6. The Character now follows the player around however IS NOT a slave or Merc (no weapons can be given to the 'Prisoner')
7. The Player then takes the prisoner to the nearest town with a police/sheriff presense (Hub, NCR, Redding) and a small bounty is paid to the player when the prisoner is dropped off.


I hope thats cleared some things up...  ;D
Title: Re: Sheriff/Regulator Role
Post by: avv on April 23, 2011, 04:49:45 pm
To be honest I dont know enough about the town rep system to comment but I think its fair to say that being affiliated with a Law Enforcement community would mean that NCR controlled towns would like/support you more then criminal towns (New Reno, Raiders, Den ect)

I also thought reputation was gained by completing quests and joining NPC factions in Fallout Online?

Depends on what this reputation can be used. Atm very high rep can be used to kill people with lower rep. Would you like it if some law enforcement quest farmer killed you for fun because he had done this quest very long but you just entered the town with 0 rep?
Title: Re: Sheriff/Regulator Faction - Special Perk
Post by: Radman2307 on April 23, 2011, 05:06:56 pm
Depends on what this reputation can be used. Atm very high rep can be used to kill people with lower rep. Would you like it if some law enforcement quest farmer killed you for fun because he had done this quest very long but you just entered the town with 0 rep?

Ok so perhaps have it a one time deal, you would only be entitled to money and a little bit of EXP for each 'Prisoner' brought in to a Sheriffs Office.
Title: Re: Sheriff/Regulator Faction - Special Perk
Post by: Badger on April 23, 2011, 05:10:12 pm
I think making a new faction is needlessly complicating it. Keep it simple, like with slaving. It's work you can do on the side: it just gives you the same kind of perk as a Slaver. You catch criminals and bring them to one of several NCR affiliated prisons (or just regular prisons), hand them in for caps and xp.

I think the reason Rad didn't want the Rangers versus Slavers thing is because he wants something with very similar mechanics to slaving - only you're working for the Law, hunting down 'bad' npcs instead of capturing regular ones.
Title: Re: Sheriff/Regulator Role
Post by: RavenousRat on April 23, 2011, 05:10:28 pm
Depends on what this reputation can be used. Atm very high rep can be used to kill people with lower rep. Would you like it if some law enforcement quest farmer killed you for fun because he had done this quest very long but you just entered the town with 0 rep?
As I know it's not possible anymore? You need to have ~1k difference between you and target like before, but evil devs also added other condtion: target must have < 0 rep or < -300, don't know exactly, anyway negative rep. So if you're 0 rep neutral guy, even 10000 rep exploiters won't kill you with no guard reacting, so it's not a problem.
Title: Re: Sheriff/Regulator Faction - Special Perk
Post by: Reginmund on April 23, 2011, 05:15:55 pm
so what about a faction point system like that intended for bos and such??? but since this system is highly repeatable it must be dulled down somehow.
Title: Re: Sheriff/Regulator Faction - Special Perk
Post by: Radman2307 on April 23, 2011, 05:16:07 pm
I think making a new faction is needlessly complicating it. Keep it simple, like with slaving. It's work you can do on the side: it just gives you the same kind of perk as a Slaver. You catch criminals and bring them to one of several NCR affiliated prisons (or just regular prisons), hand them in for caps and xp.

I think the reason Rad didn't want the Rangers versus Slavers thing is because he wants something with very similar mechanics to slaving - only you're working for the Law, hunting down 'bad' npcs instead of capturing regular ones.

That's exactly the concept behind it Badger, thank you for summing it up... I think i may have over complicated it in trying to explain it...  :D
Title: Re: Sheriff/Regulator Faction - Special Perk
Post by: vedaras on April 23, 2011, 05:19:35 pm
you get loot already as a reward, like that is not enough.
Title: Re: Sheriff/Regulator Faction - Special Perk
Post by: Badger on April 23, 2011, 06:23:33 pm
you get loot already as a reward, like that is not enough.

It's not about the loot, it's about having a different gameplay challenge.
Title: Re: Sheriff/Regulator idea - Special Perk
Post by: Eternauta on April 23, 2011, 06:41:02 pm
It's not about the loot, it's about having a different gameplay challenge.

Exactly. I like this suggestion. The only thing I disagree with is the badge item, which you can just lose when dying.
Title: Re: Sheriff/Regulator idea - Special Perk
Post by: Radman2307 on April 23, 2011, 06:45:40 pm
Exactly. I like this suggestion. The only thing I disagree with is the badge item, which you can just lose when dying.

What I meant by this would be you get a nice 'Special Perk' picture in the Character menu - 'Lawman'

"Lawman Perk"

You've got yourself a Badge and a gun, better put them to good use and round up those wasteland bandits... People are counting on you!


Or something like that.
Title: Re: Sheriff/Regulator idea - Special Perk
Post by: Tribalbeat on April 23, 2011, 10:32:53 pm
I support this idea.
Title: Re: Sheriff/Regulator idea - Special Perk
Post by: Radman2307 on April 25, 2011, 11:59:22 am
Mindless bump (joke)

Now that some of the finer points have been clarified does anyone have anything further they would like to add to the suggestion?

I wouldnt mind hearing back from the dev team now that the point has been 'fleshed out' and hopefully the confusion put aside.
Title: Re: Sheriff/Regulator idea - Special Perk
Post by: Gunduz on April 25, 2011, 06:34:32 pm
I really like this concept. Slaving presents a challenge that anyone wanting to keep their reputation can't enjoy. And I agree with Badger on keeping it simple. It doesn't need a faction or a profession slot or anything like that. We just have to make sure you can't be both a Lawbringer and a Slaver.
Title: Re: Sheriff/Regulator idea - Special Perk
Post by: Badger on April 25, 2011, 06:42:11 pm
I really like this concept. Slaving presents a challenge that anyone wanting to keep their reputation can't enjoy. And I agree with Badger on keeping it simple. It doesn't need a faction or a profession slot or anything like that. We just have to make sure you can't be both a Lawbringer and a Slaver.

Yeah. Same challenges and gameplay as slaver, but with the obvious disadvantages of your captives don't fight for you. I think that's a decent tradeoff. Maybe make it marginally less lucrative, maybe 30/40% less reward or something. I think people should be rewarded for being bad guys.
Title: Re: Sheriff/Regulator idea - Special Perk
Post by: Michaelh139 on April 25, 2011, 06:44:55 pm
Yeah. Same challenges and gameplay as slaver, but with the obvious disadvantages of your captives don't fight for you. I think that's a decent tradeoff. Maybe make it marginally less lucrative, maybe 30/40% less reward or something. I think people should be rewarded for being bad guys.
in this case...  People should be rewarded for being bad-guys.

And getting away with it.
Title: Re: Sheriff/Regulator idea - Special Perk
Post by: Badger on April 25, 2011, 06:48:45 pm
in this case...  People should be rewarded for being bad-guys.

Well it's not effecting anyone but NPCs, so you got no problem with people shitting all over each other's fun. I think it's a nice alternative to people that don't want to slave. But I also think there should be much smaller penalties for being a slaver, as well as more areas for them to operate. Does the Vortis Holding Centre operate as a slaver hub?
Title: Re: Sheriff/Regulator idea - Special Perk
Post by: Michaelh139 on April 25, 2011, 06:53:08 pm
Does the Vortis Holding Centre operate as a slaver hub?
Yes.

But I think, after a certain amount of slaves you bring in, someone will get attention to it, whether it's a rival slaver gang (NPCs) or some slavery abolishers (npcs...) you should get into a forced, encounter event, where no one can come in, you cannot leave until you some how get by them [useing various skill you might have considering its an RPG mmo...] (But you can't run out) so there is an actual consequence.  This event is although totally random, can happen only if you're a slaver.

= RPG Mechanic.
Title: Re: Sheriff/Regulator idea - Special Perk
Post by: Radman2307 on April 25, 2011, 07:02:05 pm
Yeah. Same challenges and gameplay as slaver, but with the obvious disadvantages of your captives don't fight for you. I think that's a decent tradeoff. Maybe make it marginally less lucrative, maybe 30/40% less reward or something. I think people should be rewarded for being bad guys.

Payout for slaving should be increased slightly, also running someone in to town as a 'lawman' would and should pay less then selling an actual person for their 'services.'

The idea behind this is to give people a choice, do they want to become the Law Breakers or the Law Enforcers... Both sides should have an equal balance of  benefits and disadvantages...
Title: Re: Sheriff/Regulator idea - Special Perk - An Alternative to Slaving
Post by: Cola on April 26, 2011, 10:17:39 pm
I think this is a great suggestion.
Title: Re: Sheriff/Regulator idea - Special Perk - An Alternative to Slaving
Post by: Slaver Snipe on April 26, 2011, 10:44:05 pm
Since slavers are fucked over with buying/selling in klamath and modoc should the "lawmen" be unable to buy/sell in the den? I doubt metgzer would approve of someone selling to a lawman in 'HIS" town.
Title: Re: Sheriff/Regulator idea - Special Perk - An Alternative to Slaving
Post by: Radman2307 on April 26, 2011, 10:53:43 pm
Since slavers are fucked over with buying/selling in klamath and modoc should the "lawmen" be unable to buy/sell in the den? I doubt metgzer would approve of someone selling to a lawman in 'HIS" town.

Yeah of course, only certain settlements/towns in the wastes would accept Lawmen, those mainly being NCR affiliated (Hub, NCR, and Redding)

Redding is debateable I know but if we think back to Fallout 2 the Sheriff had some sort of affiliation with the NCR as he mentions it to the player if they're a Ranger.

As for The Den and Reno well, I can't see them being very welcoming to players who are Lawmen.