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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Michaelh139 on October 10, 2011, 04:45:10 am
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Title is pretty self-explanatory.
I suggest repeatable quests related to Raider NPC faction, as obviously, raiding settlements, caravans, etc.
How it will be formed:
there will be 5 levels of difficulty missions.
Completing 3-5 of each level unlocks the next.
Ex. *does level 1 repeatable quest, Raiding tribal village, succeeds, 4 more times till he can raid homesteader settlements*
I would think it very similar to slave runs repeatable quests, except no survivors, and the focus is on looting the place not capturing slaves, though i would give the decision for any surviving stragglers to be a choice between executing or press-ganging them. (You can choose between them becoming your follower or simply sending them with the raider npcs as new recruit for extra reputation and caps)
Levels detail:
1. Tribal Village (Once every 2 hours)
2. Homesteader settlement (Once every 4 hours)
3. Regular Caravan (Once every 6 hours)
4. Gun Runner Caravan (Once every 10 hours)
5. Small Weapon depot, faction in control can vary, though i imagine NCR more often then not. (Once a day)
I still debate whether 4 should be 5... seeing as gunrunners would naturally have much more high-tech equipment compared to some army depot with very large amounts of grunt equipment.
I might start trying to map some of these, as I've finally gotten it working thanks to a special someone.
Rewards:
1. Knives, healing powders, spears, gecko pelts, (Pres-ganged npcs if any survive though not at all necessary for good quest completion unlike slavers.) Caps being mandatory after reporting back for raid success.
2. Shotguns, pipe rifles, hunting rifles, beer, brahmin hides, small amounts of caps (plus mandatory report caps), Etc etc
3. Hunting rifles, assault rifles, Combat shotguns, various equipment inside caravan cart (You can use speech skill to convince raider npcs around to let you take cart or let him take all the press-ganged survivors in return for the cart, he will give you key whichever you choose. I suggest putting a few full water bags in trunk along with other equipment such as ammo, nuka cola, caps, deteriorated, low tier Armors). Mandatory caps.
4. Deteriorated pancor jackhammers, assault rifles, Flamers, miniguns, ammo in specific bulks, 1-20% Deteriorated weapons in caravan cart, same deal as caravan carts with #3 with VERY FEW IF ONLY 1 CA slightly deteriorated or more highly deteriorated. You can't press-gang gunrunners as they are very loyal to their organization, so they fight to the death) mandatory caps.
5. Deteriorated assault rifles, sniper rifles, (2 at least) Combat Armors, Stimpaks, 2 super stimpaks, Scout, (The car), Decent amount of .223, 5mm, flamer fuel, must either blow up or unlock door to depot building. (I expect good player teamwork for this specific quest) You can press-gang grunt survivors (I expect VERY few grunt survivors if any on rare occassion, combat slave skin, 100 HP, 150% SG Skill and 95% FA, they are slightly trained afterall, who surrender from beginning knowing (thinking) they can't possibly win. Mandatory caps.
Ah well I'm done developing arthritis for the day, discuss :P.
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I love it mich. ;D
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Nice idea there.
I still debate whether 4 should be 5... seeing as gunrunners would naturally have much more high-tech equipment compared to some army depot with very large amounts of grunt equipment.
Yes, I personally think they should be swapped.
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This is what I miss in Fonline!!! Hope you succeed michael! Id love to go to one of those with friends or LIKE A BOSS alone xD
Oh yea, you suggest this as a dungeon or doable for Solo?
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Good idea. Any volunteers to make it in mapper and dialog editor? :-)
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Very interesting idea, but need lot of dialogs making and other stuff.
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Oh yea, you suggest this as a dungeon or doable for Solo?
It's up to you. You'll initially have a few npc raiders to help you out, but they certainly aren't meant to do all the work for you.
Kind of like... Honestly extremely similar to Slaver Repeatable quest, expect much more variation/choice and main objective is just to loot the place.
But I really hope for more interesting environment and situation. Ability to play different roles in completing the objective.
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I can help in my free times, with the Mapper only, just tell me what to do and i will.
Do you want to make the levels like placements, just like the actual city maps?
Or they should have an A to B secuence (maybe open doors with keys, something like the Glow)?
It will involve 150%-300% skill requirements? I hope no ;D
Or maybe as an optional think, some chests closed or trapped lockers with good loot that can be just passed away by players who dont meet the requirements
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I can help in my free times, with the Mapper only, just tell me what to do and i will.
Some maps for these could be recycled, such as homesteader settlements, so it's mostly a matter of dialogue, and scripting, but some mapper innovation would be great.
Do you want to make the levels like placements, just like the actual city maps?
Or they should have an A to B secuence (maybe open doors with keys, something like the Glow)?
No, they will be used as encounters with specific placement near your raider party unless you mean something else.
p.s. I think i understand now what you mean more clearly. No I don't mean anything like the Glow. I used "levels" as an interpretation of difficulty. There'll be 1 raider npc, that depending on how many successful lower raids will allow you to go on higher grade raids. All of these will be random encounter, spawned maps, with this specific situation, depending on which job you took up.
It will involve 150%-300% skill requirements? I hope no ;D
Any skill % has a chance at succeeding, but I do intend for the range to be from 125%-200% being the best range (200% = 95% for success in any of the situations.) It's not like it'll take up all your skillpoints making you useless in a fight compared to say, repair skill builds. *Tough raider, seems like he knows his away around the less innovative security measures.*
Or maybe as an optional think, some chests closed or trapped lockers with good loot that can be just passed away by players who dont meet the requirements
Yes, I do intend for it to be completely optional. Even without unlocking these, or blowing up the doors to them, you will still get a decent pay-off for just being a pure raider. However since you can bring friends along I suspect for the much harder jobs, a 3+ team of players taking these challenges on.
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Really cool idea. I hope, will be implement.
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Scrapped up a Gun Runner map:
Gun Runner caravan: (http://thumbnails51.imagebam.com/15342/6bb939153413704.jpg) (http://www.imagebam.com/image/6bb939153413704)
Gun Runner Main Raider Team: (http://thumbnails53.imagebam.com/15342/540ab3153413708.jpg) (http://www.imagebam.com/image/540ab3153413708)
Gun Runner Secondary Team: (http://thumbnails57.imagebam.com/15342/57ece4153413722.jpg) (http://www.imagebam.com/image/57ece4153413722)
Gun Runner Map entirety and other bits: (http://thumbnails37.imagebam.com/15342/25d257153414263.jpg) (http://www.imagebam.com/image/25d257153414263)
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gun runner secondary team chick is stuck in wall... just to let you know now.
Good Luck!
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The basic dialogues for repeatable raider raids have been done for a couple of months now. (Settlements, caravans, defectors and outposts) I hadn't thought of Gunrunner caravans or Weapons depots, but if your maps and loot are approved I don't see why they couldn't be included.
It's all part of the raider faction plan that needs more scripting and maps to finish.
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Beats farming I guess.
Remove those timers. If they are char-based, durr durr ima alt. If they are global, durr durr some dude stealing mah quests.
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I only wonder why it must be a Gun Runners caravan, when they are heavily armed and are probably able to fend off any raider attack, while other caravans are much weaker in protection.
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I only wonder why it must be a Gun Runners caravan, when they are heavily armed and are probably able to fend off any raider attack, while other caravans are much weaker in protection.
Good point , but hey it could be some high risk mission for raiders and you are not an ordinary raider after all. They may be heavily armed , but aren't invincible why wouldn't raiders try something risky as this , risk can pay off in some very nice loot :)
This idea is great , adds more content to the game and as avv stated it beats mindless encounter grind.
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Sticky please! Some people declared support for this so I guess it could be as items spawning in containers :P
I dont get the part that a lot of dialogs are to be made. There are 5 missions, one NPC. Doesn't seem much to me.
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I only wonder why it must be a Gun Runners caravan, when they are heavily armed and are probably able to fend off any raider attack, while other caravans are much weaker in protection.
Where else would you get good amounts of High(er) tech gear? I guess San Francisco caravans could work, but those are way far off into territory the Raiders don't bother going near. (Unless they're expanding ;D)
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Raiders probably shouldn't have access to high-tech gear at all. :>
Most of them are like raiding tribals, the Jackals, the Vipers, Khans are not much different. They are like desert pirates.
But to write something more productive: Such repeatable quests are planned since forever. We just never had time to actually create much of it. After all, coming up with ideas is simple. The real work is writing the dialogues, thinking about all the details, making it as much abuse-free as possible (which is not always easy), and writing the scripts (or finding a scripter who has time and mood for it). Also it must fit with the lore and make sense.
So if someone would like to see such quests for the Khans, the fastest way to get it into the game is to write down all dialogue, create potential maps and *if possible*, even write (at least parts) of the script and send it to us. The more is done, the better it is, because I doubt we would be able to create this anytime soon for this faction.
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Raiders probably shouldn't have access to high-tech gear at all. :>
Most of them are like raiding tribals, the Jackals, the Vipers, Khans are not much different. They are like desert pirates.
I mostly mean just for the players. Sure if the most you can get out of it is tier 2 weapons and a good chunk of caps no doubt many people will still do the quests but most people as history has shown only want the good stuff eventually. So very small amounts of tier 3 gear I think should be included at very last levels.
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This is excellent. Well planned and well thought out. Ultimately, I'd love to see similar for the other NPC factions too. Good luck!
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But to write something more productive: Such repeatable quests are planned since forever. We just never had time to actually create much of it. After all, coming up with ideas is simple. The real work is writing the dialogues, thinking about all the details, making it as much abuse-free as possible (which is not always easy), and writing the scripts (or finding a scripter who has time and mood for it). Also it must fit with the lore and make sense.
So if someone would like to see such quests for the Khans, the fastest way to get it into the game is to write down all dialogue, create potential maps and *if possible*, even write (at least parts) of the script and send it to us. The more is done, the better it is, because I doubt we would be able to create this anytime soon for this faction.
It's doesn't have to be complicated and deep quest with side-plots and exciting dialogue.
"Hey I need a job"
"K lol, there's a caravan on the way to vc from ncr we're going to intercept it in this location (location shows in map)"
Char travels to that location, meets the raidable dudes, kills them or they kill him and leaves with loot. If he dies, the location disappears. If he leaves during fight, the location disappears because the caravan moves on.
It's like farming but less abusable and there's no chance that some dude jumps on you when you're on low hp and without ap.
What's missing is player interaction but that doesn't exist in farming either. When someone is farming, he doesn't want to meet players.
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That nearly sounds like an excuse to add half-arsed stuff for the sake of it.
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About the rewards:
I don't think it is good that they are "pre-defined" lists of items which you will always get when finishing the quest (it simply gets boring after a while, you never get anything new). It would be a lot more fun to create a list of possible items to get and give them a "chance to get" value:
- Combat armor (1% chance)
- Hunting rifle (10% chance)
- 223 pistol (3% chance)
- and the list goes on...
Then select a number to determine how many different items you can get (maximum number). Then start checking do you get item x, item y, item z and so on... If you successfully get item x, repeat the check do you get another one, but decrease the "chance to get" so you cannot get ridiculous amounts of stuff, but still having a chance to get a small jackpot. Do this until the end of the list or hitting the maximum number of different items. You could even remove the timeouts since you won't always get the same equipment.
In other words: Diablo's drop system like rewards.
Quests similar to this should be in other cities too.
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That nearly sounds like an excuse to add half-arsed stuff for the sake of it.
Were modest lol. But to be honest all new elements in the game give a feedback, and eventually get corrected so even half arsed at start is better than nothing :)
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Raiders probably shouldn't have access to high-tech gear at all. :>
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Most of them are like raiding tribals, the Jackals, the Vipers, Khans are not much different. They are like desert pirates.
Why do they have such sweet loot at Northern Base then? Some of them are wearing CAs and I'm pretty sure they aren't using mausers and sawed off shotguns with spear compliments ;D
About the rewards:
I don't think it is good that they are "pre-defined" lists of items which you will always get when finishing the quest (it simply gets boring after a while, you never get anything new). It would be a lot more fun to create a list of possible items to get and give them a "chance to get" value:
- Combat armor (1% chance)
- Hunting rifle (10% chance)
- 223 pistol (3% chance)
- and the list goes on...
Then select a number to determine how many different items you can get (maximum number). Then start checking do you get item x, item y, item z and so on... If you successfully get item x, repeat the check do you get another one, but decrease the "chance to get" so you cannot get ridiculous amounts of stuff, but still having a chance to get a small jackpot. Do this until the end of the list or hitting the maximum number of different items. You could even remove the timeouts since you won't always get the same equipment.
In other words: Diablo's drop system like rewards.
Quests similar to this should be in other cities too.
+1 for me, +1 for Ben too if thats allowed
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Why do they have such sweet loot at Northern Base then? Some of them are wearing CAs and I'm pretty sure they aren't using mausers and sawed off shotguns with spear compliments ;D
I haven't added them. They are still remains from some illogical Fallout 2 conversion - in Fallout 2, they aren't raiders, but hired mercenaries. This will be changed in near future.