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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Lordus on October 19, 2011, 01:23:55 pm

Title: Few suggestions that are not hard to implement
Post by: Lordus on October 19, 2011, 01:23:55 pm
Few suggestions that are not hard to implement (i hope), but could bring fresh air into current game. I would like to know from devs, if it is hard to implement or not.

 1) Sandbags.

 Very same like on TLA or Requiem. Heavy weight (40-50 pounds), ability to stock them (1-3 cant move thru the hex, 4-5 cant see thru the hex), possibility of destruct them (dynamite) or disasemble them (click on them) and players natural behaviour to take everything what is on ground will have good impact on the gameplay. It is prooven on other servers (TLA, Requiem), there is not anything like cities full of sandbags, even sandbags are relatively easy to create. It boosts PvP variability in cities, because you can simply create barier, or cover places where enemy does not expects you. It is also not ultimate PK item. One PK does not have cargo capacity to create unpenetrable wall, more PKs are dangerous themselfs, even without sandbags.

 Again, it works on other servers in PvE and in PvP.

 2) Cripling land mines.

 Because of afraid of instadeath, landmines could be only with crippling ability. They will not do any serious damage (max 10-20 HPs before reductions). Also visibility of planted mines could be big, not much depended on passive traps skills. I can imagine situation that every basic char with perception 5 could see every mine (in adequate distance 5 hex?). So the land mine laying mastery will need players skill to put mines near walls, corners ... . Also weight demands and natural players behaviour (take everything from ground) will prevent abusing mines.

 3) Minor changes in existing maps.

 If you dont want to implement sandbags, can you cange little existing PvP maps. Maybe add new door to well used houses and rooms, baricade streets. It will not be as hard as adding new map, but it could give new gameplay not only in TC. (i.e. add radioactive barrels with radioactivity in rght bottom corner of Redding map, where everybody camps during PvP. Basic players (althought i think that PvP players are now the basic players, i will use this name for no pvp players like wichura,..) will not be affected.

 4) Add radioactivity to whole Gecko map.

 Not strong as is in Glow, but strong enough that camping in the city will need quite different chars than basic PvP powerbuilds. So factions, who will prefer Gecko as their "town control home town" could create more rad resistant chars and they can dominate over boring current powerbuilds. Basic players can take anti rad drugs to do their quests there, so they will not be affected.

 5) Add (or replace) Necropolis into TC city.

 6) Reduce perception in night hours (in dark) by one half, during dust and dawn by one third.

 So in general, during night long range snipers will need to change their long range weaponry and pistoleros chars will be more usefull at night.

 7) Reduce agility during rain.

 Not much, cca 2 AG down. So very same like if you radiated, you will need to change your weaponry.

 Point 6 and 7 mostly affects powerbuilds (my experience from Glow and radiation). Point 6 and 7 will also cause different kind of using drugs. Now you take drugs, because it needs your precisely calculated powerbuild. After my idea implementation, drugs will be more often used to reduce negative effects of environment (cigs at night, nukas during rain).

 8) NPC traders should not buy used stuff from players, only new crafted items (and ammo of course). So no more zilions of crap in NPC traders. Also value of caps will be bigger.

Title: Re: Few suggestions that are not hard to implement
Post by: Crazy on October 19, 2011, 02:10:17 pm
Few suggestions that are not hard to implement (i hope), but could bring fresh air into current game. I would like to know from devs, if it is hard to implement or not.

 1) Sandbags.

Very good, I love those sandbags, they would be really a cool addition

2) Cripling land mines.
If they do s few damage, they can (must) have a limited visibility... A high trap char (and I am more talking about 120/150, or it will be proxy fest again) should be able to plant some that a 10 PE char would see at 3 hex, and 5 PE char at 1. Would make the rush a bit more funny.

3) Minor changes in existing maps.

Kinda agree, at least, add holes in Klamath and Gecko grilles.

4) Add radioactivity to whole Gecko map.

Huh, not see quite the interest. That won't change any build a tiny bit, I am going often to glow with regular build, and whatevever the basic build I end up with 95% rad res anyway. Rad x consumption just gonna increase.

5) Add (or replace) Necropolis into TC city.

Why not.

6) Reduce perception in night hours (in dark) by one half, during dust and dawn by one third.

If you take a town with snipers, you must then take care to not take it after 15h00? Not sure it is a good idea, though it can be fun. Maybe implanted in a different way.

 
7) Reduce agility during rain.

Huuum, no? 2AG is basicaly -1AP, like everyone will have the malus, I don't see why you would change anything in build/drugs/weapons/whatever.

Point 6 and 7 mostly affects powerbuilds (my experience from Glow and radiation).
You really make weird experiences, from mine, it won't affect anything at all, except that combat will be a bit slower (point7)/more BG oriented (point6).

Point 6 and 7 will also cause different kind of using drugs. Now you take drugs, because it needs your precisely calculated powerbuild. After my idea implementation, drugs will be more often used to reduce negative effects of environment (cigs at night, nukas during rain).
Actually, with current system of drugs, you pretty much have to take almost everything to cover the malus of each drugs. So, in night/rain, you will have a slight malus, and that won't change anything in drugs you are taking.


 
8) NPC traders should not buy used stuff from players, only new crafted items (and ammo of course). So no more zilions of crap in NPC traders. Also value of caps will be bigger.
Cool, boring crafting to have guns AND boring crafting to have caps! Craft is so awesome!
Just preventing traders to buy a radio or a 10mm at good price when he already have 100 in stock is enough I think.
Title: Re: Few suggestions that are not hard to implement
Post by: avv on October 19, 2011, 02:59:31 pm
Sandbags
- Who's gonna construct them? Many powerbuilds in tc have 18 cw. Unless all chars get a general increase to cw, sandbags can't weight that much or we get sandbag hauler proxies.

Mines
- It's cool that they cripple. No requirements to spot or defuse them or we get minesweeper proxies.
Perhaps somekind of system where running player cannot spot mines but walking or standstill player will automatically see them when he's 3hex away.
If traps needs to pay some sort of role here, then it needs general buff. Nobody will want to play a minesweeper as his main char.

Radiation in gecko
Nothing but more drugs to carry around. Perhaps even less tc in gecko.
"Let's go cap gecko!!"
"Nah the radiation blows"

Reduced PE during night
Alright!

Shops allowing only crafted items
In the end players would figure out what's the most profitable thing to manufacture and sell and then shops would be full of that item.



Title: Re: Few suggestions that are not hard to implement
Post by: Nexxos on October 19, 2011, 03:42:17 pm
Radiation in gecko
Nothing but more drugs to carry around. Perhaps even less tc in gecko.
"Let's go cap gecko!!"
"Nah the radiation blows"

It also could be a good reason increase the needs for radaway and rad-x, now they are only used for glow and leveling in the desert, and stockpiling hundreds of them will suffice leveling (and frequent glowruns) for all eternity, adding some more use for them would actually be nice.
Title: Re: Few suggestions that are not hard to implement
Post by: OskaRus on October 19, 2011, 05:14:13 pm
More enviromental (radiation) hazards seems like good fun. Sandbags and landmines would definitely add more tactics to tree controll.

Otherwise night and rain affecting stats would lead only into rain, night, whatever weather is on.... alts.
Title: Re: Few suggestions that are not hard to implement
Post by: Chrupek on October 19, 2011, 05:49:07 pm
Abour sandbags...

Remember: the more difficult to use tactics, the more loners dead. Big gangs, or even few pkers, probably gonna greate even more succesful ambushes. Like: snipers near corners, and spawn areas surrounded by boxes, which simply force you to stay inside and die.
the mechanism is simple: if you have free time (and multiple logs), you can make perfect location for your ambush. The regular players will suffer for that.

Also Carry weight requirement isnt as harsh, since there is mentats + brahmin combo, which gives u a way to travel with shitload of any item u need. If i didnt mentioned: of course there are cars too.
Title: Re: Few suggestions that are not hard to implement
Post by: Graf on October 19, 2011, 06:50:42 pm
spawn areas surrounded by boxes, which simply force you to stay inside and die.

This is kind of a feature abusing, which, I believe, should be prevented by GM's.
Title: Re: Few suggestions that are not hard to implement
Post by: Ganado on October 20, 2011, 12:51:14 am
But, let's face it, a GM can't be there 24 hours a day to ensure that no one abuses that.

What would be better is if the sandbags have only certain hexes where they can be placed, without limiting it too much. Just enough to not conflict with spawns.
Title: Re: Few suggestions that are not hard to implement
Post by: Lordus on October 20, 2011, 01:31:06 am
Environmental effects (night, rain, radiation).

 When i was longer in Glow, i remember that even i toke anti rad drugs  (rad x) to gain 95 percent resistance (max. resistance), after some time, my iradiation raised to level, that even i used rad away, my SPECIAL dropped (first a little, than huge). So i.e. my sniper power build char was unable to shoot aimed shots to eye (head). And different BG powerbuidls were unable to use their primary weapons or at least to use them maximaly (only one burst from two bursts with lsw,...).

 So i imagine that very same effect could exists, if you stay longer in radiated Gecko. Combination of new TC system,
, players with "powerbuilds" projected to sustain this amount of radiation (anti rad perks, builds not created on the edge, with reserve of AP, ST, but also with enough anti rad drugs) could be more effective than players with "basic powerbuilds". But even non powerbuilders could be better than basic powerbuilds. This could lead into situation, where more stronger and numerous factions could not control Gecko city and even small factions with alternative approach could control it very easily. = theory, i know. But look at current PvP. Does not dominate Long range builds in Modoc and Klamath, and BG builds in Redding? In very far future, it could be ghoul chars..

 Rain and Night.

 It could be nice tactical advantage, if you attack at the begining of night with night builds and night equipment, and if accidentaly rain will fall and powerbuilds will be able to shoot only 1 burst instead of 2. The amount of perception or agility reduction could be different, also i can imagine traits, weapons with night visions (less powefull than basic one,..). Yes, it could lead into night or rain alts, but also it could lead into more universal chars, instead of "on the edge powerbuilds."
 
 Sandbags

 I did not seen any walls of sandbags in TLA or Requiem. Even idea of surrounding spawn points with sandbags as a trap is wrong. N.1 requirement for trap is surprise. If you can see that surrounding sandbags from preview, it will only notify you, that there are PKs.. so "basic" player could prevent contact with PKs, or he can contact "antiPK", or he could enter by different entrace (of course, this could be trap, but players should think too). I am afraid that adding special layer to maps, where you can or can not put sandbags will be harder to implement and it could be unnecessary. Also, even my idea is wrong, i think that sandbags could very simply disapear from game, like LSWs :)
 
Title: Re: Few suggestions that are not hard to implement
Post by: Chrupek on October 20, 2011, 09:10:19 am
But there are locations you cant preview. And random encounters too. I mean: random for wastelanders; planned for pkers.

The bad thing about sandbags i think, is the fact, that you simply cant do anything against planned location. even if you have drugged amount of APs, you still cant disasemble sandbags, because when you try to do that, you are dying, or getting crippled.

In town locations, this could be avoided by choosing exact enter hex, via preview (of course only edge hexes). But this sandbags feature, still gonna sucks any random encounter.

Im all for sandbags as players cover or something similar, but come on... u are spawning surrounded by walls of sandbags - how the hell did u get there? U were walking down the street, and suddenly... :]



sorry for lil bit offtop but: about idea of taking cover (u know what i mean). Is this possible to implement this: u create sandbag >> u drop sandbag anywhere >> sandbag works like npc critter obstacle - decerasing chance to hit by 20%. But if you are standing 1hex from it, there is bonus compensating that accuracy drop, so after quick math, there is no any difference - if youre 1hex from sandbag, it 'doesnt exist' for u.
It gives u a little advantage on the battlefiled, but still doesnt affect your opponent (so he can run away, take wall cover, or something else).
Title: Re: Few suggestions that are not hard to implement
Post by: Ulrek on October 20, 2011, 09:36:23 am
Landmines should do around 80 damage to someone in metal mk2 armor, but currently they must be armed, for every landmine you arm you get a cooldown of X amount of minutes, so unless everyone brings landmines, you can only put down a few, say 5 at a time, before your miner alt is used up for a bit.

As for sandbags, if you can shoot or blow them up i don't have an issue, since it won't be that huge of an issue for camping spawns, because if you can shoot the spawn, then you can be shot from the spawn for the same to hit chance, and bursters are just screwed on either side of it.

-Ulrek-
Title: Re: Few suggestions that are not hard to implement
Post by: Jotisz on October 20, 2011, 09:36:43 am
1) Sandbags.
I don't like the idea. But its just my personal opinion...
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  2) Cripling land mines.
Instead of mines I would like to see booby traps that can be put on doors chest and lockers. Mines are nice ideas but there are NPCs in TC towns they shouldn't like if someone makes a minefield in the main road. On the other hand remote bombs could come I think.
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3) Minor changes in existing maps.
I don't wanna see anything that changes the look of the cities that appear in Fallout 2 the others can change some but these should look as they look in Fallout 2.
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4) Add radioactivity to whole Gecko map.
I like that idea wonder why it hasn't been added yet...
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5) Add (or replace) Necropolis into TC city.
I agree again Necropolis should be TC city and let me go back a bit to another city Klamath it should be syncronized with its mine make either both guarded or unguarded the current situation is disturbing.
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6) Reduce perception in night hours (in dark) by one half, during dust and dawn by one third.
Would give a better use of Night person trait so +1 from me again.
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7) Reduce agility during rain.
I think raining shouldn't be common if it happens max twice a real life week its ok however implementing somone just to have it for 30-60 mins twice a week is waste so no.
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8) NPC traders should not buy used stuff from players, only new crafted items (and ammo of course). So no more zilions of crap in NPC traders. Also value of caps will be bigger.
Actually traders shouldn't buy anything thats not bellow 20% det. There should be exception in some cities but majority of buyers shouldn't buy.
Also the more the trader has from an item the less should he/she pay.
Title: Re: Few suggestions that are not hard to implement
Post by: Michaelh139 on October 20, 2011, 12:31:10 pm
All are very great ideas, but I don't remember Raining effects or Night effects being easy to implement, seeing as they need cvet to make these changes for them before they can do anything.
Title: Re: Few suggestions that are not hard to implement
Post by: Savager on October 25, 2011, 04:24:16 am
i like all points except the one about traders.

Sandbags whould be a very good idea, its add a tactical enviorement. The only thing its about trap in spawn zones, or putting in a door to block it.
I think that should not prevent moving, because going over a sandbag is not dificult at least that u are very fat like 400 pounds. A healty and strong man whould not be dificult to jump over it.

So in that way, u prevent any kind of abuse.
Title: Re: Few suggestions that are not hard to implement
Post by: Sarakin on October 25, 2011, 12:12:14 pm
I like the ideas, especially the night/dusk/dawn variable (remember night covert ops in JA2, how the gameplay drastically changed ?), though 5) was discussed elsewhere and I dont like it and neither that trader stuff.
Imagine situations, where a gang is deciding when will they attack. Will it be night ambush or daylight slaughter ?
In town locations, this could be avoided by choosing exact enter hex, via preview (of course only edge hexes). But this sandbags feature, still gonna sucks any random encounter.
We can restrict sandbangs only for TC towns.

Im really not worried about abusing as long they are harder to bring in than to take out. You put effort and time in building a massive wall and while youre not there, bluesuits gonna clean the whole place up.
Title: Re: Few suggestions that are not hard to implement
Post by: Jotisz on October 26, 2011, 06:55:26 pm
Hm I don't remember saying:
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In town locations, this could be avoided by choosing exact enter hex, via preview (of course only edge hexes). But this sandbags feature, still gonna sucks any random encounter.

Btw I'm unsure if its possible to restrict sandbags only for TC towns since we can already move the boxes from the box lifting quest to other places. I don't think it would be possible to make them disappear if someone drops them on a random encounter but have them remain if they drop it on a TC town.
Title: Re: Few suggestions that are not hard to implement
Post by: Lordus on October 26, 2011, 11:26:01 pm
I think that more easy, easier than adding some hexes to existing maps, is to set NPCs behaviour. NPCs in non TC locations could take (or disasemble) sand boxes on ground. Very similar script to script that is realized when anybody is killed in non TC locations, and NPCs loots that body. This could solve it.
 
 Players would be still able to put sandbags anywhere, but they will need to eliminate NPCs first.
Title: Re: Few suggestions that are not hard to implement
Post by: Jotisz on October 27, 2011, 02:48:33 pm
Well as I previously said I just simply don't like the sandbag idea. My dislike isn't really connected to the possible abuse it can be used however these add up to my dislike.
So those sandbags could possible be moved to other places and there are some without npcs and preview see Gecko mine for example what would stop someone to barricade the exit grids bring his pals and kill off those who coming maybe even barricade spawn areas too so everyone appears in front of the barrels. Same could be done to any place that doesn't have preview system.
Also we can say that it should go in the rules that this action is not allowed however grid camping with mercs isn't allowed either but it can happen same like with bringing in a dual logged merc leader. Anything thats possible to do has a high chance that will happen even if it brings banning people would just use new low level chars for that purpose.
Title: Re: Few suggestions that are not hard to implement
Post by: Grommok on November 02, 2011, 10:57:03 pm
Easy, very easy: add restriction to 'em.
You cannot close passage with them (eliminated in TC)
They must stay within a certain number of squares after Spawn Point
There must be a passage beetween one and another (maybe, eliminated in TC)
Title: Re: Few suggestions that are not hard to implement
Post by: Solar on November 08, 2011, 02:14:12 pm
Sandbags and mines should be a big part of domination - perhaps we could add sandbags to TC too.

Hopefully some day they will give you a fixed AC when you stand behind them so they are actually used like sandbags.
Title: Re: Few suggestions that are not hard to implement
Post by: The DUDE on November 11, 2011, 04:28:48 am
sandbags are a great idea, also i think necropolis as a tc town would be cool. Also the warehouse/follower's of the apocalypse area(northwest of boneyard) mariposa/golgotha/ghost farm/themepark/ could all have sweet quests or "dungeons" with varying level's of loot. These areas would be cool for pvp as well i.m.o.

Also another suggestion is for BB's weight. there's absolutely no reason why they should weigh as much as they do and caps weigh nothing. think about it 20000 bb's compared to 20000 bottlecaps. i think a container of 5000 bb's weighs about 2-3 lbs in real life. its really lame for new players to the game too im sure who use them to get xp/ and sell them for caps.

Also i would reallly like to see charisma requirements for trading to be eliminated. Reducing the need for barter alt+ gang base or a shared tent with an alt of your own. That you can only do by having a friend play your character or dual logging a character. 

Relog timer needs to be reworked to where its only activated by a player killing a player. It's really annoying as a player with 10 alts to try and keep track of certain of things when i am busy and can't play for a few days or week and can't find where anything is and i sit for an hour logging/relogging checking locations with 10 characters.....but that being said the timer is necessary to prevent PVP rape i.e. logging to merc leader waiting on WM with RL' mercs after dying in mine or something....