fodev.net
Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: runboy93 on February 17, 2010, 08:19:24 pm
-
Example if you are given him any armor slave will auto-equip it. And when you trade stimpak or healpowder slave use it when hp drops under 10.
-
iäd say under 25% hp, would make them more than a lucky meatshield, and armour exchange ought to be reserved for mercs, they are worth the cashes you spend on them
-
YAY! I TOTALLY Agree With the NPC's Equiping Armour. Therfore They Can Use all GUns.
/IMPLEMENT NOW
-
My suggestion is different but since it still fits the "more option/setting to slaves" topic, i post it here.
At the moment slaves are almost worthless - they arent good fighters and Metzger doesnt pay much for them.
My proposition is to use slaves for digging resourse. This idea isnt very original but it's possible to fill it up a little.
How can it work for players? Lets see a hypothetical situation:
Slaver and some slaves enter the location containing resourses.
Then slaver shouts something like that:
/(c)ommand DIG SOME ORE!
or
/(c)ommand DIG SOME MINERALS!
slave checks his inventory, in case the sledgehummer (or knife if slaver is going to collect some fibers) is found ->
slave goes to rock pile and digs some ore or minerals
(each slave receive the usual amount of resourse - (5 piece of ore or minerals, 1 fiber etc), so more slaves means more resourse are obtained)
after that timout counter starts, and before obtaining more resource slaver should wait 6 minutes (as if he does it himself)
Some additional features can be good to see in game too:
Digging resourse all day long doesnt do any good for slaves: they loose some health points (for ex., half of their max hp)
each time they work.
Basic chance for slaves to obey order =(50+luck)% , else they dont do anything (but timeout counter starts working anyway).
also small chance of rebellion is possible=25%-luck. In this case slaves try to attack and kill their
master and his friends.
Slaver profession:
level 1
requires 90 speech, 4 charisma
chance for slaves obeing orders raised to (65+luck)%
chance for rebellion reduced to (20-luck)%
Slaver can catch (and lead) one more slave
level 2
requires 120 speech, 6 charisma
chance for slaves obeing orders raised to (75+luck)%
chance for rebellion reduced to (15-luck)%
Slaver can catch (and lead) 2 more slaves
level 3
requires 150 speech, 8 charisma
chance for slaves obeing orders raised to (85+luck)%
chance for rebellion reduced to (10-luck)%
slaves suffer less (they loose 50% health points less)
Slaver can catch (and lead) 3 more slaves
Why i propose all this?
-collecting resourse can be a little less boring (at least for slavers)
-adding such a feature can bring some more diversity in game:
new builds for players are possible
more interaction between players: crafters dont have to search for resourse on their own - they can buy it from
slavers)
Making slaves useful in farming resourse will not affect the balance of game very much. Market will not be flooded with items (because crafting timeouts remain the same).
The only problem i can see: prices for raw materials will be a little less. This will benefit for faction, but the life of loners selling
alloys in NCR will be a little harder.
Concerning alt-users.
Making good slaver (requirements: high outdoorsman to find potential slaves quickly, combat skill good enough to catch them, high charisma to lead more slaves) is very difficult, much more difficult than making good crafter. I suppose this is even more difficult than making pure fighter (since they have the same ways to get experience -by killing and healing, but slaver should also invest in speech, and his SPECIAL profile is very different due to high charisma). So i guess we will not see many slaver-alts.
-
YAY! I TOTALLY Agree With the NPC's Equiping Armour. Therfore They Can Use all GUns.
/IMPLEMENT NOW
They should be able to equip and use everything like regular players but giving them bazooka and point at direction where to shoot will not learn them how to use big guns. So eventually they will be able to use the gun but they will hit nothing. Imho small guns should be the top for slaves. And also there is another aspect: would you still obey your master when he gives you firearm? If you are afraid that you can't kill him before he kills you maybe, but 2+ armed slaves? Very dangerous for slaver.
-
Maybe i don't know what is slavery in this game all about, but i think that armed slave would turn against slaver...
-
or you could have a system for responses based on how much they like you, if you FA them, then the liking goes up, if you kill a slaver in the presence of your slaves they will consider you a "good" slaver
-
Maybe i don't know what is slavery in this game all about, but i think that armed slave would turn against slaver...
Yeah what the hell is it if you beat someone into submission, explain him that he's a slave, give him a gun and expect him to turn into a loyal soldier?
Slaves should be used as merchandice or labourers, but not as fighters. That's what mercs are for.
-
or you could have a system for responses based on how much they like you, if you FA them, then the liking goes up, if you kill a slaver in the presence of your slaves they will consider you a "good" slaver
Or better: http://fodev.net/forum/index.php?topic=2445.0
-
Additional option -> Pick up an item/loot the body. The less equipped follower would run and search the corpse.
-
To make slaves use every armor and weapon they would need to have all the animations, ergo they ALL would need to have the 3d models or be 2d VD char model clones. As far as I've remembered now only the player chars will have 3d anim. Isn't it the wrong wipe to start such discussion?
Slaves mining ore for you? No. Not because this not sounds reasonable. Because this game need to have some goddamn balance.
Frozen -> Sounds great. That's the job for a slave: go and grub in the massacred bodies. Master is too good for that ;]
Only one 'but' -> there should be sth made to not get it interfere with NPCs body looting (like in an encounter with Raiders and NCR Patrol. Patrol has a script to treat themselves as having the right to the 'first loot' and shoot those who try to take that right from them)
-
Slaves mining ore for you? No. Not because this not sounds reasonable. Because this game need to have some goddamn balance.
Can you, please write a little more about goddamn balance and why it will be ruined by slaves mining ore?
-
OK, Eyes. It goes like that:
At the moment, crafting is based solely on clicking and waiting. Ore (and minerals) lies everywhere, and with proper profession you can make decent items out of those. It is the timeout that makes high tech stuff not pile up everywhere (this topic is not a place for commenting how a great solution is that). If a player wouldn't even need to craft that goddamn everlasting, imnipresent ore this would mean making items out of thin air.
How do you imagine that? A charismatic slaver enters an 'ore encounter' and mines minerals. He issues his 5 slaves to mine ore. 10 seconds later he's got enough resources to make a metal armor.
4x5 ore/2ore for metal part = 10 metal parts + 5 ore
5ore+5 minerals = alloys + 2ore+2minerals
then a slaver uses a workbench = *poof*, Metal Armor
Then you wait a minute/two for the timeout to drop and repeat the operation...
*poof*. metal armor
*poof*. metal armor
*poof*. metal armor
*poof*. metal armor
*poof*. metal armor
(...)
*poof*. metal armor
I feel obliged to remind that metal armors are the more resource-eating items, if you want to craft guns or ammo then even a 2 slaves would do. That means that a lvl3 slaver alt can in half an hour a day easily restock the ore and minerals (thus metal parts and alloys) for the whole gang.
This is what I call 'a lack of a goddamn balance'
As long as somebody will make finding resources be a challange itself (I don't mean having enough patience to stand like and idiot by the ore for an hour as it is now, even if it is somewhat challenging) I say a big 'no, no, dammit NO' to slaves gathering ore.
-
slaves gathering resources is a good idea. What are slaves for if not to exploit them. But in order to balance it- they should loose 10% of max hp every gather(untill they drop dead or rebel against you and try run(as they feel missthreated), then you have to go look for new slaves), and the resource ammount should be like 3 not 5. Having to replace slaves every day of gathering could be nice.
/the idea itself is great- just need some balancing.
-
Thank you for detailed answer DrapiChrust, il try to make my suggestion more clear.
First, timeouts for mining arent equal to timeouts for crafting. Being a slaver you can get big amount of raw material in a short time, yes.
But it doesnt mean you can make useful items every 6 minutes (timeouts for crafting remain the same).
Second, concerning alts. As i mentioned before, making a good slaver isnt easy. This is not a teoretical reasoning, ive tryed it myself, and i have to say levelling up is hard even with some help of your faction. So if one will decide to make a new slaver-alt (to help his crafting-alt with some resourse) he will be unpleasantly surprised.
Third, the life of slaver will not be so easy as it probably seems. You have to catch slaves, bring them to base, heal them up, and only after that youll be able to go for resourse. Dont forget about probability of rebellion.
Concluding this, nothing like
*poof*. metal armor
will happen
-
But in order to balance it- they should loose 10% of max hp every gather
Maybe add luck-dependent chance of sudden death instead? Can be fun. Great topic to dicsuss in Maltese Falcon :)
the resource ammount should be like 3 not 5.
Or make it speech-dependent. For example: one more unit (ore or mineral) for every 60% speech skill
-
wanna buy me a drink, stranger?
-
* Extendend slave options
Slave can be hired for reasonable amount of money as workers in the Gang Hideout (collecting Fruit/Fiber)
However maximum labor slaves number thus their productivity should be strictly limited.
After some time peroid (for example - 1 month ) the slave worker vanish.