fodev.net

Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: Odyniec on March 16, 2010, 07:08:02 pm

Title: More tactic in battles + robotic expert proffesion
Post by: Odyniec on March 16, 2010, 07:08:02 pm
Battles are all about numbers now, and almost every character is the same. Why not to make it more complicated? At the moment there are two types of fighters - bigguners and snipers. Why not make more "classes" then?

Demolition expert with mines and remotely detonating explosive, would be very effective in battles and forced players to use tactics.

Same with sneaking silent killer. It would be necessary to improve sneaking and silent death perk. Like i wrote in other topic sneaking might be possible only for chars with proper equipment - weapon not bigger then 10mm pistol or knife and armor not heavier then combat leather. With other equip player could not turn sneaking mode on.

Maybe some improvement might be added to "doctor class". (buffs? :P )

Or maybe science + repair skill might be used to create (new proffesion) small and weak robots, that could be used as scouts (this might  be hard to implement) suicidal bombers (dealing only small damages) and cannon fodder.

Leader class. To use mercenaries u need Skills (speech, outdoorsman + CH much bigger then now).

Those are just some examples of "class".

Those would might make fighting depend more on tactic then just numbers. Even small, good organized group would be able to take over city from big alliance.  Just waching battles like that would be cool and movies on youtube would be great comercial ;)
Sorry if my english suck...





Bluesuiter: "Oh, atlast! I'm at NCR! Guarded city! Wtf? Robot-suicider?? AAaah! *running to centre* Wtf?? Mines? Ahhhhhh!"
And that's a problem. Theres always dicks that will be killing blue suits for fun. But if we would be able to find a way... Mayby (i dont know if its possible) guards would be disarming mines and shooting every robot? If you have your robots, then live them in tents!
Title: Re: It's time too think with your head, not gun.
Post by: RJ on March 16, 2010, 07:15:40 pm
I would like to see mines in-game and I support idea that players with high science could construct few robot classes for diffrent purposes. Doctor and first aid would be nice to be buffed a lot with doctor class (and MUCH lesser cooldowns on higher skill percents) but only if players couldn't have their combat weapon skill high enough to be doctor/fighter. Perhaps adding proffesion for PvP and PvE players that would make damage they deal much higher which would lead to use of Fighter proffesion instead of doctor...
Title: Re: It's time too think with your head, not gun.
Post by: Raengar on March 16, 2010, 07:19:19 pm
Use your brain, you say?

Okay. DMC is using following fighter "classes" at the moment:

Jet lsw rocket "critical"  big gunners
Jet psycho "tank" big gunners
Jet "minigun" big gunners
Jet snipers - laser and small guns
"Clean" snipers - laser and small guns
Mercenary/player drivers - "leaders" as you might call them
Jet grenadiers

Use of explosives in pvp will come with demo lvl 3 - i used c4 a lot before wipe.

PvP is about effectiveness, so there will always be prevailant number of "power-built" PvP characters. And "classes" you are talking about can't be just "implemented" - this requires rebalancing. And as devs pointed many times, balancing is not some piece of cake.

Fallout witchdoctors and sorcerors... (spits and yucks) maybe later, boy.
Title: Re: It's time too think with your head, not gun.
Post by: Odyniec on March 16, 2010, 07:31:33 pm
Yeah i know that this woul cost a lot of balancing. And i dont say "do it now!"
And i know that there is couple types of snipers, and big guners.
And what you call wichdoctors and sorcerors is imo great idea. And it's still fallout style. Why not to have small helping/spy robot created from junk? (Theres idea to make slaves working on ore, robots could do this the same way.)
Title: Re: It's time too think with your head, not gun.
Post by: avv on March 16, 2010, 07:57:39 pm
And don't forget that crafter-fighter chars should also have a say on combat without being blasted on sight. Otherwise everyone will just use alts, like they do now.

The reason why we got just two combat classes lies in the fact that there is very high potential to be good at something. Sniper can become super accurate and big gunner can be super tought and deal super damage, but it requires high skill investment. There's no reason to be somekind of middleman who uses shotgun, pistols or assault rifle because they can't manage against very accurate sniper, or very tough big gunner.

Hell, why on earth are the players stuck on single weapon type in first place? If you're strong big gunner, you're also probably good with your fists. Everyone can use a knife, at least so effectively that if there's someone in front of you, you can hit him. As a matter of fact, if you can use some machine gun, how on earth is using a pistol or shotgun so hard? It would be nothing but cool that players could occasionally draw a knife or pistol without completely sucking with them. But noo, it's way too encouraging to spend every spare skillpoints to raise your primary weapon skill over 200.
Title: Re: It's time too think with your head, not gun.
Post by: Candy on March 16, 2010, 08:05:24 pm
i like it, diversity is always good. Science repair guy can make a sentry turret with 50 hp shoot machine gun 15 dmg each at range 25 with cool down 30m or can make fast moving robot that can only hold pistols cooldown 1h . A demo man with high enough skills can then plant a bomb on the robot so that when he dies, he will explode, but only when he dies. Demo man should have remote mines and ground mines but can only carry max of 4 explosives in their inventory. Sneak will have to be more useful but you can only sneak if your total weight of inventory is less than 10 kg without bigguns for unarmed and thrower builds. Bigguners and snipers are good the way they are now, no need for changes
Title: Re: It's time too think with your head, not gun.
Post by: avv on March 16, 2010, 08:23:57 pm
Bigguners and snipers are good the way they are now, no need for changes

Yeah except they are too powerful at what they are doing and can't do anything else.
Title: Re: It's time too think with your head, not gun.
Post by: Badger on March 16, 2010, 08:48:08 pm
As a matter of fact, if you can use some machine gun, how on earth is using a pistol or shotgun so hard? It would be nothing but cool that players could occasionally draw a knife or pistol without completely sucking with them. But noo, it's way too encouraging to spend every spare skillpoints to raise your primary weapon skill over 200.

I liked the Van Buren skill system. It simplified things.

Big Guns/Energy/Small were all just FIREARMS.

Throwing/Melee/Unarmed became low tech.

Doctor/First Aid became Medicine.

It encourages people to branch out. Because there's less combat skills, people are more likely to branch out into other areas.
Title: Re: It's time too think with your head, not gun.
Post by: Alvarez on March 16, 2010, 09:03:25 pm
I liked the Van Buren skill system. It simplified things.

Big Guns/Energy/Small were all just FIREARMS.

Throwing/Melee/Unarmed became low tech.

Doctor/First Aid became Medicine.

It encourages people to branch out. Because there's less combat skills, people are more likely to branch out into other areas.

Yeah, that would be awesome, isn't that true?
Also, more points could be spent and prerequisites for professions wouldn't be so high.

...So much good ideas, so little hope...
Title: Re: It's time too think with your head, not gun.
Post by: Odyniec on March 16, 2010, 10:54:04 pm
Profesion: Robotic Expert
1lvl robotic expert
8int
90% science
90% repair
Craftable "items":
simple robot - able to gather materials (like in the idea with slaves), fight hth, fast. Stats of cute slave but more ap or other weak critter. Demolition expert can put a bomb at robot. but then it would be highly recommended to somehow block, possibility of mixing this professions in one character.

2lvl
9int
150% science
150% repair
Craftable:
Guardian - able to handle small guns and use them (or just shot with damages of assault rifle for example). Stats of combat slave.
Doctor - first aid and doctor skill (when master, or somebody following him is wounded, robot automatically first aid him, but have lower cooldown then players) low hp/ap unable to deal damages (or hth, low dmg).

3lvl
10int
200% science
200% repair
Heavy Guardian - energy weapon (big gun maybe?), more hp and damage resistance but less ac and ap then guardian.
Bomb disposal expert bot   - find and defuse mines (when implemented). Unable to fight (or hth, low dmg), big damage resistance.
Spybot - sneaking, fast, fight hth, big ac and ap, low hp and DR. But it would need special system of controlling, might be hard (or imposible) to implement.
Something more?

Controlling:
Depends on how much science skill player have and power of robot. More skill - more activated robots at the same time.
for an example:
300% science 2x3lvl robots 4x2lvl robots 6x1lvl robots
200% science 1x3lvl  2x2lvl 4x1lvl
150% 1x2lvl 3x1lvl
90% 2x1lvl

I think that this would make possible to play scientist, with no fighting skill's, and would be good for role play. I would really love to see this feature in game.
Whats your opinion?


Title: Re: It's time too think with your head, not gun.
Post by: Alvarez on March 16, 2010, 11:01:06 pm
Profesion: Robotic Expert
1lvl robotic expert
8int
90% science
90% repair
Craftable "items":
simple robot - able to gather materials (like in the idea with slaves), fight hth, fast. Stats of cute slave but more ap or other weak critter. Demolition expert can put a bomb at robot. but then it would be highly recommended to somehow block, possibility of mixing this professions in one character.

2lvl
9int
150% science
150% repair
Craftable:
Guardian - able to handle small guns and use them (or just shot with damages of assault rifle for example). Stats of combat slave.
Doctor - first aid and doctor skill (when master, or somebody following him is wounded, robot automatically first aid him) low hp/ap unable to deal damages (or hth, low dmg).

3lvl
10int
200% science
200% repair
Heavy Guardian - energy weapon (big gun maybe?), more hp and damage resistance but less ac and ap then guardian.
Bomb disposal expert bot   - find and defuse mines (when implemented). Unable to fight (or hth, low dmg), big damage resistance.
Spybot - sneaking, fast, fight hth, big ac and ap, low hp and DR. But it would need special system of controlling, might be hard (or imposible) to implement.
Something more?

Controlling:
Depends on how much science skill player have and power of robot. More skill - more activated robots at the same time.
for an example:
300% science 2x3lvl robots 4x2lvl robots 6x1lvl robots
200% science 1x3lvl  2x2lvl 4x1lvl
150% 1x2lvl 3x1lvl
90% 2x1lvl

I think that this would make possible to play scientist, with no fighting skill's, and would be good for role play. I would really love to see this feature in game.
Whats your opinion?

I once suggested that here:
http://fodev.net/forum/index.php?topic=1736.0
It was flushed down.

Nevertheless, that would be great.
Title: Re: More tactic in battles + robotic expert proffesion
Post by: vedaras on March 16, 2010, 11:22:31 pm
i dont like robotic profession :/
Title: Re: More tactic in battles + robotic expert proffesion
Post by: Sius on March 16, 2010, 11:34:38 pm
i dont like robotic profession :/

Yeah, robots sucks and building them as a profession is so much not worth of Fallout...

But I would love other professions such as those doctor/medic buffs and so on.
Title: Re: More tactic in battles + robotic expert proffesion
Post by: Abaddon Raptus on March 17, 2010, 07:20:30 am
iAt the moment there are two types of fighters - bigguners and snipers. Why not make more "classes" then?

I think it can be realised by include 24 lvl perks: sniper,slayer and terminator
Title: Re: More tactic in battles + robotic expert proffesion
Post by: Mr Feltzer on March 18, 2010, 07:41:02 am
Robots Would Be AWSUM!!!!!!!!!!!!!!!!!!!
Title: Re: More tactic in battles + robotic expert proffesion
Post by: God of Thunder on March 18, 2010, 11:23:14 pm
I like general idea of making robots, but I'm afraid of... robot bombers in NCR.
Title: Re: It's time too think with your head, not gun.
Post by: FischiPiSti on March 20, 2010, 03:26:13 am
Profesion: Robotic Expert
1lvl robotic expert
8int
90% science
90% repair
Craftable "items":
simple robot - able to gather materials (like in the idea with slaves), fight hth, fast. Stats of cute slave but more ap or other weak critter. Demolition expert can put a bomb at robot. but then it would be highly recommended to somehow block, possibility of mixing this professions in one character.

2lvl
9int
150% science
150% repair
Craftable:
Guardian - able to handle small guns and use them (or just shot with damages of assault rifle for example). Stats of combat slave.
Doctor - first aid and doctor skill (when master, or somebody following him is wounded, robot automatically first aid him, but have lower cooldown then players) low hp/ap unable to deal damages (or hth, low dmg).

3lvl
10int
200% science
200% repair
Heavy Guardian - energy weapon (big gun maybe?), more hp and damage resistance but less ac and ap then guardian.
Bomb disposal expert bot   - find and defuse mines (when implemented). Unable to fight (or hth, low dmg), big damage resistance.
Spybot - sneaking, fast, fight hth, big ac and ap, low hp and DR. But it would need special system of controlling, might be hard (or imposible) to implement.
Something more?

Controlling:
Depends on how much science skill player have and power of robot. More skill - more activated robots at the same time.
for an example:
300% science 2x3lvl robots 4x2lvl robots 6x1lvl robots
200% science 1x3lvl  2x2lvl 4x1lvl
150% 1x2lvl 3x1lvl
90% 2x1lvl

I think that this would make possible to play scientist, with no fighting skill's, and would be good for role play. I would really love to see this feature in game.
Whats your opinion?



Its nice to see that im not the only one with this crazy idea, but imo a seperate proffesion is not a good idea. Let the people with high skill in science and reapir keep their primary crafting professions, and include these robots as a perk.. like in this thread:
http://fodev.net/forum/index.php?topic=2519.msg22297#msg22297