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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: The Lost Children on August 18, 2012, 03:08:04 am

Title: FO AUS has it, WHY DON'T WE!?
Post by: The Lost Children on August 18, 2012, 03:08:04 am
Can we have these features RIGHT now? Pleeeease?


Taken from their page on ModDB:
http://www.moddb.com/games/fallout-online-australia/tutorials/your-first-time-on-fallout-online-australia

"Architecture:
To become an architect to Craft Small Towns, Vaults, Trading Posts, Churches Ect you need to find an Architect NPC.
One can be Found in the NAR
One can be found in Broome.
One can be found in Broken Hills
One can be Found in Parkes

Weapons, Ammo, Armour Crafting Ect
You dont need to be trained to make anything, you only need to gain more repair and science skills. this will unlock some items on your fix boy which you can then craft.

Robot Craft
Robots can now be Crafted!

Vehicle Craft
Vehicles can now be Crafted!"
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Eternauta on August 18, 2012, 03:10:12 am
All those features are fine and dandy, but don't complain about getting warnings if you're then gonna post suggestion with such a title :P
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: S.T.A.L.K.E.R on August 18, 2012, 03:30:19 am
I don't like FO AUS, its weird, crafting sucks, mercs/slaves system terrible, some animals move weird.............................................

and how can you walk on water? It should be deep

Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: The Lost Children on August 18, 2012, 04:28:42 am
I don't like FO AUS, its weird, crafting sucks, mercs/slaves system terrible, some animals move weird.............................................

and how can you walk on water? It should be deep
It's only in it's first open beta, never played it myself, but these features are REMARKABLE!
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: S.T.A.L.K.E.R on August 18, 2012, 04:37:37 am
People can see your vaults too, its weird and no way to open them from the outside, and your alts have to be with you if you

want to make a shared tent or houses
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Ville on August 18, 2012, 04:48:24 am
fonline australia has potential but I agree that posting about it in the suggestion section isn't the best spot and should go in off-topic or in the post already made about it in the off topic section.

The recent beta had a rough start and he is working on fixing it. It is just one guy who is working on it and his first project. It has actually had a lot of progress since I tested his first beta.
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Brujah on August 18, 2012, 05:39:38 am
As cool as these features are they are extremely unpolished, if FO AUS keeps going I'll give it at least 3 months to start being balanced.
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: The Lost Children on August 18, 2012, 05:42:10 am
As cool as these features are they are extremely unpolished, if FO AUS keeps going I'll give it at least 3 months to start being balanced.

Sure sure, but these features are so interesting lol. Buildable houses and such, trading posts etc.
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Slaver Snipe on August 18, 2012, 07:03:38 am
It's only in it's first open beta, never played it myself, but these features are REMARKABLE!

I don't see how you can make such a statement without having played it.  I personally have found the features to be very rough around the edges, I also do not wish to see 5000 green dots on the map when I go to travel somewhere (if it isn't a public location what point would having a city/church etc be used for besides the very minor group of roleplayers)

Weapons/Armors/Ammo crafting: I prefer 2238's system over Australia's system.

Robots:  Has been denied many times, please stop asking (this is to everyone in general not specifically you)

Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: barter1113 on August 18, 2012, 10:41:22 am
Never other's servers features!

They made this new server with new features and now, you must suggest to add this into 2238... Bi... please  ::) Don't copy ideas from others servers, please.

I also do not wish to see 5000 green dots on the map when I go to travel somewhere

Work in progress - do you know that? If its now visible it can be FIXED to be not visible, later.  ::)
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: T-888 on August 18, 2012, 12:56:06 pm
I don't like FO AUS, its weird.

I'll not try that server simply because of its theme.

Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Mike Crosser on August 18, 2012, 09:41:58 pm
No.
Crafting things like cars and vaults is ridicilous in the Fallout universe.
Towns are I guess ok but even that is pushing it a bit.
Oh and crafting robots,no.
Perhaps crafting a buggy or a roach could be ok,maybe....
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: The Lost Children on August 19, 2012, 03:59:53 am
No.
Crafting things like cars and vaults is ridicilous in the Fallout universe.
Towns are I guess ok but even that is pushing it a bit.
Oh and crafting robots,no.
Perhaps crafting a buggy or a roach could be ok,maybe....

Building vaults is stupid yes, but building cars? Why not? SOMEONE makes them in 2238, why can't it be one of us?
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Wiktor_pl on August 19, 2012, 08:02:52 am
Some of these features are pretty cool and personally, I would like to see them ingame (nobody will spawn 5000 cities since it will be much much more expensive than bases are.) Also, we dont need craftable Vaults, actually, we already have it ingame, lol. Just add posibillity to fix elevator at Bunker Base (which is in fact is abandoned Vault) to get to other levels and we got vault base. :P

In my opinion, posibillity to make base visible/non visible on WM (lets say, open/close gates) for leader of the faction on the faction terminal should be enough to get lot of fun.

(of course, i still think that important faction members should've some part of fancy GM magic on their base territory so they can maintain their bases properly and to make it "event-able")
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: TKs-KaBoom on August 19, 2012, 09:01:07 am
I think all tents and bases should be at least encounterable, and once "found" you can return.  Tents in mountains and trees would be more difficult to find then those on deserts or plains.  Bases should have a bonus to find (they are larger installations) in encounters.  Will this make it more difficult for factions to maintain large amounts of "floor" carpeting, perhaps, but thats the whole point.  Fight to defend your turf.  Only the strongest and most active factions could maintain secure bases, while other smaller ones would routinely get raided however because they would have less wealth, probably wouldn't attract as many mauraders.  This would make you carry around your "prized" possesions rather than thinking you have the luxury of "safety" in the wasteland.
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Tomowolf on August 19, 2012, 04:03:29 pm
I think all tents and bases should be at least encounterable, and once "found" you can return.  Tents in mountains and trees would be more difficult to find then those on deserts or plains.  Bases should have a bonus to find (they are larger installations) in encounters.  Will this make it more difficult for factions to maintain large amounts of "floor" carpeting, perhaps, but thats the whole point.  Fight to defend your turf.  Only the strongest and most active factions could maintain secure bases, while other smaller ones would routinely get raided however because they would have less wealth, probably wouldn't attract as many mauraders.  This would make you carry around your "prized" possesions rather than thinking you have the luxury of "safety" in the wasteland.
Then we'll have something like in early TLA - stashing alts... think before you post.
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Skycast on August 19, 2012, 04:13:10 pm
Building vaults is stupid yes, but building cars? Why not? SOMEONE makes them in 2238, why can't it be one of us?
Yee, it is so easy to build car on nuclear engine in post apoc world...
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Michaelh139 on August 19, 2012, 04:20:11 pm
Yee, it is so easy to build car on nuclear engine in post apoc world...
You can build plasma rifles and avenger miniguns in 2238.
...

need I explain?
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Wiktor_pl on August 19, 2012, 05:37:34 pm
I think all tents and bases should be at least encounterable, and once "found" you can return.  Tents in mountains and trees would be more difficult to find then those on deserts or plains.  Bases should have a bonus to find (they are larger installations) in encounters.  Will this make it more difficult for factions to maintain large amounts of "floor" carpeting, perhaps, but thats the whole point.  Fight to defend your turf.  Only the strongest and most active factions could maintain secure bases, while other smaller ones would routinely get raided however because they would have less wealth, probably wouldn't attract as many mauraders.  This would make you carry around your "prized" possesions rather than thinking you have the luxury of "safety" in the wasteland.

Well, this is it, there's no safe place on wasteland. Indeed, now we have every main city surrounded by bases - making chance to encounter them would make factions to put bases(as well tents) in some creative places on map since around every city we would've lot of "explorers". Lol, btw. I wonder how much tents are next to NCR mine or on the way from NCR mine to Shady Sands. :D It would be a huge stack.
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Mike Crosser on August 19, 2012, 06:12:36 pm
You can build plasma rifles and avenger miniguns in 2238.
...

need I explain?
Yes,because we have detailed blueprints explaining how to build them.
You can't compare a minigun to a car.
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Lexx on August 19, 2012, 06:35:50 pm
Car crafting was actually in concept a year ago or so. It just didn't progressed because of some problems. Also other things had always been more important.
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Gob on August 19, 2012, 06:51:47 pm
Devs said numerous times no robots.
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Lexx on August 19, 2012, 06:55:58 pm
Actually, I had ideas for robot crafting too, a year or more ago. Same situation as with the car: Other stuff was just more important. I don't want to add new features half-arsed.
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: T-888 on August 19, 2012, 07:10:07 pm
Lexx, you bored of developing 2238?
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Wiktor_pl on August 19, 2012, 07:58:30 pm
Hey Lexx, and what do you think about open/close gates option in faction terminal for gang boss that makes it visible/invisible on WM (outpost got gates, abandoned vault got doors), what is your opinion and why it is "yes, its great" :D. Seriously, theoretically, its not hard to implement, isnt it?
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Michaelh139 on August 19, 2012, 08:22:36 pm
Yes,because we have detailed blueprints explaining how to build them.
You can't compare a minigun to a car.
I guess I'm gonna have to explain.

As it turns out, it's pretty simple.

Blueprints for cars.

(http://www.united-vision-entertainment.com/wp-content/uploads/shocked.jpg)
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: S.T.A.L.K.E.R on August 19, 2012, 08:23:58 pm
Blueprints for................ Vertibirds!!!
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: chocolate_chip_cookies on August 19, 2012, 08:34:49 pm
Did someone say blueprints for bases? :o
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: S.T.A.L.K.E.R on August 19, 2012, 08:35:17 pm
Did someone say blueprints for bases? :o
What? now thats just terrible
Title: Re: FO AUS has it, WHY DON'T WE!?
Post by: Mike Crosser on August 19, 2012, 09:39:09 pm
Blueprints for tankers maybe?
Anwser is no.