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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Desert Mutt on November 10, 2012, 07:27:35 pm
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1. Make all critters enslavable, but whether you can or can not enslave them should be determined by your max HP.
E.g. if you are 85 HP slaver you shouldn't be able to enslave 87 HP raider, as you look not tough enough to handle him.
And let's say if your current HP is 50% of slaves HP he can run away or he can try to attack you (e.g. you look weak so he takes the chance to escape).
1.a. Make price of the slave depending on his max HP.
2. Add ability to convince neutral people (like Lone Wanderers, Travelers, Fishermen, Hunters, Farmers, Salvages, Trappers maybe even some of patrols like Junktown Scouts etc.) to join your party and follow you (e.g. you make friends and roam together), again can be based on speech and HP difference between you and potential follower (the more difference the more speech required to convince.
Another idea is that you can try to convince ONLY the people who is traveling alone (e.g. can be even an encounter with single raider).
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I like the second part. The speech skill will be even more useful for RP gameplay.
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I too support the second one.
Sounds really interesting.
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So, everything is enslave-able but after you knock this bitch with 87 hp out PROVING you ARE tough enough, you can't because you have 2 less max hp than them? Terrible idea. Also considering leader/slaver chars already need high CHA, high INT (to get speech up there) and high LK (if you wish to buy high hp mercs/slaves) making them need yet another stat is ridiculous.
The second idea, ignoring the terrible HP idea of course is interesting but it should have some added risk where they may end up attacking you when you fail to convince them.
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2. Add ability to convince neutral people (like Lone Wanderers, Travelers, Fishermen, Hunters, Farmers, Salvages, Trappers maybe even some of patrols like Junktown Scouts etc.) to join your party and follow you (e.g. you make friends and roam together), again can be based on speech and HP difference between you and potential follower (the more difference the more speech required to convince.
Another idea is that you can try to convince ONLY the people who is traveling alone (e.g. can be even an encounter with single raider).
One thing: They shouldn't been able to be used on attacking and killing their faction friends or other players.
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i like having more critters enslavalbe but hp idea is just terrible. I know of many small framed beautiful delights that have big ogres wrapped around their little fingers.... (well i really don't but you still get the point)
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I really like the 2nd idea, what would you rather do? Keep working a terrible job and living a terrible life in a post-nuclear wasteland or follow some dashing heroic-type on a crazy half-assed adventure? Worked for John Cassidy, Ian, Vic, Sulik, Kitsune, Tycho, Katja, Kitsune, Dexter, Marcus, Jules, Davin, Maria, Goris, Lenny, Myron and Skynet. Why shouldn't it work for some dopey farmer?
I'd personally would really like to stumble across a half-dead farm, workers are slaving away while some asshole's chill out in the ranch. You walk on up to some dude.
(http://www.falloutwiki.com/images/2/2c/FoModel_BlackGuyRedShirt.png)
A Handsome Black One
And you work your speech charm and convince this dude to follow you on your adventure. Skills are of-course determined by occupation and what sprites they have. You lead your new pal and maybe some other chumps on a wild adventure just like Fallout 2. Maybe add permanent death and give random quote bubbles and personalities to each character. Sort of a way to add attachment like your companions from Fallout and so you don't just use them as cannon fodder like your slaves.
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1. Idk if it's the good way for enslave better characters ... If it's implanted, my first reflect will be to do an other alt with max HP.
1.A YES!
2. Nice idea! I dream about a Fonline where karma is full implanted and you can ask to NPC to help you for a little time.