fodev.net
Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Surf on May 11, 2010, 07:04:51 pm
-
Hello.
I thought, I'd share some ideas in how to make the southern towns on the worldmap a bit more attractive.
Right now, there aren't that many players (I'm talking about Junktown/Hub, or even the boneyard).
Most of the players decide to live in NCR, because it's "safe" and normal mines and unguarded mines aren't far away.
If one lives at the hub for example, it's a very long way to the next unguarded mine. So people don't even think about in settling there.
And now here comes my idea: Opening an unguarded mining site in Necropolis!
Basically, there are two ideas, I've brainstormed with RJ on IRC about that. So I'll present both of them.
Number 1: The Mining Site is outside the city, in an urban map.
I imagined this, like a normal urban map as said, but with a huge crater in the middle of it. As the bombs fell on Necropolis, one hitted the outskirts of it, and revealed a very old cave system, in which some nice ressources are in. It is unguarded, because the surrounding city is dangerous and some people fear the ghouls there. The entrance to the cave would be similar like in the glow, a rope to climb into the crater. I don't know if it's possible, but for more then 1 entrances it would be good to have 2 of such craters.
It could be located here:
(http://www.abload.de/img/necropolisminem2an.png)
Number 2: The mining site is inside the city.
Idea 2 is basically using the sewer system Necropolis has. Imagine, some mutants "scouted" the town and killed some of it's inhabitants (like in FO1). Due to the fighting, they accidently destroyed some walls in the sewers and released an old cave/mine. Later, some wastelanders scavenging the ruins found out that the materials down there are of high quality and started digging them. It should be unguarded, because of obvious reasons. It would be good, because the mine would be integrated in the city and right now nobody visits necropolis. Also, there are many entrances to the sewers.
So basically this suggestion is meant to make the south of the worldmap a bit more attractive, to make more people live there and not just in one town (ncr).
-
+1
-
great idea.
+1
-
+1, from my whole orphanage, full of southern noobs. So actually it will be like +20 :>
Anyway great idea.
-
+1, As I am one of Wichura's man. And he order me to write so.
But for real it's great idea. Just realize if some gangs have their base on south of map world, it's about 30 hexes from gecko mine. It would be great, when driving to mine takes less, than gathering hq in there.
-
Thanks. :)
I also added a poll, feel free to vote there. It would be cool if you write why you like the idea you've voted for.
-
wtf who voted for no? Scared of having to travel across the map to kill some bluesuits for their sledgehammers?
but seriously. its a good idea and it makes sense. Id prefer to have it inside the city, which will make killing gecko caravans less profitable(they lower your necropolis reputation right?)
-
And if we are talking about adding mines here - guarded mine with regular ore and minerals is missing near VC I think.
Isn't VC interested in having their own mine camp? :>
-
+1 I voted inside the city, then it should be more alive there, with more smoothskins
-
+1 Inside the city would be good. People would finally start going to Necropolis. And having a base in that area has definitely made getting HQ mats a huge challenge just because of the distance.
-
+1.
I voted for a urban map outside the city, because it could be designed more challenging for both PKs and miners.
-
+1 inside the city, just to attract some more people there, why add more areas when you can improve already existing towns ;) (I actually dare to say that Lexx would agree on that, if not.. well he better post it here then)
-
The Hub definitely needs this.
-
I like this idea very much, although it shouldn't be too easy. Necropolis is too close to populated places like the Hub and Junktown, and wouldn't be that much of a struggle from NCR (I would do it instead of of BH if this option became available).
In this case, I would vote to make it more south of Necropolis. I like the idea of it being in a city, but the city is too close to guarded civilization, so make it a couple tiles south of Necropolis. What would be nice is if it could be a place with many places to hide for cover, like broken old buildings, but anything would be nice, really.
-
but the city is too close to guarded civilization
Gecko mine - Vault City... Also if you think it will be somewhat safer because it's on south you are most likely wrong.
-
Good idea !!! +1 I won't now die in this foo*ing Redding or Gecko mine =0. BTW i got - 2299 karma in some mine in redding cuz i killed some rats!xD
-
good,iddea+1, the mines are only in north,so i am proposing to make something worht of beeg explored,chosed outside,becoze is kinda safer than inside the city
-
:)
So no preview at all and only one entry point like on Gecko mine it means it's safer because it's outside of city? :)
If mine would be inside city (which is my idea) it will generate more interesting situation for miners and killers than in Gecko where you spawn without preview, you can get killed before map loads and mine (area where you can dig minerals) itself got only two entry points.
-
making a mine inside the city needs to rebuild a map of severs. I hope its not harder than making new location, but Im afraid that its a lot harder to make the mine nicely planned
-
Also if you think it will be somewhat safer because it's on south you are most likely wrong.
Well it is a good thing I didn't say that. Unguarded mines are unguarded for a reason after all.
BTW i got - 2299 karma in some mine in redding cuz i killed some rats!xD
You should report that then.
-
Idea is more then ok, just we need to remember that with each new unguarded mine added, chance to get killed in them is lowered since pkers will spread across them. So wont they cause drop of hq materials value ?
-
Idea is more then ok, just we need to remember that with each new unguarded mine added, chance to get killed in them is lowered since pkers will spread across them. So wont they cause drop of hq materials value ?
doubt it. prices are based on prices given by shopkeepers anyways right?. Also i'm pretty sure it would attract some new people to PK in there(just out of boredom- people who have tents near junktown/ncr)
-
And more ways of getting stuff to make more weapons, and then being able to use those weapons easier, is fun. Isn't that what a game is about?
-
I voted no, because unguarded mines are an epitome of PvP (to me at least), its not that I do not wish for people in the South to have a mine closer to them, just that I want there to be as little unguarded mines as possible; for the purpose of conflict.
-
Its nice idea - more HQ mines is better - but its only matter of time till players "from North" will surround Necropolis with tent-alts and HQ mine in Necriopolis will be just like any other HQ mine.
-
I voted no, its just bad place if you ask me, it will be crowded with almost all players and redding mine / gecko mine / bh mine will become deserted.
I suggest Glow, or a mine between SF and Boneyard
-
+1. Do eet! ;D
-
I voted no, its just bad place if you ask me, it will be crowded with almost all players and redding mine / gecko mine / bh mine will become deserted.
of course I ensure you that everyone will leave other unguarded mines to go into new, cool south one just to make you happy
those places wont become deserted, people will spread across every mine anyway, just as it happened with BH mine
the question is: will it only take part of people mining at north, or maybe it will encourage those lazy fucktards to mine more as the mine finnaly isnt so damn away from them
people, please
think before posting
-
of course I ensure you that everyone will leave other unguarded mines to go into new, cool south one just to make you happy
those places wont become deserted, people will spread across every mine anyway, just as it happened with BH mine
the question is: will it only take part of people mining at north, or maybe it will encourage those lazy fucktards to mine more as the mine finnaly isnt so damn away from them
people, please
think before posting
Actually he has a point. If the mine provides also high quality minerals and ores then it will become new mecca for NCR bluesuits that will have no need to get their assess up to north. So it will most probably just add another border between south and north folks.
-
well, I always tought that unguarded place full of NCR bluesuits is damn mecca for everyoneelse :P
if all of them would decide to come into boneyard mine, they would work as "FUCKIN FREE HQ SHIT" sign on game window for those folks who get ores by stealing em.
Im pretty sure that world would find a balance... As it always does.
-
of course I ensure you that everyone will leave other unguarded mines to go into new, cool south one just to make you happy
those places wont become deserted, people will spread across every mine anyway, just as it happened with BH mine
the question is: will it only take part of people mining at north, or maybe it will encourage those lazy fucktards to mine more as the mine finnaly isnt so damn away from them
people, please
think before posting
i think sarakin is saying that all so called south noobs no longer will go to northern mines since they all will be able to mine in south.
-
Actually he has a point. If the mine provides also high quality minerals and ores then it will become new mecca for NCR bluesuits that will have no need to get their assess up to north. So it will most probably just add another border between south and north folks.
Sius, we both know that a place where many "noobs" dwell will = attract players who want to "pwn" them. ;) So I don't really see a problem here.
-
ok,let me see some things here,tell me if i am wrong:
1.the game was originaly a F2 mod,so there was only the F2 map,not the F1 mat=>the north part is more well made
2.all the atractive places are in the F2 map(north) like:all HQ mines,all faction bases,all posibilytis,Mariposa and Sierra,but in south,there is only a train station and 5-6 quest,so is not veary atractive
3.all the PK activity is in north becose of point 2.,so making south part more atractive for both blue suits and PKs,the people will spread more across the map
i am not saying that all the good thinks are in notrh,but moast of them,the good spots in south are only:
1.Junktown dogs
2.Water works chemecap component
3.ami......,can't finde more than 2
so,if we increas the activity in south,not just whit the HQ mine,the people(both miners and PKs)will spread uniform across the map
-
It needs to be done. Only north pvpers protest :P
-
I voted no, because unguarded mines are an epitome of PvP (to me at least), its not that I do not wish for people in the South to have a mine closer to them, just that I want there to be as little unguarded mines as possible; for the purpose of conflict.
PvP? ^_^ Ahahahaha
You call it PvP???
Bluesuiter+deteriorated hunting rifle/deteriorated 10mm SMG VS Bluesuiter+sledgehammer!
-
Stop that bullshit, bluesuits with smg/hunting aren't considered an enemy in Redding or BH, the fact is that different gangs are attracted by the presence of HQ mine to fight there.
At first, I thought it's a great idea to have another HQ mine in Necropolis, but then... I imagined hordes of bluesuits with hammers running on the streets there.. well, no way.
-
since the purposed hq mine is on the ruins of old bakersfield it would not be surprising to have some medium amount of radiation to keep local ghouls feeling warm. The radiation level should be 1/3 to half of that of glow. This will give more variety to the mines and boost radX demands.
-
Well, southern cities are empty. And we have to do somehting with this.
I like the idea that NCR is surrounded by hostile ciites from all directions. Necropolis is good for this purpose.
my sub suggestions:
1) If there will be mine for HQ, i has to be in the city itself, in the sewers. But i suggest, PUT THERE SOME RADIATION. So there will not be neverending PK waiting, but miners should use their rad x or rad away.
2) Put radiation to whole Necropolis. Why? I think that this could be gread non PvP power build with full equip "arena" because this kind of players will dont want to lost their perfect stuff because of they forget to take their rad x pils, but for some SMG and assault riffles players, who will not lost anything valueable it can be good oportunity.
-
or some asshole with a hunting rifle, 30 spare bullets and a combat leather jacket.
-
2) Put radiation to whole Necropolis.
Noooo I dont wanna radiation in Necropolis. But if we going with this radiation stuff just put this new HQ mine near Glow I suggest.
-
I like the idea of making this a little bit more unique than the other mines. Possibly adding in radiation, or NPCs that spawn occasionally that are hostile to everyone, etc.
-
But i suggest, PUT THERE SOME RADIATION.
Good idea. It would put another letdown to the mine, and also a little atmosphere-bringer.
Also I realized that it'd really be good to have it a bit more wide to the south. I'll make another graphic tomorrow.
-
Noooo I dont wanna radiation in Necropolis. But if we going with this radiation stuff just put this new HQ mine near Glow I suggest.
I second the radiation, even if a HQ mine at Glow is a splendid idea as well. It's a long way down, on rough terrain, so just add some centaurs, deathclaws and floaters in encounters and you've balanced it out.
-
If you're going to add radiation I would suggest making it a very light radiation. Light enough that staying there for a couple of minutes won't do much harm, but strong enough that you want to pop RadX if you're going to camp for miners, and anyone leaving may want to consider using some radaway once they are done.
-
I second the radiation, even if a HQ mine at Glow is a splendid idea as well. It's a long way down, on rough terrain, so just add some centaurs, deathclaws and floaters in encounters and you've balanced it out.
I dont see point of adding there Centaurs and Floaters - you can outrun them in real time like any rats etc so they will make no diffrence in encountering anything. But Deathclaws are natural monsters living there I think.
-
I dont see point of adding there Centaurs and Floaters - you can outrun them in real time like any rats etc so they will make no diffrence in encountering anything. But Deathclaws are natural monsters living there I think.
How about Master's army remnants, then?
It's only about nasty long way there over rough terrain and for people with bad Outdoor to stumble every 2 meters in the middle of centaurs. Ah, and btw: rocky terrain won't be suitable for miner tents, so you will HAVE to venture over all the badland. And don't forget delicious irradiated map encounters. The map looks pretty charred down there, i think, for a reason.
-
I voted for Idea 1. A new mine with a new map is easier i think then to this in the city. I also like the idea to put it near Glow. So its harder to get there and more dangerous.