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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Sargon of Akkad on June 14, 2010, 04:21:52 pm
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Greetings all,
I represent the Schrödinger Cats, a small gang of players who have been playing FOnline 2238 for some months now. We've established a base, got several characters to level 21, and generally explored the Wastes pretty thoroughly. We'd like to present some suggestions, as people who are virtually full-time gamers, to help improve your game.
We want you to know that we love, LOVE the Fallout universe and are deeply impressed by what you have achieved so far, even for a beta. So please keep in mind that all suggestions here are recommended for the good of the game, and not out of some petty-minded "I got killed and lost my stuff" mentality. We've died so many times that we're happy to accept this as part of the game world.
1. Verisimilitude
While we appreciate that Fallout is a futuristic sci-fi game, it is still subject to the same rules as any other fictional universe. This requires internal consistency to maintain the suspension of disbelief, or verisimilitude, to properly engage the player.
What this means is that fantastical concepts, such as powered armour, plasma weaponry or super mutants are completely acceptable because they are justified and rationalised by the game's own internal lore (it being a futuristic, post-nuclear wasteland), but, for example, a malnourished wastelander firing a minigun from the hip at 60,000 rounds per minute when he only has a clip of 150 is just too much.
We all know that a normal human being cannot do this for three reasons: Miniguns are always vehicle-mounted because of the enormous kickback from the weapon, the guy's clip would last for less than a second, not allowing him time to aim, and we are talking about a post-apocalyptic wasteland, where people are still using bottlecaps as currency - where on earth did this guy even get a minigun, let alone a realistic amount of ammo to use it?
Therefore, all comments will be towards making the game feel more realistic, and balancing it out for all players.
2. Player vs Player
We do not think the banning of player vs player, or even restricting it to certain areas of the world, is a good idea.
Banning PVP would also corrode the suspension of disbelief, as there would be no way other than metagaming to justify it. There does, however, need to be a reason not to do it. You'll notice that people, even in tribal levels of society, do not randomly kill each other and nick their stuff. It might be an orchestrated campaign (a war or raid) but the people who go around doing this on a small-scale are utterly vilified by society at large.
There should be some kind of penalty for unwarranted aggression, banditry and theft.
Players need to be able to see each other's reputations. When examining another player, the game should give a brief statement about their reputation and fame/infamy ('he is a notorious bandit and child killer', or 'he is a paragon of the wastes', etc). It could be that a player's reputation is below a certain threshold for any information to be given out (he isn't famous enough), but after a certain point other players should be able to find out something about the players they encounter on name alone.
3. Less Miniguns
You and a friend are in an encounter, you kill the enemies with your shotguns and pistols, and then ten Poles turn up, each armed with miniguns. Hang on - I thought this was meant to be a post-Nuclear War wasteland?! Where on God's green earth did anyone in this world find TEN miniguns, let alone the ammo to use them?
The Fallout universe is not an industrial one. There are no factories, no universities, no operative production facilities of any kind (at least, not available to your average wastelander) and there is no such thing as consumer culture. Unfortunately, FOnline does not reflect this.
We feel that it detracts from the Fallout experience when pipe rifles, 10mm pistols and shotguns are worthless pieces of equipment. To your average wastelander, these things should be worth their weight in gold.
If you look around the map, it feels good. Junktown is made of junk. New Reno is a wretched hive of scum and villainy. Modoc is a poor town of dirt-farmers and brahmin-herders. The entire world economy is based around BOTTLE CAPS. The last thing that should appear on the horizon is a gang of people wearing high-tech combat armour wielding laser rifles, rocket launchers and plasma grenades.
Too much time has been devoted to the high-end spectrum of the game, without regard to the concept of making the character make the difference, rather than the gun he is carrying or the armour he is wearing.
We suggest that there be no provision for actually purchasing weapons above a certain caliber from vendors, or at least make them rare and extremely expensive. If a player creates and then sells a high-tier weapon to a vendor, then that's fine, that's an economy, and that player should expect to make a small fortune in caps from it. If you happen past The Hub one day, and one of the vendors happens to have a high-tier weapon in their inventory, you should be thrilled and not just brush over it with the thought "no, I can get a HK90 anywhere, I don't need that right now".
Now, this does not mean that low-tier weaponry has to be bad or cheap. You may think that because low-level weaponry is low-damage that it would cause prolonged gunfights, but this wouldn't be the case, as it would be between relative equals - two players with 35 hit points and everything to lose. The tension would be enough to keep Chuck Norris on the edge of his seat, and the rewards for victory seem much greater by comparison.
This means the value of low-tier weapons should be significantly increased. Why is a laser pistol - something that modern science has yet to invent - worth less than 200 caps in a post-nuclear wasteland? Cells are shockingly plentiful for a world largely devoid of electricity, so after shoveling shit and moving boxes for 5 minutes, I can now afford a weapon that is normally the apex of science-fiction weaponry.
With the 200 caps I've just earned from moving boxes, I should be looking forward to buying my first pipe rifle and ten shots.
Now, we know what you're thinking - "I don't want to use crappy weapons like the mauser!" Well now, the mauser isn't a crappy weapon - it's a god-damned GUN! You can shoot and kill people with this! When you've finally got hold of a magnum, you're a force to be reckoned with.
Essentially what we are proposing is a re-haul of the entire weapons system. We know this is no small thing, but just think how it would change the game and the way the high-tier weapons would be viewed. Combat would become more tactical, instead of just who bursts first. Combats wouldn't be decided in a single round of firing. And when you do stumble on to that level 21 character with combat armour and a minigun, you know for a fact he must have worked damn hard to get there, and you'll treat him with a good deal more respect. Not only that, but with great power should come great responsibility (did we learn nothing from Spider Man?) - hopefully by the time players have miniguns and combat armour, they won't want to bother gunning down noobs for their pipe rifles and mausers - it simply isn't worth the ammo!
This would make good weapons prestigious and worth looking around for or making for yourself. Players should spend more time with low-level weapons. The repair skill should reflect this was well - a pipe rifle should be easily-repaired with a skill of 25, with the equipment scaling up, rather than needing a punishingly-high skill level to even have a vague chance of success with. One of the main problems with maxed-out characters is you have nothing left to look for - you've got all the best weapons, armour and ammo, so now all you've got left is to go around terrorizing the natives because the players have become bored. Give them the opportunity NOT to have found all the best stuff right off the bat, and it will give the game far more longevity.
4. Give players a reason to be good
As said by Bertrand Russell, the only thing that will redeem mankind is cooperation. In FOnline, there is absolutely no reason to be good, and every reason to be evil. It is very, very profitable to jump lone players, gun them down and take their stuff, but there is no profit to be made in helping a player out.
There is no reason for this either - the entire history of humanity is a story of cooperation, and a post-nuclear wasteland would be no different. Let us reiterate that we under no circumstances feel that PVP should be reduced in any way other than reputation, but as the game is you are actually PUNISHING players who don't want to live the life of a bandit by providing them with nothing else to do.
We feel this would be the single greatest addition to the game that we could suggest, and it could easily be solved by simply adding a mentor function to the game. Allow experienced players to take new players under their wing by NPC-assigned training missions, for which they can be rewarded for their time with caps, karma and XP.
This would do a number of things that we feel would be a boon to the game and player base in general. To start, it would encourage players to talk to one another and foster a sense of community. Community is what makes a game last, and so would be in the best interests of the developers, and would be most rewarding to the players to be able to make some friends.
It would also provide new players, who are trying to get into a very noob-unfriendly game, a leg up. Thirdly, it would give high-level players a way of earning XP without being a pain to new players. This would also give individuals a way of earning raw caps to inject into the world economy, something we're sure many of you would agree is severely lacking.
If the experienced players spend time with less-experienced players, it allows them to also recruit new and reliable members into your gang to help it grow. One of the main problems with the factions system as it stands is that you don't know who you can invite into your faction and who you can't. You'll never know, as you don't spend any real time with people you meet.
We suggest the following quests, given by important NPCs in each town, to a greater or lesser degree:
A. Training missions.
The town elder could, for example, give a quest for a high-level character to find a low-level character and arrange for them to join the player in patrolling around the town/area hunting down bandits. The quest might involve getting the low-level character to a certain level while they are marked as a follower, have them kill X monsters, discover different locations, get them a certain kind of equipment/gun, get them to craft their first pipe rifle or leather jacket, or something of that nature. For the NPC that issues this quest, they are receiving increased protection, trade and population for their town (visiting population, but people actually going there to stimulate the economy), the high-level player receives a chunk of raw caps and/or experience points (depending on difficulty of the quest. For example, getting a character from level 1 to level 4 might garner 5000 caps and 4000xp, whereas equipping them with a shotgun and leather jacket might get them 1000 caps and 500xp). The reward could even be incremental, with it increasing with each new player trained until a cap is reached.
For the low-level characters, these quests are their own reward. They get to meet someone and make a friend in a harsh wasteland, get into a combat where they might have a chance of survival and therefore have some actual fun and then get some experience, equipment and money.
Everybody wins, even if the motives are ENTIRELY selfish for doing so, any player will still want to do it!
B. NPC-set bounty-hunter quests
PC's that engender particular ill-will should have an automatic bounty placed on their heads for players to collect. Again, this does a similar thing to training missions: it pumps caps into the economy and gives high-level players a real opportunity to deliver 'wasteland justice'. A varying amount of caps/XP should be given depending on the level of the player, and the player that collected the quest must be the murderer in order to collect the reward.
They could be given a hint, for example: "Your bounty target was last seen in Modoc, approximately 10 minutes ago". The bounty hunter must then travel to Modoc, and if he doesn't meet him he's then forced to speak to other players who are wandering about to ask them if they've seen their target at all - another way of getting players to interact.
C. Trading and requisition quests
Have NPC vendors, merchants and tradesmen give requests to the players for things. For example, an armourer might ask the player for 15 brahmin hides, and in return he'll pay twice the going rate for them. Again, a good source of caps for the player, you're taking the less-useful junk out of circulation and not just clogging up the shops with them, and you're giving players something to do to earn some money without victimising the noobs.
D. Escort Caravan quests
While there are these in the game, they're hard to come by due to the stringent time slots they are available. It would be highly recommended to make these more flexible, and have a cooldown time on the quest instead.
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5. Faction Wars
There is no direct diplomacy or conflict between factions. We feel this is an area that is severely lacking in the game. We have noticed that groups of high-level players have nothing to do besides taking over a town. Since not all players wish to do this, these players end up resorting to banditry and assaulting lone players just to give themselves something to do (Epislon Patrol, anyone?).
Not only this, but the player factions don't really feature in the game at all. They take towns, but that's all they do. You can't trade with them, its a devil for new players to join them, and you can't take direct action against one without first following one back to their base (assuming you're lucky enough for the player you're following not to notice you).
This is strange, because it's a whole area of the game you are not exploiting. Let the players conflict with each other and the game will grow without you having to take any kind of action at all. Player factions will create alliances with each other against stronger factions, and the world will actually gain diplomacy.
A. Let Faction bases feature on the map.
We recommend that when a faction grows to a certain membership (20 members, for example) it is considered to be a town. It should show up on the map and players could visit it if they wished to. This would make it easier for factions to grow, and allow actual faction wars to take place. One faction could attack another, etc, and thus create a real need for diplomacy.
B. Let players see who belongs to what faction.
If a member is a part of a faction, it should be obvious to other players. In the example of the Slavers, you get a big tattoo across your face, declaring it to the world. Other players should be able to tell what faction you are because of visible markings like this.
This could simply be represented in brackets under the player's floating name above their character. It could be based on perception or some kind of reputation rating, so that some may just have (unknown) under them.
Once again, this would give players another reason for interacting with each other. It might be a noob trying to join, another faction trying to initiate diplomacy, or a high-noon standoff in the middle of a town.
The bracketed name of the faction could be coloured to represent your diplomatic status with them (red for enemy, blue for ally, green for same faction as you, grey for neutral/no diplomacy).
C. Let faction bases do things for the public
A great example of base management is found in the Fallout 3 mod Real Time Settler. It allows you to build different kinds of buildings and allow a base to provide new functions to the player.
We appreciate that allowing players to place buildings may be beyond the scope of FOnline, but we think it would be feasible to adopt some of the features from Real Time Settler.
i. Allow players to hire NPCs
Let the players hire different kinds of NPCs from the computer. Simply adding a command that says "Open position" to take you to a menu to hire different NPCs would add much functionality to a base. It should cost a significant number of caps, but then the game could just add the NPC to a forecourt in the base, that anyone can interact with.
We suggest starting with, but not limited to, the following NPCs:
1. Merchant - allow people who visit the base to buy and sell equipment. This acts just like a normal NPC merchant. For each item sold by the merchant, the base's treasury (a storehouse accessible by members of a certain rank only) should be credited automatically with 10% of the cost of the transaction. This gives factions a reason to want to hire a merchant, gives them a way of making those precious caps and gives their new players a relatively-safe place to sell their equipment.
2. Caravan Master - allows low-level players to do a caravan quest, and each successful caravan trip should credit the faction treasury with a lump sum from the trip, probably depending on distance covered.
3. Master Craftsman - an NPC who can craft things, for a price. If the player brings him the resources and his fee, he'll craft them an item. Once again, a tax could be paid to the faction treasury.
4. Mercenary recruiter - Allow players to hire lower-level mercenaries, to allow them to gain access to followers early-game and yet not outshine the NPC recruiters in other towns. Also allows easy recruitment of guards for the town.
5. Greeter/Town Crier - This would simply be an NPC who stands there with a shouted message above his head that the players set in the computer (e.g. 'Welcome to SchrodingerCatsville', or 'We are no longer recruiting', or perhaps 'we are looking to trade shotgun shells', etc). This allows factions to make general announcements to the world that can be learnt about by players visiting the faction, and then taking the news elsewhere. If talked to, he may be able to give out public information via dialogue. Perhaps tell others of faction possessions (mining camps, towns) and the overall size of the faction perhaps. The sort of things you'd want players to know.
6. Slave trader / Brahmin Trader - gives players somewhere to sell their slaves/captured brahmins, and the town can tax it. Who says you have to be the good guys?
7. Player Recruiter - an NPC that the faction commanders can set to auto-recruit any player that requests it, to a certain level. For example, the recruiter might be set to recruit any player of level 5 or above with a karma rating with the faction of 15 or above, and set their rank to 'member'. These should be set in dialogue by the faction commanders to any specifications they want, as well as 'don't recruit anyone right now'. This NPC could also be merged with the Town Crier to save space.
8. Sherriff - an NPC who can automatically and manually put bounties on players' heads for crimes against the base.
ii. Let players destroy or capture faction bases.
This could work like the town control system, only with greatly extended time for destroying a base. If the faction loses all of it's bases, it is destroyed and the players must found a new faction (or refound the old one somewhere else). The faction base is removed from the map and replaced with a ruin, perhaps.
It's a harsh wasteland, right?
iii. Extend the current bases available
There is a good choice of bases at the moment, but they could be improved with a few extensions. If the above changes were to be implemented, we would recommend changing the layout of the bases thusly.
Each base come with an interior and exterior. These do not have to be separate sections of map, just a fenced-off area that can have a door guard, like any bank or shop in the game. If you don't have clearance (rank or paid for) to get into the area, you get shot if you try to enter.
Better bases could then be bought with more concentric areas, so a base might have a forecourt that is pubic, a basic-member area that has containers, workbench, brahmin pen, farm etc, a second area that the more experienced members have access too, with lockers etc, and the command area, which has a few good lockers, a treasury (that the earnings are paid into) and a small stash that can only be opened by members of the faction. This stash would allow raids to happen, but give the faction a place to put some equipment to get back on their feet with.
D. Faction Diplomacy
The computer terminal could be used to initiate faction diplomacy. If one faction goes to war with another, it could be officially declared, or if a faction wishes to get peace with another that could be cemented with a proper announcement.
These could be announced in the same way that factions taking control of towns are - a message comes up, informing the world that the Rogues have declared war on Vault Silene Brahminy, or the Knights who Say Ni are allied with the Wasteland Eaters.
Inter-faction trade routes could also be established this way, but simply sending a request for the other faction to confirm. This could then be added to the Caravan Master's caravan routes for players to then guard. This could be trading X of something that one faction produces for X of another, using the Say function to give quantities.
E. Mines should be conquerable
If you make mines conquerable, and pay out X resources to the owning faction for each person who has mined something from there (for example, for each 5 minerals or ores mined, the faction is given 1 mineral or ore), straight into their base's treasury, it would change the nature of mining.
This would mean you don't have to noob-harvest to get resources, noobs would be able to mine in safety and continue to progress through the game and it creates reasons for faction wars that are actually about real-life issues - control of resources.
It would mean that you actually want to protect the people doing the mining, as you're benefitting directly from it. This would mean that enemy factions could come in and kill your guards and leave mercenaries on 'shoot everyone' to really screw-up a faction's resource income. It would create reasons for wars and diplomacy in who owns what, rather than just "you're the enemy because you're not part of our faction".
This gives the high-level players something to do, and helps the low-level players progress through the game more readily, and gives enemies a way of striking at their opponents. Everybody wins.
F. Give players titles
Even if they don't give specific bonuses, players love title systems. It would probably appeal to a lot of people to have 'King' before their name, if they end up owning 5 bases or something of that nature. These could be automatic or manual through the computer system, and would give a sense of structure to a faction and allow new low-level faction members to recognise higher-level faction members without actually having to read the whole roster to familiarise yourself with it.
These are the main ideas we feel would add real depth and longevity to the game. We have many other smaller suggestions, and would be happy to provide these upon request.
Please let us know what your opinions are. We would prefer it if you could avoid simple statements and actually go into depth about what we've written - this post took some time to write, and we did so because of a love for the game and not because we enjoy picking holes in things. FOnline is an excellent game that we spend many hours playing, and we just want to help make it better and more immersive for a greater number of players.
Thanks for reading,
The Schrödinger Cats.
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It will be very difficult to discuss ALL THIS in one thread, do you realise this?
Besides, this looks like a very good script for a completely new game - the whole game must be scrapped and enrolled anew from the scratch. I doubt that anyone will agree with that, and we haven't heard ever anything of you guys.
Surely, there are a pair of good ideas, i wouldn't quote for now, but i would as sure appreciate, if you present one idea and go in detail, develop it, instead of piling everything in vast heap of (though structured) text.
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Pufffffff.... (That's meant to be a long sigh)
I dont have much to say right now... (Compared to OP's brick of text). There are many good points you got there, and many flaws of the game you pointed out that, if would be fixed, would make the game only better (The reason to be good and/or let players see what faction others are from), there are some unneeded or low priority features (Like the base settlering and player titles (this one especially)) but there are some, imo, wrong things.
You see, when its about videogames, their developing etc. sometimes (actually nearly always) realism and gameplay doesnt fit together. What i mean is, you cant fit high realism and good gameplay into one box. Some realistic things aint gameplaywise. Like playing a sniper-game. Would you love to play a game where you have to sit in a shack or rooftop for, like, literarly HOURS? Na, instead you choose your Call of Duty (no, i actually never played it) or whatever and bash everyone in the face from 5 yards with your 7kg sniper rifle with the agility like you'd have no armor and have a pistol in your hands... Yeah, low-tier weapons should be used more, but then again, most likely no matter how expensive you would make high-tier stuff, it still would be alot in the game. Maybe even more - less people would have high tier stuff, less factions would have high tier stuff, a great stimule for biggest factions to actually make more endgame weapons. That might actually enlarge the gap between small factions and big ones.
*Browses OP's posts fastly again*
Well, as i said. Theres some good things you pointed out, some unnececary things and i dont personally like the PvP part.
Just my two cents and for once being friendly.
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1. Verisimilitude
Devs just won't remove miniguns because in reality it's impossible to use some. The game is based on Fallout's canon, not on the reality.
3. Less Miniguns
Agreed with all said in this point, but in fact it's really a hard thing to balance. As long as something is craftable, there'll be tons of it.
B. NPC-set bounty-hunter quests
Unfortunately, bounty-system is abusable. I have a bounty on me, my friend kills me and we share the reward. Cool ! =p
A. Let Faction bases feature on the map.
We recommend that when a faction grows to a certain membership (20 members, for example) it is considered to be a town. It should show up on the map and players could visit it if they wished to. This would make it easier for factions to grow, and allow actual faction wars to take place. One faction could attack another, etc, and thus create a real need for diplomacy.
It's a somehow interesting idea, but it needs improvements. Why would a faction get to that members amount ? They could make another base. Also in your base you store stuff, so there should be an area (a large area, for example the inside of the base surrounded with spikes) reserved to factions members. And what if 30 enemies with mutant mercs enter your base at 5AM, or try to ambush you ?
B. Let players see who belongs to what faction.
Unfortunately, devs already said this wouldn't happen (here (http://fodev.net/forum/index.php?topic=4339.msg39435#msg39435)).
i. Allow players to hire NPCs
I'm against it, above all if point A isn't in game. The more things there will be in bases, the less players will go in towns. And we need players to go in towns.
ii. Let players destroy or capture faction bases.
Some bases cost a lot and, once again, anything can happen anytime. Your enemies can gather 50 men, you can gather 20, they have money to buy mercs, you have not... That means every time you buy a base, they can come and destroy it. It'd be a pure griefers feature.
iii. Extend the current bases available
That is interesting and would require another thread, if possible. There is something I wrote almost one year ago, during the CBT :
[...] in my opinion the price of a base is defined by : 1) Number of lockers ; 2) Beauty of the base (The 25k one is awesome [NOTE : That's the actual one surrounded with spikes]) ; 3) How easy you can defend it ; 4) Location.
Playing with those 4 things, you can make good bases for all prices, even if at the moment no more bases maps are really needed.
The computer terminal could be used to initiate faction diplomacy. If one faction goes to war with another, it could be officially declared, or if a faction wishes to get peace with another that could be cemented with a proper announcement.
Not possible because of your point B : If you can't attack a faction until you declare them war, you have to know what faction someone is in, so it links to B. IF you can attack a faction without declaring war to it, then this option would be useless. Plus, I somehow like the lack of established diplomacy in the wasteland.
E. Mines should be conquerable
Very interesting. I'd suggest a NPC that automatically takes you some of your minerals once you leave the mine. This % would be decided by the faction that keeps the mine. The lower this % is, the more militia/guards are spawned to guard the place, or something like that. It needs some discussions.
F. Give players titles
Agreed with all said here, can be fun. Title would be in another color before player's name, right ? It's a good idea.
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To be honest, this would literally make the game whole, all of it. We're all allowed our opinions and I say +1 to almost everything.
JUST ONE THING!
No, just because you have a lot of members doesn't mean people should see your base, this is ludicrous.
Solution: Make it where only "TEH LEADER" can choose to make the base visible on worldmap, and yes there should be a fence gate as to increase crowd control, but the entrance should be a long narrow corridor so if some shit goes down its easily defendable, and gives the defending faction time on how to control the situation. I suggest having buildings where snipers (npc or player) can climb up and see EVERYONE and EVERYTHING, so if you've been tipped off a thief or assassin has somehow gotten in a master sniper can go up and search around and try to spot the little bastard, this would also be used for defensive purposes to where the attacking faction would have to climb up to the sniper to kill him. (OP? Are you kidding? This is THEIR fucking BASE we're talking about here :P.)
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I totally support this vision of changes.
I am currently in big PvP faction, but best fight I had was when I took almost broken deagle, one grenade and gone mining, there I fought 2-3 guys with similar stuff, fight was like 3 minutes, was really great (thats bout the cheap weapons usage)
one thing, bout the visible bases... I think that players should actually have possibility of making map, which could be implemented as visible place in-game.
There should be constant competition for making random maps to make exploring feature of game really awesome thing.
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Limiting equipment would be fine by me, its just an impossability as long as high tier stuff exists and is avaialble. We tried to do this by making high tier equipment take a long time to get - the result was that instead of getting the low tier stuff they just endured long timeouts in order to get the high tiered stuff. I think the best bet for this kind of thing will turn out to be faction scenarios where you are equipped by the NPC faction and transported to a map where you cannot escape until your faction has achieved or failed its objectives.
Same as allowing faction bases to be seen on the map, a gang can kill an amazing amount of NPCs, upwards of 50+ guards aren't really a problem for a fully armed and equipped gang. You would just have a situation where you could store nothing. Having faction wars would be great ... but first we need a decent way to implement this. Again I can see this going into faction scenario territory to suit the vision you'd like and the TC stuff remianing for those that like TC (hopefully the upgrades to that system have made it worthwhile)
About bases becoming minitowns, I don't think we need this, we have plenty of underpopulated towns as is, breathing some life into these would be much better.
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Limiting equipment would be fine by me, its just an impossability as long as high tier stuff exists and is avaialble. We tried to do this by making high tier equipment take a long time to get - the result was that instead of getting the low tier stuff they just endured long timeouts in order to get the high tiered stuff. I think the best bet for this kind of thing will turn out to be faction scenarios where you are equipped by the NPC faction and transported to a map where you cannot escape until your faction has achieved or failed its objectives.
Same as allowing faction bases to be seen on the map, a gang can kill an amazing amount of NPCs, upwards of 50+ guards aren't really a problem for a fully armed and equipped gang. You would just have a situation where you could store nothing. Having faction wars would be great ... but first we need a decent way to implement this. Again I can see this going into faction scenario territory to suit the vision you'd like and the TC stuff remianing for those that like TC (hopefully the upgrades to that system have made it worthwhile)
About bases becoming minitowns, I don't think we need this, we have plenty of underpopulated towns as is, breathing some life into these would be much better.
If a "Minitown" is known for NOT Bking EVERYONE! (Bluesuit Killers) then that is just another "GAURDED" town for players to trade in without fear of getting raped every single god damn time they try to trade in one of the other towns e.g. modoc, New Reno, Gecko, must I go on?
As long as these towns are ungaurded they will NEVER and I mean NEVAR have any life.
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100% agree about Pipe Rifle
make it easy obtainable (craftable) like:
junk + tube + wood and no workbench requirement
tube for example found on random maps like junk
it would differ the game for those who avoid towns and don't have a base only a tent from unarmed/melle only
some kind of armor lower quality than leather jacket (presumably a.k.a CoC robes) to be crafted without workbench or something with
5 - 10 AC and eighter 5 - 10 DT OR 5 - 15% DR (PvE with Pipe Rifle= no hth evade) would be a bit too harsh just in a jumpsuit
find working workbenches on specialized random maps in wasteland
make it possible to craft a still (just like a tent for example 10 metal parts)
molotovs without workbench reqiremet (wich ganger dose use this anyway??)
and something for gangers: enable visibility of gang bases but in the same time enable to craft and place those minigun turrets ( like in FO2 Sierra depot entrance)
I I'am also heavily interested in popularising low-tech equipment for non-gangers like Me
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As long as these towns are ungaurded they will NEVER and I mean NEVAR have any life.
Redding is the 3rd most populous town on the game. BH not too far behind it.
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Redding is the 3rd most populous town on the game. BH not too far behind it.
What the hell happened to VC, and the Hub? I see people at Hub and VC all the time, Redding (Can't really say cus I don't go there too often), and Broken Hill yeah, pks and dead miners What wonderful Life >.>.
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Redding is the 3rd most populous town on the game. BH not too far behind it.
Haha I guess everyone is going to redding to mine because is the safest.
@the ideas - Yep I could agree for all of those changes. Especially quests for newbies and this diplomacy and town making and owning a mine. Good ideas, really good ones... yet it would take ages to change all of that.
I can imagine fonline as non griefing game with a strongly bonded community, purpose and justice *sigh*
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What the hell happened to VC, and the Hub? I see people at Hub and VC all the time, Redding (Can't really say cus I don't go there too often), and Broken Hill yeah, pks and dead miners What wonderful Life >.>.
NCR, Hub, Redding.
VC comes even after the Gecko mine :-\
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I can imagine fonline as non griefing game with a strongly bonded community, purpose and justice *sigh*
So can we, and we think we know how it can be done. :)
Thanks for the responses all, we don't have time to prepare any individual replies at the moment but will address some of the percieved issues as soon as possible.
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So can we, and we think we know how it can be done. :)
Thanks for the responses all, we don't have time to prepare any individual replies at the moment but will address some of the percieved issues as soon as possible.
Im with you! :D I really like your politics and thinking of the game. You do/try/say what most people do not focus on here in this forum, that is broader aims for this game and solutions that would make a game friendlier, just and thus more enjoyable
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As for the minigun thing, there was a lot of power armour soldiers with them because of the food riots and it makes sense to use a (normally)mounted machine gun with pa.
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Im with you! :D I really like your politics and thinking of the game. You do/try/say what most people do not focus on here in this forum, that is broader aims for this game and solutions that would make a game friendlier, just and thus more enjoyable
Addressing the broader aims of the game was exactly our intent. We could have nit-picked about small issues, but they aren't really what holds the game back.
But thanks again, the more support we can gather for these suggestions, the more likely we are to see them implimented.
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me still supports ;D.
You should add a poll...
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Poll added.
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ADD a poll, mind you... Solar can do anything
Jesus Solar... that was quick.
As for the minigun thing, there was a lot of power armour soldiers with them because of the food riots and it makes sense to use a (normally)mounted machine gun with pa.
Absolutely. One of the reasons that the real-life military is developing real-life powered armor is for this very reason... the gun-mount thing... not the food riots. ::)
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Poll added.
Thank you.
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Haha I guess everyone is going to redding to mine because is the safest.
@the ideas - Yep I could agree for all of those changes. Especially quests for newbies and this diplomacy and town making and owning a mine. Good ideas, really good ones... yet it would take ages to change all of that.
I can imagine fonline as non griefing game with a strongly bonded community, purpose and justice *sigh*
Then you are playing the wrong game, you want happy little friends to pal around with go play hellokittyonline
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Then you are playing the wrong game, you want happy little friends to pal around with go play hellokittyonline
Don't bitch around. ::) His arguments were valid and nowhere like "Hellokitty".
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1. Miniguns are part of Fallout lore as well as supermutants and plasma rifles.
3. Not long ago even smallest SG had mysterious ability to knockdown and knock out you. At that time man with leather jacket with hunting rifle that both cost aprox 1000 caps was able to take down man in Brotherhood Armor and Avenger Minigun (let's say 20k but it's much more) in 3/4 of situations without getting hit. Even then people were comming to forums and whining how miniguns are bad because they kill you so easily. Also someone actually invests his time to get this 5mm AP ammo. You spend over 20 minutes to get 200 5mm AP ammo which gives you 5 bursts with Avenger so let's say you can kill 5 people (thought it happens very rarely and most likely you need two bursts to kill a man even on bluesuit). During 20 minutes Small Gunner can craft around 100 .223 FMJ ammo and let's say he is able to kill with that ammount at least 10 people (I am not even counting instakills). I think it's kinda balanced and going to boost SG more is... hmm at least werid concept. Small guns are easy to get, varied and you can get ammo for them easily. Big guns are very few and the weakest gun that is able to do some damage is M60. Getting ammo for it is painfull... you not only need advenced gunpowder but also special terminal to craft it. Eh.
As for getting miniguns or any other kind of weapons/armors rare and hard to obtain... as long as you can get killed by instakill even in APA I dissaprove.
2. and 4. We live as outsiders in tents - middle of nowhere. Later we form gangs and live outside towns in some wrecked buildings. Who lives outside cities? Raiders. I think that's one of major game flaws.
4.A - Sounds good. Not much to add.
4.C - Travelling between towns and earning caps for selling goods (brahmin hides, gecko pelts) for profit? If you mean that in some town you get higher price for gecko pelts and in other lower I support that.
5. Everyone involved knows about diplomacy between gangs. Rest of players isn't interested in PvP so they don't care. I don't see problem with that and I don't see reason to inform/bother non-PvP oriented players.
5.A - Two enternances that you can choose from preview and one of them only visible/accessible for members. Why not?
5.B - Devs are against it. I wouldn't mind that.
5.C - Most likely devs will not like this idea as it will drag people out from towns :) I think if devs would rethink whole system that they made and make changes it would actually work out but... it would require lots of work in lots of game aspects (look at my reply for 2. and 4.).
5.D - Not needed.
5.E - Interesting. Needs more thinking.
5.F - I don't know. I would like to see more examples to how it would look and then I would make up my mind but as for now I don't like this idea.
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Don't bitch around. ::) His arguments were valid and nowhere like "Hellokitty".
Oh yeah because it totally fits in with the wasteland.
"I can imagine fonline as non griefing game with a strongly bonded community, purpose and justice *sigh*"
Yup nothing callous murderers, crack whores and bigots love more then to hang around the camp fire singing songs and holding hands. The only justice in the wastes comes out the end of a barrel and community is a small group of people you aren't trying to kill.
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Oh yeah because it totally fits in with the wasteland.
"I can imagine fonline as non griefing game with a strongly bonded community, purpose and justice *sigh*"
Yup nothing callous murderers, crack whores and bigots love more then to hang around the camp fire singing songs and holding hands. The only justice in the wastes comes out the end of a barrel and community is a small group of people you aren't trying to kill.
Because there is just black and white, eh?
By your logic, there wouldn't be towns, cities, states, hell there wouldn't be even gangs. And just because there is a bonded community it doesn't mean everyone is turning into a flower throwing hippie. So, as I said, don't bitch or post just to see the postcount raise or to drop a message with "hellokitty" in it.
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Oh yeah because it totally fits in with the wasteland.
"I can imagine fonline as non griefing game with a strongly bonded community, purpose and justice *sigh*"
Yup nothing callous murderers, crack whores and bigots love more then to hang around the camp fire singing songs and holding hands. The only justice in the wastes comes out the end of a barrel and community is a small group of people you aren't trying to kill.
Perhaps you had not read the post correctly. We're not saying that if you, as a player, wish to act this way, you can't. We fully support that. The problem is that there is no facility in the game for players who don't wish to play like that, and we feel this should be changed.
And thank you, Surf Solar, you have hit the nail on the head.
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Like i need to pad my postcount surf, I'm saying this because it runs contrary to the spirit of the game. Every almost every positive action ends up being worse than doing the evil thing in fallout, the whole timeline is a non stop horror show. That and i said small groups that you don't want to kill, ie gangs and towns but they don't care about outsiders.
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Back to topic please.
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It's interesting to see that the majority seem to be in favour of our reforms, we're glad to know that there are others of like mind on these issues.
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I like most of the suggestions except for the PvP changes... Leave it as you said in disbelief, and that includes not being sure of the guy on the other end. If you made Mausers decently powered, then people would hoard higher-tier guns and they would absolutely destroy everybody... They will eventually be attained, and there WILL be a gang of 10 poles with miniguns, no matter how rare you make them.
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An excellent set of suggestions, whether they agree with the developers' vision of the final release or not, I'd say.
A few thoughts of a very inexperienced player:
1&3, combined:
I think there is an easily controllable solution for ensuring limited influx of new high quality items into the game, consisting of two parts:
1a) add very rare components to their crafting requirements that can only be obtained in extremely, extremely limited amounts through trade with merchants (and I do mean really, really rare to find), and create "town-control" locations that provide, again, very limited amount of such a resource during control period.
Take for instance the Refined Uranium Ore that currently can be obtained through a transaction with an NPC. Instead, make the refinery a controlable territory, requiring a week of continuous control before production begins. Instead of immediate "transaction," limit the amount of ore that can be refined and add a delay to its production, therefore forcing the controlling faction to invest in protection of the territory (see below).
For Small Energy Cell, require the control of a "power station" that contains a special "workbench" that allows creation of the item (since the item is really an oversized battery, the energy stored has to come from somewhere). Same idea with the delay and control requirement.
For military-grade weapons using regular ammunition, and all "advanced" energy weapons, add another tier of required production component, such as "military-grade alloys," and "military-grade circuitry" (feel free to come up with better names :D). As above, they would chiefly come, in limited amounts, from distinct controlled areas. These areas should also contain special workbenches for production of the weapons and their repair (see 1b)
1b) The second step, as important - make the special components a requirement of successful repair attempt for any military-grade or advanced weapons. In fact, the repairs should only be performed at the special workbenches in controllable locations. I am not yet familiar with how equipment of slaves, mercenaries, and hired guards is handled, but I think it would help if they also had to abide by the same conditions. A coding solution would be to have a flag to indicate if an NPC should require player-like handling of weapon degradation and repairs (slaves, mercs, hired guards), or not (NPC-controlled towns' guards and the like).
Combined, these two requirements would allow the developers to have input into the abundance of such high-tier items in the gameworld (who says, for instance, that the Refinery cannot be damaged during an attack and knocked out of production cycle for some time? Maybe even require special resources to be fixed). I realize there is a danger of a single faction dominating all the control-locations, but the spread of the requirements into a number of locations make prolonged attacks on such superiority possible. Also, the NPC merchants would still occasionally carry such high-prized items, so that with long-term planning and saving advanced weapons for the right moment others would have a chance to disrupt such dominance. With the current system, because except for the Uranium Ore crafting components are relatively easily procured, similarly domineering faction can still have superiority in armament in comparison to another with fewer members (or so it appears from posts of people who have greater experience with the game than I). It would quite likely require a number of false starts before becoming balanced, but I think it is a better solution than status quo.
I think that the resulting necessity of saving up the best items for just the right occasion is an inherent part of Fallout universe, that unfortunately was not as clearly presented even in the original. It seemed to be implied through the game, but all who played likely remember just how abundant ammunition for everything became toward the end - on the other hand, this time you are not the Chosen One (I am. No, really).
2.
There should be some kind of penalty for unwarranted aggression, banditry and theft.
I think this is the biggest issue with how the game plays right now. Please understand that I am not advocating removal or limiting of PvP and stealing; however, I feel, and a number of people do as well judging from the forums, that the lack of repercussions for such hostile acts, particularly taking under consideration the settings, is an issue.
A possible change to the current system would be making reputation gains relative to current standing (if that is not already implemented), to impart additional difficulty in making large reputation swings in relatively short period of time. In particular, reputation gains from killing opposing-faction "critters" could be weighted against current standing with whomever the resulting gain is coming from - a person with -100 standing would receive greater reputation improvement than a person with standing -200, and somebody with rating of, say, -500 should have very, very hard time to bring it to neutral (small communities make for long, long memories).
Also, each community would be considered to exert area of control on the travel map (say, one or two squares away from the settlement and any associated locations, such as mines), as well as any area that is part of regular trade routes with other settlements (likely the shortest straight line to another settlement). Any hostile action on another player (thievery or outright assault) could result in additional reputation drop, as calculated through random chance modifiers - just because you do not see anybody else around does not mean a scout or patrol is not within binocular range. Perhaps the chance could be diminishing with the distance from a settlement or the trade routes.
This would add another degree of consideration when meeting other players aside from "how much worth is he carrying in gear." It could also be used to simulate the differences between various NPC factions - while NCR patrol would likely see gunfights within the territory they consider as theirs unwanted, New Reno goons might simply ignore the occurrence altogether. It would further segregate various areas of the game world, making at least parts safer particularly for low level characters - all without actually removing the ability to engage in such activities if that is a player's decision.
This also ties in, although in somewhat of a negative-reinforcement ways, with no. 4 of the original suggestion.
4B
(since I really do not have much to add to the other points, and I think with the above changes the players' behavior in general would shift as well... hopefully :D)
B. NPC-set bounty-hunter quests
Unfortunately, bounty-system is abusable. I have a bounty on me, my friend kills me and we share the reward. Cool ! =p
Not sure how much of the following is code-able, but here's my take on an automated bounty system: create the list of bounties based on reputation standing. If my suggestion in terms of "protection" of other players within settlement's area of control is implemented, notorious hostiles would end up on the list. Admittedly, as anything, the mechanics are abuse-able, but some tweaking with reputation standing and its effect on reputation gains and access to particular territory might at least limit the amount of robbery-based homicides :D Also, make the bounties reliant on caps input from players, where a person covering full amount of a bounty has an opportunity to select a particular one to be fulfilled for their caps. Also add the ability of players' paying in enough caps to indicate somebody not on the list - this likely needs work on figuring out reputation-checks and such to prevent people from abusing the bounty system in creating ones "just because."
I would further suggest that the bounty amount rely on both the "perceived" difficulty (largely level-based increase) and "notoriety." If their availability is dependent on players' paying in first, at least the abuse for monetary gain would be limited (most people likely would put together a set amount to indicate a particular name rather than pay in for random hits).
If there is no reputation gain from fulfilling a bounty (and, frankly, bounty hunters never had too good of a reputation, at least historically), the money is not automatically generated, and in all likelihood comes from people with actual beef against a particular person - I cannot think of a way to abuse such a system. Although I would be hardly surprised if it existed and be immediately put to use :D
5.
See 1. Plenty of reasons for faction warfare :)
5A. Instead of bases, make the "control locations" required for production upgradeable, with immense investment resulting in additional turrets, "minefields" around the location, etc. Also, require weekly "maintenance" in both caps and resources to retain such high level of defensibility - if balanced properly, it would produce a steady drain of resources needing to be constantly replenished, and would further make the control of ALL production locations less likely. If even an uncoordinated attacks from random hostile factions increase the drain on resources stockpiled, at some point, especially when spread among several locations, such constant assaults should exhaust even the most prepared faction - it is a matter of (admittedly, difficult to achieve) balance.
5B. Neh. Though I think that each faction should also have its own reputation table (extremely difficult to improve) that would modify each member's own reputation. Again, a matter of trial and error to make it work well.
5C. With the resource drain from 5A in mind, it might be beneficial for a faction to set up trading posts just outside of the controlled locations to promote influx of needed materials. And, who knows, maybe some factions would also release miniscule amounts of the special resources (or products based on them) to secure loyalty of non-affiliated individuals? (All right, all right, but it's a beautiful dream :D)
If the "production facilities" are in hostile enough locations, they would not be an immediate consideration for most players, thus not overly impacting NPC town visitors count ;)
5E. For mines with High Quality resources, it is an interesting idea. Whether the controlling faction gets a percentage in payment directly out of players wishing to utilize the location, or automatically generated set amount (possibly dependent on number of visitors?), it would add another strategic level to faction warfare. Although this would need careful tinkering to prevent avoiding automatic fulfillment of the maintenance factor for production locations mentioned above.
F. That opens up SO many possibilities, it's difficult to be against if it can be easily attained without undue wasting of the developers' time. :D
Wheew. I wrote my piece. And if anybody actually reads it all, they definitely deserve a special in-game title ;)
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An excellent set of suggestions, whether they agree with the developers' vision of the final release or not, I'd say.
A few thoughts of a very inexperienced player:
1&3, combined:
I think there is an easily controllable solution for ensuring limited influx of new high quality items into the game, consisting of two parts:
1a) add very rare components to their crafting requirements that can only be obtained in extremely, extremely limited amounts through trade with merchants (and I do mean really, really rare to find), and create "town-control" locations that provide, again, very limited amount of such a resource during control period.
Take for instance the Refined Uranium Ore that currently can be obtained through a transaction with an NPC. Instead, make the refinery a controlable territory, requiring a week of continuous control before production begins. Instead of immediate "transaction," limit the amount of ore that can be refined and add a delay to its production, therefore forcing the controlling faction to invest in protection of the territory (see below).
For Small Energy Cell, require the control of a "power station" that contains a special "workbench" that allows creation of the item (since the item is really an oversized battery, the energy stored has to come from somewhere). Same idea with the delay and control requirement.
For military-grade weapons using regular ammunition, and all "advanced" energy weapons, add another tier of required production component, such as "military-grade alloys," and "military-grade circuitry" (feel free to come up with better names :D). As above, they would chiefly come, in limited amounts, from distinct controlled areas. These areas should also contain special workbenches for production of the weapons and their repair (see 1b)
1b) The second step, as important - make the special components a requirement of successful repair attempt for any military-grade or advanced weapons. In fact, the repairs should only be performed at the special workbenches in controllable locations. I am not yet familiar with how equipment of slaves, mercenaries, and hired guards is handled, but I think it would help if they also had to abide by the same conditions. A coding solution would be to have a flag to indicate if an NPC should require player-like handling of weapon degradation and repairs (slaves, mercs, hired guards), or not (NPC-controlled towns' guards and the like).
Combined, these two requirements would allow the developers to have input into the abundance of such high-tier items in the gameworld (who says, for instance, that the Refinery cannot be damaged during an attack and knocked out of production cycle for some time? Maybe even require special resources to be fixed). I realize there is a danger of a single faction dominating all the control-locations, but the spread of the requirements into a number of locations make prolonged attacks on such superiority possible. Also, the NPC merchants would still occasionally carry such high-prized items, so that with long-term planning and saving advanced weapons for the right moment others would have a chance to disrupt such dominance. With the current system, because except for the Uranium Ore crafting components are relatively easily procured, similarly domineering faction can still have superiority in armament in comparison to another with fewer members (or so it appears from posts of people who have greater experience with the game than I). It would quite likely require a number of false starts before becoming balanced, but I think it is a better solution than status quo.
I think that the resulting necessity of saving up the best items for just the right occasion is an inherent part of Fallout universe, that unfortunately was not as clearly presented even in the original. It seemed to be implied through the game, but all who played likely remember just how abundant ammunition for everything became toward the end - on the other hand, this time you are not the Chosen One (I am. No, really).
2.
I think this is the biggest issue with how the game plays right now. Please understand that I am not advocating removal or limiting of PvP and stealing; however, I feel, and a number of people do as well judging from the forums, that the lack of repercussions for such hostile acts, particularly taking under consideration the settings, is an issue.
A possible change to the current system would be making reputation gains relative to current standing (if that is not already implemented), to impart additional difficulty in making large reputation swings in relatively short period of time. In particular, reputation gains from killing opposing-faction "critters" could be weighted against current standing with whomever the resulting gain is coming from - a person with -100 standing would receive greater reputation improvement than a person with standing -200, and somebody with rating of, say, -500 should have very, very hard time to bring it to neutral (small communities make for long, long memories).
Also, each community would be considered to exert area of control on the travel map (say, one or two squares away from the settlement and any associated locations, such as mines), as well as any area that is part of regular trade routes with other settlements (likely the shortest straight line to another settlement). Any hostile action on another player (thievery or outright assault) could result in additional reputation drop, as calculated through random chance modifiers - just because you do not see anybody else around does not mean a scout or patrol is not within binocular range. Perhaps the chance could be diminishing with the distance from a settlement or the trade routes.
This would add another degree of consideration when meeting other players aside from "how much worth is he carrying in gear." It could also be used to simulate the differences between various NPC factions - while NCR patrol would likely see gunfights within the territory they consider as theirs unwanted, New Reno goons might simply ignore the occurrence altogether. It would further segregate various areas of the game world, making at least parts safer particularly for low level characters - all without actually removing the ability to engage in such activities if that is a player's decision.
This also ties in, although in somewhat of a negative-reinforcement ways, with no. 4 of the original suggestion.
4B
(since I really do not have much to add to the other points, and I think with the above changes the players' behavior in general would shift as well... hopefully :D)
Not sure how much of the following is code-able, but here's my take on an automated bounty system: create the list of bounties based on reputation standing. If my suggestion in terms of "protection" of other players within settlement's area of control is implemented, notorious hostiles would end up on the list. Admittedly, as anything, the mechanics are abuse-able, but some tweaking with reputation standing and its effect on reputation gains and access to particular territory might at least limit the amount of robbery-based homicides :D Also, make the bounties reliant on caps input from players, where a person covering full amount of a bounty has an opportunity to select a particular one to be fulfilled for their caps. Also add the ability of players' paying in enough caps to indicate somebody not on the list - this likely needs work on figuring out reputation-checks and such to prevent people from abusing the bounty system in creating ones "just because."
I would further suggest that the bounty amount rely on both the "perceived" difficulty (largely level-based increase) and "notoriety." If their availability is dependent on players' paying in first, at least the abuse for monetary gain would be limited (most people likely would put together a set amount to indicate a particular name rather than pay in for random hits).
If there is no reputation gain from fulfilling a bounty (and, frankly, bounty hunters never had too good of a reputation, at least historically), the money is not automatically generated, and in all likelihood comes from people with actual beef against a particular person - I cannot think of a way to abuse such a system. Although I would be hardly surprised if it existed and be immediately put to use :D
5.
See 1. Plenty of reasons for faction warfare :)
5A. Instead of bases, make the "control locations" required for production upgradeable, with immense investment resulting in additional turrets, "minefields" around the location, etc. Also, require weekly "maintenance" in both caps and resources to retain such high level of defensibility - if balanced properly, it would produce a steady drain of resources needing to be constantly replenished, and would further make the control of ALL production locations less likely. If even an uncoordinated attacks from random hostile factions increase the drain on resources stockpiled, at some point, especially when spread among several locations, such constant assaults should exhaust even the most prepared faction - it is a matter of (admittedly, difficult to achieve) balance.
5B. Neh. Though I think that each faction should also have its own reputation table (extremely difficult to improve) that would modify each member's own reputation. Again, a matter of trial and error to make it work well.
5C. With the resource drain from 5A in mind, it might be beneficial for a faction to set up trading posts just outside of the controlled locations to promote influx of needed materials. And, who knows, maybe some factions would also release miniscule amounts of the special resources (or products based on them) to secure loyalty of non-affiliated individuals? (All right, all right, but it's a beautiful dream :D)
If the "production facilities" are in hostile enough locations, they would not be an immediate consideration for most players, thus not overly impacting NPC town visitors count ;)
5E. For mines with High Quality resources, it is an interesting idea. Whether the controlling faction gets a percentage in payment directly out of players wishing to utilize the location, or automatically generated set amount (possibly dependent on number of visitors?), it would add another strategic level to faction warfare. Although this would need careful tinkering to prevent avoiding automatic fulfillment of the maintenance factor for production locations mentioned above.
F. That opens up SO many possibilities, it's difficult to be against if it can be easily attained without undue wasting of the developers' time. :D
Wheew. I wrote my piece. And if anybody actually reads it all, they definitely deserve a special in-game title ;)
This belongs in a seperate thread.... Its too much to be a simple reply. Although I read it all I guess I'll have to comment on some of it...
Turrets would be good addition to gang bases AND towns.
Gang rep would only be best implemented if we could have NPC gang members, not just the usual ole' militia.
Making all these trading facilities and production etc doesn't fit with the name "Gang" but maybe there should be a seperate title for player groups to fit in with the more "Civilized" factions.
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While I agree with most of the points raised here, I'll have to get together with the other Cats to give you all comprehensive replies. Thanks for your input though, and I think the poll shows that most players are in favour of reform.