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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: runboy93 on August 10, 2010, 04:43:29 pm

Title: New craftable items
Post by: runboy93 on August 10, 2010, 04:43:29 pm
Some new weapons/items to craftable.

Switchblade (2 junk)
(http://www.fo2238.fodev.net/wiki/images/8/80/Switchbd.gif)

Pipe Rifle (2 wood, 1 junk)
(http://www.fo2238.fodev.net/wiki/images/7/7f/Springun.gif)

Zip Gun (1 wood, 1 junk)
(http://www.fallout-3.com/w/images/1/1f/Zip_gun.gif)

Club (1 wood)
(http://www.fo2238.fodev.net/wiki/images/3/37/Club.gif)

Shiv (1 junk)
(http://www.fo2238.fodev.net/wiki/images/e/e1/Shiv.gif)

Wrench (2 junks)
add 10-30% to repair skill
Maybe could add some use for new crafting system..?
(http://www.fo2238.fodev.net/wiki/images/a/a1/Wrench.gif)

Backpack (3 Brahmin hides, 2 Ropes)
+20 pounds to carrying capacity
CA, CA MKII and BA got this item as default.
(http://images2.wikia.nocookie.net/__cb20091217141955/fallout/images/b/b1/Backpack.png)

Crowbar (2 metal parts)
Knockback perk or +20% to 40% lockpick
(http://www.fo2238.fodev.net/wiki/images/3/3c/Crowbar.gif)

YK32 Pulse Pistol (3 HQ parts, 2 HQ Alloys, 2 Electronic parts, 1 wood, 4 Micro Fusion Cell)
Energy Expert 3 weapon
Range 15 and 18-25 attack
Electric damage type
(http://www.fo2238.fodev.net/wiki/images/5/5e/Pulsepst.gif)
Title: Re: New craftable items
Post by: Sius on August 11, 2010, 10:37:37 pm
Damn I think some items should get boost when they are properly combined with players stats so we could finally use some of them. Such as the club. Its obviously more dangerous in hands of a strong person so players with 7+ ST could get +15% dmg done with it or something like that. Anyway that was my first thought when I've finished reading this.

But as for the original idea, yeah we need more things to craft and these are pretty basic "no chance to make game imbalanced" items, so why not?
Title: Re: New craftable items
Post by: Ulrek on August 11, 2010, 11:33:24 pm
i suggest you check the already craftable items, those item costs are very high for such crappy gear. pipe rifles should be 1 junk at most. and zip guns should be 1 junk at most as well. i doubt very much the wood used to make either of those is anything more than scraps anyway, just like the junk you found, and its name is "junk" not "metal junk parts" as well. junk could be random scraps of wood from old table parts to.

also, the switch blade, i'd suggest 1 junk or 1 metal parts item, as for the club, the price i can agree on. shiv... 1 junk should be enough, at least looking at the Fallout Tacitcs version of the item anyway.

Wrench... i agree, 2 junk is fine for that.

anyway, cheers.

-Ulrek-
Title: Re: New craftable items
Post by: runboy93 on August 12, 2010, 04:56:52 am
Pipe rifle and Zip gun crafted from junk and wood so i just reduce Pipe rifles junks to 1.
I think wrench is crafted from metal :P
Title: Re: New craftable items
Post by: Signorini on December 08, 2010, 12:40:21 pm
- Back pack (2 Brahmin hide, Rope)
 +15 pounds to carrying capacity

I will like much it...
Title: Re: New craftable items
Post by: Jhazard on December 08, 2010, 02:20:56 pm
Got my vote, especially the pipe rifle, it says on the description it's hand made, so it would make sense
Title: Re: New craftable items
Post by: RazorRamon on December 08, 2010, 02:52:38 pm
The backpack is a nice idea, but it should have to be worn in the armor slot, otherwise it'd be just a general carrying weight upgrade for everyone
Title: Re: New craftable items
Post by: OskaRus on December 08, 2010, 03:24:04 pm
I like the pulse pistol and backpack.
Title: Re: New craftable items
Post by: Reginmund on December 09, 2010, 02:07:17 am
The backpack is a nice idea, but it should have to be worn in the armor slot, otherwise it'd be just a general carrying weight upgrade for everyone

I like this, i was first against it but this way you limit the bags because i otherwise saw crafting alts carrying many of these within inventory. That or limit the effect of multiple bags in inventory.
Title: Re: New craftable items
Post by: Snackish on December 09, 2010, 02:11:50 am
I was thinking that the backpack could go in 1 of your hand slots like a weapon and backpack or somthing along those lines.
Title: Re: New craftable items
Post by: skejwen on December 09, 2010, 08:35:34 am
Some simple (and thus nice) ideas. I personally would add crowbar ability to "pick" locks ;)
Title: Re: New craftable items
Post by: runboy93 on December 09, 2010, 08:52:03 am
I was thinking that the backpack could go in 1 of your hand slots like a weapon and backpack or somthing along those lines.
Backpack should be in you back so i suggest to use it as "Armor", but sprites looks same than normal bluesuit (Only Awareness show that you use backpack)

Some simple (and thus nice) ideas. I personally would add crowbar ability to "pick" locks ;)
Thanks. I need to edit items more and maybe add some new items to this suggestion later.
Title: Re: New craftable items
Post by: Snackish on December 09, 2010, 09:53:46 am
Backpack should be in you back so i suggest to use it as "Armor", but sprites looks same than normal bluesuit (Only Awareness show that you use backpack)
Thanks. I need to edit items more and maybe add some new items to this suggestion later.
But that would incredible cripple the player and if he happens to get into an encounter with the back pack on he's alot weaker than another person meaning he has less chance to live, it wouldn't make sense to not have a backpack on the armor i mean the Combat Armor has a little bag at the back.
Title: Re: New craftable items
Post by: Michaelh139 on December 09, 2010, 01:29:13 pm
But that would incredible cripple the player and if he happens to get into an encounter with the back pack on he's alot weaker than another person meaning he has less chance to live, it wouldn't make sense to not have a backpack on the armor i mean the Combat Armor has a little bag at the back.
Indeed, backpack would only be used for really weak crafters and looters (sneaking or not).
Title: Re: New craftable items
Post by: Dark Angel on December 09, 2010, 07:05:40 pm
pulse pistol will ruin pvp, but other idea with craftable items is not bad. :>
Title: Re: New craftable items
Post by: runboy93 on December 09, 2010, 07:39:35 pm
pulse pistol will ruin pvp, but other idea with craftable items is not bad. :>
Ruin, because you armors can't stand electric type damage :P
ATM there is only melee electric damage type weapons and they are useless, because you cannot go near of opponent because you already died.
Title: Re: New craftable items
Post by: sander on February 01, 2011, 10:49:36 am
Make impulse pistol craftable is a bad idea, however i think it would be great, if devs added it as a hard-to-find weapon (e.g. give it to some Enclave patrols or make it findable in spec encs)

Ruin, because you armors can't stand electric type damage :P
ATM there is only melee electric damage type weapons and they are useless, because you cannot go near of opponent because you already died.

You can't say for everyone. My melee char (under certain conditions) survives 2-3 LSW bursts from melee range or 3-5 burts from afar. But when he gets close....
IT'S HAMMER TIME. (unfortunately he can fight in RT only)
Title: Re: New craftable items
Post by: Rascal on February 01, 2011, 11:01:29 am
I doubt that pulse pistol would ruin PvP game, its rage (20) tells everything about it.
Title: Re: New craftable items
Post by: Perteks on February 01, 2011, 11:42:09 am
Atleast ew guys will be more usefull on tc or other things... metal or other higher armor have pretty high resistance to lazer. You will say Plasma rifle? sure 24 range is pretty...
Title: Re: New craftable items
Post by: LagMaster on February 02, 2011, 06:30:05 pm
pulse pistol will ruin pvp, but other idea with craftable items is not bad. :>
not if it is like he described, the pulse pistol will be a good backup gun
i like all, and if we can make a new slot for BackPacks it will make some sense(we can cary things if we have an armor)

anyway i like this sugestion
Title: Re: New craftable items
Post by: Crazy on February 02, 2011, 07:48:20 pm
not if it is like he described, the pulse pistol will be a good backup gun
i like all, and if we can make a new slot for BackPacks it will make some sense(we can cary things if we have an armor)

anyway i like this sugestion

Original pulse pistol is good. 15 range is enough to be sure it won't be imba.
Title: Re: New craftable items
Post by: runboy93 on February 03, 2011, 07:09:37 am
I updated first post.
Changes for few items and added one new item.. Phazer
(http://images4.wikia.nocookie.net/__cb20090721164051/fallout/images/a/ac/PhazerImage.gif)
Title: Re: New craftable items
Post by: Snackish on February 03, 2011, 07:36:34 am
I'm liking these ideas, keep up the good work!
Title: Re: New craftable items
Post by: runboy93 on February 03, 2011, 07:44:38 am
I'm liking these ideas, keep up the good work!
Thanks, but i like to hear some comments from Devs too :)
Title: Re: New craftable items
Post by: Alvarez on February 03, 2011, 10:55:19 am
I don't like the phaser, it's supposed to be an easter egg.
Everything else - why not? Also, isn't the laser pistol already craftable?

Thanks, but... :)

It's the community that support your ides first. Don't dismiss this fact. Well-discussed ideas attract developers.
Title: Re: New craftable items
Post by: kraskish on February 03, 2011, 11:39:28 am
There are too little items for MMO. I support this
Title: Re: New craftable items
Post by: runboy93 on February 03, 2011, 12:26:31 pm
Also, isn't the laser pistol already craftable?
It is craftable, but it is too powerful and got high range.
Every enemy that got weaker armor than metal will be killed by one to two critical shots.
Title: Re: New craftable items
Post by: Wichura on February 03, 2011, 02:08:42 pm
It is craftable, but it is too powerful and got high range.
There is no other Energy weapon you can craft without profession. SG = 10mm Pistol, Shotgun, BG = Flamer, Melee = knife, hammer, spear.
Title: Re: New craftable items
Post by: Alvarez on February 03, 2011, 03:05:58 pm
How about a tazer then, a limited range and electrical type of damage?
Title: Re: New craftable items
Post by: SantaFaust on February 03, 2011, 05:07:40 pm
Good idea but basic items like 10 mm pistol or laser pistol shouldn't requies profession level. I sugest that basic gunpowder and metal parts can have no requies (like 40% science). Good metal parts, adv. gunpowder and hq alloys yes - should have their requies.
Title: Re: New craftable items
Post by: Haraldx on February 03, 2011, 08:39:51 pm
Great suggestion for all! want to see these stuff implented.
Title: Re: New craftable items
Post by: runboy93 on February 04, 2011, 06:27:41 am
Good idea but basic items like 10 mm pistol or laser pistol shouldn't requies profession level.
But like i said before Laser pistol is too powerful for lvl 0 weapon.
Phazer would be nice replace for it and it can changed for lvl 1 weapon.
Title: Re: New craftable items
Post by: Sashi on February 04, 2011, 07:15:00 am
I like the backpack, that can prove handy.
Title: Re: New craftable items
Post by: Johnnybravo on February 04, 2011, 11:00:24 am
Quote
Pipe Rifle (2 wood, 1 junk)
Quote
Zip Gun (1 wood, 1 junk)
This makes little sense, you just craft 10mm pistol, but for sake of fun, why not?
Quote
Backpack (3 Brahmin hides, 2 Ropes)
How do you equip it? How does it stack? While maybe a little obvious, this might be a little unusual item in fallout by providing benefit just from being in there.
Quote
YK32 Pulse Pistol (3 HQ parts, 2 HQ Alloys, 2 Electronic parts, 1 wood, 4 Micro Fusion Cell)
Electrical damage is a little tricky being reduced enough by CA family, but MA is very vurnerable to it, maybe it could be added without that damage reduction or as a rare weapon. It has really low range anyway, so you don't need it do less than plasma pistol does.
Quote
Phazer (1 Wood, 1 Electronic parts, 1 Metal Parts)
Freaking no.
Quote
Laser Pistol (1 Wood, 2 Electronic parts, 2 Metal parts)
Laser pistol and rifle in one tier dont make much sense, plus it's EW weapon you can get easily, as a Flamer, so you have access to a gun without really needing it in first place - this is offseting old problem in fallout where you had to pick SG to play EW/BG because you couldn't get any guns early. Your solution of adding an easter egg weapon as a replacement is not good enough.

Personaly I'd add crafting level using Faction cooldown and requiring some faction achievements such as controlling towns for a bit of time at given moment or something, I'm not sure if we would get PA that way, but things like mentioned Pulse Pistol would definetly do.
Title: Re: New craftable items
Post by: Reiniat on February 05, 2011, 03:08:49 am
actually pulse weapons should do EMP and this type of damage should be implemented
so pulse pistol and pulse rifle will be available for craft, making bigger the poor EW arsenal
and they will do only EMP damage, practically everything actually in the game has EMP 300%resistance, including normal players
so add robots, robobrain, mr handy, EVERYONE and make him high resistance to everything exept EMP, and using cience in his corpses will give you electronic and metal parts and even good metal parts.

even a trait: Cyborg (not FO3 way)
you havent your natural resistance to EMP so you can be killed even with one bullet of pulse pistol. but you have minor probabilities of being crippled, maybe -20 in the table of critical failures, and 30% resistance against poison, radiation and fire
Title: Re: New craftable items
Post by: Swinglinered on February 06, 2011, 02:27:52 am
How about a tazer then, a limited range and electrical type of damage?

Yes, I want a tazer for slaving!

Also: backpacks and bags.

They must be in the game.

Trust me, they would make it sooooo much more FUN!
Title: Re: New craftable items
Post by: Surf on February 06, 2011, 06:27:52 am
Also: backpacks and bags.

They must be in the game.

Trust me, they would make it sooooo much more FUN!


They are already in since Fallout 1. :P But they are bugged and need some working on it.
Title: Re: New craftable items
Post by: Who Killed Bambi on February 25, 2011, 09:57:51 pm
Phazer kill from 1 hit actually.
so it must be rare item like bozzar.
maybe 1 encounter in desert with sleeping captain Kirk...
Title: Re: New craftable items
Post by: runboy93 on April 07, 2011, 07:59:40 am
Deleted Phazer and Laser pistol from crafting list.
New items coming soon :)
Title: Re: New craftable items
Post by: vedaras on April 07, 2011, 09:44:36 am
add wakizashi blade on the list, and lil jesus knife, and lousville slugger. Unique items? Solar gun, and brotherhood armor were also unique... Who gives a fuck, player need that stuff ^^