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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Gatling on August 25, 2010, 02:50:33 pm
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It would be awesome if you could have a random/rare event where you can encounter a Mine and keep it on Worldmap and either suck it dry or sell it to someone else.... epic...
I want this for many other map locations...
Traveling, find forest map, explore (as in my dream, they are 3-5 maps together, interconnected like Hub), and if there is something interesting, you camp.
Except, I mean a little literally, you break camp there and live. Hopefully you got a radio to call in some friends to the map, or slaves. Either way, it requires someone to stay there and keep the encounter alive. After finding a special location there, someone goes to the (nearest?) town/city and talks(buys) some slaves or civilians into going there. Both methods function the same maybe, or perhaps a caravan is set up with you showing them the way. Either way, you get workers or settlers to go to the location of your choosing. What kind of things can start there is location dependent on what you found (Old Mine, gas station, junkyard... could be anything. :P ).
After the Encounter Map has been open for so long, the circle goes 'live' on the World Map, and is like any Gordons Gas Station, Theme Park, or V15. It might be out of the way, or it might be in the mountains near New Reno, it should happen almost anywhere though certain terrain types should have more likelihood of finding particular Locations than others.
Advantages: Locations, began by players with the profit of having a possible new trader, minor mining area they are alone privy to, or maybe a gas station that has MFC production facilities (remember, they were just instituting them there fusion-powered cars before The War. The gas stations would have to be altered to tend to that kind of market. Maybe, lucky you, you found one of those rare fusion stations. 8) )
They are not entirely 'dynamic' other than you discovering and supplying the area with some npcs to get it started, who will already follow a preset(or predetermined) trader type or dialog after they are sent/brought there.
But this idea is very rough. Discuss.
And before its brought up, yes, I know it will be PK-swarmed, maybe quite easily depending on its location and how widely known it is. We can assume this for almost ANYTHING, so try not to harp on that, as it happens anyway in normal towns.
They are not entirely 'dynamic' other than you discovering and supplying the area with some npcs to get it started, who will already follow a preset(or predetermined) trader type or dialog after they are sent/brought there. I HOPE implementation is not an issue but you can never be sure in these types of matters.
-This could be considered as another form of 'spelunking', as instead of caves, you get to explore some mountainsides, forests, sea-shores, city ruins or... whatever.
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it sounds like something out of a dream really, you have a more of an airtight plan with it, but maybe also allow some "special locations" where you can deploy a tent as well, however with about 2 map areas with non-respawnable resources. It could be acessible for 24 RL hours after you find it and have a limit of finding one every 24 hours, this will give you some time to move your gear into the second map and deploy your tent on the first map, this would bypass the dynamic maps bit, and having only red grids in the second maps and green and red grids on the first map
Like maybe 30 ores and 15 minerals and about 15 trees and a small "abandoned" & infested logging cabin or something along the lines of it.
It would be interesting to see some form of freakish areas, like an empty abandoned bombshelter complementing your tent, or a dilapidated deployed mobile-lab just for the sheer aesthetics really and having the capabilities to swap it out wih your tent after carrying your hard earned loot to the area.
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I think such stuff is already planned and we'll see this some time. But it needs lotta time and work. ;)
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Many of my ideas include lots of planning and work, but I am quite alright with this. I have never felt the need to rush ideas into the game. If this is already being planned, well, be nice if Solar or some other commented on their present views (or not: I still enjoy brainstorming, just to brainstorm. The ideas brought up may help any present thoughts on the topic, you never know.)
Some forget that sometimes just talking about the idea is enough. Not every one of them will be used. In the end, I am simply pleased if just the idea/concept is liked by those who read it, and in turn helps them with their own thoughts and ideas.
-Voice your ideas! Voice them JUST BECAUSE. Don't always expect respect or recognition for it, because then you are inventing for the wrong reason instead of doing it for the betterment of all.-
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I love this idea, (No, not just because my reply was used :P) I've always loved the Fo3 RTS mods n shit it just feels awesome to be in control of towns and know you accomplished a steady growing town that isn't going to shit >.>.
There should also be the possibilty of making Raider camps by joining raider faction and having them send some of their guys to the camp to get it started, and/or when you go to a town you can pay them for gaurds to protect the camp/base/city whatever its stage is in for 500 cap each (YEAH JUST LIKE MILITIA :D) that way if pks come in the militia can at least "help" defend the place. Btw, the Raiders should also act as a workforce bringing in steady supply of fruit, low tier guns, low tier ammo, a few stimpacks, etc...
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Lol I Suggested this at the Beggining of '09. IT was shot down.. Epicly XD Good Luck.
I Support this
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Hmm. Perhaps suggestions as to discoverable areas?
-Mine (This is a given for most) : You discover a mine of variable quality and size, some ranging from small caves to hundred-meter long mine shafts. The quality of the ore/minerals within being randomized, too. Perhaps other things being minable, like uranium. Most mines (or all, discuss) should have a limited shelf-life, as in: the presented materials should exist only in certain quantities. Maybe some are so vast, the quantities seeming limitless (but still with a cap when the mine runs dry, just a really high cap). Some mines may be found with 'occupants', which many are familiar with in the form of those big worms, Deathclaws, raiders or a cannibal clan. Just a little PvE to make things not so boring. Perhaps, even, miners already living there. Upon discovery, you either wipe them out (Bad!) or talk them into staying, giving you a percentage of their mined material while also providing a presence that helps keep an eye and defend the place.
More could probably be done with this as well, but that is just a quick overview from the top of me brain.
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Yes, a quest to access a mine would be great, as I suggested in the same topic you quoted Mickelh139 in. You would fine one as a random encounter, pretty rare, but not too rare. And the more options you have of doing the quest, the better, peaceful or non-peaceful.
And also, as I said, there should be a terminal in an abandoned house in the mine encounter that allows you to let about 5 or so people be able to see it.
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I've been playing around with a similiar idea to interconnect all the cities and map locations with a Road system, which would just be a series of different encounters that you move thru instead of using the world map. The purpose of the Road system is just to give the game world a sense of Persistance.
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No need for a terminal, as the locations (as all of mine are) will be viewable from World Map after a certain amount of time.
Speaking of that : The times will vary. Just some locations are going to be able to be kept secret longer than others, with some factors determined by the condition of the discovery. A mine with miners is just going to become known faster than if it was an entirely empty one guarded by critters. And some might not due to having to gain... recognition over time, such as a traders outpost location. The NPCs might influence this, as well. Said miners might not pay you a tithe, instead requiring the reverse: They keep mining, but ask for so many caps at random intervals, bribes in essence, to not blab and attract even more people (world map visibility).
Also, these aren't 'quests' per se, but more... hmm. Ventures. Possibly profitable looting, exploring, and exploitation(in the normal sense, not gamer-abuse sense) of a said resource no matter what it may be.
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I like the exploration of pre war facilities, forgotten vaults, seek for pre war stuff etc.
So why not little rework existing vault (base) map and use it into this?
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Maybe a slaughterhouse near a brahmin pen in a south encounter (many brahmin herders near ncr, the brahmin barons and ranchers in NCR hold a great deal of sway with the caravans and the government)
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The game is not ready for this. First thing to happen when a location appears in worldmap is that it gets filled with pks who go "players doing organized stuff. must shoot."
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The game is not ready for this. First thing to happen when a location appears in worldmap is that it gets filled with pks who go "players doing organized stuff. must shoot."
solution => random locations ;)
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The game is not ready for this. First thing to happen when a location appears in worldmap is that it gets filled with pks who go "players doing organized stuff. must shoot."
With the general playerbase it will never be ready.
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With the general playerbase it will never be ready.
Well, i dont get it. There are plenty of smll communties in fonline. Instead of supporting them (guild system,something like NPC driven factions but created and choosed by player them selfs), you will rather support "alone" play in NPC factions, staying in cities with no reason etc..
I will never enter NPC faction:
1) i cant speek with player via voice -> big problem (i want share my experience, hapiness, sadness after combat, jokes, ...)
2) if there will be special voice channel for that => i dont want to speak with 10 year old players, from another country, who has higher rank in NPC faction that i have and i dont want to follow orders of another Justin Bieber
3) i want secure places for storage my items, craft but also if i need something, i want possibility to borrow it from my friends without ask (he knows, that i will never return it him :)) )
4) i want action organized by myself or by players, we do what we want at time we want
5) ... many more reasons
===> because of this, i dont believe in NPC player driven factions, or and this is worse, i dont understand why you dont integrate those factions with existing groups (member of gangs).
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I will never enter NPC faction:
You have lot of expectations but why expect only worst? The only ones who know something about npc factions are devs and even they have things which are still under consideration. So far the only things I've heard sound mostly great. Here's one example:
Yup, these will happen, involving the NPC factions you can join.
Something along the lines of:
1. Turn up to your faction HQ at the correct time
2. Be "teleported" to your factions store room where you meet the quarter master (this guy is an outfitter from the events) and he will give you free equipment, what exactly you get to choose from will be based upon your faction rank). Your normal equipment is stored somewhere else.
3. After a period of time where you are allowed to find your equipment you are all "teleported" to the map your faction is fighting over, if sides are unequal NPCs are generated to make fair sides.
4. The fight happens, if you die you respawn back at your faction and can reclaim your thigns. Eventually one side wins, they win access to something (Workbench, etc) for their faction and the survivors are "teleported" back to the faction base, stripped of their free items and they can then claim thier personal items again.
This would be the arm of PvP open to casual players as you risk nothing of your personal weatlh, but the reward at the end makes it worthwhile.
It sits firmly behind other things on our todo list, but eventually I'm sure something resembling this will be done.
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Continuing...
There was the Mine, now lets wonder about... not sure what, offhand. Sec. Ah yes, a trading position. Sadly, much as I have liked it, the concept seems fraught with possible exploitation. Anyway..
-Like the mine, you find a location fit for a Trader. Now, this one here will again have a variety of possible map-types, with the already existing gas station of Gordons as an example. The physical details of the location can be discussed/debated/whatever, as it is not really the key point of the location, though I hope they'd still look cool, I am just trying not to get off track on that.
1. After discovering the Location, you need someone to use it. This could be done a few ways, I suppose. One is talking to bartenders. Why? They know people. Also people like caravan drivers, wandering traders (NPC and players both, technically), and a number of other sorts, they would know who would be interested in using the Location. Not all bartenders will be helpful in this, maybe even some giving... false information, taking your payment and not even giving you anything for it, or maybe even sending a hostile force there instead to claim it (which may work for some. Imagine a Raider outpost taking it over. A new place for Raider-joined players to go and trade without being shot, whilst others would be, such as in the normal Raider bases). So basically, after discovery you find a Bartender somewhere, bribe/coerce or talk your way into getting them to pass the word to a trader, who hopefully will show up Before the map has gone visible. He will spawn at some point, walk to his position and... well, thats about it. The point of doing it before it becomes visible is that Pks (Raiders, whatever) could kill him en route through the (remember: the locations are multiple-maps wide, split among several areas) map on his way to the actual trade outpost, thus ending the venture.
2. Similarly, instead of Bartenders, people could go to other cities and get Caravans sent there. Hub being an obvious place to start for this, with one of those caravan companies being who you talk to. Paying to have some caravans go by there, which has a trader naturally show up to make use of it. If you want a particular type of shop, you may have to use a Specific Caravan from a particular location. I.E: Want a trader who deals in medical, misc, and energy weapons, then you get a caravan sent from Frisco, which will most likely cost considerably more, and may even take more time before they get there due to their far-off area.
As always, ideas presented herein are fairly rough in draft and written on the spot using old and present ideas I have thought upon and wondered about for who knows how long.