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Author Topic: New jobs  (Read 2676 times)

Eternauta

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New jobs
« on: September 16, 2010, 07:54:19 pm »

Sometimes there are too many people working in the same place at the same time. Competition for a brahmin crap makes you feel kinda stupid. Waiting for four other players before you can grab your next box can be just a little bit annoying. Being a bluesuit and having to go through all this cause you have no choice is terrible.

There could be some new jobs. This could also add to immersion.
EDIT: there could be different "levels" of jobs. Ths is, jobs which are mostly for new people (like the ones that already exist) but also jobs that need some more experience (see below).

Things I had in mind:

1) places with a few workbenches where they gave you resources and payed you for crafting basic items (then you give the item to the one who pays, you get, say, half the base price of the crafted item, and a little more XP, and you can't enter the place and use the workbench unless you are working for them - and you can't leave the place till you hand the crafted item in question). It would be like a little factory. Of course, the problem with this is that it should need work on city maps.

2) repeatable silly quests like some gun merchant asking you to go the general store and fetch junk, or metal, or other resource needed to craft a gun. Or a medic asking you to get him broc flowers and roots (creating an ad hoc area so there are no PKs, but could need to fight weak rats to get the items)

3) being payed for mining by those who control the mines. So you could choose to mine for the ore/minerals or for caps.

4) repairing weapons or armor for NPCs? (another repeatable quest).

5) repeatable quest: being payed for healing NPCs: the player is for example teleported to an ad hoc zone with city patrols (wether it is Junktown Scouts, Hub guards, Shady Sands Rangers, etc.). One of the scouts could be severely wounded or even be crippled. I have read that doctor characters don't feel the game has much of a place for them so this would come in handy for these kind of characters. Or maybe not with all the ad hoc zone and stuff, what about just adding NPCs in city hospitals, and when you choose this work, you unlock a dialog option with these people, and they tell you about their problems and you make a Doctor or hard First Aid skill roll in-dialogue.

6) repeatable quest - work as a city scout: you are teleported to an ad hoc map and 2/3 NPC allies come with you. You face random enemies (scorpions, rats, dogs, raiders, what you usually find around a city). You are payed for every enemy you kill. What about being "promoted" at higher levels? (being payed more for every ally who survives).

What do you think? any other ideas? I will be adding any other jobs that come to my mind, and (if you want) also ideas mentioned in future comments by other people. The general Suggestion would be to introduce a more complex jobs system so there is more immersion, less people gathering at brahmin pens/caravan carts, and some ways to keep getting caps by doing some payed work even if you already have enough power to face something harder than just a box or a brahmin crap.
« Last Edit: September 17, 2010, 05:25:50 am by Eternauta »
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Enzo

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Re: New jobs
« Reply #1 on: September 16, 2010, 09:57:45 pm »

sounds nice... I was giving those quests by myself to newbies before wipe, just to make their living little bit more easier... :D
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Eternauta

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Re: New jobs
« Reply #2 on: September 17, 2010, 02:36:18 am »

sounds nice... I was giving those quests by myself to newbies before wipe, just to make their living little bit more easier... :D

That's pretty cool of you. In fact, most jobs of this kind can work simply by players' will (just like you did). But if they were always available in the game, it would be more confortable.
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Re: New jobs
« Reply #3 on: September 17, 2010, 10:51:49 am »

I really liked the quest in (I believe) Adytum where a girl teaches you how to scavenge and craft. In the end you get some bullets and a gun.

This could be expanded and improved to give alternate resources. A guy can "show" you how to get brahmin hides... ie he gives you a quest location (like wit the dogs, ants and railway gang) with 5-6 brahmin "a runaway, rabid herd" so that you dont have to go up and down and up and down the map to find them in random encounters which end up in your death AND losing the hides you already have collected.

Similarly for other small, repeatable quests (kill something, find something, bring something back) that give not so much xp but CAPS! Why? Because so far I have gotten to level 12 and its extremely rare to find caps in a vendor... I collect and collect junk which I sell for bullets, armor etch but there are so few caps (cause they are being farmed by bigged gangs who wait around vendors and empty them the moment they get new caps in) around that it is hard to get stuff by actually paying for them!

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Eternauta

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Re: New jobs
« Reply #4 on: September 17, 2010, 03:11:47 pm »

I really liked the quest in (I believe) Adytum where a girl teaches you how to scavenge and craft. In the end you get some bullets and a gun.

This could be expanded and improved to give alternate resources. A guy can "show" you how to get brahmin hides... ie he gives you a quest location (like wit the dogs, ants and railway gang) with 5-6 brahmin "a runaway, rabid herd" so that you dont have to go up and down and up and down the map to find them in random encounters which end up in your death AND losing the hides you already have collected.

Similarly for other small, repeatable quests (kill something, find something, bring something back) that give not so much xp but CAPS! Why? Because so far I have gotten to level 12 and its extremely rare to find caps in a vendor... I collect and collect junk which I sell for bullets, armor etch but there are so few caps (cause they are being farmed by bigged gangs who wait around vendors and empty them the moment they get new caps in) around that it is hard to get stuff by actually paying for them!

So true. More jobs would mean more caps for everyone. Anyway, even if new jobs were implemented, something should be done with the lack of caps in merchants. Man, it sucks to kill 10 raiders, get their 70% det 9mm Mausers, go to a merchant and only be albe to trade them for more 70% det Mausers. But that should be discussed in a different thread.

Come on people! Let's see some ideas for new jobs!
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Re: New jobs
« Reply #5 on: September 17, 2010, 05:52:49 pm »

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Eternauta

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Re: New jobs
« Reply #6 on: September 18, 2010, 06:34:15 am »

Sort of relevant: http://fodev.net/forum/index.php?topic=1102.msg8678#msg8678

Damn, Badger. I swear I had not payed attention to that. Please do not think I was stealing your ideas. Your suggestions are cool. It is sad it was kinda forgotten. I read a dev comment saying they might introduce some of those missions, I hope they do it.

The escorting quest made me remember the mission from Shadowrun for SNES.

Anyway, do you want me to add your suggested quests to this list? (of course mentioning you and even your post)
« Last Edit: September 18, 2010, 06:39:18 am by Eternauta »
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Re: New jobs
« Reply #7 on: September 18, 2010, 07:27:05 am »

A couple of these are already being worked on, or are done and just waiting to be implemented... mostly those "silly" quests you were talking about, and new jobs. I've made about 5 quests that are just waiting to be implemented...It's encouraging however to know that there is a demand for extremely simple to create quests.
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Re: New jobs
« Reply #8 on: September 18, 2010, 11:22:38 am »

Someone can merge and bump those topics.

As for me: thumbs up for repeatible quest. Right now to get xp is to kill some mobs...

"Son, if you want to be a great doctor, leave those silly bandages, grab a shotgun and start killing those damn molerats!"
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Eternauta

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Re: New jobs
« Reply #9 on: September 18, 2010, 03:07:10 pm »

A couple of these are already being worked on, or are done and just waiting to be implemented... mostly those "silly" quests you were talking about, and new jobs. I've made about 5 quests that are just waiting to be implemented...It's encouraging however to know that there is a demand for extremely simple to create quests.

Oh that is great! I'm sorry I didn't know about those that have been worked on. Congrats for your work!
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Re: New jobs
« Reply #10 on: September 18, 2010, 11:01:07 pm »

I hope you guys enjoy the new quests, keep up those suggestions tho... I'll try to find some way for doctors/medics to level without combat... but it's going to be tough... Do you really want to get to level 21 by only healing and doctoring? That sounds long, tedious and boring :P
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Alvarez

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Re: New jobs
« Reply #11 on: September 19, 2010, 12:07:50 am »

How about mining/lumbering job for a certain guy? You get e.g. ore or minerals for the NCR foreman, he gives you money or XP.
Just because you're diligenter than Julian.

Also, there must be more sick NPCs in the Wasteland for doctors.
One time i met farmers with crippled eyes and limbs at Modoc Hospital and thought it was a cool feature, which unfortunately wasn't.
« Last Edit: September 19, 2010, 12:10:27 am by Alvarez »
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Re: New jobs
« Reply #12 on: September 19, 2010, 02:15:33 am »

Also, there must be more sick NPCs in the Wasteland for doctors.
One time i met farmers with crippled eyes and limbs at Modoc Hospital and thought it was a cool feature, which unfortunately wasn't.

That sounds like an amazing idea that should have been implemented years ago!

Also that mining ore idea for caps and xp has already been done, expect the new quest to be added soon.
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Re: New jobs
« Reply #13 on: September 19, 2010, 11:49:13 am »

How about prof. specific jobs:

- Repair job - if you got repair at certain level you will be asked to do some repairs in town (quest repairs wont be counted into cooldown)
- Doctor job - if you got doctor at certain level you will be asked to look after some patients in town (quest doc wont be counted into cooldown)
- Thief job - If you got pickpocket at certain level you will be asked to nick some guys in town for certain, unsellable (0caps) item

Repeatable daily (game time).
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Alvarez

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Re: New jobs
« Reply #14 on: September 19, 2010, 03:40:01 pm »

How about prof. specific jobs:

- Repair job - if you got repair at certain level you will be asked to do some repairs in town (quest repairs wont be counted into cooldown)
- Doctor job - if you got doctor at certain level you will be asked to look after some patients in town (quest doc wont be counted into cooldown)
- Thief job - If you got pickpocket at certain level you will be asked to nick some guys in town for certain, unsellable (0caps) item

Repeatable daily (game time).

Sounds good, man. Perhaps we should include hunters, too. (and some new frames for different meat)
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