About Death , Looting and PVP : My Fallout Way

Post » Tue Aug 04, 2009 7:55 am

Hi ladies and gentleman , i was hearing , discussing and even fighting different aspect of related PvP topics.
Here now i just want to clarify my idea for the PvP system , point by point.

Death and Respawning

In this topic my main problem is how to avoid the magic wand and being correct with the story of Fallout.
We know that in Fallout there are space stations out there and science was a very advance. Soo it could be a space station that do clones of the ones that signed for living in the vaults , as a vault tech feature. Them when you died from none natural causes , the spacestation would make a clone based on your actual stats ( which are sended by your pipboy, everyone that has a pip boy can have this clones ). The de vessel with the clone and a basic equipment based on your stats is sended back to earth in a near position where you died.
I think that solve the "magic wand" problem and is very Falloutish. The reason why there such space station is Vault tech and his idea that they would need to re populate this place at all cost.

Looting... You love it or Hate it

Looting people is a thing that is see for many as it would lead a bunch of gangtard trying to get all things that any noob had. My solution for that is explosives!!! You can attach to your items explosives that are very hard to detach ( you need a lot of repair and science and if you do it wrong they will explode ) and the attaching can be done by npc merchants in the wasteland or the cities. This would lead to a clear situation where you can try and risk your life and items or don't kill the poor guy because his body will explote with you near him.
Also the one that died and respawn can decide if explode it's items or try to getting back. Them looting would be a risky think even for the most hardcoe gangtard. Obviously there is some time to try to disarm the bombs while the vessel with the clone arrives, so it doesn't make looting impossible , but much harder.
That is falloutish and solve the problem given a new mechanic that no MMO have :) .

PVP : Fallout == Unrestricted PVP

As you know , War Never Change. Thats all , there is not something like "Defeat" system , you need to survive in any possible way or died in the intent. And the other two points that i made save the unrestricted pvp from being a noobs slaughter
Hiring troops to protects cities ( real players that do rounds in the surroundings and defend their place for money and exp , for some time) would solve the problem of NPC guards vs Players Gangs , because it would be a mix of players and npc , all of them with good equipment provided by the city. This is why take a city would be a very hard thing to do and will require great teams with very good strategies.

Well thats all for know , tell me what you think about the idea. And please if you don't like pvp , don't talk , do a pve topic a we disscuss that part :).
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Bonnie Clyde
 
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Post » Tue Aug 04, 2009 2:23 pm

Interesting idea on the respawn. And going with the fact that gamesas is partnered with Masthead Studio, cloning would seem to fit with the in game mechanics for their other game - Earthrise. Image
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Queen Bitch
 
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Post » Tue Aug 04, 2009 11:41 am

Hi

Surely the character not actually "dying" ingame releases the need to provide clones etc.?

Could just be heavily wounded/incapacitated and whisked (by a means I haven't thought of) to a local settlement with med facilities?

Obviously this would not leave a corpse for looting, not sure what people's view on looting is.

BTW: if looting is possible I really like your booby-trapped item idea :twisted:
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barbara belmonte
 
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Post » Tue Aug 04, 2009 11:49 am

As fun as the explodey-loot would be, it doesn't make any sense to me.
First, and foremost, logic. How would you detonate your explosive(s) when you respawned? If you die and you lose everything on your person, any mechanism to detonate said explosives would be lost with you. Also, this is post-apocalyptia. Any sort of remote explosive would be prohibitively expensive to manufacture, simply by nature of the skill required to do so - insurance only worth buying for high-value equipment for players who have been playing long enough to have fancy guns and the caps to slap bombs on them. So, that does nothing to stop noobs from getting shot for a few dozen caps as soon as they leave the town. Also, and this is minor, if you choose to blow the explosive (assuming the logic-fail of magically being able to detonate is solved) you *still* lose your item. You might have managed to kill your looter (does the explosive have a tracker on it? Otherwise you have no idea where his body is), or he could have dropped the item as soon as he saw a charge on it.

So in case it wasn't already apparent, I don't much like the idea (as fun as it would be to blow up people who killed you) based on the fact that it doesn't really make sense.

Also -
We have to remember that the devs have said death is final in fallout games, and that they're working on how to handle player 'defeat'. There will likely be no dying, then, and no clones or anything of the sort. it's likely that you can be incapacitated and looted to a certain degree, and wake up in a clinic bed at some nearby town.
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Lizs
 
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Post » Tue Aug 04, 2009 1:46 am

Just how do you implement a character not dying?
I can understand the concept that not all battles end in one side completely being slaughtered.
But its harder to swallow that the majority of the time the majority of people aren't slaughtered.
Would some sort of auto-retreat/blackou be implemented at a certain HP cutoff? Even then, what if you are hit with a weapon that exceeds that cutoff?
I also may be way off but from a logical believeable environment POV, if no one can die, whats the point? Like your heart when you realize you're dying... but you're trying.
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quinnnn
 
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Post » Tue Aug 04, 2009 10:10 am

you can be defeated :) Image
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Fluffer
 
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Post » Tue Aug 04, 2009 7:20 am


That. I trust gamesas will figure it out. We just need to continue with our inane speculation. :D
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Kayleigh Williams
 
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Post » Tue Aug 04, 2009 5:16 am

Death fits better than becoming unconscious, because in the fallout world, if someone is passed out and left for dead, someone's not going to bring them to a town, they are going to steal their stuff and leave them be. Survival of the fittest. Image
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JERMAINE VIDAURRI
 
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Post » Tue Aug 04, 2009 7:35 am

Death may fit better, but again, you won't die. You get 'defeated'.
If you die, the death 'is final', So I can't see character death being a common occurrence in Fallout Online.
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Alisia Lisha
 
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Post » Tue Aug 04, 2009 9:36 am


Defeat is a lame thing and i'm here to KILL the Defeat lame idea :evil: . The Clone system allow death and live in reasonable way without using magic wands or out-of-fallout ideas.
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kristy dunn
 
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Post » Tue Aug 04, 2009 2:59 pm



First , the remote control for the explosives is the same pip boy that you and your clones will have and the info of all your explosives are registered there and in the space station. Also you have a limited quantity of this explosives provided by space station within your clone that you can use it. If you want more , you can buy it in towns :) . easy ? Obviously there should be some kind of balanced first in order not have explosives all over the items , but enough for person in a way that you can protect your most precious items from evil hands ( or do nasty things when you sell them ;) :P ) . if this are limited to number for pipboy or not is a balance topic that should be discuss when the game is further developed ( beta testing stage ? ).
Second , if you decide to explode the item or not is up to you , what the bomb system does is getting things more dangerous for the looter that is trying get your things. He will decide if he wants to take the risk and you will decide the same , soo it would both in the same situation and not in a very disventage situation.
Think of Predator ;) !

The defeat system is lame and i'm proposing this system as a replace , i like to heard devs comments about this. This is not a Sport or a duel game , this is the wasteland , there is not even a diccionary where you can find the word "Defeat" , Ok ?
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Rodney C
 
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Post » Tue Aug 04, 2009 2:21 am

I would rather Dead is Dead anarchy than the nerf death of defeat.
Defeat alone is the wrong way to go.

That being said, as anarchistic as it could be, i dont think DiD has to equate to being in a game for 3 minutes, or even three months, dying and having to start over again.. i do think it could force people to play with tactics in mind. After all, survival is the name of the game, isn't it? The option to retreat should definately be there. Not as the developers way around death, but as the players tactical option to overt death. Like your heart when you realize you're dying... but you're trying.
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Michelle Chau
 
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Post » Tue Aug 04, 2009 8:42 am

I'm confused. Where did this space station that shuttles down clones of everyone come from? That makes no sense to me. Some organisation has the resources to maintain a massive orbiting cloner, with shuttles enough to send (theoretically) countless clones back to earth? I realize that the technology in the Fallout world is feasibly to that level, but if there are unlimited space resources, why can none of that be applied to improving life on the ground?

I dunno about you, but if I knew that a super-awesome orbiting platform of high-tech awesomeness dropped me in the middle of an irradiated desert with a spear, I'd be kind of peeved.

I guess what I'm trying to say is that while clones could be doable in the fallout universe, a massive cloning space station that somehow survived the Great War and that everyone in the wastes is now entitled to... makes absolutely no sense. Any sort of hardware like that would've been owned by the Commonwealths before the war, and the Enclave after.
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Catherine Harte
 
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Post » Tue Aug 04, 2009 12:41 pm

Maybe the Commonwealth/Enclave does. ;) Image
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Angus Poole
 
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Post » Tue Aug 04, 2009 5:56 pm



It was made by vault tech and is auto sustainable ( it generates all the material that its need using full solar energy ( and yes , this is physically possible but very far from now.)). There is no unlimited resources there , it generates this resources in some kind of rate but not enough faster for producing things to anyone. Remember that only the Vault residents could use this system.
And also only made very basic stuff for the clones.
About the "Spear" nah , just got a good knife :P . Remember , basic stuff based on your skills , nothing more.
I understand your point that it sound a little crazy but it can be done.
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Amanda savory
 
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Post » Tue Aug 04, 2009 3:05 am

I dont like the idea of space-cloning station. It just dont fit post-apocaliptical world, where you use some scavenged bad-shaped weapons and amunition.
I have still rather questionable idea, but far more reasonable than space-clones imho.
Telecontrolling clones/robots as outer recon/scavenger units for persons in Vaults (remember virtual reality Vault?). If all equipment will be on planet (under the surface) it would be more realistic.
Even further this idea can be transformed in - imaging whole virtual reality thing. Lets say a simulation/training program for future on surface living. So its just simulated experience in virtual reality tubes - you can reincarnate, maybe disconect and roam a little bit irl(in game) in Vault, even meet some persons from virtual expirience. And this whole big thing could explain a lot of things - many survivors with same starter equipment, some game mechanics (respawning 4 example) - you can even make some cheats/exploits in this virtual (i mean like hidden console that do something usefull, but make it dissapearing - or we will have known spots with lines of users).
I would like both ways more then space cloning - remember, you need 50-80 kilos of high grade bio-materials on high orbit for each person every time so you need grab it somewhere and transport clones back to planet. More over you need some basic equipment for each clone.
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Ymani Hood
 
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Post » Tue Aug 04, 2009 5:08 am

VR sure is better and more fitting than clones, but I sure hope they can come up with a few better ideas :roll:
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Ownie Zuliana
 
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Post » Tue Aug 04, 2009 2:44 am

I would rather have the "normal" mmo styled respawn at another location, then cloning. The VR idea is allright... but again I would prefer "normal" respawn.

I know that some people have a problam with the normal kind of mmo respawning. But in my opinion, and experience, it's the kind that works best.

All I would want from it is that you wake up in a hospital, medicine man/womans tent, or somethin simmilar. And I don't want you to respawn somewhere having to run back to your own body to reclaim your stuff. :P
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gandalf
 
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Post » Tue Aug 04, 2009 4:11 pm

Only thing about your idea and purposed theory on respawning, what if we as gamers can be more then just Vault dwellers? Like Ghouls and such... what would be the explanation for their "respawning". :geek: Image Image
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CSar L
 
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Post » Tue Aug 04, 2009 7:28 am



Super mutants: the master revived them!
Ghouls: The rat god revived them! Image
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Alexandra Louise Taylor
 
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