Automatron contentprice

Post » Mon Feb 22, 2016 6:56 pm

I really do hope that this dlc is better than how they described it since it costs the same as,say, the Pitt.


If it really it is just a small robo-hunt,crafting and a mini-quest /location it'll really be an overpriced piece of disappointment.

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Siidney
 
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Post » Tue Feb 23, 2016 10:27 am

Really depends on how they implement it. If they really did create a way of adding in limbs to an existing robot.. its well worth the price regardless of the rest of the content. If its just them creating separate robots to cover all possible limb combinations, I'd be far less happy.



If they allowed for the limbs being attached to a robot, without creating a new critter in the construction kit, it opens up a world of new modding ideas. From create your own monster mods, to flat out removing the players limbs and replacing it. And of course the obligatory new robot arms people could create. Tentacle robot monsters ahoy!

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Katharine Newton
 
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Post » Mon Feb 22, 2016 9:12 pm

I'd say it's probably going to work more like Power Armour currently does. You'll have a robot frame, and you attached different pieces / mods etc. I assume they'll have different frames for several different robot 'starters', but hoping for anything more than that rather simple method is, in my opinion, a bit of a stretch :ermm:

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Ilona Neumann
 
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Post » Tue Feb 23, 2016 2:05 am

Yeah, I'm expecting a crafting station where we can mod robots the same way we do power armor or weapons - a Mr. Handy would have mod slots for each arm, paint jobs and voice options to go between Nanny, Handy, and Gutsy models, so on. Judging by the sentry bot in the screenshot, the amount of modifications we can make is fairly robust.



And in terms of quests: Broken Steel added three main quests, three side-quests, and three small unmarked quests. 3-6 quests, at least one new armor type (seen in the screenshot), one new weapon (lightning chain-gun in the description), and a huge amount of robo-customization options should be worth the money.



Fun fact: the same system they use to handle modded weapons and armors, object modifications, is already used for robots and other NPCs in the base game - it's how their breakable parts and different configurations work. Now we're just getting a way to tap into that, and a ton of options to customize with.

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Ludivine Dupuy
 
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Post » Tue Feb 23, 2016 12:43 am

Video games, like all other things, inflate in price, talking about this vs the Pitt is like bringing up the old remark that gum used to cost X cents when ya where a boy.
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Vahpie
 
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Post » Tue Feb 23, 2016 9:35 am



I was not aware of that. That's pretty cool, and probably opens up a whole lot of options for modders once the GECK is out. Awesome!
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BRIANNA
 
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Post » Tue Feb 23, 2016 5:43 am

who will make a robot for every settlement?

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Teghan Harris
 
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Post » Mon Feb 22, 2016 11:21 pm

Not me. Maby a few warden bots to whichever prison camp I send preston to.



After that, I will recreate all the robots from futurama and have them gather around a bar.

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stevie critchley
 
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Post » Mon Feb 22, 2016 9:40 pm

If I can, I'm totally building faction robots to station at every settlement. And populating Graygarden with nothing but robots!

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Amy Masters
 
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Post » Tue Feb 23, 2016 2:42 am



They never said you could make robots for settlements. Only that you could make ONE as a companion and customise it with hundreds of parts that you gather from killing the mechanists new robots


I mean.. theyre bringing out DLC in april which is settlement based. Like making arenas, new settlemeng items and taming wasteland creatures.
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Stephanie I
 
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Post » Tue Feb 23, 2016 4:02 am


Well if you really want to get into semantics, their exact words were plural: "Hunt them down and harvest their parts to build and mod your own custom robot companions." There's not enough info in the description to say we only get one robot companion, we definitively won't be able to build custom bots for our settlements, etc.

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Brιonα Renae
 
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Post » Tue Feb 23, 2016 4:12 am



Well, quoted.

Yes, its vauge but.. would it be viable unless you're going to go grind crazy?


How many parts will you get from one bot and how often can we find them?


id much prefer an option to build normal robot units for settlements instead of having to make frickin' unique robots since ingame, normal mr handys can do more work than a human and dont take up beds so theres already some form of mechanic in place.


At best, I think they'll act like companions in settlements and they'll be relatively hard to build - gotta pad it out for their fallout 3 dlc price tag.
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victoria johnstone
 
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Post » Tue Feb 23, 2016 7:30 am


I hope they won't compromise settlement limits,


else I'm going to have to have some 'harsh conversations' with some settlers.

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Mizz.Jayy
 
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Post » Tue Feb 23, 2016 12:11 am


Depends on how you view dlc. I tend to look at them asset wise. It honestly doesn't matter to me how often they drop in vanilla, because I can adjust it up or down to taste. It'd literally be altering one or two variables depending on how they add the parts.



As for building normal robots, if they add it, it better be at best a side item of the mod, because pc users already have several mods that allow for building bots, placing them in settlements or using them as companions. Sure if your on a console, it might still sound nice, right up until you could have downloaded that pc mod for free and installed it on your xbox or ps4.

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Marine x
 
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Post » Tue Feb 23, 2016 3:47 am



I can see your point but, to be fair, how they release it is how they intended it to be played. Which I personally enjoy the perspective of.


And, yes but mods can get finnecky.. some dont work with others, hinder performance, require management, ect. Making it standard would be a nice addition considering context of the DLC


You could slate ANY dlc for bethesdas RPGs off as "well modders could probably do it better" so.. I see it unfair to think it that way.


The first 2 DLC they added because its popular mods - theyre basing what they do off that community and making more of it vanilla gameplay - robot companions, taming, arenas and settlement items seem to be rather popular.
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Nikki Hype
 
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Post » Tue Feb 23, 2016 11:04 am

hey, maybe we'll get an option to race our robots against the ones at easy city downs -


that location sure looks like it was meant to do stg anyway :-)

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naome duncan
 
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Post » Tue Feb 23, 2016 3:11 am



They are?

Well, there goes what little interest I had left in this game. I'll just go wait for Murder Hobo Adventures 6.
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Charlotte Henderson
 
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Post » Tue Feb 23, 2016 8:30 am


That would be great. With all the disappointment in East City Downs, this DLC would offer a great opportunity to make racing bots (assuming in the future racing at East City Downs would be allowed, which I highly doubt).



As far as the lightning chain gun goes, from my understanding of the text it's only a new weapon for robot companions. I would love to be wrong though. I'm definitely looking forward to what Automatron has to offer.

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Justin Hankins
 
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Post » Tue Feb 23, 2016 9:27 am

I will also create settlements full of robots, and further in the future I plan to create a team of robotic gladiators with the second DLC, each one with a different mod, color, type and voice.

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Lucie H
 
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Post » Tue Feb 23, 2016 2:24 am

I'll be mad if I can't give moving legs to turrets

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Pants
 
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Post » Tue Feb 23, 2016 1:36 am

Like Starcraft Spidermines?


You did notice that turret would need a big movement aparatus (motor, gear, ...) which would deviate the cost factor a turret is built for?

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Queen
 
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Post » Tue Feb 23, 2016 6:32 am

That'd be pretty cool having a speedy multi limbed mobile turret as a companion. Stealth would go out the window but then it usually does with most of the other companions anyway.

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Yonah
 
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Post » Mon Feb 22, 2016 10:34 pm

I wonder if we can put our hybrid Assaultrons in the new Arena we build

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Sammykins
 
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Post » Tue Feb 23, 2016 7:57 am


I'd rather have those spider mines from Operation Anchorage. Just drop those things like regular mines, and they crawl to the bad guys!

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Tanya
 
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Post » Mon Feb 22, 2016 10:25 pm


Damn. Now I remember Roland and Axton from Borderlands with their companion turret. I hope I can make something similar!






Regular mines? Why not just make it into Cryo Mines? lol :hubbahubba:

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meg knight
 
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