Random Post of Ideas from a Random Guy

Post » Wed Aug 05, 2009 3:46 pm

Hi all

First let me say I am new to these forums as I have just found out that gamesas is planning to make a Fallout MMO. First of all that a fallout mmo is being planned is awesomeness in itself, that gamesas, the original creators of this universe are making it just makes it that much better. Now I have read about some legal issues around this and hopefully it all works out and I will just leave that idea at that.

Moving along however I notice a lot of posters inputting there two cents and I thought "hey why not throw in mine too the fallout universe hold some of the greatest game moments".

"Whatcha know about fallout fool?” you may ask yourself and others / super mutants around you. Well let’s just say I have been following Fallout games since they came out. Thus I remember trying to clear 300 megabytes (wtf megabyte?) try and get the original one to run Haha.

Anyways down to the good stuff, a sharing of ideas, thoughts, insights if you will and it is this.....

First and foremost all MMO's have two things in common. One is money, Two is money......just kidding though this is mostly true, two would be appealing to the most amount of people to get the most amount of # 1. Most of you who play games will perhaps agree with me that this trend lately is towards the Casual gamer, so keeping this in mind not only will you need to build a loyal fan base (fan boy winnage, count me in) but appeal to those people who are in fact thinking, wtf is fallout?.

Now I know this post is becoming essay like but it is with a purpose (method to madness). Keeping previous statements in mind my idea were to have this Fallout MMO take place would be in the Western U.S. Mainly, the area's from California to Colorado (Google maps ftw). “Why Idale?” you may ask, well let me tell you.

Having the game originate in this area you could have it start with the following factions with their starting points in the following area’s….

NCR – California
Enclave, (remnants?) – Colorado
Brother Hood of Steel – Washington
Slavers – New Mexico
Followers of the Apocalypse – Nevada

For new characters (level one-age?) that leaves…

Montana, Oregon, Idaho, Wyoming, Utah & Arizona as starting areas to which could be split into different race starting points (e.g. human, ghoul, super mutant, death claw [they’re some intelligent death claws, saved in fallout 2?], etc)
Having the start of the game begin this way would not only allow the player to explore different landscapes but also solve the city vs. open area problem as you would have a mix of both allowing the play to pick and choose which they prefer. Also this could help set up each factions story line as well as player (e.g. slaver faction comes up from Mexico into New Mexico, etc).

I could continue along this line of thought but 1) its becoming essay like and 2) I would go off topic. Anyways that’s just my idea for Fallout MMO opening.

-Regards
Idale
Screw easy mode.
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Wed Aug 05, 2009 10:52 pm

On the topic of vehicles I believe they should be implemented however not immediately. At first force the player base to walk everywhere, thus having trade routes setup by the player base however over time implement vehicles as well as fast travel points over time.
An example would be as the player levels up they unlock a type of basic vehicle or is able to salvage wasteland vehicles and fix them up (repair skill winnage). An expert in the field of repair and lets say aligned with an enclave faction would be able to make or contribute towards flying vehicles. Since the player has done this or player base has worked together to do this their faction can now travel from location a to b for free fast time whilst non-factions have to pay.

-Regards
Idale
Screw easy mode
User avatar
stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Wed Aug 05, 2009 12:37 pm

How will player death, respawning, etc, be dealt with?

Death is death in the Fallout world and there are no Resurrection spells or magic wands that bring people back to life. The Master in FO1 was on one path to immortality, but even he wasn't immune to 9mm (or plasma rifles, whatever your weapon of choice was.)

We have a pretty good handle on how we handle player character defeat in PV13.

[Notice the use of the word defeat in the last sentence.]


My question on this then is if this does imply perma-death how will exploits be combated, an example your character gets knocked down or “defeated” x amount of times then said character dies.

How would you keep someone from “defeated camping” you if combat is going to be open ended…

-Regards
Idale
Screw easy mode
User avatar
Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Wed Aug 05, 2009 3:46 pm

Finally I would implement later expansions spreading into the east of the United States with potential other expansions moving into Canada & Mexico.

-Regards
Idale
Screw easy mode
User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Wed Aug 05, 2009 9:21 pm

I say make use of those wreckages scattered about on the maps in the Fallout world. The Highwaymans, Trucks, Vertibirds etc. If you can′t fix them up there and then atleast they could be salvagale for parts.

This could mean less of them on the maps and should require insane Repair AND Science skills to use. If you ask me even a few forced perk choices. "The mechanic" etc. This would also make good use of the Outdoorsman skill as it adds to the random special encounter chance. How rare of an encounter this should be...exceptional if you ask me.
User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Thu Aug 06, 2009 2:46 am

Perhaps you could have vehicle building play off different skills over a different player base. In that I mean have someone with high scauaging / outdoorsmen the person who finds it & bring it in, then have someone with high science tell you wtf it is and finally someone with high repair able to fix it after it's id'ed. I would think this would not only spread out the needed traits spread out accross a player base but also maintain a player made econmy + bring the play base togther as it would need a team effort to bring vehicles into the game.
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Wed Aug 05, 2009 9:05 pm

Yes, vehicles and automated turrets as defense "structures" while defending player owned fortresses, bunkers or vaults is good. Realistic...i don′t know. If the vehicles work like in Fallout Tactics then maybe.
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Wed Aug 05, 2009 6:22 pm

Yes, vehicles and automated turrets as defense "structures" while defending player owned fortresses, bunkers or vaults is good. Realistic...i don′t know. If the vehicles work like in Fallout Tactics then maybe.


I like were your headed with this. Not only does it move towards player based cities and co-operation (good or bad karma) it again allows players to choose. If done like fallout tactics I could see it working, perhaps someone specialized in a driving perk can make the vehicle move faster / last longer / take more damage / allow more people to ride in it. As for the question of realistic it's argueeable I guess though I wouldn't try to implement any vehciles until inital realse problems are resolved (stability & what not) as well as releasing vehciles later allows players to explore the enviroment themselves and set up mabye smal trade routes, again bringing player base togther.

-Regards
Idale
screw easy mode
User avatar
Catherine N
 
Posts: 3407
Joined: Sat Jan 27, 2007 9:58 pm


Return to Othor Games