Structures/buildings/ruins

Post » Sat Aug 08, 2009 1:47 pm

There were similar topics but mostly for geographical locations...so I just thought that we can all write what kind of places/structures/encounters we would like to explore or scavenge, for example some nuclear submarine laying in a desert, or some laboratory for testing deep underground full of really dangerous mutas...that hold a larger amount of resources to scavenge...because it's deadly...and a lot of scavengers lay around wasted.... deep sea submerged vault station...etc...

Also where would you like to see fractions...in bunkers/cities/mountains/old military bases

If there will be an option to buy a house or a camp (for group)...what type of house/tent/cave would you like to expand/upgrade - with what ? guards/shops/rescued civilians NPC, maybe get an accommodation in a base of certain fraction you join (like bed and locker in barracks from NCR/BOS/Enclave etc...or???)

I just wrote some questions and ideas as a reference...because there is no limits for ideas...

I just thought we can all give some new ideas to the developers, not just spin around in circles with similar topics...(all the topics are great it's just me I see as we are spinning around gameplay knowing almost all the answers, while I wonder will there be just a deserted wasteland between major cities or a lot of derelict structures to take shelter, ambush or hide looted goods) Image
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christelle047
 
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Post » Sat Aug 08, 2009 9:20 am

Well, I'd love to see ruins like we have always seen, old abandoned ones and ones that are occupied by either hostiles (raiders or creatures) but also simple people who tries to survive.

I would also want them to be big, if there is a ruined city I want it to be a real ruined city, just not 30 buildings and thats it. Would be really cool if gangs/guilds can purchase grounds to build their guild house and as other people have talked about, maybe expand so people can live around there (the guildhouse being the center of town then). But I'd guess that these sites is pre-set (limited number then) so they cannot be spammed everywhere). Also they should require lots of caring (getting in supplies etc). Still, I wouldn't get that sad if they are not in the game. Still I could add more content if anyone would want to hear.

One thing that I really want is realistic caves/underground structures. I don't like it when caves are so gigantic 2 tanks can fit in there side by side (mostly it is so because the camera won't be a hell to use, but still...).

But what I really want is to be able to get an accommodation inside cities/towns/settlements (they could be instantiated, a bit like f3 housing, but rather you walk into an area and if you have a house you will get transported to it), hmm maybe add a rental for using the house, not monthly or anything, rather if you have been playing for 24 irl hours you would need to pay rent, can be stackable a couple of times, negative karma/reputation if you don't pay. Image
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Romy Welsch
 
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Post » Sat Aug 08, 2009 7:06 am

I agree with bikkebakke on pretty much all points. I wouldn't mind a more claustrophobic experience while spelunking. :P
Nor having cities (read: NPC faction settlements) being the size of cities as we know them in scope. Of course these would usually - probably - be quite a bit apart, as i have problems seeing any faction being comfortable building their capital too close to any other factions.

As for player builts settlements, i hope there aren't that many limitations (only on what type of surface you can build, only more or less level ground.)
If 3 Groups decide to claim roughly the same area back-to-back, well then, they'll have to negotiate if they fancy working together for a better cause, or blow each other away and see who's left.

As for possible upgrades, i'd hope they'd make some sort of tiered system, where a Group can choose to go in a specific direction. Would make sense (and immersion) that a settlement highly focused on trade would eventually get a mining operation going (lowering resource requirements for construction of items for Group members?). Or a settlement purely based on military dogmatism being able to hire better quality guards/have access to better equipment from NPC traders.
Limitations would come into play as the Group would require X amount of members to build Building A, reflecting how much influence they'd hold in their claimed territory.

Again, given two Groups choose to work together, these bonii could mesh with each other.
- Group A is a military focused settlement, providing protection. Group B is a mercantile focused settlement, providing equipment and caps. Shared Bonii suddenly allow Group A to be attractive to industry specced characters - bit lower industry bonii, perhaps, but higher probability of getting your goods sold at a better market, as a result of being able to hire better guards for your caravan. As an example.
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Kayla Bee
 
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Post » Sat Aug 08, 2009 12:16 am



So long as it doesn't become cliche. Why do games studios have to fight and die? War, war never changes : (

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Sarah Edmunds
 
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Post » Sat Aug 08, 2009 7:04 am



So long as it doesn't become cliche.
You mean like in f3/FNV where you stumbled across an old deserted vault every now and then?

Way to small area for so many vaults I think. Image
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Micah Judaeah
 
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Post » Sat Aug 08, 2009 4:05 am

it would be realistic and cool 8-) if you could defend something you could mark it as your base. Set up some auto turrets in a builing lobby that is a suprise to curious scavengers :lol:
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Breautiful
 
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Post » Sat Aug 08, 2009 9:30 am



( http://www.newvegasnexus.com/downloads/file.php?id=38049 )

on topic, i would be in favour of ruins that are more interactive. that is to say when you walked into a building and opened a door it might fall down. next time you come across the same building a tribe has moved in and begun repair work.

i would also be in favour of military bases and police outposts that are completely stripped of material. it has always seemed a little immersion breaking to me when a pc would walk into one such building and find good material. chances of you being the first wastelander to enter is small i would think. "What would your good do if evil didn't exist, and what would the earth look like if all the shadows disappeared?"
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Brandon Bernardi
 
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Post » Fri Aug 07, 2009 11:55 pm



( http://www.newvegasnexus.com/downloads/file.php?id=38049 )



:shock: you just gave me a reason to play fnv again! Image
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hannah sillery
 
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Post » Sat Aug 08, 2009 10:15 am

I was thinking the exact same thing as "NukeMyFatMan" but when you set up base you could have a certain amount of people gaurding it and be alerted when someone or some faction is attacking it. :idea:
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Shannon Marie Jones
 
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Post » Sat Aug 08, 2009 12:20 am




unfortunately i cannot take credit for this mod :(

but i will take credit for being quoted on the boards! woohoo! "What would your good do if evil didn't exist, and what would the earth look like if all the shadows disappeared?"
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Sam Parker
 
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Post » Sat Aug 08, 2009 5:08 am



Everytime i play FO3 and go to the rangers at the top of the hotel i think to myself "would be so cool to be able to do that", put up a temporary base in a existing structure and defend it as your own. Perhaps get a caravan stop there if it meets certain requirements etc.
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lucile davignon
 
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Post » Sat Aug 08, 2009 1:09 am

thats a good idea of using turrets but i would like to be aqble to target certain enemies or factions. :P
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IM NOT EASY
 
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Post » Sat Aug 08, 2009 6:39 am



Make so they are connected to a central computer, from there you can choose targeting:

*Target all outsiders (even friends!)
*Target all non-friendly/allies (everyone that is not tagged friend or in the same guild)
*Target all non-friendly (shoot at everyone except friends)
*Target all non-allies (target everyone except same guildmembers)
*Target Hostiles (target hostiles only - monsters, hostile tagged players and guildmembers that you are at war with)
*Target Animals (all animals/monsters will be targeted, no humans)
*Target None (... shot at nothing...)

:P Image
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Alexis Estrada
 
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Post » Sat Aug 08, 2009 2:51 pm

yea so a science skilled player can hack into the computer and change it to target all moving .... or just shut it down
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Louise Lowe
 
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Post » Sat Aug 08, 2009 10:39 am



Make so they are connected to a central computer, from there you can choose targeting:

*Target all outsiders (even friends!)
*Target all non-friendly/allies (everyone that is not tagged friend or in the same guild)
*Target all non-friendly (shoot at everyone except friends)
*Target all non-allies (target everyone except same guildmembers)
*Target Hostiles (target hostiles only - monsters, hostile tagged players and guildmembers that you are at war with)
*Target Animals (all animals/monsters will be targeted, no humans)
*Target None (... shot at nothing...)

:P i like the set-up its easy and simple to understand ;)
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Kaley X
 
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Post » Sat Aug 08, 2009 3:57 am



Make so they are connected to a central computer, from there you can choose targeting:

*Target all outsiders (even friends!)
*Target all non-friendly/allies (everyone that is not tagged friend or in the same guild)
*Target all non-friendly (shoot at everyone except friends)
*Target all non-allies (target everyone except same guildmembers)
*Target Hostiles (target hostiles only - monsters, hostile tagged players and guildmembers that you are at war with)
*Target Animals (all animals/monsters will be targeted, no humans)
*Target None (... shot at nothing...)

:P
I like this idea but you should also be able self destruct turrets/bots. if they where self destructed. they can be repaired at the turrets base if player has high enough repair, or can be auto repaired if selected at terminal.
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Robert Jackson
 
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Post » Sat Aug 08, 2009 12:57 pm

I like what "Drover" said about the self destruct idea because it gives you better sence of control and I never thought of using bots, I would like 5 sentrybots and 3 securitrons gaurding my base. ;)
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Jeff Tingler
 
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Post » Sat Aug 08, 2009 2:15 pm

Or, if there is a rebuilding of civilization, you could reclaim parts of a building from the rubble after meeting certain requirements. Of course, that just makes you a target for supermutants and factions that don't like you. Hey, they get to blow stuff up to. And your base/player camp might have a few goodies in it they want.

Saw in an earlier post about meeting certain requirements and having a caravan route. Excellent idea.
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Avril Louise
 
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Post » Sat Aug 08, 2009 9:24 am

I hope it will be like what is in the following pictures I found on wikipedia:

Image

Image
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Brentleah Jeffs
 
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Post » Sat Aug 08, 2009 8:17 am



Make so they are connected to a central computer, from there you can choose targeting:

*Target all outsiders (even friends!)
*Target all non-friendly/allies (everyone that is not tagged friend or in the same guild)
*Target all non-friendly (shoot at everyone except friends)
*Target all non-allies (target everyone except same guildmembers)
*Target Hostiles (target hostiles only - monsters, hostile tagged players and guildmembers that you are at war with)
*Target Animals (all animals/monsters will be targeted, no humans)
*Target None (... shot at nothing...)

:P

I like it.

Make is so you do a science skill check when you select it, and if you drastically fail it the turrets could attack you and your teammates. Then make it so the turrets or whatever (auto-docs and force fields come to mind) can be upgraded if there's someone that possesses the proper skills to do so. IE, someone with a high repair and small arms skill can perhaps increase a turrets rate of fire, accuracy, ect and i'm sold.

It would also be interesting if an enemy player with a high enough science skill could hack the turrets if they get close enough, or even the control computer if they reach it by stealth or whatever. Or better yet, hack the autodoc to administer a toxin :twisted: .
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Kari Depp
 
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