“New” Inventory For Fallout.

Post » Tue Aug 11, 2009 2:06 am

I would like to see 02 new outfits/armors/etc for Fallout.
  1. Mz Kitty-Style Dress/Bob Jr-Style Suit: When worn, all persons treat you as a professional wo/man.
    Effect: Some NPC treat you better, others treat you worse- They may treat you more seriously, or as weaker.
  2. The Blue Suit: A badgeless version of the NCR Police Uniform.
    Effect: Law enforcement, militry, and political figures treat you a little better; Criminals treat you worse.
And 02 new effective inventory for Fallout.
  1. Redding Police Badge:
    Effect: When in active inventory slot, people treat you as a cop. It doesn’t matter where you are. Outside city limits, criminals will simply shoot first and not bother with the chit-chat.
  2. NCR Rangers Badge:
    Effect: When in active inventory slot, NCR Ranger Operatives hiding here and there will talk to you (there is at least one in each town). Slavers you meet on the wastes will shoot first and skip the talk.
And finally a new Follower.
  • Artie:
    Description: You see an artillery piece (just like in SAD or the basemant under Eldridge’s New Reno Arms weaps shop). If you “use” the artillery piece, a conversation window will open.
    The first panel reads something like:
    “My name is Artie. Load a shell, and I will kill anyone you want.”
    The options appear:
    1. Take Artie With You.
    2. Leave Artie here.
    Artie will come with you regardless of how many followers you have, but as soon as you leave another follower behind, you can not pick up any other followers (until you leave Artie behind). You can leave him and bring him as normal.
    As you travel the world, Artie follows you into various surface-world maps (he will not go underground nor into buildings, such as Enclave’s Oil Platform or Enclave Valdese). If you “use” an artillery shell on him, the local city map will open up with a red (rather than yellow) target reticule. Hovering over a given spot will send a shell right there; The blast area and effect is “huge” (exactly what “huge” means is TBD). To pull the trigger, hit Enter. Hit Escape to cancel the fire mission (the shell automatically re-appears in your inventory, as if ejected unfired). If you have a Motion Sensor, the map will show people (and other targets). You can’t use Artie if he’s not one of your immediate followers.
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Eibe Novy
 
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Post » Mon Aug 10, 2009 6:04 pm

With the badges you should only be treated as a policeman if you are either awarded the badge, or have a high enough speech and/or charisma to convince people.

As far as 'artie' goes. IMO, any artillery or other large crew served weapons should only be usable by factions (player or NPC) and should be extremely costly to transport and operate. You would have to use a team of brahmin to transport 'artie', would have to have a team that actually knew how to operate it, would have to have forward observers to call in the coords, and, of course, the ammunition itself (a 155mm howitzer round costs roughly $1000).

'Artie' should be something a faction only uses in the most dire situations. If it costs $1000 a round in our world, i'd hate to see the equivalent costs after armegeddon.

Of course, that's all in regards to realism for the most part, which is relatively moot in most any game world. But, to be portrayed in any believable fashion, artillery would be incredibly powerful and there would have to be a LOT of restrictions on it's use due to how powerful it is. Of course, there could be various artillery, from mortars to howitzers, with different restrictions accordingly.
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FABIAN RUIZ
 
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Post » Mon Aug 10, 2009 2:39 pm


i supposed a good use for them would be in faction/group battles like i suggested in another thread. if players could make their own bases they could be used as siege and counter siege weapons. Image
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lauren cleaves
 
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Post » Mon Aug 10, 2009 3:24 pm


You shouldn’t have it if you weren’t given it by the Sheriff or the Rangers.

Well, I’m good on the idea each shell should put you back a few pennies; Also the restriction that it can only be used in certain areas is ok. But too many restrictions simply slow the computer. That’s why I just treat him like the Car (although perhaps having the car might be a restriction to having Artie…)
To assume that no one could or would be willing to recondition artillery, though, is a very dangerous assumption. One that ignores the facts of history.

That reminds me of a site for FO2 I’ve wanted to build. Unfortunately I don’t have the skills to make it happen.:(
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Ryan Lutz
 
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Post » Tue Aug 11, 2009 4:05 am



Why shouldn't you be able to steal them? Or acquire them some other way (black market..?)? Making it possible for someone to use it if they pass a speech and/or charisma check not only broadens the uses of such a system, but adds one way speech and charisma will be more than just dump stats.



Not sure what you mean by 'slow the computer'. If you mean it'll cause the server and/or client to run slower, that would depend on how the devs make it 'check' the restrictions.

In no way, shape, or form did i say 'no one could or would be willing to recondition artillery', but assuming that anyone and everyone would have that ability ignores the facts of economics. It would be farely easy to recondition a piece of artilery, but only the most advanced factions would even have the technology to produce the rounds. And even if they have the technology, they would still need the resources and desire to produce the rounds. In FO2, for example, the only faction that really had the A. technology B. desire and C. resources to produce artillery rounds would have been the enclave.

The BoS and vault city have the tech and desire, but not the resources. The shi have the tech and the resources, but not the desire. NCR and the new reno families just don't have the technology (although the NCR seemed like they weren't far from the level of tech).
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Jordyn Youngman
 
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Post » Mon Aug 10, 2009 6:51 pm


They’re quest items. There are ways to get them WITHOUT completing the quests- But those are “vulgar cheats” and I don’t like them.
This idea of a speech and charisma check though… There’s an interesting point… I mean, HAVING a badge means nothing if the guy you’re talking to thinks you’re a joke.

Too many restrictions; I have to have a Brahmin team, then I have to be able to control them, or have someone who can, then this, then that… Simpler to just make “him” a simple (and very stupid) follower.

No, you did NOT say no one would, But I’ve heard that. A LOT.
As to the economics, I don’t believe it would be all that difficult, actually. There are many groups that home-build various forms of artillery. (I’d rather not belabor the point here.) To take an original artillery piece and rebuild it would actually be easier than to rebuild a car.
The hard part MIGHT be the shells. Finding unexpended pre-dark shells and reloading those might be easier, but not so safe as you might assume.

No, New California Republic would have the necessary technology not only to recondition but to build new artillery outright, Vault City should be able at least to recondition artillery, New Reno might be able to recondition artillery… And that’s just the ones that pop to mind.
Broken Hills and Gecko probably couldn’t do it themselves, but they most likely could trade with someone who could if they could find someone (whether they could or not is a moot matter).

See, there’s another faction I hadn’t even considered- The Shi would probably have had artillery, if small ones, the BOS must surely be able to acquire at least one artillery piece (wasn’t there one in FO? I just can’t remember now…). I agree the Shi probably wouldn’t have really wanted one, though, unless they desided to finally “resolve” their conflict with the Hubologists.
I would wager that given the desire, the Families would find a way to do it. Especially the Wrights, since they do give you the quest to open up SAD. (Remember, there were several pieces inside the fortress itself, protected from the environments for those decades.)
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sam
 
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Post » Mon Aug 10, 2009 12:12 pm


How are they vulgar cheats? What do they take away from anything you've suggested? As it stands, it sounds like this would be a system more based on PvE than PvP, but that doesn't need to be the case.

The problem with that is the devs would have to take a lot of time to develop the pathing so that he doesn't get stuck and can't be taken to completely unrealistic locations where they'll be incredibly OP. As far as the 'transport' and such is concerned, IMO the best way to handle it is to make it so that there are preselected locations that artillery can be spawned at if the group meets the prerequisites. Of course, this would be for more complex artillery pieces, mortars could be used like a normal weapon.

The shells on more complex artillery would be the costly part. You have to consider that you don't just fire a howitzer once, you try to fire it as many times in as short of time as possible.

At the time of FO2, the NCR didn't seem to have the tech which would be required to produce modern artillery or the ammunition (you have to remember, they hired you because they needed components from thier vault. Components they were unable to fabricate or acquire elsewear, suggesting that thier manufacturing base isn't that good.

Certainly just about any faction could acquire the pieces, but they would need the resources to transport, resupply, maintain, and keep from getting captured by someone else. I don't think there wouldn't be a family in New Reno that wouldn't try to ambush a Wright caravan transporting a 155mm howitzer with a bunch of ammo.
Although, smaller, less complex artillery could be used by smaller groups, and even individuals. But these (mortars, for example) aren't commonly refered to as artillery.
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Amanda Furtado
 
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Post » Tue Aug 11, 2009 12:16 am

Here’s the short-short version:
Any faction could either do it themselves or pay someone else to do it for them.
They’d do it to kill people in large quantities very efficiently.
If you DON’T believe me, then Google “WWI Trench Guns.” Many very innovative guns came out of that matter… To say nothing of what you can do if you have the PROPER tools (such as the IRA’s various guns).
I want Artie for much the same reason- To kill everyone at Salvatore’s Bar and the Shark Club instantly and completely. Not that I’m a real fan of Vault City either.
Honestly, if it’s “not your cup of tea” then leave Artie behind.
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Tamara Dost
 
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Post » Mon Aug 10, 2009 12:52 pm

Guys, it is highly, highly unlikely that Fallout Online is going to be a direct sequel to Fallout 2. It's going to be a big part of the continuity no doubt, but I really don't think they going to be following it that closely. Why do games studios have to fight and die? War, war never changes : (

Image
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Sunny Under
 
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Post » Tue Aug 11, 2009 3:28 am



If that's the situation, artie would be incredibly OP. I'm not against artillery in the game. Indeed, it should be. However, to be extremely powerful (it is artillery, after all), there would need to be a lot of checks and balances to keep it from becoming a 'must have'.

To use your example of Salvatore's Bar. If you could just go 'boom' with artie and destroy it without any restrictions, there would be no reason to take the time and effort to actually fight the occupants. However, if each shot cost a considerable amount of cash (which they do), and destroyed any and all loot they hit, how worth while is it going to be to fire off 4 to 6 shots to pulverize the bar?
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sam smith
 
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Post » Tue Aug 11, 2009 1:54 am


I doubt they’ll do much wwe ask for either way.
(Ya, I’m kinda bitter that way…)

Those two points I fully agree with. If each and every shell cost the same as, say, a dozen or so top-of-the-line Power Armors, then I think we’ve hit the right general ball park. (Expense of shell is but ONE check and balance, there are others.)
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MR.BIGG
 
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Post » Tue Aug 11, 2009 12:17 am

I got to thinking about something; The existance of artillery is kind-of established by FO:T with the tank.
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Gisela Amaya
 
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Post » Mon Aug 10, 2009 1:47 pm


That and there is a working howitzer in f2. Image
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Brian Newman
 
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Post » Tue Aug 11, 2009 3:14 am


That and there is a working howitzer in f2.
the only place for artillery though,if they have it, is in base defense and siege.(assuming they do that) otherwise, it'd be considered OP. all you would need would be the tank,b/c let's face it you'll pwn anyone that has anything less than a rocket launcher,anti tank mines, or their own artillery. Image
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Kristian Perez
 
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Post » Mon Aug 10, 2009 10:24 pm


I don't count that becasue it's only used one time, for one thing, then it's just another obstacle in your way.
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Elizabeth Lysons
 
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Post » Mon Aug 10, 2009 3:28 pm

ya, I agree.
But it's still a good ieda for those two functions.
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Tracy Byworth
 
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