Fallout Online Pet system

Post » Sun Aug 16, 2009 5:22 pm

Pet System

What about making pets in Fallout Online?

I think it will be some thing new and challenged.
Just imagine a little monster/mutant who helps you to fix/broke things out.
And players who will be able to have one,
will be able to learn him some skills and attributes of his own by using "Pip-pet",
or make him serve as bag carrier.
Any way, every MMO who have good pet system have a large plus to MMO`s who don`t.

Pet system with my eyes, (Some thing i didn't met in MMO)
*Do you remember this little, colored thing with gray monitor, or you do remember how you broke one that your sister own? :lol: "
  • Pet characteristics - "Pip-pet"
  • Pet have class - like a charter
  • While playing (Player online) pet need food - find/kill some thing (Every class eats some thing else)
  • If player AFK a lot of time, or his account not logged in - you will need to play with your pet, or if you don`t have a lot of time to spend on yours "pets games" just put him to the bag (If this is little pet) / if you whos afk a lot of time, about 6 months, pet will leave/ die.
  • Only pet quests, (this will be some thing fresh) - Some times NPC will give you pet quest, this kind of quest will be played with your pet, whit out charter.
  • Growth system, every lvl increasing pet will be little bigger, or he will take some change. :idea:

    *for example - If your pet is very small, some NPC will say, "Hey there, your pet can help me! Please make him to go intro little cave and get me my clock back! This rats are basters every time stealing some thing from me"

Image

____________________________________

Sorry if i have mistakes, my English is little rusty. :ugeek:
Nice day, DeniDRW. "Every thing have a reason"
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XPidgex Jefferson
 
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Post » Sun Aug 16, 2009 8:56 am

what about some thing big, like a deathclaw Image
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Charlotte X
 
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Post » Sun Aug 16, 2009 3:33 pm

Keep it SIMPLE. Some MMOs have gone way to deep making their pet systems a total pian.
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Tiffany Holmes
 
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Post » Sun Aug 16, 2009 8:05 pm



Some thing big like "deathclaw" will make chaos in game play.
I`ll explain my self better:
A lot of MMO`s have a lot things like: Big pets,
wings, large and big swords, colored buffs and more.
All of this stuff look like chaos when all of them standing in city and above six players minimum trying to speak with NPC`s, while some person who playing same game, even cant reach the same NPC because his
graphic card is crashing.
  • Screen shot N%1
  • screen shot N%2
    This screen shots whose taken from open source mmorpg.com and mmosite.com
This some thing you should not see in Fallout Online.
:idea: My idea for pet system, is to make them help your charter playing, not on turnover. "Every thing have a reason"
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Rachyroo
 
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Post » Sun Aug 16, 2009 1:37 pm

Eye bot drones would be cool! You could upgrade them with different weapons and equipment. They could level up too. Join my Fallout Online Facebook page.

http://www.facebook.com/#!/group.php?gid=129704254139&ref=ts
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Louise Dennis
 
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Post » Sun Aug 16, 2009 12:21 pm

Pets in FO? No.

Companions in FO (including 'pets' like dogmeat)? Yes.

The difference? 'Pet' implies that you actually care for, and to a point control the dog/robot/deathclaw. Companion is someone of mutual interest/friendship who sticks by you, is relatively self suffient, but who might choose to leave.

Just think about dogmeat. Would he seem like dogmeat if you had to feed him, pet him, train him, and command him? Nope.

And, from the realistic perspective; you're hard pressed to find societies which barely have enough to support thier human members wanting to waste resources on pets which serve no function.
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Devin Sluis
 
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Post » Sun Aug 16, 2009 7:23 am

Alright, I want a companion that used to be an android, but the flesh has long since rotted away. Kind of like my own ghoulish flesh. :P Now he has mostly has metal plates (as in personal companion customization) where his "flesh" used to be.

Also, If a robot companion "dies" you should be able to repair it with a sufficient repair skill. Or pay someone else with a sufficient repair skill to do it. I put the 'Skill' in 'Kill.'
Wait, what?
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Oscar Vazquez
 
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Post » Sun Aug 16, 2009 2:54 pm

When i said "pet system" i said it global, pet can be a companion.
If you need to feed him? Yes, limited, ones per day or some thing like that, this make the game more realistic and interesting.
If some one looking for PvP/PvE companions - join party.
You see, what i talking about is "gadget" not a companion like in other games, little thing who can help you up with some thing little for start, and this help will be bigger with lvl of player.

And, from the realistic perspective; you're hard pressed to find societies which barely have enough to support thier human members wanting to waste resources on pets which serve no function.


They do have functions/ skills /motivation /and every thing that real animal or bot need to have.
In simple MMORPG, all players knows from every start of game, that every thing have a point, and if you will make a lot of mistakes you will need to start over.
In this case: "pet system" will be most perspective functionality for diversify players in PvP, this why i suggest to make this "system" only for hight lvl`s.

In 30-50 lvl when person is little bored from game, "pet system" will make him fresh air. "Every thing have a reason"
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Toby Green
 
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Post » Sun Aug 16, 2009 9:21 am

Ok then, let me go into more detail.

The main issue with a pet system in FO is that either it would A. Be purely asthetic which can break immersion for some players (i wont like it, but i wouldn't really have a problem with it) or B. The pets provide bonus and/or even participate in combat giving the individual who has the pet an advantage over someone who doesnt.

In classed based MMOs this isn't really a problem, because the pets are typically based around a specific class which is weaker in other regards to make up for the pet.

However, in a classless system like FO, actual combat pets would be nearly impossible to balance out and remain true to the lore or even the general idea of what the critter is. However, if such critters were treated as companions, and filled up hireling slots (or whatevs) then it would only be a matter of incorperating a hireling system (assuming FOOL has one) with the pet system.

Additionally, there could even be various payment options for hiring one of these 'mercenaries'. Certainly, hiring a sniper to watch your back will probably cost some cash, but perhaps a deathclaw would be payed using brahmin meat.
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Tamika Jett
 
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Post » Sun Aug 16, 2009 6:53 am

I would not recommend making a pet system for this game. It would be better to have something that makes this game different from others. I personally think that having slaves, if you want to be an evil character, or saving an NPC ,mabey from slavers, would allow a good character to get someone to help them. These would act somewhat like pets from other MMOs but would feel more authentic to the Fallout Universe.
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Maya Maya
 
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Post » Sun Aug 16, 2009 3:21 pm

The main issue with a pet system in FO is that either it would A. Be purely asthetic which can break immersion for some players (i wont like it, but i wouldn't really have a problem with it) or B. The pets provide bonus and/or even participate in combat giving the individual who has the pet an advantage over someone who doesnt.

About aesthetic it`s question of "like/ or not" some peoples will like it, some not.
In classed based MMOs this isn't really a problem, because the pets are typically based around a specific class which is weaker in other regards to make up for the pet.

I think if developers will give a chance to this system, they will think how to make it with out crashing balance of game.
However, in a classless system like FO, actual combat pets would be nearly impossible to balance out and remain true to the lore or even the general idea of what the critter is. However, if such critters were treated as companions, and filled up hireling slots (or whatevs) then it would only be a matter of incorperating a hireling system (assuming FOOL has one) with the pet system.

Speaking about combat, lets say not every pet that i talking about can be useful in combat, a lot of them can be found or purchased just for quests or fun.
If you need large "companions" like deathclaw, hire him for PvP against player with little pet...
Additionally, there could even be various payment options for hiring one of these 'mercenaries'. Certainly, hiring a sniper to watch your back will probably cost some cash, but perhaps a deathclaw would be payed using brahmin meat.

Bounty hunters sound good, hired "gun" can watch your back 100% better then dog ore some thing... But we talking about pets. "Every thing have a reason"
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Jason Wolf
 
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Post » Sun Aug 16, 2009 5:31 pm


Well, if he could hold a line that would pull the trigger on the shotgun attached to my prisioners head, I would be willing to have to feed, pet and train him. ;)

Dave Chase
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Alyce Argabright
 
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Post » Sun Aug 16, 2009 9:13 pm

how about pet system is like we can keep a deathclaw and give them food and deathclaw will help us in abattle and a pet quest is will be a great online game if like that.
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Wayne W
 
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Post » Sun Aug 16, 2009 9:15 am



I dont see any way to do it, other than making 'pet training' an additional character skill, or a perk with high reqs.



This would reduce 'pets' to a must have in the game, by making them provide bonuses in addition to perks/skills/SPECIAL/equipment.



Yeah, because all those bullets 'watching' my back in FO1/2 were definately a 100% better than dogmeat. Just give Ian (FO1) an SMG and you'll see what i'm talking about :-P.
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Sami Blackburn
 
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