Project V13 Ideas/Suggestions (Rebirth Thread)

Post » Thu Apr 30, 2009 8:11 am

Ok folks here is the jist.
Many of you remember the previous Project V13 suggestion/idea thread yes?
Well through a little mixup, it was mistakenly deleted from this forum.
So you know what that means? Its time to rebirth the svcker.
And im sure we can do it too.
So post ANY and ALL ideas/suggestions you have for Project V13 (ESPECIALLY if you have already posted them in the original thread).
It turns out the devs were paying attention to it alot so we need to do this not only for ourselves but ALSO for the devs.


First things first..some facts about Project V13 (These don't need to be discussed further).
1)OFFICIALLY (At the current date) is has NOT been announced that Project V13 is a Fallout MMO.
2)However many things point to the fact that Project V13 very well might be a Fallout MMO.
2A)When gamesas sold the Fallout IP rights to Bethesda, part of the deal was they retained the rights to license the Fallout IP solely for a Fallout MMO.
2B)Part of said agreement said that gamesas had to start production of the MMO quickly and get it done in 4 years. (For the specific dates, cause i cant remember them off of my head, please head over to Ausir's excellent fallout resource (http://fallout.wikia.com/wiki/Project_V13_FAQ)
2C)Shortly after this, the gamesas website went live again and they announced a new MMO project...Project V13.
2D)V13...is very possibly an acronym for Vault 13 where the original Fallout 1 started. (Blasted water chip).
2E)gamesas hired back some of the original creators of the Fallout Franchise recently.

Those are the facts as they are known. We don't know much, but there are alot of coincidences (Timing and otherwise) that have lead many of us to believe that Project V13=Fallout MMO (No that wont be its official name i doubt).
So..now that the facts are there so we dont have to go over them again and again..lets get on with the suggestions and rebuild this puppy!
(Piece of advice. Detail is GOOD. It would be best the more detail you can put to an idea of yours so others can better understand what you are talking about) Image
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Thu Apr 30, 2009 2:51 pm

If I can sit on the front porch of my whiskey still, smoke cigs, chew iguana on a stick, swill beer, and take potshots at the occasional gecko while screamin, "get off mah land ya bloody varmints!" I'll never need to play another game for the rest of my days.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Thu Apr 30, 2009 9:39 am

So, as i sit here and try to remember what i had suggested before....which is a REALLY annoying task I might add, i really wish to beat a certain someone with a mackerel.
Anyways.

1)Customization:Weapons

One thing i had previously suggested (And i cannot remember how it was recieved) was customization when it came to weapons. Basically here is the jist of it.
In alot of MMO's you have weapons (Duh) but they are all...standard.
The sword of buttkicking in Player A's hand and the sword of buttkicking in Player B's hand are exactly alike. This...is boring.
Weapons can be customized..HEAVILY.
For example purposes lets take the venerable and widely used AK-47.
There are no less than 3 different options for the stock, just as many for the foregrip, many different sighting options, and hell with enough experience you can even change the caliber. Ontop of that, mounting other doodads like flashlights.
My point is this.
If everyone is able to get, say, an AK-47 ok? But they were able to customize it? Then no two will look very alike because of USER PREFERENCE.
There have been very few games that have allowed true customization of weapons. I am not talking adding a slot to the weapon for some gem, I mean tangible customizations.
Here's a run down of the possibilities for that AK again.

Stock: Standard Fixed, Side Folding, Underfolding, None
Sights: Iron Sights, Red Dot, Scope, Laser
Foregrips: Standard, Vertical, Quadrail
Barrel Attachments: Muzzle Compensator, Suppressor, Flash Hider
Other Attachments: Flashlight, Laser, grenade launcher
Other Changes: Caliber

I can almost promise that Player A and Player B's AK will NOT look the same, much less will not have the same capabilities. This creates variety, something sorely lacking in most of the MMO's these days where there is a 'best' gear and 'best weapon. Cause yaknow, if i am better with my AK setup in a certain way, and you are better with your AK set up in a completely different way to mine? Fine, whatever floats your boat. (Oh and as a second example i shall use the M4A2/3 and its SOPMOD kit.)

2)Customization: Armor
Armor is rather standard in fallout. You have the vault suit, the leather jacket, the leather armor, the metal armor, the combat armor, and the power armor, and the advanced power armor. Not all that many choices really (im sure they will add others. Considering in Fallout 2 they added MkII variants of a few armors.) But still theres visually not alot of difference in many of the armors. So how to overcome this? Player modification/customization of the armor.

First off you can dye/paint the armor in either a solid color of your choice or maybe a few patterns (Camo anyone?) Obviously gamesas would have to set the different types of dye/paint mods and players would then simply choose the one they wanted. Back in SWG, you could custom color your mount (Speederbikes/cars) from a supplied set of possibilities. This on its own would add some individuality to armor.

The second thing that can be done is attachments. Consider the targeting system (Targeted shots) were you can aim for various areas of an opponent. Well lets say I have a standard peice of leather armor. I want extra protection for my..shoulders. So i rivet on some metal plates to those areas. Or i could sew on more leather in those areas too. The main areas would be the back, the collar (neck), shoulders, elbows, hands, and upper/lower torso. With a few different options per (IE: the metal plate or extra leather in our Leather Armor example) further customization of armor would be possible.

A third option is hostile customizations. Lets say i own a peice of Metal Armor which already has some spikes on it. Say that I choose to add more spikes, like to the torso/chest area. Now if someone punches me, they will take damage from their own punch because they just punched spikes. This should be visually obvious to the other player so they can counter it by hitting elsewhere. This wouldnt do alot when you get shot obviously. Another idea here is say you run into a deathclaw (Wee). It swipes at you, but its swipe just hit some of your spikes. So you go flying ass over teakettle to the ground, but the deathclaw just tore up its hand...causing it to do less damage per hit afterwards.

A fourth option is non-hostile, but helpful customizations. The main thing here would be say..a shoulder mounted flashlight. The obvious benefit would be you would be better able to see things infront of you. The penalty would be that because you have this bright ass light, it would counteract such traits as night person, but also give you a penalty to hit anything NOT in that beam of like (Lack of night vision because of the brightness).

3)Housing
Housing rules.
In a world like that which Fallout is set into, alot of things are abandoned.
Hell, one playthrough of Fallout 1 or 2 and even in the big cities there are buildings still abandoned.
There would be (Logically) other buildings intact (To some extent) and abandoned everywhere.
As a lonely wanderer...well until you get to defender rank (Only some will get that joke), you might need a place to stay.
This could be anything from slapping a sleeping rug down somewhere and calling that home, to putting a bit more work into a house of your own.
Theres plenty enough land to have players with houses too, just there needs to be rules for distance (Sorry, i dont see next door neighbors happening).
A few different ways to give players..houses.

1)Have them have to go FIND abandoned structures already placed in the game world and then take them over in some fashion. They would be able to 'improve' the structure if they chose (Probably for aesthetic or defensive reasons).
Pro: Improvable structures.
Pro: finding a cool place to live means adventuring out to find it.
Pro: This would give gamesas alot of oversight on the placement of player houses.
Con: This may limit the overall number of houses available.
Con: Might cause a house farmer problem. Someone goes out and claims a butt ton of houses then sells them to other players for stupid amounts of money.

2)Players are able to buy blueprints for a house, then once they have the proper materials they would need (200x clay bricks anyone?), they can plop it down wherever they would want. Obviously there are..spacing issues here. Dont know how many of yall played SWG. The housing there ruled, but because of lack of foresight, the major NPC cities became surrounded by houses as far as you could see. So some distancing protocol would need to be put in place. Such as a player house cannot be placed within X distance from a NPC City nor Y distance from another player's house.
Pro:More player choice on location
Pro: Maybe there would need to be a special skill to build houses (Another crafter path for those uninterested in combat)
Con: gamesas would have to heavily test the distance thing so that we dont end up with downtown LA (Circa 2008) popping up around Gecko.
Con: This way might very well loose the whole feeling of limited numbers of things in the world.

3)Another idea someone else mentioned (sorry cant remember who it was) was apartments. Ala Ten Penny Towers from Fallout 3. This is another idea that has some promise. Whoever had that idea, could you elaborate on it please? Your suggestion so yeh.

Thats it for now from me.
~Vac Image
User avatar
Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm

Post » Thu Apr 30, 2009 10:47 am


ROFL Image
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Thu Apr 30, 2009 11:29 am



I really like this idea, kind of the whole outpost thing I had a rant about in the "V13" thread - May it find peace in the internet abyss - There the similar concept was mentioned in more a business-like way run by NPC's. I really like this scavenge-a-home business, but the inevitable question of mere room pops up. I think most of us in here agree that nuclear suburbia doesn't quite give that "wasteland" feeling... So what if you set the player limit per server to a set number of accounts and not characters? Could that be something? Say a 10 000 uniqe FOOL accounts per server with 5 character slots. And all of them living in the same house.

These houses would be spread across a HUGE map, and overall there would be 10 000 houses, one for each player account. But you would not be given this house when the game starts, you would have to find an abandoned one somewhere in the wastes. Houses whouldn't have a set price, and one player couldn't own 2 houses at once, but rather have the option to move out of the old house and into an abandoned one. 5000 cash, and all their belongings would be moved within 24 hours.

Lastly, my final suggestion to gamesas for now: Make combat optional. Renesco the rocketman
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Thu Apr 30, 2009 1:20 pm

I was with you into the Housing thing. Why do we need Houses? I think it's unnecessary and, frankly, boring.
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Thu Apr 30, 2009 9:32 am


Well heres a few reasons....
1)Storage. Back in SWG i had a huge house. The basemant of it was FULL of stuff. Not items really (Well cept my full set of Stormtrooper armor), but all materials of different types for crafting. So a house would provide a safe place other than the horid bank (I hate the bank idea. SWG had a nice small bank that i could access anywhere that i used to hold stuff i might need. Different weapons/extra mounts/etc). But i hate the banks of WoW and EQ. Gimme a house where i can store my belongings.
2)Display. Youd be surprised how many folks actually like decorating their houses. Obviously some become more..foofoo than others. My old SWG house? Trophies of epic battles i had fought, rare weapons and armor, heads of certain things and alot of paintings (Loved the paintings in that game). I knew not of one person that didnt enjoy decorating in some way. So a house would enable you to show off your accomplishments. Head of Horrigan on the wall anyone?
3)Someplace...safe. In Fallout..nowhere is safe. Not even in the police station (I love pickpocketing the cops). So where do you go when you want to be left alone..more alone than is possible in a wasteland. A place to safely..do whatever you want. Maybe a place to safely craft without worrying about someone deciding he wants to see what your corpse has for him.

So theres 3 reasons why houses are needed.
And by houses i do NOT mean simply houses. I also consider apartments and such as houses.
If you dont want a house out in the wasteland then you can get an apartment for $$$ in a major city.


One thing ive been thinking about is pking in reference to loot.
I think there should be loot dropped from a player you kill.
Full loot...with a twist.
In EVE you get full loot drop from pvp, but theres a catch.
As you are firing missiles at your enemy to blow them up..you damage things.
When they finally explode, they drop a can which holds all of the loot that SURVIVED.
Some of it gets destroyed in the battle and ensuing explosion of the ship.
Having a guy drop his leather armor after you just point blanked him with a HK CAWS on burst fire (shotgun..Fallout 2, superior to the Combat Shotgun) is a little stupid. You just tore it to shit.
Same thing with alot of conflicts.
You want to get their armor? Go for the head to perserve the armor (Well atleast the chestpeice).

But theres a catch here,t hat actually works back into housing/banks.
In order for full loot to happen you have to be able to store stuff you ARENT willing to risk. Like that uber rare pistol or whatever.
So you can put in a secure container in your house and no one can get to it, so if you are killd..you might loose your Desert Eagle or shotgun, but not your prized ultra rare pistol.
This also goes for cash.
Cash SHOULD drop on player death (FROM another PLAYER only)
So you can keep alot of cash at your place, or at the local city bank instead.
(id say house since robbign a bank is one of my....hopes to one day do (in a game))

Full loot on PVP death would keep things interesting.
It would stop players from goign out in the most uber gear that they only have after 15hrs of farming a single mob/s. Practical would be the name of the game.
Sure that .223 Pistol does more damage than your Desert Eagle, but is it worth the cost if you get killed?

Anyways..discuss...

~Vac Image
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Thu Apr 30, 2009 1:41 am

I like your house/department ideas Vactet. I think it gives more...realism and playability to the game. I`ll try to remember my ideas :? Boom de ya da!
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Thu Apr 30, 2009 4:19 pm

Housing and major cities.. it all just sounds so.. civilized. Which is not the direction I would want them to take. It was too much in FO2.. so much so that they had to make up some way to knock it down a peg.

I mean, when you are talking about cities and apartments and nice houses and factories and bases and jobs and all that.. is that Fallout? Or is that just some post-apocalyptic society on the mend. At that point you just have sci-fi... with a lot of pot-holes.
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Thu Apr 30, 2009 5:01 am



That was what I was trying to say.

Housing should be optional, and you seem to imply that you HAVE to have a house. What if you just want to store your s*** in a backpack or the trunk of the ol' Highwayman (like in the game)?

My opinion is that Inns, Bathhouses, and Warehouses = In.
Backpacks, Banks, Sleeping Bags, Tents = In.
Having everybody own a house/apartment = Out.

I think that once you form a clan/family/business enterprise, you should be able to purchase a House, but what's going o happen if everybody gets a house? I see 2 situations:

1) The Houses will be untouchable, and nobody will be able to rob them. Apart from the obvious lack of freedom, this will lend itself to people "beautifying" their homes. That is not what happens in a subsisting economy and this is not the "Fallout Spirit".

or 2) The Houses will be able to be mugged. I think it's pretty obvious that this will cause problems with Raider Groups, since people can't be logged in 24hrs.
User avatar
Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

Post » Thu Apr 30, 2009 11:01 am

I've thought about the whole housing thing too, and I aggree the way it was instituted in UO and SWG isn't very falloutish, but man tents! killer idea. Nnomadic waste bum shanty towns, sounds like a good time. Actual housing is a bit much, but squats and camps would be pretty nifty. Keeps with the squat and scavenge survival mentality.

Full loot drops would be a good thing too imo. That's an interesting one though, as I'd like a free for all pvp (at least out in the wastes, you'd get the law on your ass in a town)system and if they did something like that it gives you a great sensation of actually risking something when venturing out. Unfortunately I think I'm in the minority on this. UO was exactly that when it came out, and they must have gotten quite a bit of negative feedback on it, because they started changing that really early on.

All in all I'm pretty optimistic about the whole shebang though. Maintaining the desolate world aesthetic while making a social multiplayer game is going to be tricky, but I don't think it's impossible.

A lot of ideas that were posted in the last thread were pretty sandbox game type stuff but I'm interested in where they go with story development, questing, and character development as those are some other major points lacking in MMO's
User avatar
Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Thu Apr 30, 2009 2:30 am

The big problem I see with being 'successful' is that in Fallout no one is successful, at least not for long. For every Gizmo there is a hundred junkies. For every Killian there is only a few deputies.

Fallout isn't about everyone being the hero. It's about one unlikely person doing something heroic. I just can't envision hundreds of people in power armor running back and forth killing rats to level up. Or opening respawning slave pens for quest credit.

I think it's going to rely on being heavily instanced to give the individual a sense of making a difference or doing something special in a dreary world. But then what? You go back into town and there is literally dozens of 'vault dwellers' also making a difference.

This isn't Warcraft, which is based on large factions full of enumerable units vying for control of a lumber mill. It's a sparsely populated wasteland where one man with a gun can control an entire town of junk.
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Thu Apr 30, 2009 6:05 am



You seem to forget that "Fallout" also has a Wild West vibe. I agree that it be stupid to see everyone able to get a Power Armor. I think those kinds of things should be limited to only a few quantities issued as a reward for a Quest.

For example, I can picture a Quest for say, 20 people, where they all go through a cave to fetch a power armor. At the end, only one power armor is found, so those 20 people have to decide what to do with it. That'd be pretty interesting and it leads to some interesting opportunities for plot formation.

The few people with Power Armor could potentially All band together, or they could form small groups, or they could become leaders of towns.

This is definitely in line with the Fallout feel.

And I do agree that a more interesting leveling up system should be created; one where limited grinding is involved, or one where grinding is discouraged. And yeah, most people should not have access to armor and cars, but those things should be in the game. They reward the players that do EXTRAORDINARY feats, and those are perfectly in line with the Fallout vibe, if you ask me.
User avatar
FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Thu Apr 30, 2009 6:37 am

No Auction House.

Also has anyelse assumed that there is no Fallout Forum because they have an announcment coming soon.
User avatar
Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Thu Apr 30, 2009 2:02 pm

Wow loving the replies folks.
First things first...
Audir has done us a great service...
He runs the Fallout Wikia. I requested that he go ahead and make a suggestion section to permanantly catalog things we suggest (just incase...).
Here is the link: http://fallout.wikia.com/wiki/The_Vault:Project_V13_speculation_and_suggestions
Its blank now but im sure it wont be for long.
Onto the fun..


They said they wouldnt have a Project V13 forum till they announced its real name.
As for a Fallout 1/2 forum..think those are under the classic gamesas games one.
Anyways..


I can see your point here Bob.
Civilized..well..moving towards it is not bad. If you compare FO1 and FO2 there is a major shift towards civilization. Its still very wild westy, but theres a definite trend towards it. (Fully civilized, i agree, would loose the Fallout feel).



The only reason i said houses should be in are as follows:
I want someplace relatively secure to store my shit. I dont want banks ala WoW.

I fully believe in full PVP with loot drop. But the counter to being able to do that is making people able to choose what they are willing to loose by letting them put shit they arent willing to loose someplace safe.
As for being able to rob a house..thats an idea hmm. Alot of issues on both sides with that idea though.

And honestly to me..nothing would be more 'beautiful' then a house with a radioactive moat, landmines, and some defensive features (Things already seen in fallout).

Maybe houses should only be guild affairs? because then they could use them as bases of operation, but also you could implement the 'timed vulnerability'.
But also, having a house involunerable isnt a completely bad thing. Back in SWG people just camped you into your house until you came out..boy that was annoying at times.

You gave me an idea here..the whole banks, backpacks, sleeping bags part to be percise.
How about cache drops?
Survivalists use them all the time..for just such a situation.
You take say..a metal ammo can. Shove shit inside, make sure its sealed tight, then bury it and camouflage the site.
Only YOU know where it is. This would satisfy my whole 'secure storage' without the problems that have so far been mentioned when throwing a house into the mix.



Tents...are indeed an awsome idea.
Anyone remember the Ranger thing from SWG? it was all about tents.
At early levels of it, you only could put out like shitty ass pop tents with a small fire.
But as you got better and better at it, the tents..and the whole encampment got better.
Those inside of it gained defensive bonus's from anything attacking and also healed up at an increased rate.
Not to mention, the most advanced onces had crafting abilities.
Definately an idea, definately fits in with the whole post-apoc thing.

One possiblity with the houses is having em..but not having them..ownable?
IE: There would be derelict housing structures in the world, but no one can really..own em.
But say you are traveling and find one, you can 'claim' it for yourself (IE: You're there at the moment) and catch some zzz'sss. But nothing past that? Hmm.
Combine that with the ranger thing and the cache storage thing...

Oh by the way..banks. Meh.
As LONG as they are NOT connected.
Sorry but thats just not possible in Fallout.
Sure some cities like New Reno or CNR or Vault City might have the facilities to let you store cash and items, but those things will be there only.




Actually you arent.
EVE has been around for 5 years..with full loot drops in PVP and a totally full pvp system (You can die anywhere...at anytime).
Alot of people want to get their hands dirty and hate the glove wearing pvssyness of games like WoW and EQ when it comes to PVP.
If you risk nothing, then wheres the reward? Sorry i dont see fireball nuking someone to death as...rewarding. I see taking their hard earned items as rewarding.
The ONLY catch, as ive said a few times here...
If you are going to do Full PVP w/full loot drop (Note: Hopefully with damage implemented.Its in an earlier post of mine) then you MUST! Abosuletly MUST give players a way to store things securely in some way.
Its a counterbalance, one cannot exist without the other.



That is a problem. A big one.
And i dont think you said it right.. I believe it is supposed to be 'no one is very successful for very long without alot of hard work'

Yeh theres gonna have to be some way to even it all out. People born in cities and all of that, not just vault dwellers.
And dont ya think by NOW all the dang vaults would be open? Sheesh.
If i was more awake right now id comment more on this. But for the most part, i agree with ya.



Rommel your idea for that quest is vicious and i love it.
But i do believe you will eventually see everyone in power armor, its destiny to want whats best.
Then...while they are admiring themselves and fiddling with their tiny pricks...they get ganked by a group o folks wearing leather or metal armor and ooo noes their power armor drops. Aww well, thus is balance.
Which will balance it out cause people will start to NOT wear it, especially when solo, because they dont want to loose it.
Its funny how that works. Even when someone has access to the best gear, they seldom use it unless there is a good reason (atleast in a full loot drop pvp system).

Some sort of leveling system that isnt grind grind grind needs to be done.
Honestly, grinding goes back to static mobs which i hate.
I love dynamic mobs.
I dont know how many of you here ever played SWG, or WISH (Go google that one), but both had dynamic mobs (WISH moreso). You wanted to go kill a bunch of goblins for xp and loot? Great..go find them. Oh and they live in this area...here (the size of LA) and roam continuously, so enjoy tracking em down before you can kill em.

As for doing extraordinary feats. Realize that once guy A does it, guy B is gonna see he did it (Somehow.) and want to know how to do said extraordinary feat. By the time guy Z has done said extraordinary feat..its no longer extraordinary yaknow?



Basically..heres what ive come to think after all of that funness:
1)Maybe houses be bad. Ok i can deal with that.
2)I still believe some sort of secure storage is needed. I like the idea of survivalist type caches (Described above).
3)If there are any banks..they shouldnt be connected ala WoW/EQ/etc. They should be stand alone.
4)Full PVP with Full Loot drop is a must.

~Vac Image
User avatar
Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Thu Apr 30, 2009 1:13 pm

Wanted to give yall some graphical ideas:
First off..a weapons cache using a simple cooler, but its effective. This is exactly what i was talking about:
Image
Didnt want to edit my above, already really long, post.

~Vac Image
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Thu Apr 30, 2009 2:03 pm

I will try to remember all what i sugestet like Vactet say pleace forgive me if some of the ideas wich i write before are not in the post !

1. crafting - its the most important part of the game (my opinion ) - it must be litle harder (not everyone become a good crafter and if you want to be a crafter you must forget to make that alt a battle ready toon ) that means like the original fallout you have points to spare for diferent skills and you must place them in the category where you want to develop your crafter (armorsmith , weaponsmith , chemist , farmer , coock and e.c. ) - everyone craft profesion depends to others like weaponsmith for make ammo he need a few thengs from other profs like gunpowder , for armorsmith he needs leather to makes leather armor and we reach the point diferent resourses but if the resourses dont have diferent quality and stats it will be simple and all crafted stuff will be the same therefore must be diferesnt stats ont them like leathe quality , how soft or soft is it and e.c. from that point the crafters can experement and make diferent armors with diferent stats and players can choose what will be more acceteble for there stile of playing.

about mods for the guns and armours - yes but they must be limited from the point that you cant attach them if you are not a crafter at that prof.
The other thing which i thing is important that must be the stuff must have a limited numbers of repairs (to have endless trade in the game ) and that will be linked from the quality of the resourses from that are crafted .

For the schemes of the items - there will be 2 kinds - 1st one simple you can learn them from books , other players and and even you can gain them by recive from the perks when you gain them or learn them (i will return on the perks later) , 2nd type - complex items - you can learn them when you deconstruct item from that kind and they must most hardest to made ( like plasma rifle , gatling laser , power armor and e.c.)

2. Housing - there must open house placing - not instance housing - that will give option to start a guild villages - they will look more like junktown from fallout 1 , den and broken hills from fallout 2 - the players can place houses (where they can place a vendors if they are traders ) , cantinas and other nesesery buildings .

Your personal house you can use like store for your items( like SWG that was a realy nice idea used there) and place where you can log off without charge for the time you are off and not be scare that you can be radiated or poisened or even killed by raiders or some beasts ( that will be a realy nice - and worst thing if you log in cantina or gambling place (casino) you can robbed - hehehe )

cantinas - very important places - only there you can place a note that you are need help and you gathering people for a quest ( Notes not a chanel where everyone spams - REMEMBER THAT) , you can recive some buffs from drinks and entertainers (again one good idea from SWG) .

Hotels - where you can log if your house is too far away) - they can be combined with cantinas and casinos - but they will take much more points from the points you can use for your houses (they must be limited ) and the taxes from the game will be higher

3. Gameplay - lvling system , perks , exp gain and loot .
a) lvling system - i think the lvling system in original games was perfect - only thing which will be nesesery to be added few more skills for the craft and other profs .
b) perks - that is most interesting idea wich i have - they must be learn by buying them from NPC trainers (but they must be rare and must have only one or two max 3 perks , or you can learn them from other player but to learn a perk you must spend lvl points ( You must not spend them all of them on skills ) and depends from the importants of the perk you will need diferent number of skill points and diferent price on them .
c) experience - it must be equal by grind and quest gain - if you dont want yo make quests you can gain lvl by grind (fight or craft ) that will give the game wide choises to play .
d) loot - I call it loot for short but that will be very important thing in the game - no you dont need unique items in the game exept power armor maybe but you will need to scavenge the old vaults and other places for items nesesery for the craft even you can get a good gun without paying money for it ,but the best items must be crafted.

And one last thing there must be a choise only for the race and from where you will start from the vault or from the upper world ( example if decide to start from a vault you must be a human - you will have higher intelligence and charisma , but if you start from the upper world you will start with higher agility and strength ) and every race will have unique perk from the begining (example if you whant to start as a ghoul ypu will have rad resistant which will give you opurtunity to go in places where humans at low and medium lvl cant go and even high lvl humans must be prepared for big dose radiation and will need to spen money to medics (doctors with clinics in a city (another profesion ) ) .

that is what i can remember what i posted before and again please forgive me for my poor english .
User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Thu Apr 30, 2009 1:27 am

More useless thoughts and non contribution lol.

Fallout has always been a "you vs everyone else" feel. It was a single player experience, you were sent to the wastelads on quests. Building an MMO with that same feel would be "unpossible" ;) However, lets advance the timeline a bit, say 100 years. Now people are leaving vaults and exploring more, rad levels dropping a bit. Former cities are starting to become inhabitable again and people are procreating. This would be an easy way for the devs to explain how all of the sudden people are everywhere.

1) They have to live somewhere. Be it taking back the cities or in the vaults. This immediatly gives the devs an easy way to incorporate housing, hotel rooms, apartments, houses, office buildings, vault cubes etc. Each door basically leading to an instance. Rooms can have cabinets for storage, bigger places available to purchase, even clan or guild housing with multi-rooms. Personally I think that having to go out and find a structure in the wastes is anti-social, leads to having to spend 30 mins to go drop items or get gear, and is a horrible inconvience. People need centralised places to meet, gather, and have quick access to storage. I too have played several MMOs and having a home 30-40 minues away was a nightmare. You basically penalize anyone that doesnt start the game the minute it launches because all the close and desireable locations will be immediately claimed or built on.

2) Customizable items. I hope we have the ability to dye clothes, armor, change stocks, add scopes, supressors etc. I agree that seeing the same toon with a different name gets old and you rapidly lose individuality. I think makeshift weapons and armor could provide a huge variety of looks.

3) Combat optional. I wholeheartedly support this. There will be people that want to avoid combat and by all means lets let them be the scientists, R&D crews, Doctors, crafters and the like. They should be able to level by researching items, breaking items down, building new ones, creating makeshift weapons, etc.

4) Limited number of char slots. 1 per server works for me, but I know not everyone feels the same. My problem with 5 or 10 is that people will level thier main, then level supporting toons and that allows them to bypass the need to interact with others. "Sec, gonna switch to my Scientist so I can re-engineer that laser BRB"

5) Facilities. Lets face it, nearly everything was destroyed. But not all of it. There will be factories, mining facilities, science centers, hospitals etc that while not in great condition can be of use. I think that allowing guilds/clans to "own" these facilities can add a huge component to the game. They should be able to be attacked, defended, controlled by guilds/clans/alliances giving those that own the facility access to bonuses related to the type. Example, a mining facility gives bonus to creating metals, or gathering resources in the area, factories giving a bonus to build qualities for weapons and armor, medical giving a bonus to the creation of drugs or stims, R&D facilities giving a bonus to engineers that are trying to learn how to create blueprints so new items and armor can be made.

When I mentioned this idea before someone mentioned that it should be faction owned... the problem there is that everyone on a particular "side" will get the bonues wether or not they participated in gaining controll, if thats the case then why should a dedicated few be responsible for the unwillingness of everyone else. If you are in a guild/clan that owns a factory and your crafters are turning out higher quality items, weapons, armor your clan/guild should benefit after all it was your crew that fought for it.

So how would this work? Clan A finds a factory and has thier security specalist rewire the facilities system to recognize the clans ID tags. This flags the facility with that clan owning it. That clan can hire NPC guards, sentries, patrolls, placeable turrets. So now it's owned and defenses are in place. They tell thier crafters to get to work. Crafters come and get a bonus to thier skills and start making better gear for the clan or for sale by the clan.

Clan B sees that Clan A is getting cool stuff and they now have a need to own that factory. So they gather thier members, leader devises a strategy and they head off to battle. NPC Patrol comes under fire and sends a message to Clan A "Help were under attack!" Clan A beats feet post haste to defend thier factory. Voila instant PvP. Clan B is laying seige to the facility and a battle ensues for the next 1-2 hours. Clan B eventually wears out Clan A's resources, all the NPCs have been killed and Clan A isn't willing to spend more or has no more available to buy. Clan B finally surges and overruns the facility and has thier engineer rewire the securiety system to read thier clan ID and ownership transfers.

What's happened? You have a dynamic PvP setting that will provide for unique and fun challenges. You have a goal and benefit. You have a reason to band together with others. Social interaction, confrontation, treaties, alliances, intrigue, double crossing, etc. This taps into the "freedom" of Fallout.

But I don't want to PvP. That's cool, hopefully you can align your non PvP clan/guild with one that does PvP and they may let you and your crew get access to the facility by allowing your IDs to be read too. This creates the aformentioned alliances, beneficial reltaionships, and dynamic interaction. Besides there's always running quests and raids for nice gear.

6) SPECIAL Classless FTW. Just like in the original Fallout games SPECIAL should reflect the Attirbutes and be capped at a certain number of points to allocate. Those attibutes should modify the skills that you choose giving bonues to those that your attributes favor. If my toon is incredibly smart he probably wont be able to lift a gatling gun. Going classless allows more customization certainly but it should not be limitless. If you want to be a Jack of All Trades then fine, distribute your SPECIAL points evenly but get no bonus modifiers to any skills and realize you may be able to do a little of everything but you wont be able to to anything well. Leveling should give you a set number of skill points to distribute and at certain levels you should get "perks" that relate to your Attributes/skills.

I'm going to don my fire resistant suit as I'm sure the flaming is coming :) Remember...you can't spell slaughter without laughter.
User avatar
Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Thu Apr 30, 2009 1:58 am



Well, unless this is a once per server quest then what is going to stop people from just doing it again for someone else? Even if you have a lockout time on how soon you can redo it, in a few weeks or months then you will have many more suits of power armor. And how do you determine who gets it? Let's say it is instanced like WoW and your 'clan' or whatever gets a power armor.. does another 'clan' not get an opportunity to do so?

How do you limit quests to make it rare while at the same time give more than one super dedicated group that can play 24/7 the chance to get it?

And who is going to want to play a game where only 1 or 2 people can have power armor and be virtual gods while you are scrapping by in a leather jacket and a knife with no hope of ever reaching that level?

In MMOs people want to be the hero. No one wants to be the junkie, except for a few wacky roleplayers.




Which is exactly the direction I don't think they should go. It goes from 'Fallout' to sci-fi with potholes at that point. What would separate it from any other generic futuristic game then? Other than some backstory about vaults and power armor. Fallout 2 was already over the line as far as civilization on the mend, so much so that VB was going to have to shoehorn in a war to thin the population and destroy some cities to try and recapture that desolate vibe.

I know that your idea is what is likely to occur to help explain it, but I think the implementation of that could destroy what made Fallout so great. At least to me.
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Thu Apr 30, 2009 12:29 am



Not trying to be argumentative but whats the point in an MMO that doesn't allow for a large number of players? Remember...you can't spell slaughter without laughter.
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm


Return to Othor Games