Radiation: Weapons, Exposure, NPCs and more

Post » Tue Jul 14, 2009 12:40 am

Greetings all.

Radiation is one of my favorite elements of the Fallout series of game. It can present a wonderful environmental hazard of course and is the source of many wonders and dangers of the wasteland. Without radiation we wouldn't have things like radroaches, radscorpions and the like to torment us!

Radiation and the Environment: There should definitely be regions of the world in FOOL that have permanent radiation environmental effects. Unless you want to increase your rad count a lot in these areas, suitable protection and treatments will be necessary. Heck there should even be some areas that have lethal levels of radiation exposure, nearly requiring protection of some kind lest you suffer some horrible fate.

Naturally there should also be the possibility of temporary radiation effects in the environment. These could be generated by weapon effects, in-game events, objects, various creatures and so forth. These types of effects should linger for a certain duration before expiring.

Radiation and NPCs: If players are to be subject to the dangers of radiation, so too should creatures, NPCs and all MOBs. Naturally those entities with radiation resistance will have a better time dealing with these types of hazard, no less would be expected. However should some foolish otherwise normal human raider follow you into a lethal radiation zone, I would expect them to drop dead after a short time. Of course, depending on the sophistication of the AI or scripting, such entities may instead run the other way for fear of over-exposure.

Radiation and Weapons: Certain types of weapons should generate radiation as a side effect of their use. However I also think there should be some weapons that exist for the specific purpose of generating radiation spikes in order to cause lasting problems for ones enemies. In a world with so much fear of a thing, it would only be a matter of time IMO till folk capitalized on this notion in order to produce weapons to generate such effects. Image
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IsAiah AkA figgy
 
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Post » Tue Jul 14, 2009 7:01 am

I like the idea of NPCs being affected by radiation, it would be cool to see a dead scavenger in the distance, so you go running over to get his stuff just to find out he died because the area is heavily radiated... :ugeek: Give me an axe and point me towards the caribou, dinners on me.
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Benjamin Holz
 
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Post » Mon Jul 13, 2009 8:16 pm




I present, for your consideration... The ooze launcher! Imagine the green slime around the Gun Runners' strong hold in FO1. This is where you go to reload your weapon. This weapon would be a retrofitted flamer that instead would shoot a pressurized spray of radioactive green goo in a cone in front of you. Once your canisters of ammunition are empty you'd have to go scavenge up some more green goo from a nearby pool (Ooo, tradeskill tie-in). I can imagine that this weapon would be also somewhat dangerous to its' wielder. Carrying around large pressurized tanks of radioactive sludge will likely mean that you'll take on some rads when firing or perhaps even when carrying the weapon. I can also imagine that it would make a great addition to the "big guns" lineup in that it would be a good cover fire or close range weapon.
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stacy hamilton
 
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Post » Tue Jul 14, 2009 3:21 am

All great ideas, and ties into both the theme and the survival aspect of the game, plus a cool addition to combat ^_^

How about some radiation-mutated monsters?

My biggest worry would be seeing them bring in fission/fusion weapons in large scale amounts.
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Frank Firefly
 
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Post » Tue Jul 14, 2009 4:46 am

Yeah, actual nuclear weapons should be rare... or hard to construct at least if crafting is in.

Large mutated monsters would be a heck of a lot of fun. Would give something for groups to do out in the Wasteland. Heck, they could also be great threats for communities and settlements if they wandered too close. Nothing Godzilla large mind you, but extra-large radscorpians, super mutants and other things would be nice to see. Image
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Gaelle Courant
 
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Post » Tue Jul 14, 2009 2:08 am

Assuming there were zoos in the fallout world pre-holocaust I would think that for boss monsters you could mutate just about any big zoo animal like a gorilla or elephant and then have that in the game as a special critter. This would have to be a significantly rare animal though I would think. It's not like Zoos have huge populations of each animal around. So... ghoul rhino as a boss?

Reguarding nuclear type weapons, I find any kind of personal nuclear bomb launcher kind of ridiculous, even for a Fallout game. Unexploded nuclear bombs occasionally scattered out in the wasteland would be fine, but nothing you'd even remotely be able to carry around with you.
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Jimmie Allen
 
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Post » Tue Jul 14, 2009 5:19 am

huh... perhaps some monsters may mutate on the spot into something stronger if they get to much rads, a kind of 'hidden mini boss' thing
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BrEezy Baby
 
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Post » Mon Jul 13, 2009 11:13 pm



Hideous idea... I love it. :twisted:

Depending on the scope of FOOL (size, number of regions, etc.) there is certainly a possibility for new kinds of creatures. Naturally a lot of folk, myself included, may want to see FOOL versions of the existing bestiary, but there is always room for more hideous things IMO. Image
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Russell Davies
 
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Post » Mon Jul 13, 2009 5:45 pm


FO3, the Fat Man, fires Mini Nukes.
http://fallout.wikia.com/wiki/Fat_Man Spelleng es fer nubes
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Robert
 
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Post » Tue Jul 14, 2009 7:07 am

meh, the mininukes are not that nukyish, they just give of a mushroom cloud and give off a very small radiation afterwards. Think they are somewhat as effective as a C4 brick. Image
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GRAEME
 
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