» Fri Jul 03, 2009 1:12 pm
Well... You said it's okay... Sorry for flooding the area. Just a copy of what I've written before:
S.P.E.C.I.A.L.
That system is a great thing. Three stat describe physique and three mentality. Strength, Endurance, Agility - abilities of a body, Charisma, Intelligence, Perception, - describes mental abilities. The only question I have no answer for, what is Charisma for in MMO. It makes no sense to me, honestly. Maybe anyone has an idea? I mean, whenever you deal with other players in MMO, it's personality of a player that will work in this situation. And I see fallout online as a tactic oriented game, it's not like high charisma is going to stop bullets, right? Maybe it should be a sort of a controller character in game? A warleader, a trader, who'd stop panics and cause panics, all connected to Charisma.
CLONING
Cloning explains quite a few things. For example, why everybody is equally gifted at the beginning? I.e. everybody have same number of S.P.E.C.I.A.L points? Scientist improved DNA of every clone as much as possible, and only natural limitation doesn't let everybody have all stats at 'Heroic' level.
There are Stim Packs, who cause regeneration fast, well, why doesn't it let cloning be, with all the autodocs and computers out there. Cloning and recovering shouldn't be free. You go to a city, you make a backup of yourself and then go out into the wild. Of course, the more skills you learn, the more expensive it gets. And if you bought an 'insurance' you get cloned if you die.
CHARACTER DEATH
Aren't you tired of showering somebody with bullets before they die? I vote for getting the game a bit closer to realism, assuming of course Combat Armor and Power Armor could exist in reality. One bullet per head, vital organ, or leaving a wound which should be healed to do not cause character death. More wounds, worse wounds, faster deaths. And yeah, it is harsh, but Fallout 2 world aren't for sissies. Take cover, take care of your medic, and you'll be fine. Who stands in the open under fire withough modified power armor? After all about 80% of ammo doesn't hit any significant target in real war.
And yes, you should lose all your belongings when you die (including implants (hello EVE). If there's no friends to recover them, or if you come back and take them praying no one took your Dragunov SVD. This should boost in game economy as well.
Do you remember Wonamingo in Redding mines? And that cave where suspicious pile of rocks was. I wasted a lot of dinamyte there, hoping to get into crashed alien spacecraft. I think that thing should have been recovered and give Brotherhood of Steel some technologies including cloning. Yes, it is already used in another, but I think of none of other way to deal with character death.
CHARACTER DEVELOPMENT
How do you avoid newbie bashing? Make them kids! Yep. You start as a little boy and girl and while you go through temple of trials or whatever training ground you go through, and while you explore cities and nearby hunting grounds trying to get some small gecko and not to be eaten by bigger one - no other player can kill you. For particularly offensive kids there should be a silence button, (wish we had those on real kids) turning their talking in gibberish.
Ultima Online had limited number of points you could spend on training skills. Thus 'high level' was reffered as 7GM - That means he trained seven skills to Grand Master - 100, and spent 700 points on skills. Fallout Online should give a player same 700 points. You spend them any way you can. You want a 300% Small Arms skill? Not a big problem, use 100 of first 100% 200 on second 100% and 300 on last 300%. You'll be super-uber-fast sniper, killing a bird with single fart, but otherwise you can't do anything! Well, maybe sneaking 100% for last of 700 points.
Why to give such limit? That would put casual players and hardcoe gamers on same level. A hardcoe guild will, after all, form a pack with one is 300% shooter, another is 300% medic, and so on. They'll play together and get what they want. Casual player will be more universal and but not as skilled, fighting group of casual players against hardcoe players have roughtly same amount of skillpoints in use.
Saving a clone above 700 points should rise the price drastically.
CHARACTER EQUIPMENT
Belts, holsters, backpack, limited carriage capacity, using only what's needed. Water, food, medical equipment, weapons, ammo, tools, loot. That's all you can take with you without getting tired every half of a mile. That is if you don't have a car. Better holsters, better combat vests give you more space for ammo clips, handguns and such.
ECONOMY
Production, reproduction, saluaging, mining, crafting, making food, it's all necessary, especially when dealing with defeating other players. Economics is strong power of any game, I miss the part since having a Toxic Factory in Ultima Online, producing lethal poison at industrial scale.
The use of guns is necerssary, and guns need ammo, and guns need to be maintained, and that leads us to weapon engineers, who need materials, and that leads us to saluaging. If process is somewhere between what happened between Fallout 1 and Fallout 2, then you remember the attempts of people to rebuild their lives and have seen cabbage, brahmin farms, weat farms, and other things, mines.
Fallout is about survival. All means necessary, uncluding destroying competition. Resourses are required, the chokepoints of PvP or quests are places of resources, Oil rigs, mining straps, uran mines, farms, power plants, water purifiers. Let's say there's a Vault City faction, and if players complete quests for them, or take control over an oil rig or a mine in Redding then Vault City benefits from having those sources, more goods at the stores and so on. Or a guild or a group, not associated with vault City takes control over that rig and benefits from trading goods with everyone who pays.
But there will always be a non-player or mix of non-player and player character factions, who will spawn somewhere and enter the universe and head towards that forsaken oil rig and attack it. Not just poof from somewhere, but coming from some place and the longer a faction keeps a key point in control the havier are the attacks. If they can keep it at the maximum of their level - great, but then other player character will absolutely like to join next wave and help NPC to get their part of valuables. If they destroy the attackers on their way there, it's even better.
I know it's too long already so I'll put other parts for critique later. Fallout? What Fallout? (Live in Russia Dem.jpg