Will this game include Jobs/Crafting/Non Combat Roles?

Post » Fri Aug 14, 2009 9:59 pm

I would like it if the possibility existed.

To state it simply I'd like to know what its like to be the NPC in the Fallout games. Having to worry about keeping the bar supplied, maybe arguing with another player over the price of whiskey they're trying to sell me and haggling, hiring a bouncer to deal with the bad eggs. The whiskey dealer has to go and loot, but since his skills would be more towards inter-personal than anti-personal he'd need people to escort him. The raiders outside the towns could live off of the player formed caravans.

The military situation should make sense though. I think the game would not be fun if everyone was overpowered and if guns and fighting are that commonplace. People who are more oriented towards combat could have shifting SPECIAL values based on the types of engagements, armor, weapons, or fighting styles they used. They should not be able to collect resources though, to balance out the need for an economic base.

People who are more oriented towards economic action should be the ones able to loot, craft, sell items, own property, with the exception that they can't use weapons. Maybe this would force something similar to capitalism to occur in the game, small corporations of individuals who would use their money to pay the subsistence of an armed class to protect and expand upon that property.

After all, most groups/factions/whatever in the lore are protecting the trade or trying to take over areas of it, without the traders there's no use to a town since no one gets paid.

I think the game should reward specialized jobs, or people who create something rather than just making us the perpetual destroyers of each other and the game world, supplied by NPCs who don't voice realistic concerns as to what's going on. It'd be interesting to be any possible role in the fallout universe, even one you invent.

I want to sell crispy iguanas-on-a-stick, will it be possible?
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adame
 
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Post » Fri Aug 14, 2009 2:45 pm

but if the traders cant have guns and all the gun welding guards turn and kill all the traders in town then have there own traders come in after they kill all that traders and steal every thing then how could the game work right Image
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Sharra Llenos
 
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Post » Fri Aug 14, 2009 8:44 pm


Well the only reason I could think of why I would do that would be so my faction could take control so that would be war which we all know never changes
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BethanyRhain
 
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Post » Sat Aug 15, 2009 2:58 am

in the end no one could play the game once one major faction got contrule Image
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Stephy Beck
 
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Post » Fri Aug 14, 2009 12:03 pm


Well the only reason I could think of why I would do that would be so my faction could take control so that would be war which we all know never changes

Why would you want to kill the traders? That would only get you hated by everyone, traders wouldn't want to trade with you (in this case, you is your faction/guild), other factions would shut down their trade with you most likely and everyone connected with the trading guild would most certainly start to hate you.

Sure you could kill off the traders and steal everything they have but you will only have a short moment of glory, the aftermath will be very bitter.

So yes, the only intelligent way to use this tactics is when you are at war with another faction and you want to cripple their trading routes, but as I said, everyone connected to those traders will not be pleased.


But also, if something like that would be implemented, it could always be tweaked a bit to balance things out, like NPC caravan/trader guards, a joint-reputation system for members of a guild, like the guild decides to kill off a bunch of traders, then everyone in the guild participating in this will have negative reputation effect from a whole bunch of factions. Image
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Sarah MacLeod
 
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Post » Fri Aug 14, 2009 1:00 pm

thats why it wouldnt work but every one would be worried about geting killed since the traders cant fight back,

hopefuly they wont make it so people have to pick betwen fighting and being able to loot Image
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Sabrina Steige
 
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Post » Sat Aug 15, 2009 1:07 am



But the traders would ofc be guarded, in caravans they have caravan guards and in towns it would be the city guards that would protect them.

And even so they could just make it so traders have all their stuff locked up somewhere, meaning that killing off a trader would just mean that you would get the things the trader has on him atm. Image
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Rachael
 
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Post » Fri Aug 14, 2009 6:42 pm

I pretty much agree with the OP. For instance, I want to be a courier. I'll have a revolver and a sawn-off in case of trouble, but I'll mostly be focused on getting away and getting the package to safety. After all, if you were tasked with precious cargo, would you stand and finish the fight? I would use my light-armor speed bonus to seek the safety of a boulder cluster, and slip on a stealth boy. Then I could either flee... or put a well-placed shotgun blast in the back of my opponents head. I put the 'Skill' in 'Kill.'
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Rhysa Hughes
 
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Post » Fri Aug 14, 2009 10:26 pm



But the traders would ofc be guarded, in caravans they have caravan guards and in towns it would be the city guards that would protect them.

And even so they could just make it so traders have all their stuff locked up somewhere, meaning that killing off a trader would just mean that you would get the things the trader has on him atm.

im ignorent of ofc and the like spellings, so please speak with full words untill i get used to it,

but any way, if the guards the trader higherd wanted to kill him and just take his stuff since he cant fight back, that being with every trader, there wouldnt be much of a fight, and as a lot of combat players would find it would make easy targets, and a courier is some one who moves goods to another person from one place to the next to get paid, a trader is a person who moves goods to another person from one place to the next to get paid. so sorry, you dont get your gun when you get jumped by a death claw.


it would push a lot of gamers away if they had to eather do one or the other and cant do what the fallout games do. KILL AND LOOT Image
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Tamara Dost
 
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Post » Fri Aug 14, 2009 11:15 pm



(ofc = of course)

but the NPC (non-player characters) wouldn't turn on the caravans, they would be programmed never to turn on them and there would be no sense for everyone to try and kill of the traders if there is a reputation system, if they would kill off the traders the players who did it would get negative karma with the (every?) trading faction and the factions that are allies with those traders.

You shouldn't just be able to kill them off and then go away with no negative side effects and even so, you can fix this by just locking the goods in some other place, so if you kill a trader you can only loot his personal stuff, but not his goods since those are locked inside a very secure and heavy/stationary strongbox, that would also make killing traders completely useless. Image
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Taylah Illies
 
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Post » Fri Aug 14, 2009 4:29 pm

i get the karma thing said it befor in a nother way as bounty hunters would be alerted to who you are on a bo0unty board, and if the traders only have personal stuff on them how will they get goods from one city to another if they arnt bringing it with them?

and im going to post a rant of renco if you want to look at if after i eat, it will hold all my ideas as they come to me.

and we will see if cris likes the ideas, some are ok others need work and some are a good mash up of mmo's ive played and seen Image
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Kitana Lucas
 
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Post » Fri Aug 14, 2009 10:26 pm

Well normally traders get their goods via caravans and they in turn are heavily guarded. Image
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sarah
 
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Post » Fri Aug 14, 2009 7:47 pm

but hitting a heavy guarded carvan fast by having many players walk next to them at lest 4 to one guard can take out all of them pretty fast, and it would profit there factuion by taking from the others, and if no one exsapces combat alive on the traders side how can they warn there faction who attacked them?

yea they would lose karma but untill one got away i dont think they would be banned from using the others factions goods and traders the instent they attacked. Image
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Krista Belle Davis
 
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Post » Sat Aug 15, 2009 4:48 am



Not instantly. But once word gets out to allies that your caravans are being sacked by raiders, it's your responsibility to help. Maybe a special item such as bandanna mask (yes, like RDR) which could hide you and your factions identity for a time? Its effects would be invalidated when you died, however, so the defenders could search the bodies and find out the faction responsible? THEN you have the boycotting and wars and stuff like that. I put the 'Skill' in 'Kill.'
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Brittany Abner
 
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