May 17, 2024, 05:57:30 pm
Username:

Password:

Topic: Lost Dutchman's Mine  (Read 2165 times)

Chosen One

  • Posts: 1051
  • Ya. Really Me. Want More Than That, PAY ASSHOLE!
    • View Profile
    • Ten Thousand Maniacs®
Lost Dutchman's Mine
« on: September 13, 2015, 07:34:52 am »
This is "real" history of the CA/NV/UT history......
In the 1800's, the Peralta family build a gold mine. In the 1840's the family was massacred.
Their gold sat in the mine, forgotten.
In the 1870's, a Dutch settler found the mine (or the cache, or whatever), but then he died as well (duh, he got murdered as well).

So..... go to a one of a few mine foremen (Dangerous Dan), give him plenty of money (350,000) and he'll give you a map to a gold mine (at least 3,000), but- BE WARNED.
En route there, you will encounter robbers, bandits, 80's, slavers.........
If you make it there, you WILL face tribals.
If you fight your way through that shit, you will face random attacks by tribals, hunting parties, slavers, 80's, and just about any raider you can name.

For what MIGHT be an empty mine (in which case you can get the money back).

Other loot:
The mine will have some random shit that can't be used, can be sold for a few caps, and is never seen usually- I was thinking (lol!) a GECK or a water chip.

Best of all- NO NEW MAPS. Standard mine maps, just change the random encos ratio and add random attacks!

https://en.wikipedia.org/wiki/Lost_Dutchman%27s_Gold_Mine
Mika TAN, Nika NOIRE, Traci LORDS, KMart, Sand Nigger
Former Redding Miners Union member.


"Most women watch soaps- I play Fallout."

BACK TO THE FRONT! The Front Lines Are Everywhere...

jarok

  • Posts: 340
  • Howdy, partner.
    • View Profile
Re: Lost Dutchman's Mine
« Reply #1 on: September 13, 2015, 09:18:12 am »
+1 for new quests and pve content.
I'm badass and I will kick your asses.

Mad Matt

  • Posts: 1792
    • View Profile
Re: Lost Dutchman's Mine
« Reply #2 on: September 13, 2015, 09:48:27 am »
Could be nice feature...but, I think currently maps arent big enough to have such a great numbers of those murderers. Mine itself should have tougher guards than standard bandits. Some slags or something like that, more hp and better guns
GUN FOR HIRE


Arcanix

  • Guest
Re: Lost Dutchman's Mine
« Reply #3 on: September 13, 2015, 10:06:30 am »
Cool idea Chosen One. Very nice. Plenty of room on the world map for that.

If its empty 50% back. People like to gamble.  ;)

Henry

  • Wiki Administrator
  • Global Moderator
  • Posts: 857
  • Gravity is just a theory. Try Density.
    • View Profile
Re: Lost Dutchman's Mine
« Reply #4 on: September 13, 2015, 08:32:12 pm »
+1. 'nuff said.

killer1986chris

  • Posts: 409
  • May your death at my hands be painless.
    • View Profile
Re: Lost Dutchman's Mine
« Reply #5 on: September 14, 2015, 06:29:35 pm »
-1 mines are dead enough as is with the low price of private mines, you're just mad that Khans have taken to hitting you in Redding.

Mad Matt

  • Posts: 1792
    • View Profile
Re: Lost Dutchman's Mine
« Reply #6 on: September 14, 2015, 06:30:36 pm »
It's more like an idea for a quest than another mine...
GUN FOR HIRE


Frosty

  • Posts: 23
    • View Profile
Re: Lost Dutchman's Mine
« Reply #7 on: September 14, 2015, 06:34:00 pm »
Could be nice feature...but, I think currently maps arent big enough to have such a great numbers of those murderers. Mine itself should have tougher guards than standard bandits. Some slags or something like that, more hp and better guns

Play it out like a caravan, when you initiate the quest you get thrown on a course towards the mine and have encounters along the way. It'll have to allow distress signals though. Then you have two instances for the final fights (Inside and outside the mine) and periodic attacks from a more selective and dangerous table than is normal for random encounters.

Mad Matt

  • Posts: 1792
    • View Profile
Re: Lost Dutchman's Mine
« Reply #8 on: September 14, 2015, 06:36:40 pm »
Now it makes sense...
GUN FOR HIRE


Chosen One

  • Posts: 1051
  • Ya. Really Me. Want More Than That, PAY ASSHOLE!
    • View Profile
    • Ten Thousand Maniacs®
Re: Lost Dutchman's Mine
« Reply #9 on: September 14, 2015, 11:00:09 pm »
It's more like an idea for a quest than another mine...
Well now hold onto that thought.......
What if instead of nuggets you got bars? That's what the legend tells us is there anyways, it'd be easier to collect, AND if gold bars have no commercial value then you could be "hired" to travel to the mine, collect the bars, travel back.

Not sure how doable this is but.......
Dan or Marge hires you, telling you only that "the mine" is in grid (whatever). You have to go there and start entering encos.
One with a few bandits (4?) will have a cave. Enter the cave, find more bandits. Kill them all. Now you can safely exit the enco, it'll show up as red on your worldmap.
Get your slaves/cars/fuck buddy, collect the gold bars, deliver them to your client, collect your reward(s).
Then, maybe it could be repeatable; "Got any work" "Interesting you should ask, see, there's this mine we lost contact with. It's in grid x:y. We assume bandits, but who knows." (Dan will probably drop an F bomb in there.)
And AWAY YOU GO!
« Last Edit: September 16, 2015, 05:14:54 pm by Chosen One »
Mika TAN, Nika NOIRE, Traci LORDS, KMart, Sand Nigger
Former Redding Miners Union member.


"Most women watch soaps- I play Fallout."

BACK TO THE FRONT! The Front Lines Are Everywhere...