FOnline: Reloaded

Development => Suggestions => Topic started by: Celard on March 30, 2014, 12:55:46 pm

Title: [perk] Robotics
Post by: Celard on March 30, 2014, 12:55:46 pm
Requirements: High inteligence 8, 9 or even 10 !!!!, high skill science or repair (waiting for proposition)

rank 1 - increase dmg to robots and something with repair for example collecting robot parts from dead robots or crafting robo parts

rank 2 - you can craft robots and turrets (like there was said in this thead: http://forum.fonline-reloaded.net/index.php?topic=1509.0)

Crafting of robots should be mix of container, base building and still. You craft contianer ,,robot construction site", lay it on ground like regular container. Put the part in ,,robot construction" container and use science/repair and wait some time.

robots can be fixed if killed
They do not respawn like companions
healing them require tools and repair skill
mister handy and brainbot can work like slave
you can have only 1 or 2 robots. I dont know how it might works with party points. Please post your ideas (to establish)
player might sell robots

Question 0: Possible or not possible?
Question 1: What do you think?
Question 2: How much resources you think might be needed to craft each robot?
Question 3: What with party points ect?
Question 4: Types of robots and rareness of they parts. Mister handy common, brainbot and war robots rare?
Question 5: Maybe robots need fuel to work?

If this suggestion pass there will be 2 monthly fasion on robots...
Title: Re: [perk] Robotics
Post by: BB. on March 30, 2014, 01:03:57 pm
Another alt to fastrelog with? ::)
Title: Re: [perk] Robotics
Post by: Celard on March 30, 2014, 01:25:09 pm
Another alt to fastrelog with? ::)

yep. We must think how to make robots to not to be so cool and be only a ,,relish" for those who wants
Title: Re: [perk] Robotics
Post by: Chosen One on March 30, 2014, 04:16:59 pm
Instead of still how about working generator?
Title: Re: [perk] Robotics
Post by: seldanor on March 30, 2014, 06:58:10 pm
This perk is cheat because need intelligence for special, intelligence is very utile but a compagnion need the charisme and charsime is bad.

  Sorry I'm very mad in english.
Title: Re: [perk] Robotics
Post by: Troll on March 30, 2014, 10:08:36 pm
Quote
This perk is cheat because need intelligence for special, intelligence is very utile but a compagnion need the charisme and charsime is bad.

  Sorry I'm very mad in english.

NON NON NON, la c'est pas possible, ça ne veut rien dire.


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increase dmg to robots

EMP 12 ga shells  :)

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robots can be fixed if killed

Maybe a limited amount of times; and stolen if a guy kills you and the robot and then repair it!

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Question 1: What do you think?

This is nice, if not OP like followers

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Question 2: How much resources you think might be needed to craft each robot?

Depending on its power

-1 fuel cell controller
-x metal parts, GMP
-x electronic parts
-x alloys, HQA

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Question 3: What with party points ect?


Maybe having some special robots party points based on intelligence
5 inte = 1 weak robot
8 inte = 2 weak robot/1 strong
10 inte = 2 strong

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Question 4: Types of robots and rareness of they parts. Mister handy common, brainbot and war robots rare?

Not more rare, but much harder to make

75 science+repair for hth bot (x=10)
90 for Mr handy (x=20)
110 for robobrain (x=15)
125 for the big combat robot (x=50)

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Question 5: Maybe robots need fuel to work?

Same as motion sensor, a science on the robot to check the fuel level, repair to refull with MFC/SEC
and battery capacity based on the robot power:
from 600 seconds to 1800 for exemple
Title: Re: [perk] Robotics
Post by: seldanor on March 31, 2014, 07:33:19 am
for crafting robot can use a Magnetic Field Targeting System

Je sais pas parler anglais et c'est pas de ma faute.
Title: Re: [perk] Robotics
Post by: Celard on March 31, 2014, 08:20:14 am
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... and stolen if a guy kills you and the robot and then repair it!

Great idea :D

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Maybe having some special robots party points based on intelligence
5 inte = 1 weak robot
8 inte = 2 weak robot/1 strong
10 inte = 2 strong

separate party points connected with inteligence is bad idea. This may cause to nobody will take charisma to have folowers, because it will be beter to chose inteligence and have MORE skill points per level and robot folowers. Robot might become to much popolar and it shoudnt be our goal because the folowers are the reoladed feature (on other fonline servers i know, charisma is useless).

For now if we want robot follower we can be supporter and ask for robot skin for companion, but its only a skin not connected with game mechanics :/ its still a human which you can heal with FA, have human DR ect. this does not have this coolines of having real robot

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Same as motion sensor, a science on the robot to check the fuel level, repair to refull with MFC/SEC
and battery capacity based on the robot power:
from 600 seconds to 1800 for exemple

really motion sensor work that way? I must to find my own and check :D if true its a good idea


Collecting robot parts is posible on TLA mk2 http://fonline.ru/wikien/index.php?title=Robot_parts
but iam not sure that our robots need it
Title: Re: [perk] Robotics
Post by: Kilgore on March 31, 2014, 01:59:40 pm
Crafting robots/turrets will be possible soon, we've got some interesting ideas and some features are already partially done.
Title: Re: [perk] Robotics
Post by: Celard on March 31, 2014, 05:13:11 pm
Instead of still how about working generator?

I mean the still mechanism: you put there fruits and wood than use ,,science". Appearance of ,,robot crafting site" might work as you said and there are some other graphics (for example broken mister handy from bunker, or simpler dead robot)

Crafting robots/turrets will be possible soon, we've got some interesting ideas and some features are already partially done.

hurray! :) In that case, can we still discuss this topic?
Title: Re: [perk] Robotics
Post by: GenericoScout on March 31, 2014, 06:21:43 pm
OMG OMG OMG ROBO followers!!!

But if they need Party points that ruins the fun, I want to use my army to ransack areas!!!
Title: Re: [perk] Robotics
Post by: Strike on March 31, 2014, 06:39:42 pm
Crafting robots/turrets will be possible soon, we've got some interesting ideas and some features are already partially done.
I have few things, I hope about this.

- Possible to craft robots as followers, not some base decoration like turrets.
- Robot followers should not use PP, not sure what they could use but PP is for living things and not for robots. Robots are for intelligent players who can maintain and upgrade them.

Spoiler: show
And I hope this isn't some april fool for tomorrow, as well for other things you post today.
Title: Re: [perk] Robotics
Post by: Chosen One on April 02, 2014, 04:55:50 am
OMG OMG OMG ROBO followers!!!

But if they need Party points that ruins the fun, I want to use my army to ransack areas!!!
I vote for Vault City. ;D
Title: Re: [perk] Robotics
Post by: Gorishimo on April 02, 2014, 10:04:41 am
This could be fun, if balanced right.

Some of you do not want them to use PP why not? are you not worried we will have a bunch of people running about with 3 companions and a bunch of robots? How fun will the game become if that becomes the new cookie cutter, the one man blob army.
Title: Re: [perk] Robotics
Post by: Celard on April 02, 2014, 10:29:00 am
This could be fun, if balanced right.

Some of you do not want them to use PP why not? are you not worried we will have a bunch of people running about with 3 companions and a bunch of robots? How fun will the game become if that becomes the new cookie cutter, the one man blob army.

There is 4 options:

-Robots use party points they are just another type of folowers (greater diversity) with some advantages and disadvantages (for exmaple "big war robot" skin animation can use only minigun and rocket laucher and i cant digg materials). Robots will be types of merks but do not need money, they can be created

-Robots have seperate party points (but as you said some players will be running with own army of hummans and robots)

-Robot needs maitance, fuel or something like that. It cant be conducted by any character with proper skills or just feed them fuel

-Robots are only for creators (but it is dull and force peaople to have more alts)
Title: Re: [perk] Robotics
Post by: Strike on April 02, 2014, 10:35:25 am
Some of you do not want them to use PP why not?
Robots are programmed, they don't have *real* feelings. Their leader is one who created them. And they fight, to the death.

Living things <-> Robots, not quite same thing.
Title: Re: [perk] Robotics
Post by: GenericoScout on April 02, 2014, 11:30:05 am
Honestly I think what'll happen is that the PP system will get used for the sake of balance.
And that they'll need regular maintenance and energy. Which makes sense.

At sierra there are robo bays for a reason.

Still I'd love to have a limitless supply of them around, even if I can only take 1-3 with me to areas.
Title: Re: [perk] Robotics
Post by: Celard on April 02, 2014, 12:15:58 pm
Slave have a weight limit after wipe so you need to visit them and ,,unload" (if private mine idea will stay)

Robo slave (mister handy and brain got) might need fuel (SEC or MFC) to work so they need to be refuel by player to dig more materials

This is almost the same. Player need to visit them to force them to work.

Still I'd love to have a limitless supply of them around, even if I can only take 1-3 with me to areas.

Possibility to stash "offline" robots in your base and possibility of theft them (like le troll said) is very good ideas!
Just talk to them and order them to logout.

Robot can be stolen only when dead and logout.
Title: Re: [perk] Robotics
Post by: Chosen One on April 04, 2014, 05:19:59 pm
Types of robots:
Maximize the types.
brainbots: small, cheap, weak, not much carry, nice for beginers. Can carry and dig. Can only run away (and will).
Mr handy: a little more capable, more expensive/difficult. Can carry more. Can only fight by melee.
T-51d: uses pa skins. Can dig as well as anything else. Can also fight (but only whoever's attacking it/you) using melee/pistols.
PA2: uses apa. Can do anything a T-51 can do, but is tougher. Can be used as a merc.
PA-3: frank Horigan skin. Much tougher still. No heavy weaps except laser rifle.
Warbot: the enclave combat robit. Very hard but can only kill kill kill, can only use heavy weaps.
turret: supremely hardened, self-repairing, can't move so can't dodge (really hard to miss, like automatic 99% hit). If you wanna take one on, better bring a team. With BIIIIG guns. And really good armor.

Each would have higher craft requirements; some junk and a few sec's  might get you a brainbot, but for a turret your talking adv. alloys, gmp's, refined uranium, it's gonna cost you.
Title: Re: [perk] Robotics
Post by: Celard on May 06, 2014, 09:52:34 pm
brainbots: Can only run away (and will).
T-51d: uses pa skins. Can dig as well as anything else. Can also fight (but only whoever's attacking it/you) using melee/pistols.
PA2: uses apa. Can do anything a T-51 can do, but is tougher. Can be used as a merc.
PA-3: frank Horigan skin. Much tougher still. No heavy weaps except laser rifle.

-1, sorry but i dislike your idea of self walking power armors. Maybe T-51d arent so bad but Frank skin its "to much" for me... Brainbots should have attack option because they can use weapons so why dont give the this option?

Engineer

Can control robots. Or take control of enemy robots/turrets.

I know that allowing use armed robots in PvP will cause the same what was with companions.
But something like scout robots(works like MS but with lower range can run independly of owner) or tank robots(just moving wall) or just cameras mounted somewhere.

Excelent idea from Corax: Moving walls robots - blockers. You can order them to stay in chosen place or hide behind them when they move. Thy can be something like "mobile sandbags" to block enemy sight or aim. They cant attack. They cant be knocked out ect. Massive machines

Sadly they require new animations... But they might be easy to make because they need only sequences: 6 views, 6 direction moves, 6 geting hit (same as standing but with some bullets efect) and one exploasion animations (or more but i think that one death animation will pass. Only the first frames of each exploasions animations might be difrent. They are walking baricade they need to be fully destroy)...

Also Corax mentioning something like drons but i dont know that its possible to make them...

Another crazy idea is to add mister handy ability to heal wounds? So it can be medical droid
Title: Re: [perk] Robotics
Post by: duh7 on June 01, 2014, 10:15:53 pm
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