April 29, 2024, 11:43:51 am
Username:

Password:

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Corosive

Pages: 1 ... 46 47 [48] 49
706
Suggestions / Re: Got a new Job suggestion?
« on: February 03, 2015, 02:27:03 am »
10 bucks? To manhandle all that green? I think my character is worth more than a few caps. Make it 250 and not a penny more! I'm not that good.

707
Suggestions / Got a new Job suggestion?
« on: February 03, 2015, 01:36:37 am »
Got any ideas for any new jobs? A Job basically implies a repeatable quest with or without a cool down. So it could be anything at all, from selling drugs to collecting random items, to shoveling shit or unloading crates. So if you've got a good idea let us know! A good job should make players feel like they're a part of the world, since you are after all, just another wastelander. We want you to feel like a wastelander. We want you doing wastelander things.

Here's a list of the current jobs: http://www.fonline-reloaded.net/wiki/index.php?title=Jobs
 
Got any ideas of your own? Post away!

EDIT: I removed my original ideas. It's time. For the record, I read your posts. I might not always comment, but you will be surprised what I've done with them.

708
Suggestions / Re: Improve the trains.
« on: January 02, 2014, 06:34:15 pm »
trains are useless because they don't run often enough and the caps can be hard to find spur of the moment If you end up at a train station without planning it. I think you should add an ability to buy more than one use at a time and not require a ticket (if you buy a bigger package, keep tickets for single use) maybe you can buy a badge (stays on your shirt so no item in inv) that symbolizes you can ride the train for 1 month or something. Then noobs can spend 1000 caps and get a train ride for a whole week, even if they die (the badge stays on you until expired)

I really think the train feature is cool but it just doesn't run often enough. Every 2 hours is crap when Caravans run off the same schedule more or less, every 30 min for a train would be PERFECT.

709
Closed suggestions / Re: Companion camping
« on: January 02, 2014, 05:03:33 am »
Can we just make companion camping an offense? Not necessarily a bannable offense, but give them a trait named "Loser" which is like the Loner trait except without the +10% exp gain.

While it sounds appropriate, I don't think it would stop assholes like SkyX though. I vote for the level requirement.

been thinking about it for a while today and a level requirement would solve this problem.

710
Closed suggestions / Re: Remove Vault City Night Restrictions
« on: January 02, 2014, 01:56:20 am »
just add a guard that will teleport you to the outside of the gates, geez its night time go somewhere else lol or join the faction.

711
Closed suggestions / Re: New caravans
« on: January 02, 2014, 01:45:47 am »
how about

SF >GUNRUN >RENO >DEN >VC >NCR >SF 

make for a long caravan, I really can't say much about this tho, kind of new to this caravan thing, but I love it so far. You just need more, really easy ones, really hard ones, etc. Add some sleazy caravans too, one's full of drugs in a sense, so they go from Den to Reno to Raiders to Hub and back, etc

Den > Reno > Raiders > HUB

VC> Reno >Redding >Den >VC

JunkT >Reno >Broken Hills> JunkT

Klamath> Modoc >VC >Klamath

Raiders >SF >Raiders

VC > SF >VC

You gotta think of all the possibilities of caravan routes, some cities want a bulk of shit from some other city so they are constantly going from lets say Vault City to San Fran and back, all damn day. So let players do this all damn day, why not? Hard fucking route, good way to spend some game time.

Make a lot of

Klamath >GR >Klamath
VC >Den> VC, etc
Modoc > JT >Modoc
Den >NCR >Den
Raiders >Den >Raiders
BRokeHills >Klamath >BrokeHills
JT> Redding >JT
HUB >Reno >Hub
GR >VC >GR
SF > NCR > SF

etc... as for names lol...

Google historical trade route names and caravans... or...

Rail Runners Caravans
Gypsy Co Caravans
Nuka Quick Caravans
Next Day Or Later Delivery
United Wasteland Caravan Services
Doc Ramblers Mobile Medical Services
Crystler Mobile Motors
San Fran United
Coastal Coasters Caravans
The Great West Traders
Arroyo Mountain Hilltop Caravan
Lone Caravan Co
Shady's Wandering Caravans
Running Guns Merchants
Necropolis Caravans
Greater California Caravans
Great Goldrush Caravans
New Reno Imports/ Exports w.e
Old Town Caravans

just take words from fallout and mix it with a location or town or w.e and add Caravan at the end of it lol

easier caravans can be found by talking to a guy in leather armor instead of combat armor, etc, leather jacket means easy, metal = medium, etc

712
Closed suggestions / Re: More interesting, varied bases
« on: January 02, 2014, 01:22:50 am »
maybe use random wasteland locations as potential base locations, and then the player can just craft building items like tents and walls or w.e, chests, beds, blah blah and make their own damn base. It would be the same as dropping chests in your tent but your using different looking items, science it if you misplace it. I think that would be cool, then you people can spend hours making a wicked house in game.

I've seen some cool locations randomly out in the world I'd love to place a tent in, you give even use a blank desert map as the new base and let the player get creative with it. I don't think it would be too hard to code really. Copy and paste a chest item and change it to a wall lol.

713
Closed suggestions / Re: Improve Dogs
« on: January 02, 2014, 01:17:31 am »
maybe just start dogs off at a higher level? that should be easy to do.

714
Closed suggestions / Re: Craft 5, Craft 10 buttons.
« on: January 02, 2014, 01:14:19 am »
Just remove the need to click DONE after FIX so you only have to click FIX and it can be used multiple times
instead of having to go back to the menu and select the item again every fucking time.

yes +1 solution

don't remember the code too much but you could just skip ahead a line, refreshing the page so that the fix button becomes clickable again...?
player clicks on fix, instead of having the result of the action lead to just having an item generated into your inventory it could also take you back to that items description in the fixboy allowing you the chance to hit fix again, same thing as refreshing. Did that make sense lol? You need to hit done to continue crafting, that is because the result for the done action leads to that refreshing that I mentioned, if you simply copied that code and added it to the result of "fix" it should work.

715
Closed suggestions / Re: Make caravan carts claimable.
« on: January 02, 2014, 01:07:17 am »
attacking a caravan while doing a mission should result in never being able to do caravan missions again unless you lift crates for rep. Maybe just add a new quest for raider faction members or w.e that allows them to attack a random location that has a caravan there with guards, so recreating the caravan quest but just for the sake of raiding one. Should be like a copy/paste thing, shouldn't be too hard to make really. Take the dogs quest from boneyard and just add a caravan instead lol

716
Suggestions / Re: stay command for companions
« on: January 02, 2014, 01:01:12 am »
I would like to see a "Hold Position" button for your slaves, etc. So that they will just stand there in combat.

The move to (high priority) action doesn't make them stay there.

717
Closed suggestions / Re: Companion camping
« on: January 02, 2014, 12:45:37 am »
that SkyXII(etc) player is everywhere, all fucking day, taking all the companions. We shouldn't need alts for things like this, one thing I loved about this new Fonline is the fact that I need less alts to enjoy the game. To make another character just to run around and get a companion is lame. I like the system but I've only ever found anyone in NCR, despite my attempts going everywhere else in the wasteland. So like someone suggested up there, adding more locations for these companions to visit would be a better idea, but then you might get 10x more alts made. Adding a level req would be great, maybe like level 12+, something pretty high so that lower level players can try slaving or mercs. I wouldn't complain if you required caps either, seriously w.e it takes to prevent people like SkyXI from taking all the companions for himself or his stupid gang.

But hey it doesn't really matter, I've managed to hire a companion, and it is still fun searching every single bar in the game for a companion. Just make sure these companions can spawn near every single bar in the game.

718
Closed suggestions / Re: Make it rain
« on: December 29, 2013, 07:18:33 pm »
Ugh no rain please, this game has a feel of post apocalyptic lol, if it rained you would have more crops, more food, less atmosphere. More hope, more blah blah. Its a dying desert so it aint suppose to rain, just google a weather mod lol

719
Closed suggestions / Re: Make caravan carts claimable.
« on: December 29, 2013, 07:06:20 pm »
to prevent exploit just add a chance to lockpick (or simply kill leader and take keys) the back and find a random assortment of items. Anything from low-tier gear to mid-tier gear would be fine, however once you examine the difficulty of taking out an a.i caravan, the risk has to match the reward. I'm for adding rob-able a.i caravans.

720
Bugs / Re: [AI] Various NPCs throw spears, then attack unarmed (low)
« on: December 29, 2013, 06:37:36 pm »
FOnline 2238 had this problem but it got fixed, the solution is to make the a.i chase after the spear they just threw or remove their ability to throw.

Pages: 1 ... 46 47 [48] 49