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Messages - Admiral Zombie

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31
Suggestions / Re: New Support Perk: Workhorse
« on: July 08, 2014, 02:15:08 am »
So you're saying I must make an alt...

INVEST skill points to get 150 outdoors, 120 science, and 120 repair JUST so picking up stuff cost 1 AP less.

-1

drot's suggestion is better, just make it cost less AP for everyone

I do think the skill points requirements are relatively high, I don't think the idea should be dismissed entirely just because the suggested numbers are too much.

You don't want it free from level 1, because then as bots are banned, the botter can just make new ones and be right where he previously started. By having some requirement, such as high enough skill requirement or even level requirement, then the botter has to take the time to level up to get a faster mining bot. Or he can go with the slower bot.

32
I'm all for more perks (more build diversity yay!). I'm all for this not because I think something is necessarily too powerful or not powerful enough, I just love diversity and build options.

Although the original idea of flat more damage is dreadfully boring.

Large AoE is a much more interesting idea, although it would have to be carefully considered for balance. I'd rather not argue the straight balance concerns of that since I'm not well experienced on that. But just for variety and interest sake it is better, it forces people to consider their positioning more, and anything that affects gameplay in ways more than just larger numbers is always great in my opinion.

A couple more unique perk ideas to contribute, although I'm not so sure of the coding feasibility of some of them...


Do explosions currently go through walls? Such as if I hex fire right next to a wall, and there is someone on the opposite side, does it go through? That would be a good one, although it would be so ridiculously niche that it would need a lot of work or additions to make it worthy of being considered. If there were some way to blind fire and have the rocket go through the wall as if piercing...but that might probably be too powerful then. But it would still be blind firing more often than not, but would give the attacker a huge advantage (while the defender could use the same to shoot out, the attacker has a much wider space to spread out in)



Cluster bomb
A secondary, delayed, and significantly weaker explosion occurs at the point of detonation later. In real time I figure 5-10 seconds, in turn based 2-3 turns later. A slightly more interesting perk that would probably create a latency/server nightmare. Provides the "more damage" option while still being more interesting and requiring careful play. Possibly allow it only on certain explosives? Not sure...

Deployable mines
Aimed shots at the ground that would strike no enemy do not explode immediately. Instead it waits a period of time before automatically exploding, OR for any potential target to move within range. Probably creates similar problems as the previous one, even if it were possible to code (doubt it but the idea is cool, better than the cluster bomb)

Concentrated powder
Reduces the AoE effect, but increase in damage. Or just an increase in damage but only in a small localized area of the damage (would be weird in real time I suspect as I do not how the server determines where a person is for the explosion timing as they are running and shot at). It would be ideal if there were a way to toggle this if it were the reduced AoE option, as it would be very annoying making two builds just to handle a wide AoE situation, as well as a more concentrated attack situation.



Buffing heave ho wouldn't be a bad idea IMO, which would help explosives indirectly. Looking for opinions, but would it really be OP to combine the two perks into one such that its +2 str for determining throw distance from one perk? Only balance comment I'll make for now...

33
Closed suggestions / Re: Keeping companions for build variety
« on: June 27, 2014, 02:40:17 pm »
I should have been clearer, but I did mean keeping them around for PvP. But I tried at least and got a response. My understanding was that it was abused in the sense that people would show up with a ton of companions, then when they all died just go get more that were parked at bases.

Are there other major problems and abuses surrounding them? I was thinking having a hard limit of one slot and being forced to wait on their own respawn rather than just having practically infinite backups at base would solve that problem. Although the problem could just be a lot more complex than I'm realizing.

34
Closed suggestions / Keeping companions for build variety
« on: June 27, 2014, 05:10:20 am »
Quote
After some update (probably wipe) all sorts of companions, mercenaries and other followers will not attack players - even if attacked directly. At the same time, some nerfs from the past will go away, so it will be easier to use followers for PvE purposes.
And if somebody wants PvP, then he should do that without help of NPCs. It should solve all problems with PvE in PvP, while not making it harsh (again) for PvE players.

Quote
Few corrections Mercenaries will be able to engage players, they are one-use anyway. However, as mercenaries are NPC, they could be countered with companions etc.

I really would hate to see companions be basically removed entirely from PvP, and mercenaries just aren't nearly as interesting as they are now to be used to me. It may be too late for any hope of this suggestion if Kilgore has already put a lot of work into a new companion system, or maybe this would be too much work, but would hurt to at least put it out there I figured. Mainly I'm hoping to maintain build variety, and preferably even increase it some.

I just figure put a hard limit of 1 "NPC companion slot" and provide a few more options of variety. Having a companion requires a minimum of 3 charisma so that it isn't just a free bonus for everyone, people have to specifically make the decision at character creation. Preferably companions will respawn back at tent, but would still drop everything they were carrying.

There would be some options of very weak companions, that come as a preset group. Like I can pickup a pack of 3 dogs that follow me around, and will fight players, but counts as the "1 companion." Being dogs they're ridiculously weak, and probably wouldn't be much for PvP but still provides a nuisance with their speed and numbers, like real dogs.

Certain companion types will be limited in weapon options. Such as you can get a squad of 2 tribals, but they can only use fists or spears, and can't wear armor. The individual companion options which you can only have 1 unit would allow more variety and options. Super mutants if allowed are just a hulking meat shield capable of certain weapons as their model permits, but cannot wear armor (think marcus from fallout 2). You can just pick up some average joe who you can deck out in any weapon/armor you might have as well

Charisma would provide bonuses to companions, perhaps something like a natural 3% DR per charisma, but mainly create a handful of perks that have charisma requirements that benefit companions, such as...

Quote
3 charisma requirement,
Animal Magnetism non-human companion's respawn time is reduced, and will join you on map generation rather than requiring a trip back to the tent

Spotter- Your companion's vision range is added to your own

Hidden weapon installment Any robot companion you have will occasionally use a hidden weapon you can install (shoot a single rocket, critical strike with cattleprod, flameblast as if from a flamethrower, depends on what item you give in the offhand. Can only very rarely use unexpectedly, but can be ordered to attempt to use the secret weapon when low on health, when master is low on health, when the target is low on health, or at the beginning of a fight.

Emergency repairs You can use the repair skill on a robot companion to heal some damage. Possibly require 1 metal parts and 1 electronic parts in inventory

Painting the target Your companions will attempt to strike the same target/body part that you last attacked

Unexpected strategies Many armor designers never considered someone would actually bring a knife to a gun fight...companion melee attacks has a chance to pierce 50% of the target's DR without requiring a critical

5 Charisma requirement
Like Rabbits Animal companions in groups of 2 or more gain an additional animal (so 2 dogs/geckos become 3)

Follow my lead Armorless companions will enter sneak when you enter sneak. (not sure how possible this is considering sneak currently requires the wearing of leather armor, but I'm thinking an ambush of dogs or tribals would be cool)

Watching their back Your companions bonus DR based on your charisma increased from 3% to 5%

Inspiring attack Your companion's attacks ignore 2% of the target's DR for each charisma point you have

8 charisma
Learning from the best Your companions gain all of the offensive perks that you have (bonus critical, critical rolls, bonus ranged damage, etc

Following in your footsteps Your companions gain all of the defensive perks that you have (toughness, adrenaline rush, man of steel, In your face, etc. Lifegiver might probably be too overpowered with the multiple companions though, although they would be really weak to begin with since their initial power/usefulness is meant to be divided by the 2 or 3 companions

Some of the perks are meant to be strong, such as the last 2. Having to invest 8 charisma is far more than anyone ever does now, not to mention that you would be short of the bonus perks players normally have since presumably they would be investing some into other companion perks, or at the very least short 1 or 2 to grab the 8 charisma perks

It requires some more work and balancing probably, I didn't really detail the variety of companions since the rumors of post wipe update as well as a few of the other suggestions that mentioned things like pigrat companions suggests a planned update some day with more follower types.

Its getting late, but if this is well received I'll put some more effort into it, cleaning up the presentation and coming up with more perk ideas.

35
News and Announcements / Re: To Reload the Reloaded
« on: June 24, 2014, 08:33:45 pm »
Out of curiosity, how far into the new companion/follower system have you actually coded? My favorite part of all fonlines has always been buildcraft, designing new builds, and the most important part of that is variety followed by balance.

I hate that the idea of a companion focused build would be lost or a complete non-option for PvP. I have some ideas that I would post to the suggestion section, but I don't know how much of a lost cause it would be if you've already put a bunch of hours into coding the new stuff already.

I've only recently returned to fonline, and will honestly admit I don't know how bad mass followers got in recent times. With that in mind I don't want to go whining and bitching like some people who don't even have a clue how bad it was. But at the same time I hate the idea that the nuclear option is being imposed and that it will be completely removed practically.

Oh and followup question, the fast relog thing only applies to PvP still right? And it will automatically prevent it unless I specifically work to bypass it? I have been mucking about alone relearning the game, and haven't done any PvP yet. I hate to be accidentally caught doing it, when all I intended was to swap items on characters in my tent before I go hunting.

36
Game Help / Re: Big Guns fast shot
« on: June 23, 2014, 01:53:59 pm »
Also of note, it won't affect flamers. Even though it uses only a single round of ammo, its only attack is labeled "burst"

I don't know if the +5 damage affects it though.

37
Game Help / Re: Server help
« on: June 21, 2014, 05:50:22 pm »
Where are you trying to meet up?

38
General Game Discussion / Re: funny moments in reloaded
« on: June 20, 2014, 02:55:15 pm »


Cheating a little, as this was a moment from 2238. It is still one of my favorite moments from all of my gaming history though.

I was leveling with a friend, when this guy just shows up out of nowhere and threatens us. The picture happens, and then we just go and kill this guy.

39
Tools and Modifications / Re: Map creator
« on: June 19, 2014, 02:58:31 pm »
If nothing else works, you can try this one:
http://fodev.net/forum/index.php/topic,29529.0.html

Also I expanded ReadMe.txt a little bit, although it's still only basic info.

Sorry about reviving a relatively old thread, but figured this was kind of important. I got a malware warning from chrome for this file...

I did a little map creation a long time ago, and was wanting to get back into it. I guess I'll try and stick with the older map editor until some kind of explanation comes out for the malware on the standalone editor.

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