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Everything posted by Proa
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I love playing as a thief in RPGs but I've always disliked RNG-based pickpocketing. I want player input, skill, and learning to curve to matter, not rolls of the dice. When you take away player agency, players just result to save scumming until they feel that they haven't been cheated out of the experience. With that said, here's an example of a player skill-based pickpocketing system: The green color that flashes when pickpocketing means that you've found an item on the target, but I would have prefer it if the color was an indication of how close you are to being caught. Green would mean that you're in the clear and if you reached dark red, then you would be caught. The area between the starting point and the yellow notch would be the safe zone. The idea is that you start the pickpocketing and constantly move your cursor in order to stay out of the red. The longer you maintain this, the more time you have to get the items upon letting go, just like the current system. The safe zone is just there to give you a second to get out of the red area and if you let go within the safe zone, then you will automatically be caught. The higher your pickpocketing, the larger the green area is that you're trying to find and stay in. That's my idea for skilled-based, RNG-less pickpocketing. Unfortunately, I don't know how to mod and I'm not even sure if we have to capacity to implement such a system yet. If anything, someone could also just take the lockpicking minigame, replace the textures to look like a hand in a pocket, and upon "unlocking" it, you would be placed in this menu with a specific amount of time to gather items. I'm not particularly picky about what system is used, I just want something that's not a roll of the dice or super easy.
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- pickpocking
- rng
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I really would like to see a revamp of the pacification perks (Wasteland Wanderer, Animal Friend, Intimidation, and Robotics Expert). Basically the idea is that on the 3rd level of the perk (or an added 4th level), instead of just taking specific commands, the pacified npc would become a permanent companion, yet kill-able. Since they're permanent companions, they could have companion-specific features. Carrying items, standing guard, being placed in a settlement and working. Only humans, specific robots, and certain mutants could do labor jobs of course, but the rest could guard the settlement at least. I understand there are many different ways to pacify and command NPC's in the base game, but it really feels like they gimped out on functionality and features. I also realize that there are some mods that provide you with spawned companions and built robots, but it's not quite the same feeling as using pacification perks to pick out a worthy companion. It's far more satisfying to go out into the waste and hack/pacify a strong NPC, than simply spawning or building one. EDIT: Found a nice mod that utilizes the Animal and Mutant portion of what I wanted. It's called Beast Master, and it really goes above and beyond with extra customization as well. As for humanoids, there really isn't any mods that provide you with permanent companions. The closest I can find is Intimidation Redone, which adds some great features, like holding up humanoids, demanding caps, and even taking them captive by binding them. However, there doesn't seem to be a permanent companion option, with companion features, yet. Perhaps for humanoids it'd make more since to force a slave collar on them? It's already in the lore, and would make for an interesting slavery system. Lastly there's robots, and the best companion mod I found so far was Robot Home Defence, but it doesn't work with robotics expert, and is instead just a way to build robots with the workshop. The fact that they are already integrated into settlements and can serve as permanent companions is really nice, but I'd rather hack a robot out in the field or repair a disabled one to get it as a companion, than simply spawning one in the workshop. So yeah, the only one that's similar to my mod request above is Beast Master.
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- pacify
- wasteland whisperer
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This would be so great. I've had enough of travelling, only to see "You have failed to protect your settlement" pop-up. I can't go two minutes without Preston shoving a radiant quest down my throat, but god forbid he tell me that we're being raided.
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Yeah Cyber, I would love to have the concept of slavery back in Fo4, like with Paradise Falls in Fo3. Also, I think each type of enemy could have different factors involved with being a companion. Of course a hacked robot will be instantly loyal, permanently, but a human could betray you at any moment like you said.
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- pacificationrobots
- animals
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As of right now, if you use a maxed out pacification perk (Animal Friend, Wasteland Whisperer, Intimidation, and Robotics Expert) on a target, then they become somewhat of a half follower with many restrictions. They will abide by your commands, but will eventually leave, bug out, or get shot dead by your own settlers when they come into town. So I was wondering if it would be possible to make pacified NPC's into full-time followers like Nick or Danse, but kill-able of course. Now I understand that intimidating a human should eventually lead to them leaving, but what's to stop me from having a permanent follower through Animal Friend, Wasteland Whisperer, and Robotics Expert? Just like normal followers, they should be able to interact and boost settlement population. I'd love to be able to increase Graygarden's robot population with Sentry Bot guard's and Protectron workers, or perhaps have a Deathclaw guard dog in Sanctuary Hills.
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- pacificationrobots
- animals
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I'm looking for a mod where if an NPC is killed, their property no longer has red lettering and taking their items no longer gives you karma loss. Saw it a long time ago, having trouble recalling the name of it.
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Topic removed