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Flyingdebris

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  1. Right now, hazards are simply damage over time that mostly behave the same. I'm wondering if it would be possible to give extreme heat, cold, toxicity, and rads different properties to make them feel a bit special. ideas: Heat, makes weapons overheat faster, stay overheated longer Cold, reduces sprint stamina when protection runs low Toxic, wobbles view and makes you slow when protection runs low Rads, reduces range on scanners, causes visual distortions
  2. So a rather weird thing i find is that once you step into a cave or take flight, all weather effects just go away. I only ever see weather when i am on foot out in the open. Is there anyway to prevent this from happening? So that I could fly through stormy weather or look out from a cave mouth onto stormy weather? Or would it lead to some weridness like rain and wind inside caves/buildings? Alternatively, having stormy weather actually have an effect on jumpjetting players, or airborn ships, depending on severity.
  3. Maybe its the mods i use, maybe not. But I am finding that when in atmosphere, my ship is woefully underpowered. Even with various upgrades installed, my proton cannons and lasers take forever to kill a single basic sentinel or carnivore, meanwhile my mining beam practically nukes them. Wondering if there is a way to solve this while still keeping ship vs ship damage levels the same. Additionally, i think it would be nice to mine things with my ship on the surface, I know the ship laser technically can, but its so weak
  4. Minor critique, take with grain o salt. in the examples you posted, I actually think a super sledge or power fist would quasi-realistically actually be moderately useful vs something like a PA, though not necessarily for damaging the human in the suit, but for wrecking the parts of suit. Something like a sword would be less useful since by their nature, they are meant to cut flesh. Most other melee weapons though, would likely be easily shrugged off. 100% agreed on shock damage being effective vs PA tho. Also unless the shotgun was using slugs of some type, it would probably fare worse than a 10mm pistol, as shotgun pellets are well known for not being very good at piercing hard things. As far as flamers go... On one hand, if you are encased in armor, technically you should be able to walk through a fire without much more than a scorched paintjob. However on the other, a fire that engulfs your suit, would start to cook you, and you shouldn't be immune to that. To that end, i think it would make sense to have PA be highly resistant to "light fire", but to give weapons like Flamers the "furious" property for free, so that the escalating damage can quickly overpower the resistance
  5. i think maybe something that acts like a combo of giant zeppelin and jellyfish and/or squid would be cool. Just kinda drifts through the sky like a balloon, trailing tentacles near the ground, occasionally spearing some tentacles in the direction of nearby prey. http://imgfave-herokuapp-com.global.ssl.fastly.net/image_cache/1355159186175525.jpg or http://www.2000ad.org/images/wallpaper/glimmer.jpg
  6. 1. Name: Rad Rats 2 .Ranks: Based off radiation measurements, Rem, Sievertz, Beckerel, Roentgen, Curie, Gray, 3. Armor: Lots of gasmasks and hazmat suits 4. Weapons: Gamma guns and plasma weapons 5. Locations: Heavily irradiated areas 6. They are not zealots like children of atom, but they do operate in similarly irradiated areas, and they do take greater precautions towards proper protection, not having the immunity mutation. The Rad Rats set their bases in the most contaminated areas, as few outsiders are willing to counterattack into them. 1. Juggernauts 2. Ranks: Stone, Boulder, Hill, Mountain, Volcano 3: Armor: lowest rank recruits carry heavy conventional armor, any rank above wear mixed power armor sets 4. Weapons: any 5: Locations: Heavily defendable areas, with lots of turrets and choke points. 6. These guys operate on a heavy defense principle. Hard to kill, slow, and implacable.
  7. i just ignore them. I'm on survival anyway and if i stopped what i was doing every damn time a settlement got hit, i'd never get anything done. My settlements should learn some damn self sufficiency However i do agree with you, i'd rather not feel as neglectful.
  8. Agreed. I loved the metro games. There was nothing quite like the panic of chasing filter after filter as you ran out of breathable air topside I would love to have an immersion pass on gasmasks and such. I wonder if you can treat "toxic gas" type situations as dealing some really nasty damage/time independent of (or in addition to) radiation unless you've got a hazmat suit, gasmask, or PA. Like bad enough that you'd keel over dead if you sauntered in without protection. Headgear can be given its own visor overlays, metro style, and maybe some sound muffling or breathing noises. Hazmat suits could offer long duration protection, but require heavy replaceable airtanks in order to give full protection. Gasmasks could offer shorter duration protection for far less weight, but penalize AP and Perception (its super hard to catch your breath, and your peripheral vision is terrible in these things) PA could be modded into either airtanks or filters I imagine airtanks and filters could use a mechanic similar to power cores, where they only start to drain once in contact with contaminants.
  9. I think a neat way of handling it might be that if you get taken down to 0 hp, you fall down like essential characters or companions do, and are given like a secondary pool of HP that is by default steadily draining. while down, you move super slow, accuracy/aim is terrible, and your vision is slowly blacking out. During this state... -Your companion can help you back up, if they are themselves still ok. -You cannot use any aid until combat is over. If you manage to pass out during this The game randomly determines, based on certain criteria, what happens to you. -You and your companion might end up captured by human enemies, your gear stolen, and you must negotiate a release, find a way to break out, or wait a random amount of time for an allied faction to bust you out. Your gear ends up being used by an enemy boss (if raiders or gunners) or in a crate -You got left for dead near where you passed out, maybe in a ditch, or behind a dumpster. Your stuff is stolen and your companion kidnapped. -You and your companion got left for dead near where you passed out, maybe in a ditch, or behind a dumpster. Your stuff is stolen. -You wake up momentarily to see one of your allied factions show up, guns blazing to rescue you. You pass out again, and wake up at a nearby settlement or faction base. -You were fighting feral ghouls, or assorted mutant animals that were extra hungry or the enemy wasn't taking prisoners that day, you die. -You were fighting feral ghouls, or assorted mutant animals, your gear is scattered to various critters and nearby areas, you and your companion wake up in a debris pile. -You momentarily regain consciousness to see your companion dragging you from combat. Regain consciousness in a random relatively nearby safe location. Some of your gear is scattered and needs tracking down.
  10. you could potentially use the BOS uniforms a basis for the wire harness if you want to use the clothing route, as they already sort of look like a base interface layer. I do think it would be worthwhile though to represent other PA subsystems that can potentially fail. So that if you get a location blown through and are taking damage directly to the frame/harness/what have you, getting kicked out is simply one of several things that can happen. Other potential stuff could be stuff like: Sensor damage- Vats accuracy severely penalized Actuator failure- cant jump, strength reduced, speed reduced, melee speed reduced Containment failure- suit slowly floods with radiation Insulation Failure- Player takes energy damage when using up AP
  11. Vertibirds could use quite a few improvements Have a second gun you could switch to for example. Its fairly bullshit dying to raiders or super mutants shooting rockets up at you from the side you can't cover. Also just as there is a "land" option, there should be like a "circle this position," "course correct to new location" and "evasive maneuvers" options. Cause it really sucks to tell your vertibird to drop you off somewhere only to realize there are like 4 deathclaws in the LZ, and your minigun is facing the wrong direction. Thanks BOS...
  12. ah. that might a good way to go about it. So maybe you'd apply a bunch of penalties to a basic frame. So a basic frame with nothing on it represents the "rusted to barely working" condition. Then this wiring harness could be like an invisible 7th item on a suit that represents tuning the frame. And could potentially take damage like the rest of the parts, and have its own sub categories to modify like any other part. This item could be randomized and level listed on the frames found in the wild. As for repairs, i think maybe, an option could be, what is the max health percentage you are capable to bring the armor up to when you repair it. The more advanced the suit, the less condition you can repair it up to without the perks, and the more material needed to do it. So lacking any perks, you might have to pay a ton of rare materials to get an x01 part repaired to like 10% condition. If the part is above 10% condition, you cannot repair it. With all the perks, you can normally repair it up to 100% with a normal amount of materials. So, effectively, in the very beginning of the game, you'd likely have to shelve that first rooftop PA because regardless of fusion cores, you can't fix it up past "barely held together" and the wiring harness is in such bad condition that the suit is more liability than bonus.
  13. The ejected out of a suit thing could be represented/justified by the suit suffering a cooling system failure and overheating i think. (like a car having its radiator damaged) So, you suffer a failure, the suit counts down into an emergency ejection, boots you out, and then proceeds to vent dangerously overheated vaporized coolant in a radius until it cools. In this way you can still recover a suit you've been kicked out of provided you wait for cooling to occur. (so you don't just leave the PA behind), and you have a visual tell for when you can actually get back in. (seeing the hot gas stop emitting) Once you get back in, you could have the suit operating at reduced power until you get some fresh coolant in there, though until its fixed properly, it might just overheat again. However, i don't think the having fusion cores be fused to the frame is the best answer, namely because of the whole npc theft issue, and that being unable to collect fusion cores until you fix every PA you find would be a huge pain. Instead, it might be best to create an extra category when working on a suit in the PA station. A category specifically relating to the exoskeleton frame itself. Maybe the frame itself needs maintenance and tracks damage, and is considerably harder to fix than the armor. You could gate a lot of progression this way. Like the PAs that you find out in the elements or under water, or on that roof, might have their base frame in barely functioning condition, barely giving you strength, are real slow and clumsy, grant more penalties than bonuses, might overheat if looked at funny, and just burn through fusion cores at a high rate. And then given perks and resources invested, you can tune up the PAs into being reliable to use. This might also differentiate a PA frame you find in the hands of raiders or rusting somewhere for 200 years vs something you might get fresh from the brotherhood, in cold storage, or hotrodded up by atom cats.
  14. something that covers most of that just recently came out http://www.nexusmods.com/fallout4/mods/11634/?
  15. just an FYI, the M04 is just an airsoft facemask and not a real gasmask, though that shouldn't stop anyone from basing a design on it, just pointing it out. However i totally agree with you, F04 is severely lacking in good gasmasks. MCU2P http://approvedgasmasks.com/images/msaMCP1.jpghttp://i838.photobucket.com/albums/zz308/heydrich-pic/001-8-1.jpg FM12 http://www.militarysystems-tech.com/files/militarysystems/imagecache/Original/supplier_images/FM12-2-l.jpg M17 http://www.armynavydeals.com/asp/images/product_images/HW220.jpghttp://popgun.ru/files/g/114/orig/1833485.jpg
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