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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. Dunno how well this might help, but feral ghouls do have the "laying around, feigning death" functionality where they basically lay around until triggered into waking up. Maybe that can be used as a starting point? However, should be noted that in a game where players can routinely carry around miniguns, auto shotties, and large quantities of ammo, having something that freezes when you look at it might be a tad bit too easy to deal with if you can just keep your eyes on the threat and calmly line up your shot. It may make better gameplay sense to use the weeping angel mechanic on something you can't really kill, like an obelisk or something (maybe down in dunwich borers). where your only option is careful avoidance. Mannequins might make more sense as something that simply may or may not come to life, and just straight up come at you conventionally. (you could justify it as disguised gen 1 synths) I am reminded of a part of the old system shock 2 game, where up to a point in the game you've been dealing with reprogrammed c3p0 type robots that seek you out to explode on contact, polite all the while. And then you come across the warehouse where they are stored, where the walls are lined with the containers they are shipped in. Periodically they randomly start bursting out of some of their boxes. One of the most nerve racking parts of the game IMO.
  11. Some voice ideas -Evil Mastermind: aka an equivalent to SHODAN, weird emphasis on the wrong syllables, sinister implications, stuttering -Pizza Party Entertainment-bot: A chuck-e-cheese type robot, plays weird songs, thinks its entertaining kids -Sarcasm bot: Always sarcastic, every statement. 100% of the time. -Carlos/Carla bot: Most of its dialogue leads to a lame pun -Hit-bot: Something like HK47 in terms of personality. Likes killing. Disdain for fleshy beings -Dreadnought: Like the 40k equivalent, minus the interred space marine. Loud, no indoor voice, every utterance is a booming hammy declaration.
  12. Don't vertibirds airdrop power armor'd BOS knights on occasion? Could that be used as a basis maybe? Also there is a mod out right now that allows you to mail stuff between settlements, which might be a decent framework to work off of. Maybe if instead of buying new stuff for the supply drops, you crammed stuff you already owned into special containers at settlements. And the contents of the nearest special container get cut and pasted into what gets dropped out the side of the vertibird when you call it in.
  13. oh, man, its like Condemned criminal origins all over again https://www.youtube.com/watch?v=FPP5Ja7YNas though to be fair, i think a mod like this should primarily be applied to creepy hand picked indoor locations rather than out in the general commonwealth. Otherwise it might become too common.
  14. That suit was made for the fallout live action web series "Nuka Break" http://i.imgur.com/1pgqpuP.jpg It appears late in the second season. But i totally second this. It bugs me how 200 year old armors have no visually apparent means of carrying their stuff, and also seem to be immune to the nature of the jury rigging scavenger environment they exist in, when almost everything else looks like its been slapped together from various scrap. Like, how likely is a t45 going to stay complete 200 years later without the technological means to maintain it, vs it looking like a bunch of its parts have been replaced over time with what was available?
  15. I think part of the issue is that raiders and gunners basically invariably attack you on sight for simply existing within line of sight. And that aside from unreasonably going full aggro on everything around them, they don't seem to do much else, except to wait around for you to show up and blast them apart. I think if you wanted to make raiders and gunners (and any attack on sight faction) a bit more human, you might want to think of the following. 1. Have them have a morale threshold for running away or surrendering. If i just vaporized their buddies to the left and right...maybe they might want to put down that pipe wrench and think about what they are doing. 2. Have a significant number of non-hostile raiders and gunners that can be interacted with or seen as extras. Chem Dealers, Merchants, Workers, engineers, settler types. They might have dialogue implying you aren't welcome, but likely won't attack unless in defense. Someone is building those pipeguns or tinkering with robots or cooking up jet. 3. Raiders being more likely to try and intimidate and scam enemies for resources than outright brute force murder over them every time. Brute force takes effort and usually prevents getting more resources from that source later. Easier to run protection rackets. So more instances of "toll roads," or settlements under "protection," but also instances of raiders potentially just hanging around uninterested, telling you to get lost. 4. Gunners generally not being immediately hostile unless you are snooping around their bases. More akin to the patrols around the sanitarium that simply want you gone, instead of immediately opening fire. When they are hostile is when they've been given missions against you. 5. While these factions are made less hostile in the general sense, when you actually face off against them, they are made more dangerous and are less pushovers.
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