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[WIP] Daughters of Ares - Beta


lucasjose501

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Wow! That looks incredible!

 

Thanks :smile:

 

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Some people have been complaining that it is too "Overpower" race. But think about it: It's a robot! You wanted a robot take one shot and dismount as a pieces of LEGO?

 

Ok! Just remembering. Robots in Fallout 3, which are my inspiration to make this system (Harkness and Armitage), they are made to look like humans, they use food, sleep, simulate pain, etc.. If you use food and think you are human (Armitage) they have food system to synthesize and generate emotions etc.. Because of this and to avoid drastic changes in the game, I did not change the basic principles of food and stimpaks in the game, but with the bonus reduced to half or less.

 

About the perks, at the beginning of the game, you will be asked: if you want, or not the perks of classes. You can just ignore it and play normally. Some people enjoy the game more difficult, some players do not, and so on.

 

http://i.imgur.com/FgSLGcs.jpg

 

 

And if you still thinking a robot that does not need to eat and sleep, have resistance, but is weak against energy, is overpowered, well, honestly? I'm sorry, but do not play with the race.

 

Want to leave a suggestion? Just comment here and I will reply as soon as possible.

 

 

If someone comment about changing stimpaks and food, I can later when I have more time, make a separated esp where all the food, chemical, stimpaks are completely useless for the android, and create other healing systems, with other items.

 

And yes, I am following the 4chan thread to get some ideas.

 

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If there are complainings about OP race - stimpaks and chems replacemet is a good idea to balance everything. Also you can add something instead doctor's bag to fix crippled limbs, something craftable from scrap metal + scrap electronics + sensor module + something else (maybe new misc item, some kind of "controller chip" added only into robots leveled lists).

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Update: 10/23/2013:

Ok, The Base android perk is now a TRAIT. You can use it or not. (Just like all the other perks and classes are optional.)

Base android Perk
+10 Science
+20% Limb Resistance
+15 Rad Resist
Water Breathing
+5 DT
Poison and Chem Immunity
Fire Resist
-30% EWS Resistance
No Hardcore needs

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Edited by lucasjose501
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Radiation weakness would still work for a robot. Unless properly shielded, constant bombardment can cause at best random data errors and at worst electrical shorts. (If you did change anything, I would suggest something like the Big MT perimeter fence effect...RAD gets too high and you start getting image ghosting/blurring that worsens until it triggers a catastrophic shutdown).

Nasa has a little thing on radiation vs. electronics here: http://nepp.nasa.gov/docuploads/392333B0-7A48-4A04-A3A72B0B1DD73343/Rad_Effects_101_WebEx.pdf

It's mostly about space, but the on 4th slide, everything under "Particle Radiation" also covers high-rad zones.

 

And if they are similar chassis to the Commonwealth androids (Just an older model obviously, likely before the synthskin was perfected) then food and chems would work for them...though it could work differently than in humans.

-Food and water would seem to be mostly used for self power generation (a bio-reactor may not be as reliable or powerful as a built-in fusion core or fission battery pack like other robots...but no need for weighty shielding or periodic replacement either), lubrication (byproducts of the bio-reactor could serve as a low-quality oil that is constantly being cycled and replaced), and cooling (water cycles through heatsinks placed in the extremities...could also be used as a handwave for why dismemberment kills the android)

-Rad X and Rad Away would likely work exactly the same as normal, they would circulate through the cooling system absorbing radiation until they are purged from the system.

-Stimpaks...we still don't know what's in those things...probably not nanites since the Fallout world had only just invented microchips right during the Great War...but antibacterials could benefit the coolant system just as well and whatever seals the woulds could probably create patches in the piping.

-Drugs though...most everything modifies brain or muscle chemistry...however, again as these are likely Commonwealth tech...it seems they would be programmed to simulate the effects. (Perk idea!...a chem simulator like the Implant GRX that lets you trick your subsystems into thinking that you did take the chems.)

 

As for an alternative no-food/drink/drugs/sleep esp...maybe just have them need to consume a fission battery now and then. Making an ubiquitous clutter item useful!

 

...sorry for the big wall of text...

Edited by jediakyrol
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