BlaCkBlitZ Posted March 28, 2009 Share Posted March 28, 2009 These electronic sappers would work on turrets to disable them... Or it works on computer terminals which allow for easier hacking. Maybe make it like if you use 1 sapper to hack the terminal, only 2 words appear so there is a 50/50% chance of being successful. These sappers would cost like 100-200 each. Link to comment Share on other sites More sharing options...
Flacracker Posted March 28, 2009 Share Posted March 28, 2009 They should be more valuable than that. Link to comment Share on other sites More sharing options...
IceDragon987 Posted March 28, 2009 Share Posted March 28, 2009 You need to make it only have 6 words appear, if it were only 2 words you'd get it no matter what as you you have a default of 4 chances. And like the above poster 100-200 is to cheap for something THAT handy especically if you have 24- science. These electronic sappers would work on turrets to disable them... Or it works on computer terminals which allow for easier hacking. Maybe make it like if you use 1 sapper to hack the terminal, only 2 words appear so there is a 50/50% chance of being successful. These sappers would cost like 100-200 each. Link to comment Share on other sites More sharing options...
BlaCkBlitZ Posted March 28, 2009 Author Share Posted March 28, 2009 Well, I've only got the rough idea here... Never really thought of how expensive it should be with its features. @IceDragon: Yeah, I totally forgot about the 4 chances when hacking... Link to comment Share on other sites More sharing options...
TGBlank Posted March 28, 2009 Share Posted March 28, 2009 For the console-hacking, a consumable that adds +alot of science for a short period of time would do the trick.It could also be possible to grant the benefits of robot expert during that time (allowing you to disable robots).As for turrets, that's a bit more tricky, targeting them through script is troublesome at the very least. Link to comment Share on other sites More sharing options...
BlaCkBlitZ Posted March 29, 2009 Author Share Posted March 29, 2009 For the console-hacking, a consumable that adds +alot of science for a short period of time would do the trick.It could also be possible to grant the benefits of robot expert during that time (allowing you to disable robots).As for turrets, that's a bit more tricky, targeting them through script is troublesome at the very least. Yeah, the console-hacking tool should be a once per terminal item. But I wanted it to be more specific instead of adding science, because adding science would be just like a drug... I don't know, it just doesn't feel right when you add science instead of doing the specific thing. It can be like a minimum of 25 science to use it to better help in hacking. (24 and below would have inadequate technological knowledge) As for the turrets maybe something like a bobby pin? If it fails 1 of the 'tools' will break or malfunction or something. Link to comment Share on other sites More sharing options...
TGBlank Posted March 29, 2009 Share Posted March 29, 2009 Problems are 2:You're asking widely different things from the same item. Making things tricky. Problem #2:How the heck do you plan to 'activate' (get close and press e) the turret to disable it?. Nevertheless, the easiest way to do things is to make the item a consumable. Disabling robots/turrets can be done with a one-use clone of robot expert, tho it still leaves the trouble that you need to 'activate' the robot.100 Science pretty much drops the 'options' displayed to 5-6. The other option i see is with ghost perks and toying with entry points, sort of tricky. Link to comment Share on other sites More sharing options...
BlaCkBlitZ Posted March 29, 2009 Author Share Posted March 29, 2009 Problems are 2:You're asking widely different things from the same item. Making things tricky. Problem #2:How the heck do you plan to 'activate' (get close and press e) the turret to disable it?. Nevertheless, the easiest way to do things is to make the item a consumable. Disabling robots/turrets can be done with a one-use clone of robot expert, tho it still leaves the trouble that you need to 'activate' the robot.100 Science pretty much drops the 'options' displayed to 5-6. The other option i see is with ghost perks and toying with entry points, sort of tricky. I'm not really asking for a single item. It could be 2 items inspired by 1 from team fortress 2 and the other does something that fits more in fallout 3. As for the bobby pin - turret hacking reference, I apologize for not being clear enough. "If it fails 1 of the 'tools' will break or malfunction or something." As I said earlier, I only wanted to focus on the durability of the tool. Not the entire lockpicking mini-game. The mod 'groovatron' uses ranged methods to alter the animation or pose of an NPC.... So the turret hacking tool might not necessarily be a adjacent activation item. But if the durability part of the turret hacking tool is too complex, we can just change it to a special ammo which is also expensive that you can load into this "Turret hacking" gun and activate a terminal(?) to hack the turret from a distance. Link to comment Share on other sites More sharing options...
TGBlank Posted March 29, 2009 Share Posted March 29, 2009 Groovatron used a weapon with an enchantment i believe, while there are 'ways' around having an actual weapon in your inventory, the method of carrying an enchantment to the target is the same.Tho there's still my question:how do you use a computer spike at range? you throw it or something and kill the turret by concussion? A gun can be used to do evil stuff to a turret or foes, but when it comes to affecting clutter or activate-able static objects it becomes tricky, since you can't 'enchant' them.For what you want with computers, it's either a science+ consumable or granting a ghost perk that toys with activation points. Link to comment Share on other sites More sharing options...
Astorius Posted March 29, 2009 Share Posted March 29, 2009 Spy sappin' mah Liberty Prime. Link to comment Share on other sites More sharing options...
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