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Wasteland Defence Revival


MooseKelmavor

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Reason why I stop playing new vegas cause WD would always crash my game. No matter what I tired to do to fix it. The real problems of this mod are.

1. Stability, having fear of dropping stationary guards should not be a factor.

2. AI is stupid. I hated the fact that the waves of enemies did not know what to do with walls. If there was some kinda health implemented to the walls and they disappeared when the enemy knocks them down, this would make the experience more enjoyable.

3. Nothing really to defend. You should implement a system if you fail to defend your base its taken over or partially or complete destroyed, depending on what successfully takes over your base.

4. Spawn Markers. If you could find a way to generate random spawns around your base it would be way better. Having markers kinda makes it dull cause you know where they are going to come from. Or maybe having this as a option wouldn't be to bad.

Well. I really do hope you bring this mod back to life. And I hope Elder lets you take over. Good luck and I will be watching to see what happens next.

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I for one would love to see new life be brought to this mod. I liked to use WD for both fort setup and as a secondary defense for the home mods I use that have moveable entrances, namely danthegeeks UHNV and commander_tak's (and his team's) Underwater Home. I liked what Elderwind started with, but became a bit disheartened with all the problems he seemed to be having. I know I had my share. Floating campfires, mismatched guard skins, guards falling through placed guard/sniper towers and CTDs at placing stationary guards are a few examples. I had waited patiently for updates, but regrettably had to remove WD as my mod list changed over time, and I started getting more and more conflicts. Now I use the likes of AWOP, Project Nevada and Mission Mojave, and I am a bit trepidatious about re-adding WD. But if you can fix even half of what you are aiming to fix to get this mod stable, I will gladly give it a shot.

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I would realliy like to see this revived. Everyone has already mentioned numerous times the raiding system and crashing (i hadn't experienced a lot of it).

 

Here are something things I'd like to see. Please forgive me if I get RTS elements confused with WD I on a tip I used both. I did not mean for my list to be so long so I placed it in a spoiler tab to decrease space.

 

 

The vertibird airstrike

-Instead of placing an object in times of battle can the airstrikes be called in my lazer designation? Spotter scope aim and target and fire vertbirds show up and do and there thing. I think it the object is like some manican or something.

Item Contracts.

-The player can visit certain towns and buy a "contract" item from a merchant from that town that is a basically the avivator for a script that will modify the fort market's invnetory of items. Example buying a contract from the Gun runners vendtron will had better weapons as well as a different varity of weapons to the market and armory. Getting a contract from the BoS would allow for better power armor for the guards to use. Contracts from caravans will allow the speical delivery of items such as medical supplies or (depending on how well you know the boomers) the ability to ship in artillery supplies and equipment)

Money managment

-I'd like to have the ability to strike a deal with a town or faction to sell the equipment my men get off the enemy and to buy equipment for my men from that town or faction.

-The ability to have a bank to manage funds as well.

Defenses

-Depending on the overall intelligent, finacial, engineering capabilites of the people at the fort and the player itself I'd like certain defenses to implemented. i.e if you have a bunch of ingorant people then the defenes would consist of radom things hastly assembled to form a wall (a junk wall) or if the player and "staff" at the fort are intelligent you can have well crafted things (i.e concrete) for defenses, or, finally, if you the player and your "staff" are super intelligent scientific eggheads you can have engery based defenses (i.e forcefields and advanced robotic defenes). Or simply make a money a factor in all of these the richer the fort is the better the stuff they can use flat broke scrap defense well off, moderate defenses, rich advanced defenses.

General Contracts

This ties into money for the fort. Here you are guarding a fort ... there they are (the many towns) without a thing to defend them. They can pay you to include them in your area of protection. Example. Lets say you set up shop near Westside they have a fiend problem. You're defending yourself and not really caring too much about them. They ask for your help you agree and get a certain amount of funds and recruits from the westside militia to help you defend your fort and Westside (and the Westside troops come free)

Or if you set up near a road caravaners can pay you a certain amounts of caps or other currency so they can take refuge inside your fort. In addition to the caps they pay you they can give you a discount on any good and you get faster delivery on items or significantly increased inventory in your forts market.

Maybe Include a Storyline and purpose

-Maybe you come across a skeleton somewhere along your travels and you open the breifcase next to it and uncover a message about someone trying to start an organization up or something and there ample caps in the bag that can help the player with intial setup.

-Or someone from the couriers past can track the courier down (after benny is killed) remind the couier fo his/her past and the fort process can be initated that way.

-Or employ some other means that would interested a lone wastelander with a bullet wound in the head to start building their own fort.

 

Considering all of the above what would be a reason for building a fort in the miiddle of nowhere and protecting (the reason I used RTS the forts protected the town and the town supported the fort but RTS though fun isn't as streamlined as WD)

 

There's my 100 bucks on the matter. Feel free to ignore. At any rate I wish you well in the process and look forward to seeing what you can come up with. All this talk of wasteland defense has me wanting to reinstall it and play it while I wait for you to come out with the better version.

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  • 2 weeks later...

I discovered WD just recently and I'm very exited about your revival project. I'm not necessarily looking for raids. It'll be awesome to be able to create a costumisable and realistic looking base. Currently I'm just exploring the possibilities and limits of WD and RTS. I'll share my two cents about my experiences and thoughts about these mods and this project particularly.

I'd love to see if guards had a daily or weekly salary and food/water consumtion. I'd love to use enormous amounts of food I stockpiled through game in these porpose. I really don't like automatised "you need 10 food supplies for a guard" approach but I yet to see how scavengers work.

edit: Almost forget, I really need a place to stockpile my stuff. Not just a footlocker and a dresser as it was in original WD.

Edited by molenis
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