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How come no-one has made a companion out of a Think Tank?


legobrick100

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No, I have a lot of projects and I'm not modding at the moment, just bouncing around the forums checking out ideas and trying to help peeps. But you should pick out which eyebot you want (I think there are at least three in the pics) so I know which model to apply the texture to.

I'll leave it to your discretion, your good at what you do. Just send me the link for download on the original thread.

 

 

@OP, I think personally, and you don't have to agree me on this but I think maybe a female lab assistant who was one of the prototypes for the the think tanks, who unwillingly was forced to go through procedure would be really interesting. Maybe her body was kept in frozen storage or something which can be part of the quest to go find it. Also, I think she should have sort of a "Alice stuck in Wonderland," kind of personality, where she's naive and innocent but also has a bit of a snarky sarcastic side. Make her really smart because I feel like a lot of the companions we have now, although they aren't stupid, none of them strike me as incredibly intelligent. One of her abilities could be, whenever she's in your party, she's able to unlock any door or terminal, and gives you a 10+ skill bonus on science. Something to work with.

 

 

I wouldn't say "any door or terminal", Very hard locks & terminals (100 skill) should always be reserved for player-character resolvement.

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No, I have a lot of projects and I'm not modding at the moment, just bouncing around the forums checking out ideas and trying to help peeps. But you should pick out which eyebot you want (I think there are at least three in the pics) so I know which model to apply the texture to.

I'll leave it to your discretion, your good at what you do. Just send me the link for download on the original thread.

 

 

@OP, I think personally, and you don't have to agree me on this but I think maybe a female lab assistant who was one of the prototypes for the the think tanks, who unwillingly was forced to go through procedure would be really interesting. Maybe her body was kept in frozen storage or something which can be part of the quest to go find it. Also, I think she should have sort of a "Alice stuck in Wonderland," kind of personality, where she's naive and innocent but also has a bit of a snarky sarcastic side. Make her really smart because I feel like a lot of the companions we have now, although they aren't stupid, none of them strike me as incredibly intelligent. One of her abilities could be, whenever she's in your party, she's able to unlock any door or terminal, and gives you a 10+ skill bonus on science. Something to work with.

 

 

 

 

That's a very interesting idea. A lot more detailed than my original thought. I like the idea for the personality.

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I like the idea of the personality, but we should still have the denial aspect. I think that we should make the "body" an android. I wouldn't go as far as a "Daughter of Arias" style android, but it should have some blinking bells and whistles that give it the feel of a andriod.

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I

 

 

 

No, I have a lot of projects and I'm not modding at the moment, just bouncing around the forums checking out ideas and trying to help peeps. But you should pick out which eyebot you want (I think there are at least three in the pics) so I know which model to apply the texture to.

I'll leave it to your discretion, your good at what you do. Just send me the link for download on the original thread.

 

 

@OP, I think personally, and you don't have to agree me on this but I think maybe a female lab assistant who was one of the prototypes for the the think tanks, who unwillingly was forced to go through procedure would be really interesting. Maybe her body was kept in frozen storage or something which can be part of the quest to go find it. Also, I think she should have sort of a "Alice stuck in Wonderland," kind of personality, where she's naive and innocent but also has a bit of a snarky sarcastic side. Make her really smart because I feel like a lot of the companions we have now, although they aren't stupid, none of them strike me as incredibly intelligent. One of her abilities could be, whenever she's in your party, she's able to unlock any door or terminal, and gives you a 10+ skill bonus on science. Something to work with.

 

 

 

 

I wouldn't say "any door or terminal", Very hard locks & terminals (100 skill) should always be reserved for player-character resolvement.

What if it lowered the rating of every door or terminal by one? (Very hard becomes hard, easy becomes very easy, etc)

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That seems like a lot more work and could cause a lot of trouble for other things we can't possibly know of, such as quests, etc. I think she should be able to open all doors and terminals, BUT, in order to make it fair, with the higher level locks and terminals, there should be a chance percentage of failure. For instance, very easy locks are 5% and very hard locks are like 75%. The percentages can vary given the actual players lock picking level is.
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That seems like a lot more work and could cause a lot of trouble for other things we can't possibly know of, such as quests, etc. I think she should be able to open all doors and terminals, BUT, in order to make it fair, with the higher level locks and terminals, there should be a chance percentage of failure. For instance, very easy locks are 5% and very hard locks are like 75%. The percentages can vary given the actual players lock picking level is.

Makes Sense.

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That seems like a lot more work and could cause a lot of trouble for other things we can't possibly know of, such as quests, etc. I think she should be able to open all doors and terminals, BUT, in order to make it fair, with the higher level locks and terminals, there should be a chance percentage of failure. For instance, very easy locks are 5% and very hard locks are like 75%. The percentages can vary given the actual players lock picking level is.

Makes Sense.

 

I was thinking something similar (If you didn't just leave the Very-Hard for the PC). I'm sure that there is a formula similar to the dating age formula (half-your-age + 6,7, or 8 ; I have people use all three numbers) that we can use to determine the best % of failure chance.

Edited by blaze1514
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I'm sure someone with a knowledge of scripting can figure something out.

It's a bit messy, in implementation (the character pointing out the reference door/container---> maybe the crosshair ref function feeding the ref to the companion and maybe the GetLocked function screening the ref), but the actual scripting of the lock, depending on which vision of the lock related skill you go with, would be;

1. GetLockedLevel, store the var, unlock then Lock again at one level lower

or

 

2. pecentage chance of failure based on the return of the getLockedLevel

or

 

3. bonus to lockpicking etc.

 

etc (since you have many different versions of the lock skill being bandied about the thread).

 

But I wouldn't recommend focusing on the perk. Build the character/personality first the perks/special abilities etc will flow naturally from the actors backstory/skill set etc.

 

In addition I'd say a lockpicking advantage is more suited to a prospector or thief than a think tank. We can come up with great perks that really amplify his/her cerebral cybernetic nature. For instance hacking would probably be a better skill set than lockpicking for a think tank. However lets not limit our creativity, maybe there is something that is a little more outside the box.

 

And the last bit of my rambling is to be *very* wary of changing lock levels and what have you. A good mod author uses locks along with other obstacles (terminals and otherwise) in a very carefully balanced way, to squeeze the most challenge and reward from the mod. We don't want to F with that.

 

Hopefully someone commits to this project soon.

Oh I'll be working on it, that's why I'm petitioning ideas for it.

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