greenknightfury Posted January 13, 2012 Share Posted January 13, 2012 True, valuable stuff when your life hangs in teh balance. I think maybe this evening I'll try re-texturing and adding a shader effect (or just changing the emittance) on a glowing one, for the space ghouls. We already have the normal green glowing ones as well as a cut version that is a orange glowing one. I'm thinking of maybe trying an electric blue or something. I'm also thinking of a plot line involving a mars specific version of the geck. I'm not sure if it will be to renew the biodome or actually be implemented in a little martian valley (still no oxygen) or within a huge subterranean cavern/complex. But there is something very appealing about acquiring a martian geck and doing some terraforming (even if it's on a small scale).Love the recolored Glowing Ones thing, and the blue glow can be the running thing for the Martian artifacts/devices. Hmmm the geck thing...how does an cavern with the ruins of an ancient Martian city with a huge still functioning crystal artifical sun grab ya? You could just replace the "If No Helmet Pop off their HEad" to "If not Helmet, player.kill" greenknightfury: Nobody said they'd be fine, mate. Did you ever see Event Horizon? Most of that movie was pure horror schlock... but the scene where the kid has to jump out an airlock into another open airlock THROUGH open space... that was actually very realistic.Oh I know nobody was saying that....but it just seems odd and a little lopsided considering the deaths from rapid, and not so rapid, decompression while diving or in a decompression chamber. Link to comment Share on other sites More sharing options...
revap Posted January 13, 2012 Share Posted January 13, 2012 Honestly i would just script it with no helmet 15 second script starts and counts, at 15 seconds they die.if a helmet gets put on nothing happens in 15 seconds and thats more than easly done. Also could be an option to "Modify" power suits so they can work in space as they seem pretty space sealed to me.. Link to comment Share on other sites More sharing options...
MiriQL Posted January 13, 2012 Share Posted January 13, 2012 I'd say each time the player enters outside, they either need to have a helmet or the breathing O2 meter starts to roll, once that is over, health starts to drain fast. That way player could "sprint" into airlocks, between zones like previously stated as "realistic". But I was also thinking maybe Mars shouldn't be a barren zone, as nuclear missiles didn't pollute the whole thing. It should have life. Link to comment Share on other sites More sharing options...
Jeoshua Posted January 13, 2012 Share Posted January 13, 2012 (edited) You realize Mars really IS a the Fallout world, right? Covered in craters, slightly radioactive freaking everywhere, and a naturally barren desert over the entire planet, with two flavors to choose from: Rocky (Chaoses) or Sandy (Planitae/Terrae). Well, minus the air. For a totally realistic outdoor experience on Mars, about 10 damage per second, unresistable, would be appropriate. Then a person could stand unsuited for about 30 seconds before dying. Yeah, true, that means stimpacks would let you cheat death, but there would need to be a LOT of stimpacks. I understand if scripting that would be problematic tho, and it would be acceptable to just player.kill Edited January 13, 2012 by Jeoshua Link to comment Share on other sites More sharing options...
devinpatterson Posted January 13, 2012 Author Share Posted January 13, 2012 Honestly i would just script it with no helmet 15 second script starts and counts, at 15 seconds they die. That and simple water breathing attached to the helmet are the easiest and most straight forward solutions. But I'm working on a very early concept/idea, using vacuum to kill your opponents. Essentially this will useful for boss fights and thinning the big hoards of little critters. A biological monstrosity that may be highly resistant to weapons could be killed by shooting out several portholes, for example, during your fight. One of the bases might be cleared by explosively decompressing it with our old friend C-4. It won't be an option in all areas, and some creatures will be immune to vacuum (the space ghouls, all bots, terraformed martian varieties of flora and fauna). In most cases it will just be a scripted event (ie clearing a base means activating the explosive, disabling the live actors, enabling corpses, a audio clip, possibly a quick 5 sec or 10 sec NVSandStorm if your outside to simulate the fleeing pressure), But occasionly the player may have the option to initiate decompression while in the midst of opponents, and for a situation like that I'd like the creatures to survive a short time. To keep that consistent with the effect on the player (when his/her suit decompresses) will require dam/sec. And of course I'd also like to see tougher creatures live longer in a vacuum than weaker creatures. I'm also curious to see if is an option for a percentage of hp damage, instead of specific number. ie. instead of modav.health -20 something like modav.health 10%. Also could be an option to "Modify" power suits so they can work in space as they seem pretty space sealed to me.. Yeah definitely at work on the power armor, it's integral to the backstory (used to assult a chinese research base), there's a little bit about it in this post. But I'd also like the idea of a pressure suit (lightly armored space suit) for the scientist. That gives us 3 levels of armor; space suit, pressure suit & power armor to quest for. I'd say each time the player enters outside, they either need to have a helmet or the breathing O2 meter starts to roll, once that is over, health starts to drain fast. That way player could "sprint" into airlocks, between zones like previously stated as "realistic". That is by far the simplest, just attach VMS15WaterBreathing to the space, pressure and power armor suits. And it's a good idea, running along the lines of KISS (keep it simple stupid). But with the game mechanics I want to introduce, I think it's important for the effect on hte player to be the same as the vacuum effect on his/her opponents. But I was also thinking maybe Mars shouldn't be a barren zone, as nuclear missiles didn't pollute the whole thing. It should have life. I'm already crossing the line on fallout lore (although, with the technology in the fallout universe I don't think it's a stretch at all), so I don't want to include any large areas that have been terraformed. Instead I think we are much better off assuming that mars is essentially the same dead world as in our reality (minus a biodome and some research bases). For a totally realistic outdoor experience on Mars, about 10 damage per second, unresistable, would be appropriate. Then a person could stand unsuited for about 30 seconds before dying. Yeah, true, that means stimpacks would let you cheat death, but there would need to be a LOT of stimpacks. I understand if scripting that would be problematic tho, and it would be acceptable to just player.kill Yeah that's along the lines I'm thinking too. I'm hoping to perform a few little cheats, following along the lines of dead money's toxic cloud effect. For instance a trigger box outside of each airlock, with a script attached that check if a suit is equipped and if it isn't found begins the modav.health -10/sec. It's easy on the game engine, and relatively simple. The downside is I need some way to determine if the player is located in a vacuum at the time the suit is unequipped (as would happen when the suit's health is 0), so that the same effect is called with a OnEquip block. Maybe a formlist with each vacuum cell listed in it. Or at least that's my initial idea. But if it fails or is too messy, we can always consider waterbreathing. However each creature that is immune to vacuum will have to have their own water breathing ability, like lakelurks do. In addition I'm not sure about waterbreathing in and of itself. Is there any way to trigger the suffocation effects without the game engine putting the character into a swimming mode? we don't want the player dog paddling his/her way across the martian landscape. Link to comment Share on other sites More sharing options...
devinpatterson Posted January 13, 2012 Author Share Posted January 13, 2012 (edited) Love the recolored Glowing Ones thing, and the blue glow can be the running thing for the Martian artifacts/devices. OK, if that's the case I'll try out a all the colors (assuming the nif structure isn't too arcane) and post them for you guys to consider. Hmmm the geck thing...how does an cavern with the ruins of an ancient Martian city with a huge still functioning crystal artifical sun grab ya? I'v always been interested in the hollow earth and hollow mars theory, so what your suggesting is very appealing to me. However I'v kind of stayed away from the whole (native) martian theme completely. It's really for a couple of reasons. One is, I just thought it was too big of a jump outside of standard fallout lore. Another is that we seem to have a lot of ideas already in play, and I was hesitant about adding another theme (especially when that theme could spiral into a whole storyline in and of itself). In addition I was a little bit worried about resources for the aliens. I didn't want to diminish the experience by simply re-using existing resources for a what should be a unique experience. I mean we could probably get by with some zeta resources that were re-textured and maybe some interesting lighting/special effects.......if we had to. But I still think it would be a weak attempt. I had initially considered going the Doom 3 route in re: to aliens. Some archelogical sites of a long dead civilization, that was added for atmosphere only, but even that small amount is liberally re-shaping lore. But none of that is written in stone, it's just my conservative POV at this point in time. I mean we make mods primarily for other people. We may get a kick out of creating new resources, crafting a story etc. But the main benefit is for the players to enjoy. so if a large majority of people want aliens, then I guess it's something we should consider. And if we go that route, there is certainly ample material..... Edited January 13, 2012 by devinpatterson Link to comment Share on other sites More sharing options...
adman85 Posted January 13, 2012 Share Posted January 13, 2012 How about setting the damage to increase over time, say 5 or 10 damage for the first five and gradually building up to unstoppable amounts, that way a well timed stimpack or superstim could save your life, but only temporarily. It could be seen as stimpacks helping you to "ignore" the initial effects of the vacuum, but after a while they are useless. Some kind of "exposure" or "sickness" after effect if one is exposed too long would be cool too, could be set up with withdrawal like effects maybe? You'll need to have a pretty low max health condition on the spacesuit to make breakages at least somewhat common. Maybe the space suit could even decay faster (or over time) when in the vacuum environment. Sorry if any of this has been mentioned. Link to comment Share on other sites More sharing options...
greenknightfury Posted January 14, 2012 Share Posted January 14, 2012 If he makes the spacesuit about as durable as a regular radiation suit it will be in constant need of repair almost *chuckles* which realisticly it would be in need of repair after each fight. Link to comment Share on other sites More sharing options...
greenknightfury Posted January 23, 2012 Share Posted January 23, 2012 I just stumbled across an article on plans the government had in 1959 to build a MOONBASE, yep ten years before we even landed there. A link in the article sent me to a posting of the actual proposal figured what with the mention of the moonbase and the fact they wanted to stock it with portable nukes it would be some awesome stuff to look at and snag some ideas for this from. Link to comment Share on other sites More sharing options...
VaultPi Posted January 24, 2012 Share Posted January 24, 2012 howabout some prototype GECK teraforming wierdness. Link to comment Share on other sites More sharing options...
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