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[WIP] The Siege of Firebase Zulu


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Whoo! Been expectin an updare soon, if only to say you'll be focusing on Zulu shortly. The planned features sound good. The placement of defenders does sound appealing, but why would the Courier, barring any natural charisma, be in a position to command?

 

I do believe I'm going to get a nice microphone in anticipation of this mod, hopefully snag a part when you get to voice-acting.

 

Good luck!

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Guest deleted2159825

Whoo! Been expectin an updare soon, if only to say you'll be focusing on Zulu shortly. The planned features sound good. The placement of defenders does sound appealing, but why would the Courier, barring any natural charisma, be in a position to command?

Uh, cause... he might have earned the trust of the base commander? (Players like being in control?)

 

It's a good question - would players prefer not to micro-manage such details? If casualties mount, it would afford the player opportunities to shift defenders around and plug holes. Too much? Not enough?

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I do think it would be a great feature, but I know I would find it just a liitle odd without a proper reason. In the base game the NCR always seems use you as a private contractor, not a proper member.

 

Now, if the base commander approaches you between waves, or perhaps, finding himself short of competent officers, instates you as an unofficial officer due to your fame, experience, and previous contributions to Zulu's defense. That would be pretty cool. Perhaps tie the ability to sidequests/interactions with defenders?

 

I.E. a courier that comtinously insults the commanders defense strategy is s#*! out of luck, but one that offers helpful suggestions is trusted further.

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I do think it would be a great feature, but I know I would find it just a liitle odd without a proper reason. In the base game the NCR always seems use you as a private contractor, not a proper member.

 

Now, if the base commander approaches you between waves, or perhaps, finding himself short of competent officers, instates you as an unofficial officer due to your fame, experience, and previous contributions to Zulu's defense. That would be pretty cool. Perhaps tie the ability to sidequests/interactions with defenders?

 

I.E. a courier that comtinously insults the commanders defense strategy is s*** out of luck, but one that offers helpful suggestions is trusted further.

From a military standpoint, I'd say this is pretty plausible. Especially if it's the beat, worn-down Zulu. However, I don't really see the Courier being given a field promotion to Second Lieutenant or anything. So maybe the Courier is given two or three companions to follow him/her when defending, and between waves he/she assigns the positions, or suggests positions.

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In the base game the NCR always seems use you as a private contractor, not a proper member.

Yeah, I'm sticking to that angle.

 

 

Perhaps tie the ability to sidequests/interactions with defenders?

 

I.E. a courier that comtinously insults the commanders defense strategy is s*** out of luck, but one that offers helpful suggestions is trusted further.

That's precisely what I'm leaning towards. Depending on his/her rapport with the commander, issuing informal "advice" to enlisted personnel seems feasible enough (anyone he's/she's pissed off could tell him/her to shove it). We'll see.

 

 

From a military standpoint, I'd say this is pretty plausible. Especially if it's the beat, worn-down Zulu. However, I don't really see the Courier being given a field promotion to Second Lieutenant or anything. So maybe the Courier is given two or three companions to follow him/her when defending, and between waves he/she assigns the positions, or suggests positions.

I'm going to provide at least one temporary companion, perhaps two so that the player has options. Ranger Josey is a strong candidate, though players might be tempted to shoot him (he's basically Joaquin from NVBII). It's been a lot of fun writing his dialogue thus far. :smile:

 

Ranger Watson would probably be the alternative choice. Not a big talker, that one.

Edited by someguy2000
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Most of the defenders are named NPC's. Very few are generic.

Alright cool, hopefully i can keep most of them alive. Although that sounds pretty unlikely lol

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Also how long do you feel the final siege will be? I just got around to watching Zulu (it was on Netflix) and the main battle was what made the movie for me. It would be cool if you could battle a few waves of legion then get 1 hour or shorter (Game Time) to prepare defenses i.e give stimpaks or inspirational speeches to Soldiers, something like that could make the battle more than, Fight x amount of incoming legionnaires. Even though with exploding slaves and mortar strikes this is sounding awesome.

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Also how long do you feel the final siege will be? I just got around to watching Zulu (it was on Netflix) and the main battle was what made the movie for me. It would be cool if you could battle a few waves of legion then get 1 hour or shorter (Game Time) to prepare defenses i.e give stimpaks or inspirational speeches to Soldiers, something like that could make the battle more than, Fight x amount of incoming legionnaires. Even though with exploding slaves and mortar strikes this is sounding awesome.

The parameters for success will depend on the player's actions and choices prior to the battle. In effect, he/she can move the goal posts nearer or farther, depending on how it's played.

 

As for the timing...

 

Here's a rough outline of what will happen:

- Attacks will occur in randomized intervals (2-24 hours), leaving the player time to scavenge, conduct repairs, and perhaps even get a tiny bit of rest (the attackers will be cleaned up after 2 hours).

- Once the attack triggers, there will be a chance of mortar bombardment beforehand (again, sidequests effect the percentages)

- Then the script will select a form of attack - each "type" will have its own script, and elements within the script itself will be randomized.

- If that wave is defeated, the battle stops, and the timer is reset (2-24 hours of rest)

- If the defenders take too many casualties, a "Last Stand" quest will be triggered

- If the Legion suffers inordinate losses, the defenders will have a shot at a counter-attack (unlikely, but possible)

- If both sides suffer high casualties, there will be other outcomes. Sorry, I can't say just yet. :wink:

 

Much of the battle's outcome depends on attrition and kill ratios; that's why all those seemingly unimportant sidequests become crucial - a slight boost to the collective morale or individual hp, skills, etc., can be the difference between winning or losing.

Edited by someguy2000
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Is it still possible to win if this "Last Stand" quest is triggered? The title may give away the answer lol , but im curious nonetheless.

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Is it still possible to win if this "Last Stand" quest is triggered? The title may give away the answer lol , but im curious nonetheless.

Oh, yeah.

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