Jump to content

[WIP] New Vegas Bounties Update


Guest deleted2159825

Recommended Posts

Guest deleted2159825

I think the payoff is a tad too much. 50 caps sounds more reasonable considering that they're not named NPCs or anything like that.

 

I'd prefer to err on the low side of rewards in this case, so I'll take your suggestion under serious consideration. Fortunately, it's very easy to modify in the GECK.

 

Anyone else agree? Disagree? Thanks for the feedback!

Link to comment
Share on other sites

  • Replies 231
  • Created
  • Last Reply

Top Posters In This Topic

Guest deleted2159825

I think 50 caps sounds more resonable. Maybe you could have 50 caps for lower level enemies and 75 or 100 caps for higher level ones?

 

I agree - it's been lowered to 50 in the latest build.

Link to comment
Share on other sites

I personally would be tempted to go for the even lower payouts 10, 15, 20, 25 (max) caps per finger. Afterall they could literally be anybodies finger :p

In FO3 the payout worked out to about 15 caps max i think, but you had to have the top karma. Now obviously I'm not saying you need to follow the standards set by FO3, the two organistions offering bounties are exactly that, two different organisations. But this could all too easily become a method of 'cap-scamming' if the reward was set too high.

I understand the fact that you're only putting this bounty on the 'boss' characters, which is why I said 25 caps as a maximum. It's still a fair reward, but Scull has no idea who you've really killed; and if he's not posted a formal bounty on them they must still be fairly small fry in the grand scheme of things.

I know I could change the payout myself, and probably will do when you release this update, but I'd rather get my views out in the open before you potentially voice any dialogue in which you state a specific amount as the reward... wrecking it for myself when I actually collect a tenth of what Scull said (even the NCR can't tax that hard :p ).

 

TL;DR

Herr derr herr... Puny humany... Reward too high, make lower... 20 caps best!!!1... need more green stuff.

Link to comment
Share on other sites

I personally would be tempted to go for the even lower payouts 10, 15, 20, 25 (max) caps per finger. Afterall they could literally be anybodies finger :P

In FO3 the payout worked out to about 15 caps max i think, but you had to have the top karma. Now obviously I'm not saying you need to follow the standards set by FO3, the two organistions offering bounties are exactly that, two different organisations. But this could all too easily become a method of 'cap-scamming' if the reward was set too high.

I understand the fact that you're only putting this bounty on the 'boss' characters, which is why I said 25 caps as a maximum. It's still a fair reward, but Scull has no idea who you've really killed; and if he's not posted a formal bounty on them they must still be fairly small fry in the grand scheme of things.

I know I could change the payout myself, and probably will do when you release this update, but I'd rather get my views out in the open before you potentially voice any dialogue in which you state a specific amount as the reward... wrecking it for myself when I actually collect a tenth of what Scull said (even the NCR can't tax that hard :P ).

 

TL;DR

Herr derr herr... Puny humany... Reward too high, make lower... 20 caps best!!!1... need more green stuff.

perhaps adding small bulletins to the bounties terminal would clear that up

Edited by johannfingermusch
Link to comment
Share on other sites

Guest deleted2159825

Herr derr herr... Puny humany... Reward too high, make lower... 20 caps best!!!1... need more green stuff.

 

Considering the fact that I'm often inebriated while modding, my train of thought isn't too dissimilar. :blink:

 

Solid feedback overall, though. Keep it coming. I already switched to 50 caps each, and halving that would take two minutes.

 

Scripting in rewards that correspond to the level of the NPC? That's another matter. I'd prefer to just dish out overly conservative rewards than attempt that script. If someone else wants to give it a go, have at it. Honestly, I'm in the midst of testing and voice-work, so I don't have the time or inclination to wrap my head around it.

 

In regards to incorporating the terminal, I'll consider that as well. I even scribbled down notes for a radiant system that would spawn randomized, Fiend leaders at various locations, made available in an infinite quest system. However, I'm not sure if that would jive with the style and tone of NVB (which centers on unique, colorful targets). I suppose I could script in an insane "Mad Lib" system to provide arbitrary traits for the Fiend targets. E.g.:

Name: Anthrax Knife-Dick

Crime: Kicking puppies, murder, and necrophilia

Location: Vault 3

Other Notes: Known for his [drooling] and [self-mutilation], Anthrax spends his days [watching pre-war porn].

 

Hmmm... that could be problematic, but highly entertaining. We'll see.

Link to comment
Share on other sites

Herr derr herr... Puny humany... Reward too high, make lower... 20 caps best!!!1... need more green stuff.

 

Considering the fact that I'm often inebriated while modding, my train of thought isn't too dissimilar. :blink:

 

Solid feedback overall, though. Keep it coming. I already switched to 50 caps each, and halving that would take two minutes.

 

Scripting in rewards that correspond to the level of the NPC? That's another matter. I'd prefer to just dish out overly conservative rewards than attempt that script. If someone else wants to give it a go, have at it. Honestly, I'm in the midst of testing and voice-work, so I don't have the time or inclination to wrap my head around it.

 

Heh, when that came up, I immediately went into "how the hell would you implement that?" mode.

 

My best guess would be to create an arbitrary number of finger objects, each with their own cost, and then drop the appropriate one into the inventory via a character script and getLevel.

 

if (character.getLevel < 10)
    character.addItem NoviceFinger
    
    elseif (character.getLevel < 20)
        character.addItem CantThinkOfANameForThisFinger
    
    elseif (character.getLevel < 30)
        character.addItem AverageFinger
    
    elseif (character.getLevel < 40)
        character.addItem AdvancedFinger
    
    elseif (character.getLevel < 50)
        character.addItem ExpertFinger

endif

 

 

Then you'd probably do some sort of dialogue majigger to take the fingers out of the inventory and compensate the character accordingly.

 



int basicFingers
...etc.

set basicFingers to player.itemCount BasicFinger
...etc.

player.removeItem BasicFinger basicFingers
player.addItem Caps001 * basicFingers
... etc.

That should probably be close, or at least a good step in the appropriate direction.

Edited by becauseofreasons
Link to comment
Share on other sites

Guest deleted2159825

@becauseofreasons,

 

Badass! I'll try that script out tonight - if it works out, I'll credit you in the release. Thanks, man!

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...