Guest deleted2159825 Posted April 26, 2013 Share Posted April 26, 2013 (edited) Will all the randomized bounties be simple "Kill this person and take his/her finger" quests or will there be additional manners of dealing with them depending on the situation? I'd image enemies like the Abusive Pimps, Chem Dealers and Hobo Rabble-Rousers would have more options to take them down nonviolently than, say, Fiend Warlords or Super Mutants. In the current build, you have to kill them. However, I wouldn't rule out alternative solutions as I continue experimenting with the scripts. I suppose that knocking the target unconscious and then scripting the option to put a collar on them would be feasible, and wouldn't require new VO. Let me look into it. EDIT: The problem with taking the radiant-style targets alive is that there is no quest objective pointing to them. If they're bushwhacked by rabid geckos or hobos, then the player could very well be up s*** creek. This is one more reason I'm probably going to implement a 48-hour time limit on each bounty. Things will go wrong, and a time limit keeps the quest from getting caught in limbo (considering mod conflicts, increased spawns, etc.). Then again, with a time limit, perhaps some players wouldn't mind the risk associated with live bounties - perhaps escorting them to the jail would be a game within itself. One more reason I prefer the "Dead" method. :smile: Edited April 26, 2013 by someguy2000 Link to comment Share on other sites More sharing options...
frenzyslave Posted April 26, 2013 Share Posted April 26, 2013 "Also, feel free to throw npc archetype suggestions my way. I can even script in some Wild Wasteland stuff if you'd like." - Someguy2000 quote. That would be awesome! :DSome ideas perhaps: Bigfoot - some crazy nut in a gorilla suit (or something else) going on a rampage.Grandma - off her meds again! Armed with a grenade launcher perhaps, lol.(Monster) - hunt down the beastie as a bounty. For example, a deathclaw has been harassing caravan routes. Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted April 28, 2013 Share Posted April 28, 2013 Update on the randomized, infinite bounties:- It is implemented and working, though a good deal of testing is still in order to hammer out the bugs/discrepancies.- The system works as such: - A nondescript bounty poster will appear in the jail after the conclusion of the main quest:http://img90.imageshack.us/img90/725/wpinfinite.jpg This acts as the activator for the quest (which is untitled at present). The player will be awarded a random "target", and will then have 48 hours to kill him/her/it. Failing the quest simply restarts the timer for the poster (which re-appears 72 hours upon quest completion). Success brings 500 or 1000 caps, depending on the target's level. The timer serves two purposes:1. It delivers a sense of urgency to undertake the quest2. Should something go wrong with the spawns/NPC's, quest, etc., this keeps the player from being stuck in limbo. Considering the engine, mod conflicts (imagine what IWS will do to spawned targets) and potential volume of playtime that could take place in this quest, something will go wrong. This will help offset that contingency. As for the spawns themselves, I'm fairly pleased with the results, though it's not finished. Overall, it maintains the feeling and setting of the vanilla game, as npc's only spawn in areas corresponding to the faction - Fiends in Vault 3, Vipers east of Nipton, Supermutants in the Spring Mountains, Powder Gangers around the NCRCF, etc. The only issue has been the proportion and weight of certain spawns. Right now, generic "outlaws" are appearing at a disproportionate rate, and I'm working to equalize the distribution of archetypes. Most of the NPC's are pretty lore-friendly, though the occasional use of generic "raiders" may be a stretch (is every raider strictly a Fiend, Viper, or Jackal?). I tend to view them as independent bands, unaffiliated with the major groups. Anyway, the important this that it works, and it doesn't break the game. I'm going to continue to monitor player and tester feedback, then I'll make a decision whether or not to include it. Thanks for the ongoing comments both in favor and in opposition of the proposed feature. In the meantime, back to Russell. Link to comment Share on other sites More sharing options...
Schylerwalker Posted April 28, 2013 Share Posted April 28, 2013 "Time To Kill" is my recommendation for the name of the ongoing quest. Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted April 28, 2013 Share Posted April 28, 2013 "Time To Kill" is my recommendation for the name of the ongoing quest. Link to comment Share on other sites More sharing options...
Schylerwalker Posted April 28, 2013 Share Posted April 28, 2013 "Time To Kill" is my recommendation for the name of the ongoing quest. Is that gonna be the name of the quest? That's pretty cool too. Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted April 28, 2013 Share Posted April 28, 2013 "Time To Kill" is my recommendation for the name of the ongoing quest. Is that gonna be the name of the quest? That's pretty cool too.Hehe, no. "A Time to Kill" is currently the front-runner, unless someone else can do better. :) Link to comment Share on other sites More sharing options...
pwinkle Posted April 28, 2013 Share Posted April 28, 2013 Don't have time to do anything more than a ninja post I'm afraid...Love the idea of how you're going to implement the random bounties, if you do put them inthe mod that's the best way... The risk of allowing the player to do them before the end of the MQ is that we'd get constantly side tracked, or that players would be tired of the random bounties by the time they've completed the MQ because they wanted to do them from off the bat.I always like it when games offer you things to do after the MQ has finished (RDR anyone? The bounties, other challenges and the 'revenge' quest were awesome additions IMO.)"A time to kill" or "Time to kill" are good names, either of them gets my vote. I'd probs be leaning more towards "Time to kill" though, funny how much difference a single word can make to the perception of the author's intent. Link to comment Share on other sites More sharing options...
gensilver Posted April 28, 2013 Share Posted April 28, 2013 Someguy, your efforts to improve your mods are remarkable. Ever since I saw Django Unchained, I wanted to create a Django character and replay your mod, but I waited when I heard about the future update. Considering the numerous updates you are listing regulary here, it's clearly worth the wait. As for the new archetypes for the random bounties, I'd like to see more "old science-fiction" characters or energy weapon users in general, or maybe even melee and unarmed characters. NVB mostly had cowboy-themed characters with revolvers, and while it fits the whole western feel of the mod, I think more variety could be added. I really like the "mad scientist", for exemple ! As for my proposals : - Legion Impersonator (using a a hand-made/stolen legion armor)- Serial Killer (Machete and hockey mask !)- Insane Criminal (just an excuse to create colorful targets with ridiculous outfits)- Casino Robbers- Cult Leader- Contract Killer- Chinese Ghoul Infiltrator Link to comment Share on other sites More sharing options...
johannfingermusch Posted April 28, 2013 Share Posted April 28, 2013 (edited) as for "ruining the storytelling", if you don't like a part of a story that you've heard a thousand times, then ignore that part of the story. if you prefer the accents the comedian characterizes the story with, but but hate the punchline/moral, then tune out at the end. don't limit the telling of the story just because you find a certain part boring. running out of bounties in vegas bounties can kill the buzz somewhat. having mini-bounties to do between main story jobs would be more fun. should have mentioned ages ago, tom quigley can be pickpocketed for his finger. weird. very weird. but funny. but still weird.[stealth boy - "ow! my finger!" - "have you killed tom quigley yet? here's your reward"] the following are suggestions for archetypes and also possibly more elaborate quests:[the suggestions I make are based on the fact that they are main quest or sub quest related and will affect vanilla story] =[Militant/Tribal]=New California Republic war criminal-Talon/Shadow company agent provocateurs-Great Khans [same function as Vipers/etc.]-Caesar's Legion war criminal- =[Power armor]=Brotherhood of Steel outcasts-The EXCLAVE [!!!!!!!!!!!!!!] [just go nuts with that one]-Enclave Intel agent-COS agent [many, many paths to follow story wise]- =[strip/Settlement]=Kings/Chairmen/Omertas gang warfare [http://www.youtube.com/watch?v=wK-b5PLhrEI][may require honest hearts - silenced .45s and tommy guns]-Omertas/Kings - protection racket thugs in freeside/strip-White Glove Society serial killer sent after you by ________, must kill current society leader to cancel hits, can be reactivated.-Crimson Caravan/Van Graffs/Gun Runners/etc. - industrial espionage [bRING IT ON, MOTHER-#&%£*$!!!!!!!]-Freeside/Novac/Primm/Westside/Freeside/etc. - gunslingers in small towns [already done, but good enough to perpetuate]-The Strip - assassins in hotels-Hunter working for White Gloves =[Wild Wasteland-ish]=House/Yes Man rogue Securitron [random face, possibly OWB dependant, different behaviour per face]-Boomers on rumspringa-Followers of the Apocalypse pharmaceutical reps and organ harvesters [very rare!!!!]-Jacobstown - Nightkin serial killer praying on mutants-Bright Brotherhood - offer "mercy" bounties on ferals that have been ash/goo piled [strange meat instead of finger????]-deathclaw breeding survivalist farmer, attacks settlements with his army of specially bred, "loyal-to-the-" deathclaws [alpha male and mother, size of baby] [wears oasis druid garb, vexillarius helmet and deathclaw/yaoguai/mantis gauntlet]-any similar animal breeder------------------ not sure if that's food for thought or "minestrone for your @$$" [to quote tony soprano] but it'll do ...... for now ............ {flees into shadows, cackling maniacally} Edited April 28, 2013 by johannfingermusch Link to comment Share on other sites More sharing options...
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