Fallout Online

Though fallout tactics was not the best, it had a half decent real time play. It used action points and such that would regenerate every so many seconds. So alot of the system rules are still usable, just real time. When you get into that point of the game, think about looking into tactics. For the combat anyways.
 
What about Factions?

The Regulators
NCR Rangers
Unity Remnants
Raider Clans (various)


And Land... I suggest you take some of the locales from PNP, they are vast and varied.

Weapons and Optional traits... The Enclave guide book has some new cool traits.
 
Yeah, and lets not forget the Burrows that were left out in Fallout 1... And of course, some nice choiced locales where people can form small packs or teams; or just adventure (Odyessee in the wastelands.)

Also how you create your character will determine what you get, determined by a roll/and or faction. Like if you're from a Vault.
 
In the first release of the game for factions here is what you can expect to see: All factions that were in Fo1 :P. basically im redoing everything from Fo1 in mmo first, then ill expand into fallout 2 then tactics, and ill have to look into the Burrows.
Hatchen, that is a brilliant idea, the first release of the game will not use APs and will have no limit on weapons fire/actions. But i didnt really like it having to stay that way as that isint really fallout style so ill add implimenting timed AP regeneration.
As for being from a Vault or it being random, uh.. no :P as if you were from a vault you would not leave that vault without a reason (Broken water chip, rebuild civilization, that sort of thing) and i want the game to be as non linear as possible. Therefore you will be from a small town (possibly shady sands as that seems to be a good noob town) and from there its compleatly your decesion, no major story line or imminent quests (however there will be small side quests (steal this for the brotherhood, kill that man for the mobsters) but the quests will be compleatly volentary.
Keep the ideas coming, there helping lots :D

*edit* Forgot land :P, as for the land, it will start out with just the area from FO1, then FO2, but not tactics as that takes place to far to the east. Beyond that i dont know yet.
And does anyone know the exact time intervul betwen AP regeneration in FOT?

*edit again*:P damn, i missed weapons and traits as well lmao, well, as for traits, we will have what is in the FO1, then FO2, then FOT, although you can probably expect to see some from PnP or some compleatly new ones. For weapons, same as everything else, FO1, FO2, FOT then possibly PnP and new weapons.
 
Looks like it's coming along pretty well! This is going to be hell for my studies... :twisted: :arrow: :(
 
Well, not everyone who comes a Vault is intent on rebuilding civilization, some might be exiles like Leonard Boyarsky from VC and Richard Grey from VC... Both are exiles.

But we'll see, too many ideas so far. Just work on the basics.

Get the system together first and then work on the finer details. I believe AP regenration occurs like every two seconds once you stop walking or using a skill.
 
So you dont want to do it Everquest style with different start town options? I think it would be cool to do it that way. I'd like the option to start off in a vault, or a raider camp or whatever.
 
I would like it if you blew the weapons from fallout tictacs into outer space(i.e. not having them in the game) as they don't belong in fallout(one of the things that made tictacs a not-fallout-game) but hey, it's your game :wink:
 
Ill have to think about the different start town thing, i might have been hasty to dismiss it so quickly considering the amount of people that think its a good idea.
And the FOT weapons are the third closest thing to fallout weapons :P
 
Well, Vaults would be rare, as many had opened... And yes, you should be able to start in different towns. Junk Town, Hub, New Reno, Vault City, The Bone Yard, etc.
 
Of how many Vaults are the locations known that you did not have in FO? It would be cool if you could find them in the game. You could really design them as you'd like then...

My main goal would then be to find Vault 69 ;)
 
I think NCR and New Reno would making interesting start locations. Lots of little quests you could make involving the factions in those towns. Anyhow, there is a lot to consider for a game like this - what is going to interest players? In Everquest it was character customization, item upgrades, combat and exploration and guild and group dynamics. I think fallout could follow pretty well because the setting is so rich. I dont really know how skills like science, electronics, etc would fit in.
 
Well, science and electronics could be very handy if you decide to be a computer wizkid in the game. I mean, it's nice to mow down rows of critters with your Avenger, only for the loot, but it's better if you can use your computer skills to get money... or something... if you get what I mean.
I mean, the way I see it, Fallout could be played in many different ways. When somebody asks me if Fallout is one of those mindless shooter games, I tell them it's an RPG and that you can actually go through the game without firing a single shot... they always have that "dude... wtf... that is cool..." look on their face.
 
i will make skills like that nessisary to complete certian quests (a certan level is nessisary to open the door, etc...) to force the players to raise the skill if they wanted to complete the quest. I will also make them useable to make money, i will make them trade skills, kinda, take miles in the boneyard in Fo1 as an example, he can harden your power armor, i would make that avaliable to players, they find the nessisary chemicals, then there science skill would have to be to a certian level, and they can harden power armor.
What im attempting to do to make people interested in the game is not following what everquest did right to make it so popular, but what fallout did right. Im trying to make it as close to what fallout was as possible, just in an mmo format.
 
Yeah, repair skills would allow a character to modify weapons with ease and according to perks you can even make explosives, special ammunition.

Not to mention military bases and fallout shelters would need a deal of electronics and science/comp sci abilities to even find or open.

Get a group of people and raid a bunker or miolitary installation that couldn't be breached previously, and different backgrounds and skills will allow acess. Also entering a Vault that is still closed would be a hard feat since I can imagine a few Vaults wouldn't want outsiders coming in
 
Though i know this would not be part of the basics that you may need, it would be interesting to implement. Make it so that If one wanted maybe different races? (mutant, ghoul, human)
Another would be different cultures that you start in would have a disadvantage and advantage. So like in town you would know things like mechanic, medical, electronics and such They tend to have a higher education so bonus of int and possible charisma. tribes would know melee basic traps and more strength endurance. Raiders would be more agility and whatever.

If you were to implement the races i suggest that you look at fallout pnp. It has other things in it one may want. But you may have to make your own calculations. I have a set of advised skill calculations and new skills if you want to peek at it. The original pnp is http://madbrahmin.bonusweb.cz/pnp/. go to anglicky and choose the first one. It will require a newer version of adobe.
 
Having different races is a very good idea, that would be a deffinent possibility ;) but as for the culture thing, i would have to say no, because that would restrict the player in some ways. in example (useing your uh... examples): say the player wanted to start in a town, but wanted there character to have no medical skills whatso ever in favor of a different skill, like they specifically wanted there character to be strong and stupid (unlikely, but i want it to be compleatly non-linear).
 
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