So, I was wondering (while wandering)...
SHORT VERSION:
I thought of a possible script to check for random encounters while fast-travelling, fallout style.
LONG VERSION:
I thoroughly miss the travel/random encounters from FO2. I was thinking about how this system could be returned to FO3. And came up with the following idea...
Now: Player fasttravels to a location (coords X1,Y1) from his location (coords X2, Y2). He is teleported to X1, Y1 end of story.
Could something like the following be implemented?
Player clicks fasttravel.
Step 1:
A script checks his current location, and the distance to the target (SQRT[(X1 - X2)^2 -(Y1 - Y2)^2] ). For each, say 200m (or another appropriate value) of distance to the target location, the script rolls a percentage (say, 5 percent) for a random encounter. On a successful check, we have a random encounter, go to step 2. On no successful check, nothing happens and the character indeed fasttravels to his original destination.
Step 2:
Then, we roll on a suitably created table of random encounters (probably the one the game already uses), and check what the player encounters (say, a deathclaw).
Step 3:
Then, we have another check, the characters skill. We now have no outdoorsman skill, but we could make one on the fly. Something truly appropriate would be:
Base: Intelligence + perception
If the game has 50 locations for you to explore, add 1% to this number for each one discovered.
If you have gained the survival expert perk, add another 10% (so we have a maximum 100% for 10per+10agil+70 locations + 10 surv. expert).
*(Obviously, as I don't know the exact number of locations in the game, this can be tweaked accordingly, and it doesn't have to come out exactly 100%.for example, for 25 locations we could have 2% for each and I would still consider the formula okish)
So, check the player's "outdoorsman" check %.
if it is unsusuccessful, the player is teleported to the portion of the distance where he found the encounter (say, if you travelled from A: 100,100 to B: 200,200, the distance was cut to 3 pieces and you encountered something on the second check, you would be teleported to 166,166), and at the same time a command would be given to the game to spawn what the random encounter table said (say, 3 raiders or a deathclaw or an alien spaceship or the carcass of a whale or whatever a small distance from the player.
If the "outdoorsman" check is successful, a popup comes out asking the classic "do you want to encounter: XXX?" and if the player says no, step 2 continues as before, while if he says yes, he is spawned along with the enemies at the predetermined place, at which point the whole fast-travel routine ends (he starts again when he finishes his encounter and starts the fast travel routine again.)
Rinse, repeat until he reaches his destination.
What do you think? Good idea? Bad Idea? Suitable? Doable? Easy? Difficult? POS?
Why don't I do it myself?
a) I don't know how
b) I think it needs a script extender
c) I don't know how
d) I don't have a clue how. My extremely limited knowledge of programming just suggested that this must be possible, and I wanted to check if someone might be willing to give it a shot or anything.
There are obviously complications (for example, being teleported to a normally unreachable location) but, honestly, who cares? if you do, just fasttravel again to leave and you are ok...
POSSIBLE ADDITION:
Does anyone else remember analytical geometry? There is a formula (might check that later) that gives you the distance of a point from a line. We could also check the distance of each location in the game (easier than it sounds) from our line of travel (the line form A to B) and if the distance of a loacation to your line of travel is smaller than, say, 50 meters, it spawns you there so that you explore that location, or simply "unlocks" this location so that you can fasttravel there later. Basically, if your fasttravel passes nearby a game location, it is considered explored.
SHORT VERSION:
I thought of a possible script to check for random encounters while fast-travelling, fallout style.
LONG VERSION:
I thoroughly miss the travel/random encounters from FO2. I was thinking about how this system could be returned to FO3. And came up with the following idea...
Now: Player fasttravels to a location (coords X1,Y1) from his location (coords X2, Y2). He is teleported to X1, Y1 end of story.
Could something like the following be implemented?
Player clicks fasttravel.
Step 1:
A script checks his current location, and the distance to the target (SQRT[(X1 - X2)^2 -(Y1 - Y2)^2] ). For each, say 200m (or another appropriate value) of distance to the target location, the script rolls a percentage (say, 5 percent) for a random encounter. On a successful check, we have a random encounter, go to step 2. On no successful check, nothing happens and the character indeed fasttravels to his original destination.
Step 2:
Then, we roll on a suitably created table of random encounters (probably the one the game already uses), and check what the player encounters (say, a deathclaw).
Step 3:
Then, we have another check, the characters skill. We now have no outdoorsman skill, but we could make one on the fly. Something truly appropriate would be:
Base: Intelligence + perception
If the game has 50 locations for you to explore, add 1% to this number for each one discovered.
If you have gained the survival expert perk, add another 10% (so we have a maximum 100% for 10per+10agil+70 locations + 10 surv. expert).
*(Obviously, as I don't know the exact number of locations in the game, this can be tweaked accordingly, and it doesn't have to come out exactly 100%.for example, for 25 locations we could have 2% for each and I would still consider the formula okish)
So, check the player's "outdoorsman" check %.
if it is unsusuccessful, the player is teleported to the portion of the distance where he found the encounter (say, if you travelled from A: 100,100 to B: 200,200, the distance was cut to 3 pieces and you encountered something on the second check, you would be teleported to 166,166), and at the same time a command would be given to the game to spawn what the random encounter table said (say, 3 raiders or a deathclaw or an alien spaceship or the carcass of a whale or whatever a small distance from the player.
If the "outdoorsman" check is successful, a popup comes out asking the classic "do you want to encounter: XXX?" and if the player says no, step 2 continues as before, while if he says yes, he is spawned along with the enemies at the predetermined place, at which point the whole fast-travel routine ends (he starts again when he finishes his encounter and starts the fast travel routine again.)
Rinse, repeat until he reaches his destination.
What do you think? Good idea? Bad Idea? Suitable? Doable? Easy? Difficult? POS?
Why don't I do it myself?
a) I don't know how
b) I think it needs a script extender
c) I don't know how
d) I don't have a clue how. My extremely limited knowledge of programming just suggested that this must be possible, and I wanted to check if someone might be willing to give it a shot or anything.
There are obviously complications (for example, being teleported to a normally unreachable location) but, honestly, who cares? if you do, just fasttravel again to leave and you are ok...
POSSIBLE ADDITION:
Does anyone else remember analytical geometry? There is a formula (might check that later) that gives you the distance of a point from a line. We could also check the distance of each location in the game (easier than it sounds) from our line of travel (the line form A to B) and if the distance of a loacation to your line of travel is smaller than, say, 50 meters, it spawns you there so that you explore that location, or simply "unlocks" this location so that you can fasttravel there later. Basically, if your fasttravel passes nearby a game location, it is considered explored.