Setting up base camp

Brother None

This ghoul has seen it all
Orderite
Josh is having a period of hyper-activity, apparently, and made some posts about setting up base camps in Fallo...Van Buren:

First, over here, Atreides makes the following post:

<blockquote>^Could we take over someone's territory? For example if the player takes out Metzeger, depending on whether the player's good or not you could get

1. (Good) Liberate the town of slavery (yay).
2. (Bad) Halfway through the battle after killing Metz you use taunt (make a suggestion to stop in the middle of battle, check vs. hostility) and if you're badass enough the slavers will decide to follow your leadership. So you're the new slaver lord in town.

The latter's an example of a "stronghold". You now run the town etc. Depending on your travels you can strengthen your gang by getting more ammo or making deals with other powerful allies (say Reno families).

Ps: Would putting more money in stores be acceptable? Lots of the time my car boot was full of weapons I meant to sell off but I could only sell one or two off at a time (taking into account I bartered for all the stims etc).</blockquote>

To which JE replies:

<blockquote>To a certain extent, I think stuff like that is possible, but I worry about taking too much attention away from the main plot/action of the game. Let's say you take over Metzger's slaver joint. Okay, what now? I'm sure we could think of plenty of things to do with the slavers, but how much? And if you don't take over the slavers, or decide to get back to the main plot, all of that development time gets wasted for that player. Obviously, a little "gets wasted" for any player that doesn't do everything in the game, or takes one of two mutually exclusive choices, but I think this takes that a step forward. It's a lot of time to commit.</blockquote>

And he notes the same in this thread
 
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JE said:
Let's say you take over Metzger's slaver joint. Okay, what now? I'm sure we could think of plenty of things to do with the slavers, but how much? And if you don't take over the slavers, or decide to get back to the main plot, all of that development time gets wasted for that player. Obviously, a little "gets wasted" for any player that doesn't do everything in the game, or takes one of two mutually exclusive choices, but I think this takes that a step forward.



That's the difference between good rpg games and console shit god damnit !!!

We can't beat whole game in one attempt. We have cool, big, interesting, whatever side quests.

And nothing will be wasted. When player start to play 20th time and discover this particular quest (finaly) he/she will jump on seat and say "Whoa, this game rox". And he/she will start 21st game to see what else was missed/could be done in different (exclusive) way.
 
On the Cutting Room Floor

On the Cutting Room Floor

What will be left on the VB/FO3 editing room floor?

Is the next VB/FO3 market innovation* (*conformity) a single plot line?

Depth of vision lost to commercial cataract.

Minimalist threads cut to a single string.

Tunnel Vision nursing milky comfort;
Forgeting Fear of the Fog of the Future.

Wacka Mole.

Joystick Waggle.

Pack Man.

Lovelorn expectations of a FO DVD compilation,
featuring JE et al 's Director's Cut, and a trailer for BG:DA----13?

4too
 
World Safe, For One More Day....

Safari browser crash saved the world from another antidotal ramble from the southern slope, drain field of Ohio. No "This Ol' House" or "This Ol' Strong-hole"(*) paradise parodies for VB/FO3 where market inclusion of the BG ''strong-hole''(*) demographic would include Harry Potter house elves and Real Estate Tycoon aspirations in bungalow bunkers in a post apoc future-present, "the kitchen of tommorrow TODAY!",
"'shrubbery',..... and a nice white picket fence.........'"

Got word that my email address and "4too" would be acceptable for a log in at The Project forums. Guilty of one of those 7 deadly sins,
ah,..., Vanity, ('yawn')..... perhaps, or ............. Sloth.

[*(c) 4too INC. 2003.]

4too
 
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