Submarine Mod

So, what's the final decision, guys?

Once again,

1st variant: boat, small map with the sail, 1st level only



with a little modification: access to sub directly from the sail, not from the boat, which should help with overcrowd problem:




2nd variant: I'm make default FO's wall, someone else will make exterior (Josan?), someone else will make scenery crap (or you'll use existing one)

3rd variant: Go to hell! We'll do everything as we want!

I don't want to waste a time for something that won't be used or wait forever (just like in previous case), because I'll get a total demotivation and the sub will end on the crash course with Recycle Bin, or simply I'll be out of free time...
 
My proposition - just put a NPC next to it and you'll be teleported onto the sub's sail. Also, he'll be there to take you back.

That, or put some item next to the boat (or make the boat itself usable) that'll activate the script that'll take you where you need both ways.
 
Ravager69 said:
or put some item next to the boat (or make the boat itself usable) that'll activate the script that'll take you where you need both ways.
I'm planning to use one/two lines/ropes that are attached between wharf and boat, so if player will try to use the boat without owner's permission, NPC should say: "Stay away from there!" or something like that...

The same thing will be used is second scene (with sail) - one/two line/ropes attached between sail and boat - click on them and you'll return back to docks. And of course hatch (where may be a trap), so click on it and you'll get inside.

Also, because of that everything will look little a bit better... more realistic, because lines are preventing from drift...

But, if you want to use teleportation via NPC then let me know about it, so I won't be wasting a time for searching a correct wharf height to fit it into the 3d scene, because I'll need it to get a nice composition between boat and SF's docks tiles... not to mention about annoying adjusting or shadows that lines are casting on the boat/sail. So, I MUST know which solution will be used...
 
@Continuum: I love the idea of boat attached to sail, and looks of it - it's just so falloutish :)

So basically there will be only one level inside submarine? How you will explain to player inaccesibility of other levels?
 
I don't really care which solution will you use, Continuum, I was just giving ideas. Use whichever suits you better.
 
ShaXbee said:
So basically there will be only one level inside submarine?
Yes, in 1st variant is only one.

ShaXbee said:
How you will explain to player inaccesibility of other levels?
Because there will be no hatches to get into lower level(s)? :D

But seriously, they can be blocked/damaged/etc., or after opening you'll see a water inside the hatch...

Ravager69 said:
I don't really care which solution will you use, Continuum, I was just giving ideas. Use whichever suits you better.
It depends from the scripter(s), not from me... scripting isn't my department...
 
I like the first better has it shows more of the sub.
But i'd make the tower higher (twice as big), put the boat at middle height and some ladder near it from top to bottom of the tower. Of course that the sub would have to be a little longer too.
 
Nice. :)

I will include it in SD2 too. :P

/Edit:
Continuum said:
with a little modification: access to sub directly from the sail, not from the boat, which should help with overcrowd problem:


I like this version. And also only first floor of the sub is ok too.

I say, go for it this way.
 
Demonslayer said:
I like the first better has it shows more of the sub.
Actually no.

Demonslayer said:
But i'd make the tower higher (twice as big), put the boat at middle height and some ladder near it from top to bottom of the tower.
This would be really hard to implement because player should start climbing from the boat, so overcrowd problem will return and player/NPCs will go through the boat like ghosts (no blockers). Not to mention that you can't climb without loading new map, or am I wrong?

Demonslayer said:
Of course that the sub would have to be a little longer too.

Yeah, interior should be long as here:



2nd level is untouched, at right you can see seamless template of rivets and pipe for middle segments of 3rd level... fucking craziness! :o

But only 1st level will be used... and I'm not sure about stern section...


Lexx said:
I will include it in SD2 too.
No problem, Lexx. If you like the boat - feel free to use it.
 
Continuum said:
Not to mention that you can't climb without loading new map, or am I wrong?
You can climb without loading a new map, just use the climb animation. I made a script where the player climbs up a bunk bed and lays down to sleep.
It would look cool if you could climb up the tower, but it may be more trouble than it's worth.
 
Yes, the player. But party members can not climb up ladders.
 
Lexx said:
Yes, the player. But party members can not climb up ladders.
Why would they need to? You need to go down into the sub right after anyway, so they would get teleported together with you then.
I just wanted to say that it is doable, I also said it may not be worth the effort. :)
 
Continuum said:
Mikael Grizzly said:
Let's see: you're transferring fuel through a 160 year old, rusty pipeline system. Somewhere down the line, it malfunctions after the fuel passes, parts collapse hit the water, crush the submerged hulk, triggering the targetting system and activating the torpedoes.
Something hits 160 years old wreck (which is cannibalized from the most systems) and activates everything what is needed to sink the ship: power supply, sonar, targeting systems, torpedoes are loaded into the tubes, torpedo tubes are flooded, opened and finally fired just because something was hit the hull... Interesting... Not to mention that sub must be placed between Tanker and something that is pumping the fuel (wharf?) otherwise how something could hit the sub while fueling up the Tanker?

Maybe it could work in this way: if Luck < 5 then parts of the pipe collapse, hit the water, crush the submerged hulk and explosion! Player is dead. The game is over.

Or maybe I'm missing something? :D

You're a Torr.

The submarine ran ashore with torpedoes loaded in the tubes (the Great War knocked out the electronics, listen to Dr Wong in downtown SF). When the Shi began cannibalizing it, they simply ignored the live torpedoes, dismissing them as unimportant and too dangerous to handle.

When the pipeline ruptured during the refueling, a piece fell down on the front of the sub, triggering the rugged, fool-proof Chinese torpedo systems, located just a few tens of meters from the side of the tanker.

This is convenient, because

a. allows to use the Retinal Scanner building in SF docks as a kind of an entry point for the sub
b. allows to ignore the "160 year old working electronics" since all that's working are torpedo tubes and automated torpedoes that will fire if the tanker moves
c. requires little to no new art

Now, clear enough?
 
No, you're a Torr, a furry Torr.

Again, even if you'll go into really, really, really, really, bad luck/coincidence direction:

Continuum said:
Something hits 160 years old wreck (which is cannibalized from the most systems) and activates everything what is needed to sink the ship: power supply, sonar, targeting systems, torpedoes are loaded into the tubes, torpedo tubes are flooded, opened and finally fired just because something was hit the hull... Interesting... Not to mention that sub must be placed between Tanker and something that is pumping the fuel (wharf?) otherwise how something could hit the sub while fueling up the Tanker?

Did you ever bother to read how suppose the art look (there're tons of WIPies/ideas in this thread)? Or how the player will access the sub? Sub never intended to be in direct proximity to Tanker, because this will limit the artwork greatly (or there will be no artwork at all). You can't insert anything bigger to SF docks map (no place for it) or close to Tanker (because it will look bad). Not to mention about magic teleporation which we all want to avoid (player must enter through the sail or hull). Sub must be placed few kilometers away, somewhere in shallow waters around SF or washed ashore (or in docks, but this idea was bad), if you want to see any interesting art.

Now, clear enough?

Sure, you can go into sub tens meters away from/under the Tanker direction and not use any custom art because this will be simply unnecessary... So why to hell we're spamming this thread with 1000 possible ideas how the sub exterior could look/how to resolve some problems, since you can implement this brilliant idea (simple, no additional quests and no custom art required)? :D
 
You know, this isn't made to fit YOUR particular vision. You want to supply art, great, but please, don't go around forcing people to accept your idea as the best.
 
Mikael Grizzly said:
You know, this isn't made to fit YOUR particular vision.
Yes, I know. I was trying to explain that in case of sub tens meters away from/under the Tanker there'll be no place for custom art. If you want to implement this feel free to do it, I have nothing against it.

Also, you can criticize my ideas and I can criticize yours, you don't need to agree with my ideas and I don't need to agree with yours, it's a normal thing, I guess... :roll:

Speaking of MY particular vision...

a small "town" on the sub, filled with NPCs (no bad ass monsters), with a bar, etc. just a normal place to live. Hull (with a lot of hand made holes to get a fresh air from the outside), surrounded by large metal constructions pinned between wharf/water/ground and the hull to prevent flipping. And with large, hot chick painted on the sail! :D And of course - no disarming torpedoes, no Shi or Enclave.

So, everything I'm doing here is against MY particular vision. Am I doing any problems because of that? No. The sub is worthy add-on to Fallout and I'm accepting the way this will be done.



Mikael Grizzly said:
You want to supply art, great, but please, don't go around forcing people to accept your idea as the best.
Where am I forcing anyone to accept my ideas? I presented what can be or how can be done, or does design direction is worth of making large part of exterior and all three levels accessible or not.

When:

Continuum said:
The sub could play more important role than just disarming rockets/torpedoes...

- player could say to that Shi guy: give me a fucking fuel otherwise I'll turn your house into the ashes!
- helping Hubologists to destroy that stupid and talking computer by bombing his house!
- destroying Hubologists' shuttle,
- bombing Navarro!
- bombing Oil Rig and killing everyone from Arroyo!

Also, why not make the sub settled down with Enclave "garrison"? So, instead of crappy shoot them all/disarm all traps location, full of mutated monsters make something more interesting where you can talk with NPCs? With high intelligence/speech you could persuade them to take you to Oil Rig for example...

I was accused of Fallout Bible raping, so I forgot about them and I didn't force anyone to implement it because they're the best ideas ever!


I quickly made a crappy story/quests to fit the boat, small map with the sail (which is the best solution to compromise design/expectations/amount of work needed to make the art, I think) and:

Continuum 6 times said:
Feel free to modify it/add something, it's just a way I see it... ;)

Continuum said:
It's just a way I see it... if my way of thinking is wrong then correct me ;)

Continuum said:
If someone will figure out something better then feel free to alter it. The same goes for the quests, or "I haven't been able too find anything official that says the Emperor was ever on board the submarine or even built from scavenged electronics from it", or "the submarine is kind of unfitting, because the tanker has been used previously, to establish the Navarro base. Why wasn't it destroyed then?", etc.

Continuum said:
Sure, it can done in this way, just empty and old sub with no NPCs on the board. I have no problem with this ;) You can keep things simplified as possible. We can even skip the boat, to not complicate things too much:

- start talking with some NPC,
- get information where sub is,
- click on the take me to the sub line in dialogue options,
- new map with small interior is loaded.


Where do you see forcing anyone to accept it as the best?


But enough of this crap, because I don't want to turn this thread into the flame fest...
 
Point is, it doesn't fit, because the Emperor came from the Shih-huang-ti, indicating the sub was in an easy-to-reach spot, somewhere where the Shi were able to get heavy duty construction equipment to remove the monstrous mainframe. That's why it'd be located in the docks area.
 
Fuck the Fallout bible I say. The idea of putting the sub somewhere near San Fran is good, the talking torpedo stuff \ Enclave plot to sink the Tanker is just stupid.

I mean, come on, what are the odds of someone clearing out the tanker of the bad-ass monsters, stealing the FOBOS (or whatever that thing from Navarro is) AND aquiring the fuel for the trip? Would the Enclave really need to rig 160 year old torpedos with uber AI just in case someone tries to do the impossible of moving the damn thing to the Oil Rig and then doing anything else then getting sliced to ribbons by the security? Please.

I support the idea of making a beach town out of the sub's hull or make it into a military base of some kind.
 
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