Totally freedom of game progress idea

Lich

Water Chip? Been There, Done That
I think about it before many times and solution was so easy: build script which check experience amount (changes in player script obj_dude) When you reach some experience level then appear on worldmap last, finall area.

Typical game have some prior task which you need to solve, so it put you prior way into finall destination. Other small quests its just background. This idea will totally change game style, because you may do everyhing you want!

So there is no prior quest, just many random small quests, independend adventures mixed together. It give possibility to chose own way of game developement: mutant hunter, trader, scients, thief, doctor ...

How made that system when mod F2:

-change or remove begining area (you are unknown man from desert)
-remove few details from existing prior quest like why you search Vic, GECK (most dificulty stuff)
-remove random encounters (they give too much experience)
-change last area (why you olways need to kill some boss?) Game may end when you just find ship and travell somewhere on horizon to "new adventures" (next game)
-give new procedure in obj_dude: check exp and make some area visible
-invent thousand new small quests around world depend on skills
(using universal script UQS or something similar will help loot)

I known how made all this stuff so probably i will try modify game that way, it should be easy and give totally new game style feeling. It will become trully RPG, because you may be and do everything you want, and mostly its about just become hero from zero.
 
Lich said:
-remove random encounters (they give too much experience)
I don't like this idea. I think that it would be better if RE would be less frequent and less overpowered.
 
Sorrow said:
Lich said:
-remove random encounters (they give too much experience)
I don't like this idea. I think that it would be better if RE would be less frequent and less overpowered.

For Lichs' Idea is to have less exp. available to gain, or so I believe from what I read.
Random encounters would also take out the story line he doesn't want in the game that you get from the random encounters.
(I.e.) If there is no Enclave ending, what would the reason for enclave patrols and the Frank Horrigan encounter be?
With newer small quests and big bosses at the end of each town, it would make up for the random encounters being removed.
 
Finall area will appear on worldmap when you reach some experience level. Its need to remove encounters because you may get thousands points of exp by hunting on deathclaws and aliens in south parts of worldmap. When dont exist such alternate exp source you need solve many small quests.

It will be many quests for every skills. So you may chose way of doctor and only heal poeples around to finish game. Or you may chose way of boxer (unarmed skill) or gladiator (melee weapons) and during whole game only fight on arenas. Or you may create female character and become pornstar in New Reno. System give totally freedom of way you chose to finish game: replayability.

But its need to invent many new quests and remove prior quest parts.
 
I played a version of BSM that removed all random encounters.
The world seemed to be completely dead - no animals, no travellers, no bandits...
No suspension of disbelief...
 
Yes but without them game is more dificulty. Idea is to remove encounters and invent more quests as only possible source of exp and stuff.
 
The game is not very "free", if you must have XYZ-Exp to follow the story - I think. For me, a "free game" hasn't really a storyline. x_X But that´s just me thinking about it..
 
Lich said:
Yes but without them game is more dificulty. Idea is to remove encounters and invent more quests as only possible source of exp and stuff.

Yes, It will be more difficult, but - above all - dead. And that´s a point (at least for me). How you can make a total free Fallout with a dead wasteland? It´s strange. :)

Concerning Fallout BGE, I want to solve it by a totally different way...
 
what about keeping the the random encounters and reduce the amound of experience point you get from killing critters.
 
I think that toning down random encounters would be the best solution - no hordes of deathclaws, aliens, etc.
 
Lich, if you are dissing Fallout 2 as a cRPG, then you should be glad Roshambo isn't around.

Your idea has one, MAJOR, flaw.

It's damn unrealistic.

So, you're an unknown man from the desert, mr. Insignificant. Yet somehow, you have an XP detector shoved up your anus that makes a final location magically appear in a place you have wandered through over 750 times, only to hit a magically appearing metal wall on the 751st pass.

However, the inclusion of several small quests, a'la Gothic 3, wouldn't hurt the game and would add to the immersion.
 
Not long ago I was thinking about some "killing/picking-up penalty" -- example: if you tear somebody (or something) to small pieces by a fucking powerful gun (Vindicator, YK42b Pulse Rifle, every Gauss technologies and so on), there will be a relatively big chance to lost enemy´s inventory equipment. This could push player to use a small / less deadly guns or be a killing machine without a big chance to earn all the loot...
For FALLOUT: BGE I´m also couting with fewer pure fight sessions and more interactive and intelligent encounters.. And less exp for killing.
 
Mikael said:
Lich, if you are dissing Fallout 2 as a cRPG, then you should be glad Roshambo isn't around.

Your idea has one, MAJOR, flaw.

It's damn unrealistic.

Scratch "unrealistic", it's just pure shit. Talk about importing anime characters into Fallout 2. Bl4cke Stayle modde yall!

Lich, do everyone a favour and get the hell out of here, go play modding with Haris or better yet, fucky fucky with a fork and an electrical contact.
 
Random Encounters add a level of danger to a game, without which a game can become extremely boring. As for reducing the amount of loot and experience gained from RE's, that too can lead to boredom and frustration. Ever played the Awaken mod for FOT? You can't move for tripping over an encounter but you don't get any rewards from them just the quests. It got old really fast.

Neither does anything for inducing people to replay.
 
Jesterka said:
Not long ago I was thinking about some "killing/picking-up penalty" -- example: if you tear somebody (or something) to small pieces by a fucking powerful gun (Vindicator, YK42b Pulse Rifle, every Gauss technologies and so on), there will be a relatively big chance to lost enemy´s inventory equipment. This could push player to use a small / less deadly guns or be a killing machine without a big chance to earn all the loot...
For FALLOUT: BGE I´m also couting with fewer pure fight sessions and more interactive and intelligent encounters.. And less exp for killing.

I think that's a good idea. It was actually done a lot in older Marathon-based FPS games. If you gibbed an enemy you couldn't loot his ammo after.

In Jagged Alliance 2 you damage an enemy's equipment if you explode things on him or you shoot him many times. If you wanted to loot armor and undamaged guns you would need to try to take the enemy down with headshots.

So, basically, I think this idea could be a good balancer.
 
And what about give new quests into encounters? It could solve all problem!

-dont need place in every maps new NPCs and search them during play, and mod will weight much less (some about 0,5 MB)
-prior quest will still exist, anyway too much problems with remove parts from it- just give new possibilities for use every skills by new random quests
-few "universal random quest" will work like thousand quests, everytime they should look different, and mod could be made much faster, just create critters with scripts in his proto and add them to encounters table (i made that way outdoorsmans in BSM)
-world will look full of life and you will encounter not only bandits or everything else that just want to kill you, but also NPCs from small unknown villages with thier problems to solve

Every random should look like special encounter, not only NPC here but much more small interesting maps, new items to find there. Such stuff could be very interesting: change frustrating battles into much more special encounters.

Experience score may open new possibilities, it is code in random table which check your exp amount. So when you reach new level: will appear new encounters (with more dificulty quests, better items to find)
 
Lich said:
And what about give new quests into encounters? It could solve all problem!

-dont need place in every maps new NPCs and search them during play, and mod will weight much less (some about 0,5 MB)
-prior quest will still exist, anyway too much problems with remove parts from it- just give new possibilities for use every skills by new random quests
-few "universal random quest" will work like thousand quests, everytime they should look different, and mod could be made much faster, just create critters with scripts in his proto and add them to encounters table (i made that way outdoorsmans in BSM)
-world will look full of life and you will encounter not only bandits or everything else that just want to kill you, but also NPCs from small unknown villages with thier problems to solve

Every random should look like special encounter, not only NPC here but much more small interesting maps, new items to find there. Such stuff could be very interesting: change frustrating battles into much more special encounters.

Experience score may open new possibilities, it is code in random table which check your exp amount. So when you reach new level: will appear new encounters (with more dificulty quests, better items to find)

Man, why you want to solve it so intricately, unrealistic, anti-falloutish? And "weight" is imho very trivial problem in 2k7...
 
Leave the random encounters as they are but add more time sensitive quests.

Then the player has a choice either spend six months (game time) random encounter hunting, or complete the quests. But if they do take a quest there's still a chance of getting a random encounter but they won't have time to go looking for them.
 
Lich said:
And what about give new quests into encounters?

I like this idea, Lich, and some of the earlier ones you mentioned. But consider this: if it is a random encounter and random encounter maps are not saved, how are you supposed to return to the person after you have completed the quest? I know that you can make a random encounter map permanent, but surely you do not want to keep the location on the worldmap after the mini-quest is completed. Can a random location be removed from the worldmap later if not set that way at the beginning?

Mikael Grizzly said:
Your idea has one, MAJOR, flaw.

It's damn unrealistic.

So, you're an unknown man from the desert, mr. Insignificant. Yet somehow, you have an XP detector shoved up your anus that makes a final location magically appear in a place you have wandered through over 750 times, only to hit a magically appearing metal wall on the 751st pass.

Realism is not a factor. The game already employs the legendary 'anus XP detector' of which you speak. It's used as one of the determining factors of whether party NPCs level up or not. It's used by Sheriff Marion regarding whether or not he will give you quests. It's used in determining whether or not you get special encounters. I am sure there are others points in the game, but these immediately come to mind.


Lich, just keep doing what you are doing. I mean, figure out how this stuff could be done. And if it can be used in a mod, then great. Those things you figure out can possibly be used by other modders in different ways too. And if you get all this stuff complete in your mod, then others can choose to either download it or not. Don't worry about their opinions. It's your mod...your work.
 
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