Totally freedom of game progress idea

I wonder that exist somewhere finall solution or its just utopia.

Major idea was to invent alternate ways to finish game depend on skills. Another concept how do that is "guild system" (you can call it whatever you want)

Every guild have own small quests, different possibilities. For example shamans guild in Arroyo will allow you to create herbal mixtures. To join some guild you need some skills or stats amount.

It already exist in game, for example New Reno, where you may become boxer (fights is something like quests from boxing guild) or you may become made man from some family.

So instead of randomly single quests which have NPCs around, you may join to some guild which give you many tasks from some way.

Here is some ideas:

Location: Arroyo
Guild: Shamans
Required skills: First Aid 80%
Quests: heal brahmin, find herbs, clear garden
Special items: tool for create herbal mixtures

Location: Arroyo
Guild: Warriors
Required skills: Melee weapons 80%
Quests: kill some beast
Special items: tool for create better spears

Location: Den
Guild: Junkers
Required skills: Repair 80%
Quests: find some part, fix something
Special items: better car or alternate car like tank

Location: Klammath
Guild: Trapers
Required skills: Outdoorsman 80%
Quests: explore some area, hunt some animal
Special items: gecko skining tool

So mostly you may get some quest only if you have required skills, it make more possibilities and more limitations (increase realism) And you dont need search single quest in every new NPC because guild master will give you several. This all already exist in game some way, my concept is to just develop it much more.

But still in my opinion random encounters must be removed, or do something with them because they give too much experience and stuff. Anyway are frustrating and unrealistic: you walk somewhere and suddenly surround you ten rad scorpions large like elephants, and usualy they cant kill you, even when poison. In realistic world you will encounter one scorpion small like finger and he can kill you by one hit. And in realistic world you will never survive burst from minigun.
 
FYI Lich, Fallout is 50s sci-fi pulp, so we're talking Fallout realistic.

Plus, you are usually a lonely wanderer that's prime prey for raiders, ergo random encounters ARE realistic.
 
Lich said:
So mostly you may get some quest only if you have required skills, it make more possibilities and more limitations (increase realism) And you dont need search single quest in every new NPC because guild master will give you several. This all already exist in game some way, my concept is to just develop it much more.

Well, you can take this approach, but I disagree with this in part. You intend to add limitations to the quests. Seems to take away from the game. I mean, just because the player isn't any good at trapping geckos, for example, because he doesn't have a traps skill of 80% or more, doesn't mean that he (or she) couldn't try. Does the game prevent you from trying to become a prizefighter if you have less than 80% skill in unarmed? (I really don't know the prerequisites for Stuart Little being your manager, but I hope you get my point). Sounds here like you intend to take away from the player's ability to choose what he wants to do.

Lich said:
But still in my opinion random encounters must be removed, or do something with them because they give too much experience and stuff. Anyway are frustrating and unrealistic: you walk somewhere and suddenly surround you ten rad scorpions large like elephants, and usualy they cant kill you, even when poison. In realistic world you will encounter one scorpion small like finger and he can kill you by one hit. And in realistic world you will never survive burst from minigun.

Well, I do disagree with you there, but by all means you can keep working on this. I like the fact that there are random encounters. And like Mikael Grizzly said, we are talking about 'Fallout Realism'. (That reminds me: maybe I need to make poison much stronger in the Megamod).
 
But similar limitations exist in game and they are great, because when you change character then game is different. Mostly it affect stats. You cant boxing if you have strenght less than 6 (or something like that) For example try play character with intelligence = 1, its totally different and funny sometime. When play such one you got many limitations but its not mean game is unplayable, its just put you different ways to finish it.

Already i started build group of farmers for one location, thier knowledge and experience is mostly about plants. If your character have similar abilities then interaction is more possible (because you understand them) So they will give you some quest and items from that way.

because he doesn't have a traps skill of 80% or more, doesn't mean that he (or she) couldn't try.

Here you are wrong, example: if you go to army nobody give you just to try bomber plane for fly when you dont have required skills, surely they will search someone which understand what he doing

And about game ending: prior quest sometime suggest you what character is better to create, for example if you known that you must fall into battle, then often you will select battle skills, and stats: agility, endurance. I want create RPG where everything is possible so prior quest must be removed. Game will end universal way: just when you reach some experience score.

In practice i used it in BSM2 that you lost memories during vertibird crash and experience bring you reminds. More and more you known who you are and where you fly: destination base. Finall area appear when you refresh all memories (by exp)
 
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