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Messages - PyrO

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1
Tbh the more factions thing shouldnt be that much of a deal. The gm's can switch between the factions easily so 1 or more doesnt matter (if I am wrong you can say so)

And yes the ai as I wrote would be great but to much work to just implement it right away

2
Why not have there be more npc "factions" than 1? I mean like there could be the simple raiders, ghouls but also super mutants that get the area for the Master. (That even if if the year it would play in mean that he is dead maybe it didn't reach those Mutants yet).

What else would be great but to much work would be if those npcs had a special ai that would have them actually guard the spot, take cover and don't all run after 1 guy that lures them in a hail of grenades.

3
Suggestions / Re: Super Mutant Behemoth
« on: October 19, 2014, 05:32:46 PM »
That mutant is running around in fallout 3

4
General Discussions / Re: ZC isn't the only PVP people
« on: October 16, 2014, 10:17:21 AM »
Family always has a death squad of around 3 - 8 players

There's your answer to entire question about loners not scavening core anymore.....
You should not forget that the OTHER factions do the same. There are v-tecs camping between eastern square and the family gate as well. And I doubt the other 2 factions do the same thing.

5
General Discussions / Re: Favorite base?
« on: October 15, 2014, 11:56:53 AM »
The door sim would be the family not the v-tec base. You just open the doors to the elevator and sometimes to the faction shop npc in v-tec

6
Changelogs / Re: 14.10.2014 Changelog
« on: October 14, 2014, 01:18:45 PM »
and how do you add fucking ightning to fire, unless you're Zeus , of course

Hehe Cirn0 added lighting to the fire not lightning. Btw fun fact flames are close to plasma and therefor conduct electricity / lightning ;)
http://www.realclearscience.com/video/2012/09/18/flames_theyre_electric.html

7
Suggestions / Re: Make nuka-cola a food.
« on: October 14, 2014, 01:14:33 PM »
Hmm well the german wiki entry contains the info that jet sometimes was a ingredient
http://de.fallout.wikia.com/wiki/Nuka-Cola
"Manche Versionen enthielten zusätzlich noch Vitamineralisier, Stärkungsmittel und geringe Dosierungen Jet."
Its near the end of the background .. "Geschichte" .. topic

but the english version does not.
http://fallout.wikia.com/wiki/Nuka-Cola

So yea, just did check the german site befor.

8
Suggestions / Re: Make nuka-cola a food.
« on: October 14, 2014, 12:16:20 PM »
Hehe good catch but I still dont think that the nuka cola would need to be addictiv or radioactive

Edit://
So after reading on a wiki I read that the nuka cola sometimes contained a small dose of jet, maybe that would explain the addictivity it had as the easter egg you mentioned Perteks.

9
Suggestions / Re: Make nuka-cola a food.
« on: October 14, 2014, 07:58:27 AM »
Well its called NukA not NukE Cola :P so I am not sure where you get the nuke from that.

If you think that the post apocalyptic soft drink should be addictive ... well no it shouldnt as its just a softdrink "warm and flat".
Now why I think the Nuka Cola shouldn't be addictive is because the whole alcohol isn't either.

Also the rads you would get in your idea? well you die once and the radiation is gone anyway.

11
Suggestions / Re: Energy Weapon suggestions
« on: October 08, 2014, 06:39:30 AM »
+1 for the idea  of other 60ish ranged no laser EW
try using Electro SMG like pistol for aimed shots it works somehow ok it saves asses until anything better be made

btw electro rifle and that rad rifle are totaly stupid especialy the lack of aimed shot for RR
Yes I know that the Electro SMG is not that bad, however it has a lesser range too but thats fine as its an smg.
Its just that I don't see the reason to use the Electro rifle at all. It has bad range, really low min damage and 3 shots per reload (thats reallly really low). While the Rad rifle as others said lacks the aiming and also has a rather short range but I do not think that the range is the issue of the rad rifle. The plasma rifle itself has a shorter range than laser too and its fine imo.

12
Suggestions / Energy Weapon suggestions
« on: October 07, 2014, 08:08:32 AM »
So in general ew weapons are fine however if you meet someone that just wears metal mk1 you can start to run if you use
- laser weapons
- plasma weapons
The only really damage dealing weapon in this case would be the electro damage weapons.

Now the electro rifle with just 3 shots in the gun has a range of 40, while a normal laser rifle has 50 and an extended 65.
I guess now people will be like "still fine so why does he make the tread?"
Ok so the thing is the range is really short and would need more, I mean its the only rifle with electric damage, imo it should be atleast 50 like the laser rifle.

The next thing is the damage of the electro rifle. It's 20-120 wich is .. well the max damage is really good but the min damage? You could throw a stone and probably do more damage if you are unlucky.

So for the damage I would suggest 35-110 to somewhat get the damage of the min damage up while also not making the rifle too strong imo.

Another suggestion is to add a new kind of mfc's. So what about overcharged mfc's? I made a mockup of the item but thats just an idea too.
For the data on the mfcs I guess this could work.
Damage Resistance Modifier    -5
Damage Threshold Resistance Modifier    -33
Damage Modifier    12/10

with an unit price of maybe 1.5 caps therefor a box would be 150 compared to the 90 for the current mfc's

13
Suggestions / Re: Make nuka-cola a food.
« on: October 06, 2014, 10:36:37 PM »
Yes it is used to craft but so are the fruits.

Also the nuka cola can actually be used but has no effect and therefor it would be fine to work as normal food in my opinion. (other "food" like alcohol is also used for crafting)

14
Bug reports / Re: [MAP] V-tech gate greed timer
« on: October 06, 2014, 05:56:50 AM »
It happens only if you switch zones to fast and you have to move I think after the timer is over

No, it's not. It's only at V-tech gate and It's not connected to the zone changing.

You were talking about this right? Does not just happen there though.

15
Bug reports / Re: [MAP] V-tech gate greed timer
« on: October 06, 2014, 02:25:43 AM »
It happens only if you switch zones to fast and you have to move I think after the timer is over

16
Suggestions / Re: Crafting tools for rooms
« on: October 05, 2014, 01:16:06 AM »
Why not being able to get a bigger room for those with X thousand rep for like 1000 caps? More space and maybe being able to put 1 workbench or scientific table inside. Would remove the "need" for 1 man platoons for crafting and storage I guess

17
Suggestions / Re: The PvP SMG You'll die for!!!(and from)
« on: October 05, 2014, 01:13:40 AM »
going by Sijjy's idea you would spray an entire mag for max 120 ;) and you would have often an str value of 5 so its 100 flat. Still a lot though, maybe half a mag for half the points would do?

18
Suggestions / Re: Armor repair.
« on: October 04, 2014, 06:17:49 AM »
He meant it as that the higher level broken armor should help patch up some more compared to the lower ones

19
Game Tips & Guides / Re: Legendary Weapons
« on: October 04, 2014, 03:49:53 AM »

20
Bug reports / Re: [MISC] Dead NPC bodies disappearing deletes intel
« on: October 03, 2014, 10:28:24 AM »
Happened multiple times to me, this can also happen when you quickly go out of the zone because you pulled to many and go back in and kill them on their way back.

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