Author Topic: Survival in ashes.  (Read 9483 times)

dillinger

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Survival in ashes.
« on: September 22, 2014, 01:17:29 PM »

                                                                       Survival in ashes.
Part 1 - Hunting trophies
               My suggestion - expansion hunting trophy in animals-critters corpse after killing.First - rename "Brahmin hide" to "Hide", "Deathclaw hide" to "Strong hide"(hide - like universal resource for crafting).
                List of proposed change:
Insectoids\plants:
mantis - 1 chitin scraps
ant - 1 chitin scraps
scorpion - 1-2 chitin scraps, 1 scorpion tail
big scorpion - 2-3 chitin scraps, 1 scorpion tail
alien - 2-5 chitin scraps, 1 chemical components
spore plants - 1-4 fibers

Critters\monstres
deathclaws - 1 strong hide, 1-3 meat
big deathclaws - 2 strong hide, 3-5 meat
centaur - 1 strong hide, 1 chemical components
floter - 1 strong hide, 1 chemical components

Animals\reptiles
silver gecko - 1 silver gecko hide, 1-2 meat
golden gecko - 1 golden gecko hide, 1-3 meat
fire gecko - 1 fire gecko hide, 2-3 meat
rat - 0-1 meat
pigrat - 1 meat
molerat - 1 hide, 1-3 meat
dog - 1 hide, 1-2 meat
brahmin - 1 hide, 1-3 meat

also add to animals random leftovers food in corpse 0-1:
-brock flowers
-xander root
-green mutfruit
-iguana-on-a-stick (full iguana)
-iguana-on-a-stick (chunks)
-red mutfruit
-meat jerky
-cookie

Part 2 - Outdoorsman
                      I dont how now i can use and increase outdoorsman, because my suggestion for future. I see some points of interest by using outdoorsman:
- traditional outdoorsman helps to move around the map avoid unwanted encounters, increases moving speed
-specified in the description of the perk, you better understanding of the animals, probably this applies to hunting, increase damage to animals\critters(bonus from outdoorsman skill):
                      - 0-99%  - 0% damage
                      - 0-149% - 5% damage
                      - 150-199% - 10% damage
                      - 200% - 15% damage
-survival is impossible without food, so players will learn to cook, increase skill occurs by the formula like engineering and science,cook - the level is little increasing, below shows the recipes,immersed level requirements:

Beverage
cooking tool

booze - bottle wih water,1 green mutafruit, 2 red mutafruit, antidote(90%)
beer - bottle with water, 2 fibers, 1 green mutafruit(80%)
rot gut - bottle with water, 1 green mutafruit, 2 red mutafruit, antidote(90%)
nuka cola - bottle with water, 2 green mutafruit, 1 brock flower, 1 xander root(100%)
bottle with water - empty bottle, 1 green mutafruit (70%)


Food
cooking tool

iguana-on-a-stick (full iguana) - 1 sharp.pole, 2 meat, 1 mineral(NaCl), 1 xander root(110%)
iguana-on-a-stick (chunks) - 1 sharp.pole, 2 meat, 1 mineral(NaCl), 1 brock flower(100%)
meat jerky - 1 sharp.pole, 1 meat, 1 mineral(NaCl), 1 brock flower,1 xander root(80%)
cookie - 3 fibers, 2 xander root, 2 broc flower(90%)
meal - 1 chitin scrap, 1 meat, 1 jerky meat, 1 mineral(NaCl), 1 broc flower, 1 xander root,1 beer(120%)

Part 3 - Good jobs

                      In all faction locations you can meet some npc, like as "warmaster" and "medic", the main task of warmaster - defense organization and logistics patrols, medic - conducting various scientist and medicine research.So these npc can give instructions to the player for the extraction of the things they are interested in.

warmaster - required various implants to enhance the combat potential of the patrols (a conditional fiction,actually patrol remains the same), in exchange, he gives a random various box of ammo, 1 implant - 1 box ammo,it is desirable that he could give and expensive cartridges, with a little chance.

medic- engaged in continuous research FEV-infected creatures and so it needs parts radioactive DNA for research, you can find them in supermutants,aliens,centaurs and floaters, with little chance or spawn chance like implants.In game data i found art , it also can be "Infected DNA".in exchange, he gives a random medicine item, 1 bottle - 1 item, random - from stimpak to drug class A or medicine bags.

Part 4 - Weapon guru.
                         Add new weapon perk "Perfection", appears on the weapon that a player has mastered to perfection, namely, they scored less than 100 000 experience points.You must kill npc and critters.Add to weapon 5-10% damage and 5-10 effective range.For example get this perk for 10mm not hard(only long in time), for DSR-50 very expensive.
                     
   
« Last Edit: October 04, 2014, 05:24:15 PM by dillinger »
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Niamak

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Re: Chitin craps
« Reply #1 on: September 22, 2014, 01:34:54 PM »

what are drop rates right now ? 1 each ?
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dillinger

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Re: Chitin craps
« Reply #2 on: September 22, 2014, 01:37:39 PM »

what are drop rates right now ? 1 each ?

yes
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dillinger

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Re: Hunting trophies.
« Reply #3 on: September 28, 2014, 08:45:28 AM »

starting post upd
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Edik

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Re: Hunting trophies.
« Reply #4 on: September 28, 2014, 09:22:08 AM »

Cool. I would add 0-X too all so you could get none (because you increase overall drop of those items)
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Myakot

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Re: Hunting trophies.
« Reply #5 on: September 28, 2014, 09:47:37 AM »

I like this suggestion
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Okay, 3, 2, 1, let's jam!

PyrO

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Re: Hunting trophies.
« Reply #6 on: September 28, 2014, 10:13:38 AM »

Yea I support that animals like scorpions (big ones) have more chitin and so on.

However I do not think that a dogs and molerats should drop brahmin hides ;) unless you would want another kind of hide for them. same with the floaters and centaurs and their strong / deathclaw hide
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Deathproof

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Re: Hunting trophies.
« Reply #7 on: September 28, 2014, 10:34:15 AM »

+1 Good idea
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MuchaChota

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Re: Hunting trophies.
« Reply #8 on: September 28, 2014, 05:15:37 PM »

+1 love the idea
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PusiteGA

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Re: Hunting trophies.
« Reply #9 on: September 28, 2014, 07:40:44 PM »

i sugest no need to maual pick ant stuff cuz it is pain in ass to go evry ant pick it make it auto transwer to killer

mAdman

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Re: Hunting trophies.
« Reply #10 on: September 29, 2014, 12:27:17 AM »

I like it too, but I would add a class between meats too, as say the meat of a mutated gecko or deathclaw, would probably be different to brahmin, dog or rat meat.

Good Meat could drop off the more commonly eaten ones (brahmin, dog, rat, pigrat, molerat), while Strange Meat (or bad meat) could drop off the more stranger ones (geckos, deathclaws).

But if you are going to do this, IMO you would have to add the same to humans (all humans drop strange meat and weak hide).
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dillinger

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Re: Hunting trophies.
« Reply #11 on: September 29, 2014, 03:49:15 AM »

I like it too, but I would add a class between meats too, as say the meat of a mutated gecko or deathclaw, would probably be different to brahmin, dog or rat meat.

Good Meat could drop off the more commonly eaten ones (brahmin, dog, rat, pigrat, molerat), while Strange Meat (or bad meat) could drop off the more stranger ones (geckos, deathclaws).

But if you are going to do this, IMO you would have to add the same to humans (all humans drop strange meat and weak hide).

in postapocaliptic wastelad all meat are good, yumm yumm ;D ;D ;D
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SnowCrash

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Re: Hunting trophies.
« Reply #12 on: September 29, 2014, 02:21:07 PM »

Relly like it! it will add a better motivation to hunt other type of mosters.

Im not sure about corpses containig fruits, and food
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dillinger

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Re: Hunting trophies.
« Reply #13 on: September 29, 2014, 02:43:17 PM »

Im not sure about corpses containig fruits, and food

animal can eat before you killing it
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dillinger

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Re: Hunting trophies and Outdoorsman.
« Reply #14 on: September 30, 2014, 04:54:00 AM »

starting post changed 8)
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mAdman

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Re: Hunting trophies and Outdoorsman.
« Reply #15 on: September 30, 2014, 07:08:45 AM »

I like your new suggestion of attaching outdoorsman to cooking and recipes, I would say take it one further, and ask to have it made into a secondary skill, and increase (and decrease) the effects of food and perhaps non medical healing dependent on your outdoorsman skill.

Relating outdoorsman to more than just world map travel time and random encounter rate (though it does neither atm) would be really nice. And food is a bit strange at the moment, you don't need it as you won't starve, but walking around without the free healing rate buff seems silly.
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dillinger

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Re: Survival in ashes.
« Reply #16 on: October 01, 2014, 02:00:54 PM »

added 3rd part
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vaultboy

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Re: Survival in ashes.
« Reply #17 on: October 01, 2014, 02:07:12 PM »

good suggestion but requires some work :P
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dillinger

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Re: Survival in ashes.
« Reply #18 on: October 01, 2014, 02:08:38 PM »

good suggestion but requires some work :P
not today and not tomorow :)
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dillinger

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Re: Survival in ashes.
« Reply #19 on: October 04, 2014, 05:24:30 PM »

part 4
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