Towns more complex
- Megatron
- Mamma's Gang member
- Posts: 8030
- Joined: Fri Apr 19, 2002 1:00 am
- Location: The United Kingdoms
Towns more complex
I think towns should be more complex.
Instead of just one or two junkys wandering around, a talking head here and there and about 5 quests I think your actions should reflect on a town a lot.
For instance if you wander into a shop and kill the shop keeper and no one saw you, the police will investigate and a dialouge tree will appear. I liked how modoc had the chicken 'mystery', mabye they could have similiar things to this in fallout 3.
mabye every odd town has a major problem that stops it from functioning properly (zombies at night, a plauge, A giant mutant that is 'king' of some midgets on run-wheels)
And towns should be more 'closed' when you first enter them. If they see you with a weapon, they ask you to drop it, if you dont they start shooting at you. Towns should have walls and gates to, wich they could 'lock' you in if you started killing people and police from ncr could come up and kill you.
And if you sell a batch of drugs to a shop-keeper, you may notice some people getting symptons of a chem addiction, or if you drop a shotugn in a playground a kid gets his head blown off. Mabye even if you lock an old woman in her house, she dies of starvation, or if you keep buying drinks for everyone, everyone gets drunk.
I like the idea of ripple effects like this.
Instead of just one or two junkys wandering around, a talking head here and there and about 5 quests I think your actions should reflect on a town a lot.
For instance if you wander into a shop and kill the shop keeper and no one saw you, the police will investigate and a dialouge tree will appear. I liked how modoc had the chicken 'mystery', mabye they could have similiar things to this in fallout 3.
mabye every odd town has a major problem that stops it from functioning properly (zombies at night, a plauge, A giant mutant that is 'king' of some midgets on run-wheels)
And towns should be more 'closed' when you first enter them. If they see you with a weapon, they ask you to drop it, if you dont they start shooting at you. Towns should have walls and gates to, wich they could 'lock' you in if you started killing people and police from ncr could come up and kill you.
And if you sell a batch of drugs to a shop-keeper, you may notice some people getting symptons of a chem addiction, or if you drop a shotugn in a playground a kid gets his head blown off. Mabye even if you lock an old woman in her house, she dies of starvation, or if you keep buying drinks for everyone, everyone gets drunk.
I like the idea of ripple effects like this.
- Jimmyjay86
- Hero of the Glowing Lands
- Posts: 2102
- Joined: Thu Apr 18, 2002 4:02 am
- Location: Wisconsin
- Contact:
-
- Vault Hero
- Posts: 1017
- Joined: Thu Apr 18, 2002 5:30 pm
- Location: Stone of Light Land
- Contact:
I agree
Thats a great idea. I really would like to entertain the though of a "never ending" type game play. If a player could do a quest for his own shop, or whatever (not necessarily a shop, but just a place you can drop things and store things in an organized manner. Maybe shop was a bad word to use...just "house" then. Like if a guy lives in a small house, but the townspeople hate him, if you kill him one night and have a high karma, people just "turn the other way", and you get a house to call your own, see? I think that'd be cool.
~Rebo
~Rebo
~*Sometimes Its Darkest Just Before Dawn*~
- Megatron
- Mamma's Gang member
- Posts: 8030
- Joined: Fri Apr 19, 2002 1:00 am
- Location: The United Kingdoms
I'd like more than just 3 or 4 towns though...you'd need your starting town, at least 2 middle towns and 2 'ending' areas (usually the big bad boss area and a base where you get info and kill half an army)
I'm thinking a game about the size of fallout, with more quests and have it more of a rubix cube feel (you change something and it can alter the whole area)
Every action should have a reaction, here's a quick example of what I think would be cool.
You meet a robber who asks you if you want to help him steal 500 bottle-caps from an old-ladys house.
Do you choose to beat him up then take the 500 for yourself?
Do you choose to go with him?
Do you choose to turn him into the police?
Say you chose the first option. You lockpicked her back door, stole her money and took a shotgun next to the back door. The robber comes back after a week or so and goes through the broken back door. He can't find the 500 and the old lady finds him. She searches for the shotgun, cant find it and gets killed. The town wonder why the house is so quiet and send a cop round. He finds the body and dusts for prints, finding the robber and a mystery print. from now on the town would be more suspicious of 'outsiders', keep loaded guns laying around and set traps on their doors. All because you chose to take a shotgun.
It's this kind of stuff I'd like to see. It would be good in fallout if you got caught stealing the necklace on that quest, and guards on caracans from the hub afterwads would attack you, then you couldnt do anymore caravan quests afterwards. Ah well, it was made 5 years ago.
Complexity=fun?
I'm thinking a game about the size of fallout, with more quests and have it more of a rubix cube feel (you change something and it can alter the whole area)
Every action should have a reaction, here's a quick example of what I think would be cool.
You meet a robber who asks you if you want to help him steal 500 bottle-caps from an old-ladys house.
Do you choose to beat him up then take the 500 for yourself?
Do you choose to go with him?
Do you choose to turn him into the police?
Say you chose the first option. You lockpicked her back door, stole her money and took a shotgun next to the back door. The robber comes back after a week or so and goes through the broken back door. He can't find the 500 and the old lady finds him. She searches for the shotgun, cant find it and gets killed. The town wonder why the house is so quiet and send a cop round. He finds the body and dusts for prints, finding the robber and a mystery print. from now on the town would be more suspicious of 'outsiders', keep loaded guns laying around and set traps on their doors. All because you chose to take a shotgun.
It's this kind of stuff I'd like to see. It would be good in fallout if you got caught stealing the necklace on that quest, and guards on caracans from the hub afterwads would attack you, then you couldnt do anymore caravan quests afterwards. Ah well, it was made 5 years ago.
Complexity=fun?
what if he was a drug lord or some other evil charater. then your charater could feel ok about killing him/her. Like for instance im sure no matter how high karma your charater has they would jump at a chance to kill the first citizen of vault city.Spaz wrote:
Yeah, but if you have a high karma, you wouldn't go around killing people at night. That's pure roll-playing.
No, I'd say good design.Pyro wrote:Complexity=fun?
Fallout 2 didn't have 'fun' towns because they basically were "just one or two junkys wandering around, a talking head here and there and about 5 quests" , all your suggestions to raise the atmosphere in-town are good, perhaps not zombies but ah well... I get the idea. Also, stuff like tensions between two rivaling factions in one town, a la Fallout(Junktown, Adytum etc..), would be nice.
/EDIT 1337th post, woo!
- Megatron
- Mamma's Gang member
- Posts: 8030
- Joined: Fri Apr 19, 2002 1:00 am
- Location: The United Kingdoms
I like the idea of having to barricade yourself into a house though and protect yourself (and a bunch of people) through the night. You'd have to move stuff up to doors, make sure all entrances are covered etc.VasikkA wrote: No, I'd say good design.
Fallout 2 didn't have 'fun' towns because they basically were "just one or two junkys wandering around, a talking head here and there and about 5 quests" , all your suggestions to raise the atmosphere in-town are good, perhaps not zombies but ah well... I get the idea. Also, stuff like tensions between two rivaling factions in one town, a la Fallout(Junktown, Adytum etc..), would be nice.
/EDIT 1337th post, woo!
I think it would be pretty cool, having to barricade yourself in, mabye run around in the open a bit and blast some flesh-hugry ghouls with a shotgun...
if anyone's seen Tremors, dawn of the dead (the one in the morgue and the barrels in the basement), eight legged freaks and other types of movie like that, I imagine the town would be like that. During the day you'd have to check if any ghouls are hiding anywhere, get ammo and go and see where and why the ghouls are attacking.
It could be a game in itself.
Yes keep falout the way it is. Just find a blend of ideas from fallout 1 and 2 add a new storyline and volia great towns. Fallout towns were more complex and what you did actually effected things. but alas they were always too small. Not like the fallout 2 towns that weren't so complex but very big. So if you combined the two ideas you would get what you were looking for. And no i dont want to move furiture to keep out zomies.
It doesn't really fit in the nature of ghouls. They may look like zombies, are mutated and have extra limbs and stuff, but they are people. People with severe illness trying to survive in their shacktowns/sewers eating rats and other small critters. I can't imagine them running around the streets at night hungering for human meat. That sounds too much like Resident Evil.Pyro wrote:I like the idea of having to barricade yourself into a house though and protect yourself (and a bunch of people) through the night. You'd have to move stuff up to doors, make sure all entrances are covered etc.
I think it would be pretty cool, having to barricade yourself in, mabye run around in the open a bit and blast some flesh-hugry ghouls with a shotgun...
- Megatron
- Mamma's Gang member
- Posts: 8030
- Joined: Fri Apr 19, 2002 1:00 am
- Location: The United Kingdoms
What about ghouls led by Set for 160 years WHO HAVE MUTATED TO BE REALLY EVIL AND CRASY AND FLESH EATING AND STUFF.VasikkA wrote:It doesn't really fit in the nature of ghouls. They may look like zombies, are mutated and have extra limbs and stuff, but they are people. People with severe illness trying to survive in their shacktowns/sewers eating rats and other small critters. I can't imagine them running around the streets at night hungering for human meat. That sounds too much like Resident Evil.Pyro wrote:I like the idea of having to barricade yourself into a house though and protect yourself (and a bunch of people) through the night. You'd have to move stuff up to doors, make sure all entrances are covered etc.
I think it would be pretty cool, having to barricade yourself in, mabye run around in the open a bit and blast some flesh-hugry ghouls with a shotgun...
Nuclear zombies=fit into the atmosphere.