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A Town Management Feature

Suggestions for what Wasteland 2 should or could include.

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A Town Management Feature

Postby Victory » April 30th, 2012, 7:43 pm

In most post-apocalyptic and zombie outbreak scenarios, you hear about communities consisting of the last few survivors gathering together and helping out each other. What if Wasteland 2 had this sort of feature?

By the end of the game, you could have the chance of gathering together people you've met and asking them to come live in this community you've started. Give each person a role, help solve problems between each other and decide who to invite or cast out?

You could go out and bring back items which could help your town's economy and survival or become a tyranic ruler and order people to do things against their will. One person could be hurting another or stealing items and you could decide whether to give them another chance or banish them from your community. Wandering travellers could arrive and ask for a place to stay and you could decide whether to accept their request or shunt them off.
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Re: A Town Management Feature

Postby paultakeda » April 30th, 2012, 7:49 pm

I have two points that make me disagree with this.

1) This is not a survival game, people are living quite well.

2) I'd say it's out of scope for a classic RPG that focuses on sandbox exploration. Locking down in one town and performing resource management and tower defense is a different sort of game; having this as a quest (as in, one quest line) in the game is in scope, though.
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Re: A Town Management Feature

Postby Marty Czosnyka » April 30th, 2012, 8:24 pm

Just gonna link 2 town suggestions along the lines of yours since they're relevant.

This and That

@paultakeda I wouldn't say people are living quite well, it is post apocalyptic times. World rebuilding and such. As too the sandbox nature, it's not gonna be sandbox like Fallout 3 or New Vegas were, but sandbox to a small degree. I doubt they have the budget to make a fully sandbox game, and believe that their will be a direction, with the player choosing his path. Although I would be happily proven wrong if the game was full sandbox.
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Re: A Town Management Feature

Postby Banana_Baboon » April 30th, 2012, 9:26 pm

As mentioned by another forum member, town management is the basis for a separate genre of games. The micro-management involved isn't worth the hassle. I would rather that the game have quests along the lines of restarting a factory or sabotaging an industry in lieu of managing a town.
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Re: A Town Management Feature

Postby cah » April 30th, 2012, 9:36 pm

Marty Czosnyka wrote: it's not gonna be sandbox like Fallout 3 or New Vegas were, but sandbox to a small degree. I doubt they have the budget to make a fully sandbox game, and believe that their will be a direction, with the player choosing his path. Although I would be happily proven wrong if the game was full sandbox.
I can't even imagine Wasteland 2 not being more "sandbox" than the recent Fallout games.
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Re: A Town Management Feature

Postby Mordul » April 30th, 2012, 10:16 pm

I am So Loving the possibilities of the new Ranger Base.

While it stands to reason that initially your role in establishing the new base is to explore the surrounding areas, driving off/ destroying hostiles, establishing relations with your neighbors, there are many different paths open inExile.

You could immediately have old base take over operations of the base so you are free to explore California.

You might send refugees/POWs/specialists back the base.

Start investing in infrastructure to improve the capabilities of the facilities.

Store resources for you to craft, or hand over to yor people to fashion into items/weapons/armor/etc.

Defend the base in traditional skirmish/tactical combat.

Automatically defend base with your defenses.

Mini-game defense - Tower Defense/Dota/Man the minigun and shoot the mobs.

Create trade Routes/Relations with the towns you find.

$$$Receive pay$$$
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Re: A Town Management Feature

Postby newyawk » May 1st, 2012, 4:40 am

They got a bigger budget than they could have dreamed of and they are using tech with 100x less constraints than modern fps type engines. The size, scope and depth should be massive and the ability to establish a town or base seems almost a given
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Re: A Town Management Feature

Postby hatchetman82 » May 1st, 2012, 6:37 am

so basically we're talking about a post-apocalyptic version of the sims or sim city?

while i appreciate depth, options and a rich world i really dont want this to be sim-city with rad-scorptions. implementing these mechanics, i think, would be roughly equivalent to actually writing another game - regardless of how modern your tools are.

maybe as a quests - you could come across this desolate village in the middle of nowhere thats completely unrelated to the main plot and you could have optional quests like bringing them parts for a water pump, taeching them irrigation etc but anything more is a mini-game at the very least and at the complexity level youre talking about its a whole different game.
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Re: A Town Management Feature

Postby Grim Monk » May 1st, 2012, 6:59 am

I'm not sure if :? Wasteland 2 is really the game for this.

However there is another RPG Kickstarter in the works that could interest people who want this:
http://www.deadstate.doublebearproductions.com/about/
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Re: A Town Management Feature

Postby JediaKyrol » May 1st, 2012, 7:17 am

Grim Monk wrote:I'm not sure if :? Wasteland 2 is really the game for this.

However there is another RPG Kickstarter in the works that could interest people who want this:
http://www.deadstate.doublebearproductions.com/about/


Not sure? Wasteland 2 is the perfect game for this! And I'm not talking some Sim City or Civilization stuff...more like the town rebuilding quest in Xenoblade...you bring back resources, build defenses, convince people to move in, invest in the shops, and you get a better homebase to return to each time, as well as giving you a tangible representation of your deeds in the wasteland. (there should also be options to buy slaves and set up raiding parties and such for the more "evil" playthroughs) The actual positions of each change could just be predetermined.

Hell one of the most popular mods for fallout 3 and New Vegas is one that lets you build a community from scratch with almost everything I just said.

But even if they don't do it themselves...if we get a toolkit, I can guarantee you that it will get in there eventually.
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Re: A Town Management Feature

Postby Grim Monk » May 1st, 2012, 7:34 am

I have not played Xenoblade as I don't own the Wii...

I just remember the Original Wasteland along with Fallout 1 & 2 and can't really see it working...

Having your actions affect the future development of towns and places you visit.
Perfectly acceptable, and even desirable.
Examples: Shady Sands, Gecko, etc...

Being a Mayor/Manager like in Sim City/Caesar/Tycoon Games, don't think its a good idea...
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Re: A Town Management Feature

Postby paultakeda » May 1st, 2012, 8:01 am

Marty Czosnyka wrote:@paultakeda I wouldn't say people are living quite well, it is post apocalyptic times. World rebuilding and such.

Yes, but it also isn't a world on the edge of survival. There is time for play, people relax in bars and robot cops patrol the streets. The wasteland is dangerous, but it's dangerous because not because food and water are scarce.
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Re: A Town Management Feature

Postby Mordul » May 1st, 2012, 8:16 am

hatchetman82 wrote:so basically we're talking about a post-apocalyptic version of the sims or sim city?


As excited as I am about the possibilities, I am not trying to set up a situation QUITE so time-demanding. Plus all my examples are only options not demands on inExile. I really do want to explore the wasteland for crazy characters and things to shoot, I just think that adding such a dynamic to the new Ranger Base would actually make me want to return every once in a while.
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Re: A Town Management Feature

Postby newyawk » May 1st, 2012, 9:51 am

Definitely not Sim city. The way I envision it is a ranger base that you fortify over time. Add fencing, defense options, possible turrets, etc. Fallout 3 had a mini mission where you trained the town to fight, help supply them with weps and then join in the defense of it. It would be similar but more involved. I would love to periodically check traps near the base to find a cannibal in a pit or a pile of bodies by the turret. No micromanaging, just features to add, resources to find and a place to store stuff safely/ manufacture items
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Re: A Town Management Feature

Postby Plasmablaster » May 1st, 2012, 10:01 am

As long as this is considered as some kind of "quest", meaning you have to organise a town for a on-coming onslaught (like that fallout 3 quest) then I'd be OK.

Besides that, I wouldn't want to either be confined to the place for x amount of time just because I have to organise the locals or to be obliged to constantly return there in order to keep the place in good order.

Get there, do what's to be done and then goodbye. No constant management.
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Re: A Town Management Feature

Postby BluPhenix316 » May 1st, 2012, 10:26 am

I kinda like this idea. I see this more of a Stronghold type quest in the line of Baldur's Gate 2. You could pick one of the outlying towns and build up the defenses and have a say in it like the Fighter Stronghold in Baldur's Gate 2.
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Re: A Town Management Feature

Postby WilXavier » May 1st, 2012, 10:36 am

You guys are insane! Replay the original wasteland, I beg you!

The first Wasteland is basically the story of 4 people who scavenge their way across a devastated world of broken down towns over run with gangs, mutants, degenerate tribes, gangsters, cultists, mad scientists, and killer robots.

Interaction with the prison/ranger station basically ended after you created your characters. Constantly being low on cash and ammo and having to scavenge was almost a constant through the entire game.

Building a small town and rebuilding society sounds like a completely different game!
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Re: A Town Management Feature

Postby JediaKyrol » May 1st, 2012, 11:06 am

WilXavier wrote:You guys are insane! Replay the original wasteland, I beg you!

The first Wasteland is basically the story of 4 people who scavenge their way across a devastated world of broken down towns over run with gangs, mutants, degenerate tribes, gangsters, cultists, mad scientists, and killer robots.

Interaction with the prison/ranger station basically ended after you created your characters. Constantly being low on cash and ammo and having to scavenge was almost a constant through the entire game.

Building a small town and rebuilding society sounds like a completely different game!


that's funny...I always went back to the ranger base in-between almost everything I did...mainly because I wrote all of my notes in direction and distance from there...(anybody else miss keeping an actual notebook with details about the game you were playing back before in-game automaps & notes?) And by low on cash you mean being practically a millionaire and the only ammo I was ever low on was rockets...but then my playstyle has always been "loot everything"...if a game lets me take something...I take it...and store it in my home...if the game doesn't let you store things...I begrudgingly sell it.
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Re: A Town Management Feature

Postby rebet » May 1st, 2012, 11:15 am

I don't remember ever seeing something like that done in an RPG in a proper, completely non-linear way that would allow several possible, unforeseeable outcomes depending on the player's creativity. That does not mean that it can't be done at all, but I don't think it can be done properly as a secondary feature in a game that will probably be too tight to allow itself losing its focus.
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Re: A Town Management Feature

Postby alexlaird87 » May 1st, 2012, 11:19 am

If I see the words "mini-game" or "tower-defense" one more time on this forum I am going to commit Seppuku... :evil:

Appart from that I like the idea of helping settlements thrive, just please for the love of god no mini-games...

...OMG, I said it again, ugghhh *Alexlaird87 disembowls himself*
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