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Game_Exile wrote:nathanknaack wrote:And this.
Yeah, I mentioned this exact same thing (i.e. new player characters/recruits you can get midgame) in the stickied Death Penalty and Saved games thread. It would be a mechanic that helps make difficult-to-detect instant player charcater deaths more acceptable in an "iron man" save game system... provided the game was balanced correctly of course.
As for random generation of these characters' attributes. I think most of the attributes should be decided through something like a "training" mechanic, i.e., you get to choose most of their attributes. Maybe one or a few unimportant things can be random (like gender, skin/hair color, etc.).
nathanknaack wrote:Specifically in relation to setting up a new ranger center, these procedural NPCs would keep that fresh and interesting as well. If the new ranger center's stats (how fast it grows, how good its defense is, how well it heals and rearms you when you stop there, etc) were based on what kind of NPCs you found to send there?
Maybe in your travels you come across a great doctor and you have to choose: Do I want this guy on my team, keeping me healthy between fights, or back at the new ranger center I'm building, watching over the rest of my recruits? Maybe your deciding factor is the doctor's other skills; if he's a great surgeon but he sucks with guns or has a crappy constitution, maybe you send him home to "work the desk job."

nathanknaack wrote:Specifically in relation to setting up a new ranger center, these procedural NPCs would keep that fresh and interesting as well. If the new ranger center's stats (how fast it grows, how good its defense is, how well it heals and rearms you when you stop there, etc) were based on what kind of NPCs you found to send there?
Maybe in your travels you come across a great doctor and you have to choose: Do I want this guy on my team, keeping me healthy between fights, or back at the new ranger center I'm building, watching over the rest of my recruits? Maybe your deciding factor is the doctor's other skills; if he's a great surgeon but he sucks with guns or has a crappy constitution, maybe you send him home to "work the desk job."
Game_Exile wrote:nathanknaack wrote:Specifically in relation to setting up a new ranger center, these procedural NPCs would keep that fresh and interesting as well. If the new ranger center's stats (how fast it grows, how good its defense is, how well it heals and rearms you when you stop there, etc) were based on what kind of NPCs you found to send there?
Maybe in your travels you come across a great doctor and you have to choose: Do I want this guy on my team, keeping me healthy between fights, or back at the new ranger center I'm building, watching over the rest of my recruits? Maybe your deciding factor is the doctor's other skills; if he's a great surgeon but he sucks with guns or has a crappy constitution, maybe you send him home to "work the desk job."
More important than keeping things "fresh and interesting" is making things necessary. The Doctor example you gave is a good one. If these things are in the game, they need to be strategic, i.e. predictable, choices, not frivolous and random ones.
Zeronet wrote:Nothing to do with wasteland 2, but i thought it was cool enough and topic enough to share.
nathanknaack wrote: Sure, your main goal is to follow the story, overcome the major challenges, and explore the world, but you'd always have this new ranger center project on the back-burner. In effect, these procedural NPCs become living pieces of loot for you to find.
Game_Exile wrote:nathanknaack wrote:Sure, your main goal is to follow the story, overcome the major challenges, and explore the world, but you'd always have this new ranger center project on the back-burner. In effect, these procedural NPCs become living pieces of loot for you to find.
You don't quite understand what I'm saying. I think working on the ranger base should be part of the "major challenges". The ranger base should be a vital resource for you to overcome major obstacles to getting the "good ending" in the game. Otherwise, why bother with it?
nathanknaack wrote:You could go one of two routes here:
A) The new ranger center (NRC) is a huge part of the game. Hell, maybe it's the entire point of the game. What if you start out with a camp and you only win the game by turning it into the dominant power in the area? Maybe the final battle (against whoever the bad guy is, a bandit king, a giant robot, Obamacare, whatever the boogeyman is in Wasteland 2) takes place at the NRC. Imagine how cool it would be if half of your chances of winning were based on your party's skills and gear, but also half on how well you've built up the NRC?
B) The NRC is a side project that gives you some special benefits based on how well you build and maintain it. What if you could go back there whenever you want and get fully healed and filled up on ammo? You put in the effort to upgrade the radio tower, so now you can radio back from farther away. Build up the infirmary for better healing. Ooh, you didn't put any resources into defenses, so the next time you stop by, the NRC is under attack by raiders!
Of course, you could add them together, too. The NRC is the entire point of the game, but it also gives you benefits along the way. That's the route I'd go.
MinscAndBoo wrote:That is a fantastic concept piece.
But what always bothered me with elaborate shanty towns is, where are all the construction vehicles and tools used to make the town. There's no way you could build symmetrical towering structures out of scrap metal without some kind of scaffolding, cranes, bulldozing equipment, rivet guns and power, or at least a pulley and tackle! Even the Egyptians left evidence of building material, and/or building tools.
And would a town be perfectly balanced artistically? I think it would be a mess architecturally, unless all the architects survived the war/bombs/plague.
*strokes beard*
WolfStark wrote:The idea of building a base is great. I just hope it won't end up in pure points.
nathanknaack wrote:WolfStark wrote:The idea of building a base is great. I just hope it won't end up in pure points.
I think it could easily be based on assets instead of points.
You don't grind up "doctor" points until you reach 1,000, which is the magic number where your settlement gets a doctor. Instead, you just search the wasteland for a doctor and send him to the new ranger center. If his skills are good, your settlement thrives. If not, your settlement simply lacks that benefit.
Want to be able to radio back for promotions instead of having to walk all the way back? Build the radio tower. Simple.
MinscAndBoo wrote:Recruiting people that *^)& up your settlement!
LBraden wrote:I think the situation of "Isn't that a new system that we can use to make a new radio system" sort of exploration, where you can send one, or realistically 2 of your team back to HQ to drop it off, possibly picking up some new ammo/food/medical supplies and then return to you.
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