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A Town Management Feature

Suggestions for what Wasteland 2 should or could include.

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Re: A Town Management Feature

Postby Mandemon » May 1st, 2012, 11:23 am

alexlaird87 wrote:If I see the words "mini-game" or "tower-defense" one more time on this forum I am going to commit Seppuku... :evil:


I want Wasteland 2 to be Tower Defense game with RPG mini game in it where you can find and acquire new towers!

Back to topic, maybe something like in Burntime? In it you can capture areas by killing hostiles and leaving your own people behind. They then can either defend area, design better tools or act a doctors.

Could give nice 3 way victory: Conquer California, bring California under Ranger influence and diplomatic unity.
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Re: A Town Management Feature

Postby newyawk » May 1st, 2012, 11:28 am

Minigame you say? I like the idea... especially a winner take all bang-cock minigame played where a group of males are put into a device and shown porn on a screen... there is an obvious reason not to get aroused
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Re: A Town Management Feature

Postby JediaKyrol » May 1st, 2012, 1:42 pm

not all minigames are bad...I mean...there's...umm...


But no...no minigames...more dynamic world style...I would like all towns and communities to have visual and structural changes depending on how you interact with them...more money sunk into the shops results in better merchandise...forming a militia reduces local crime...securing a trade between an industrial group and an agricultural group results in improved food for the former and better farming equipment for the latter...all that kind of suff.
However, that would be incredibly huge and time consuming, so to just have one single "starter" town that you could do that to would be perfect.

If anything, a simple "dump excess money/items in town coffer, pick expansion focus (residential/industrial/commercial/agricultural), leave for a few in game weeks, come back and see what you got" setup would be nice. And like I said, if one isn't put in by inXile, if they give us a toolkit I'll make it myself.
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Re: A Town Management Feature

Postby Drool » May 1st, 2012, 4:15 pm

JediaKyrol wrote:(anybody else miss keeping an actual notebook with details about the game you were playing back before in-game automaps & notes?)

I don't miss this in the slightest. The automap was one of the greatest inventions in gaming history.
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Re: A Town Management Feature

Postby Marty Czosnyka » May 1st, 2012, 4:45 pm

Drool wrote:
JediaKyrol wrote:(anybody else miss keeping an actual notebook with details about the game you were playing back before in-game automaps & notes?)

I don't miss this in the slightest. The automap was one of the greatest inventions in gaming history.


I totally agree. Here's to quest logs and auto map!
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Re: A Town Management Feature

Postby Mandemon » May 2nd, 2012, 12:55 am

Marty Czosnyka wrote:
Drool wrote:
JediaKyrol wrote:(anybody else miss keeping an actual notebook with details about the game you were playing back before in-game automaps & notes?)

I don't miss this in the slightest. The automap was one of the greatest inventions in gaming history.


I totally agree. Here's to quest logs and auto map!


Third'ed, if game can do it why shouldn't it? It's the same result, except that in-game map and notebook doesn't get eaten by dog/thrown in to thrash/dirtied by coffee/get lost by accident.
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Re: A Town Management Feature

Postby AgentTate » May 2nd, 2012, 4:28 am

Mandemon wrote:Third'ed, if game can do it why shouldn't it? It's the same result, except that in-game map and notebook doesn't get eaten by dog/thrown in to thrash/dirtied by coffee/get lost by accident.


Fourth'd. I would play games with my friend and he would scribble the notes down in the notes section of whatever manual came with it. I'd try to play by myself later and wouldn't be able to read what he wrote. Insurance policy for him, I guess.
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Re: A Town Management Feature

Postby BluPhenix316 » May 2nd, 2012, 7:37 am

Have any of you guys played Baldur's Gate 2? The Fighter Stronghold quest was you were sent to this Land Owners home and had to free him from some Trolls and blah blah. Afterwards if, you were a fighter class, you could become the Owner of the Land. They had a few NPCs that actually ran everything and just asked you questions on what you wanted to be done with diffrent issues that would arise, and also every week you could collect taxes, and you could raise or lower the taxes and it would have a effect on the people in your land. This was all a very small portion of the game, and you didn't have to do it, but it added something nice. You get extra money (even if you raised the taxes to extremely high values you didn't get very much so it isn't a balance factor), and you have a place where you can store items and take a break from the rest of the world. I think they are already planning something along this line though with the new Ranger Base, but I don't see why you couldn't do it with one of the outlying towns as well.
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Re: A Town Management Feature

Postby cah » May 2nd, 2012, 7:54 am

JediaKyrol wrote:anybody else miss keeping an actual notebook with details about the game you were playing back before in-game automaps & notes?
Indeed.
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Re: A Town Management Feature

Postby Elandryl » May 2nd, 2012, 9:59 am

Victory wrote: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?

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.


There was a similar feature in Neverwinter Nights 2 where you could manage your keep, recruit merchants, build better walls, make a bit of diplomacy and so on. The game featured a battle where you had to defend your keep at the end of a game, and that battle was a lot easier if you had higher walls, better equipped soldiers, etc.

Since W2 is a game about survival in post-atomic age, actually BUILDING something would make sens, and could be a lot a fun if city-management was quest-based instead of beeing a game inside the game.
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Re: A Town Management Feature

Postby Elandryl » May 2nd, 2012, 10:07 am

JediaKyrol wrote:I would like all towns and communities to have visual and structural changes depending on how you interact with them...more money sunk into the shops results in better merchandise...forming a militia reduces local crime...securing a trade between an industrial group and an agricultural group results in improved food for the former and better farming equipment for the latter...all that kind of suff.


That would be great. I'd love to see a RPG where instead of telling you in an ending sequence that you just saved to world, you could actually witness the world changing around you. Well, that would be a hell lot of scripting, but that would make the game so much more alive! I always felt sad in Fallout 2 when I happened to slaughter the whole mafia in new Reno to see that absolutely nothing had changed inside the city and that everybody was living the exact same way they already were, even if there was no one left to pay them and give them drugs OR food for that matter. Hiring a militia and seeing it patrolling in town - now that's definitely something that could be included into the game without 250 people working on it for two years.
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Re: A Town Management Feature

Postby Mandemon » May 2nd, 2012, 10:16 am

Changes take time. However, I think we should see some change in 3-4 months, perhaps earlier depending level of change.
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Re: A Town Management Feature

Postby SagaDC » May 2nd, 2012, 12:06 pm

I approve of the Ranger Base concept. I mean, obviously it's already been confirmed to some extent that the Ranger Base will play a more pivotal role in Wasteland 2, but it would be nice if you could really control certain aspects of how the base evolved over time. The base could serve obvious purposes, of course, such as serving as a dumping ground for inventory clutter that you can't quite bring yourself to get rid of, or perhaps even storing Desert Rangers so you can take a new one out for a spin.

It might also be fun if you could recruit certain NPCs to set up camp at your base, granting you access to various conveniences such as vendors or cosmetic changes. At a stretch, it might even be fun to have a situation akin to Dragon Age: Awakening, where your decisions on just how much to fortify or staff your Ranger Base might determine the effects of some end-game events. If you leave your base empty and undeveloped, perhaps a special event might take place involving bandits who take it over. If you spend some time developing your base, but leave your defenses wanting, perhaps an end-game event might leave your base in smoldering ruins to reinforce the mysterious enemy's strength and reach.

There are a lot of possibilities for such a game mechanic, and it fits the theme fairly well since the initial previews of the game imply that the Desert Rangers are just now establishing their first foothold in the California area. Of course, it might also simply serve as a distraction from the main story - which can be a good or bad thing, depending on how someone looks at it. Since the game is a free-roaming exploration-based RPG, I'd say that it's a good fit, but that's just my opinion.
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Re: A Town Management Feature

Postby newyawk » May 2nd, 2012, 12:51 pm

Make sure to vote on the idea in google moderator, there are a couple of similar ones up for a vote. With mine, i think the words "tower defense" gave the wrong impression as it was seen to be a mini game (instead of a defense battle that had variables depending on defenses).

Some found: (all slightly different)
http://goo.gl/mod/XP80
http://goo.gl/mod/5Mp8
http://goo.gl/mod/3g0C
http://goo.gl/mod/MPpj
http://goo.gl/mod/VgQs
http://goo.gl/mod/o9fl
http://goo.gl/mod/N5V0
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