Moderator: Rangers
rudel_dietrich wrote:But there have been a dozen good threads on why standard rifle and pistol ammo would not be rare at all. Plus more could easily be manufactured by the Ranger HQ. In fact I would go as far as saying it would be illogical NOT to include such a thing.
Wild_Bill_711 wrote:*snip*
Zombra wrote:Violence, and overblown violence at that, is a Wasteland mainstay. Sneaking and negotiating should solve some problems, maybe even a lot of problems. But when 12 screaming mutants are running at you, you better not flinch from clearing leather.
SniperHF wrote:Personally I consider it more interesting when a game doesn't have the intent to allow you to pass it without killing something, but there are enough non-combat options included that using those + some creativity players can figure out how to anyway.
Risingsun wrote:Actually building your California ranger base and managing it the way you want to actually sounds like it would a really nice touch. After all if your team is tasked with establishing a base you should be the one to build it and find people to occupy it.
stonetoes wrote:For a more direct example, many Jagged Alliance 2 veterans will remember knocking out enemies in order to steal their guns, but the guns weren't the only reward. The challenge was also fun, as was being able to pretend that you were taking them captive. Unfortunately the most merciful end they actually got once unconscious and stripped was a bullet to the head, though this was less common than being beaten to death silently...
TΛPETRVE wrote:"Collect 100 mirelurk testicles to solve this quest"
egalor wrote:they may actively encourage you to send certain characters on solo missions
What are the solo missions exactly - can you provide an example thereof in WL1? I know it is possible to divide the party to act separately for some time but... solo missions? If these missions are a substantial part of the plot, then I think that might somewhat contradict the party-based gaming concept. Not that I'm against to try it out, but it would be fine if the devs could really find an appropriate solution.
If they don't like someone in the party, they won't be shy about it — or they may actively encourage you to send certain characters on solo missions provided they leave their canteen and supplies behind.
sparkee666 wrote:I thought the writing and design of the document was sub-par. I guess it got the job done, but personally I wouldn't submit a document like that to my boss. The hang ups I have about this vision document are: the liberal use of commas, the ellipsis, and hyphens.
I can explain it to you, but I can't understand it for you.
ffordesoon wrote:Really? That's what you focused on? Not, you know, the content?
I'm pretty anal-retentive when it comes to grammar and spelling. You're correct; there were some mistakes. But you might do well to recall the old adage about forests and trees.
eightbits wrote:Consider how Deus Ex works
Deus Ex was actually what I had in mind when I was talking about games automatically using information that you've obtained without letting your figure out when to use it. Deus Ex is in my top 5 list of computer RPGs ever, but automatically inserting passwords and information like that was one of the very few things I didn't like about it. I wanted to figure out who I needed to give the password to and when to give it.
I like the idea that giving the right password to the wrong guy could land you in a world of hurt. I also like the idea that giving it to the right guy when a known thug from a rival gang is snooping could get you the cold shoulder. Don't want to let the secret out to the enemy.
Plus, the complexity you can build from keywords will blow away what can be done with predetermined dialogue options. In case you can't tell, I'm loving the keyword concept.
And it's not as automatic as you suggest. In DX:HR your character had to find these passwords in the game for them to automatically pop up.
It's a question of what your character knows vs what the player knows.
Typo? reload.
haven't played in 2 weeks? wrack your brain trying to remember or look it up online.
And if you overcome the latter by including passwords in the journal then you might as well have them pop up if your character knows the context.
But passwords are quite specific and the when/where to use them is mostly obvious.
eightbits wrote:Even though the character now has the password, I as the player still have to know that this is where I would use that particular password and the game doesn't automagically use it for me.
Esper wrote:Is the vision document no longer up? I never got the chance to read it

You as the player in dx always knew where you could use that particular password, if you paid attention to the game.
stonetoes wrote:There were a couple of things I was disappointed not to see mentioned: Primarily was non-lethal options in combat. If we're going to have the option to be "diplomatic defenders of justice" then I'd love to be able to accept/demand an enemy's surrender, or shoot them in the leg, or use knockout gas. In so many RPGs a character's portrayal as a paragon of justice is belied by every bar fight ending with a pile of corpses. I think an RPG which explored not just ways to be peaceful by avoiding combat, but peaceful ways to resolve combat, would be revolutionary. If this is going to be a possibility it would be great to hear about it.
Rather than get into any more specifics I'll just say that I'm willing to suspend my disbelief when it comes to role-playing my characters in a certain way. Even if we don't get into the logistical issues, those of us who want to play as non-lethally as possible can just take the karma boost and come up with our own explanations for what happened to all those unconscious goons.
For example: in Deus Ex: Human Revolution it was possible to go through the game killing no one (except those damn bosses). But a lot of the time it didn't make sense, becuase the game didn't elaborate on what actually happened to the piles of snoozing mercenaries you would leave stashed behind desks everywhere you went. For those of use willing to suspend our disbelief this didn't matter, because we could come up with our own explanations. The important thing was that the game designers gave us the options to attempt it in the first place. Anyone who thought that being a pacifist in those situations was stupid or unrealistic didn't have to be one.Zombra wrote:Violence, and overblown violence at that, is a Wasteland mainstay. Sneaking and negotiating should solve some problems, maybe even a lot of problems. But when 12 screaming mutants are running at you, you better not flinch from clearing leather.
Sure, but maybe some of us love a challenge...or are just gluttons for punishment! To use DXHR as an example again, I spent a hell of a lot of time and effort finding ways to play as a pacifist, even when the odds seemed impossible. I'm not saying that it should always be viable, in fact there will be many instances where it would be almost impossible, but I want to be able to make the attempt.
Vision Document wrote:As a team of Desert Rangers, you've vowed to restore order and justice in a land where there is none …but first you must survive. The wastes are expansive and unforgiving. The lack of water, intense heat, and zones of flesh-melting radiation are the least of your problems. Roving gangs, fanatical survivalists, twisted cultists, relentless synthetics and bizarre mutated creatures inhabit these lands, posing threats at every turn.
SniperHF wrote:Personally I consider it more interesting when a game doesn't have the intent to allow you to pass it without killing something, but there are enough non-combat options included that using those + some creativity players can figure out how to anyway.
Very well put.

Vision Document wrote:Assigning points over the course of the game into your chosen skills and stats can allow you to
decide how each character grows as an individual.

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