(Possibly) Sensable Solution for a Fallout Online Problem

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[font size=1" color="#FF0000]LAST EDITED ON Sep-24-01 AT 10:35AM (GMT)[p]Hold on now! Put down those torches and pitchforks. I know you are thinking I need to be crucified for even thinking about the idea, but it nags me. So here is my disclaimer first: I do not want Fallout Online to be produced anytime in the near future. And with IP having zero money right now I will get my wish. Anyway here it is, the infamous idea:

One of the largest problems facing any online game is travel. Fallout has always been set in the Midwest where travel between cities takes months by foot. Instead of figuring out how to make the months of travel between cities work, why not have the cities closer together? Now that idea has been brought forth before and the response has been that you can't just slap some new towns around just to make things easy, so I don't propose we do that. Instead why don't we move the site of the game to the East Coast where theoretically cites and towns will be closer together? Travel on foot between places would take a few days instead of months, and there won't be the feeling that places were slapped on a map to fix the travel issue.

Will this fix any of the other problems facing an Online Fallout game? Nope but I felt like tossing it up for discussion.

Alright

::dons Combat Armor::

Fire away!

True Raven
http://www.annunakiguild.net
The Annunaki FanFic and Theory Guild
 
RE: (Possibly) Sensable Solution for a Fallout Online Proble

Hmmm, again.

How do you propose to mix the players still in real-time, and those in 'travel time', without travel being merely seconds of going from one city to another which kind of makes it just 'cities' with an overpopulation of combat-hungry kiddies - and ALSO without digging up Einstein's corpse and taking a squat in his eye sockets?
 
RE: (Possibly) Sensable Solution for a Fallout Online Proble

>>Hmmm, again.

How do you propose to mix the players still in real-time, and those in 'travel time', without travel being merely seconds of going from one city to another which kind of makes it just 'cities' with an overpopulation of combat-hungry kiddies - and ALSO without digging up Einstein's corpse and taking a squat in his eye sockets? <<

Everything in Real Time. Travel, combat, ect.

I'm trying to stay away from the whole combat series of things, we all know that is the biggest downfall to a Fallout MMRPG. I don't find "Fallout Gang Wars" terribly entertaining, does anyone (besides Diablo Whores)? I'm just trying to look at one problem and see if there is some kind of a rational explination that can fix it. This could apply to any MMOL Game, not just a Fallout one.

True Raven
http://www.annunakiguild.net
The Annunaki FanFic and Theory Guild
 
RE: (Possibly) Sensable Solution for a Fallout Online Proble

Fallout Tactics AKA Fallout Gang War ?

Maybe I'm wrong (I only downloaded the demo and figured out that my computer was too slow)

The best solution to that is make Roshambo Sheriff and have them combat hungry kids shit their pants when they hear the NMA extermination squad is coming their way :-)

If you thought up an architecture that banned those annoying farts you'd still have the travel problem. You could solve that by making everyone travel in caravans, and eliminate travel time, but that's so unrealistic it wouldn't be fun.

So, face it, the only FOOL you're gonna see is F:T.
 
Beam me up, Scotty.

This is a farfetched possiblity, in terms of storyline, but it would provide near instanteous travel from one city to another: Transporters.

They could incorporate it into the storyline. Since a crashed Federation shuttle is in both FO 1 and 2, they could say that the BOS salvaged the shuttle. And from it's database, they learn how to produce Federation transporters. They then build a network of transporter in every city in the FO world for their use only, of course. After completing a simple quest for them, you gain access to the network. Simple.

I know, that leaves a lot of stuff unanswered, but then again there are lots of unanswered questions in the FO universe. LOL.
 
RE: (Possibly) Sensable Solution for a Fallout Online Proble

>>If you thought up an architecture that banned those annoying farts you'd still have the travel problem. You could solve that by making everyone travel in caravans, and eliminate travel time, but that's so unrealistic it wouldn't be fun.<<

Please explain to me how a small herd of Two Headed Cows can walk from New York to Boston instantaneously. That is what you are proposing by eliminating travel time isn't it?

Traveling in Caravans would be safer but wouldn't eliminate travel time at all.

>>So, face it, the only FOOL you're gonna see is F:T.<<

Apparently you didn't read the disclaimer I plopped up before I even wrote the idea down. I do not want a Fallout Online game to be made in the RPG genre. Honestly it cannot be created to capture the RPG atmosphere of Fallout at all. What I am talking about is how to eliminate the travel difficulties that face almost any MMO game at all. We are not talking about Perks or anything trivial at all. Just seeing if we can solve a problem with intelligent discussion and logic.


True Raven
http://www.annunakiguild.net
The Annunaki FanFic and Theory Guild
 
RE: Beam me up, Scotty.

Crashed shuttle in FO2 - easter egg.
Salvaged shuttle in FOOL - violation of copyright, not to mention the violation of the gameworld style and design.

Although instant teleportation is always a welcomed addition to a gameplay where you have to spend enormous amount of time traveling in dangerous environment, it doesn't fit well in Fallout world anymore than walking Mech-like robots (coughfallouttwocough).




http://www.nma-fallout.com/cgi-bin/forum/ForumID5/786.shtml#11

zero-x's bitter words after his encounter with roshambo:

"I agree with you but there comes a fuckin point i dont know who roquirbo thinks he is but I at least you didnt really criticize me and i appreciate that i hate people who fuck with my ideas when i didnt say shit to em and yes he is the kind of guy i would take a scalpel tear his head open the take an hammer use the end to samsh through the medulla and use the nail pull as a pry to pull back the top of the skull revealing a brain (small but brain nontheless)and take desert eagle magnum and blow it through his fucking spine as he still breath and then rip out his heart and show him how black it is before he dies but as you said thats illegal well cya"
 
RE: (Possibly) Sensable Solution for a Fallout Online Proble

I don't know if any of you guys have played Asherons call, but they solved the problem of real time vs travel time rather easily. You just didn't have Travel Time. The Map was SO BIG that you could spend a couple of hours traveling between major cities. I remember one time I ran for over 3 hours to get where I was going, which was the closest major city to where I was, and most of them were about this far apart.

Now there were portals in Asherons call to get where you were going faster. This obviously wouldn't work in FOOL, but perhaps you could pay a caravan or some sort of a company with access to vehicles or faster animals (like horses) to get you where you wanted to go faster. Perhaps you could pay to get to the town in 1 hour of real time, or pay even more to get there in like 10 minutes by vertibird or some such thing. You would also be safe if you traveled that way. During that time the player wouldn't be able to use his character in anyway, but perhaps you could play another character during that time. Anyway, your character would be safe, and having to wait an hour of real-time to continue playing would certinly cut down on people moving without reason, making traveling in the wastes a serious dicision like it should be.

Just my two cents.
 
RE: (Possibly) Sensable Solution for a Fallout Online Proble

>Now there were portals in Asherons
>call to get where you
>were going faster. This
>obviously wouldn't work in FOOL,
>but perhaps you could pay
>a caravan or some sort
>of a company with access
>to vehicles or faster animals
>(like horses) to get you
>where you wanted to go
>faster. Perhaps you could
>pay to get to the
>town in 1 hour of
>real time, or pay even
>more to get there in
>like 10 minutes by vertibird
>or some such thing.
>You would also be safe
>if you traveled that way.
> During that time the
>player wouldn't be able to
>use his character in anyway,
>but perhaps you could play
>another character during that time.
> Anyway, your character would
>be safe, and having to
>wait an hour of real-time
>to continue playing would certinly
>cut down on people moving
>without reason, making traveling in
>the wastes a serious dicision
>like it should be.

1. Why would there need to be a wasteland, now that we've connected the cities with this nice, safe system?
2. WHO is going to wait for their character to be moved. Nobody, that is so cumbersome it's going to be about as popular as a fart in church.
3. Mobility on animals or other means is a viable alternative. Good show for hitting this. It would speed up the character's rate of movement, but it would still take ages to go from one city to another.
4. The wasteland should play a BIG role, instead of the cities. As some have said, it would be sped from city to city, etc. In a MMORPG for social interaction, you can't really have it the way Fallout does. It would mean a SHITLOAD of people in the cities at one time. If anyone has played UO, they know what Britain is like. For AC, think of pre-sell price-cut Ayan.
 
RE: (Possibly) Sensable Solution for a Fallout Online Proble

>>This obviously wouldn't work in FOOL, but perhaps you could pay a caravan or some sort of a company with access to vehicles or faster animals (like horses) to get you where you wanted to go faster. Perhaps you could pay to get to the town in 1 hour of real time, or pay even more to get there in like 10 minutes by vertibird or some such thing. <<

Besides the Vetabird angle that is a great idea. Small caravans could most certainly play a role in getting people to their destinations faster, and the use of beasts of burden is one I don't think I've seen before, props to you!

I'd like to see Motorcycles and Bicycles used for transportation, but the realistic aspect of the game would be shot a bit. Heh, ever tried to ride a Harley with a three hundred pound weight on your back? I think it would be rather difficult, but it may be a step in the right direction.

Here is another idea: Instead of having huge cities with thousands of players in them at once, what about small outposts scattered throughout the Wastes with only a select few places that could be called "Cities?" These small places would help keep the charm of the dangerous Wasteland by having much fewer people in them at once perhaps, if they were difficult enough to find or access in some way, only a dozen or so.

Thoughts anyone?

True Raven
http://www.annunakiguild.net
The Annunaki FanFic and Theory Guild
 
RE: (Possibly) Sensable Solution for a Fallout Online Proble

I didn't mean to create an entirely safe system for wasteland travel. Obviously these fast methods of transportation would cost money and resources to take. If you were cheap, poor, or Wanted to walk to the town's, then sure you could, you most likely would do that most of the time. The area's around the town would be full of players, which would level out the farther away you get.

As far as the saftey issue goes, not everyone can spend an hour of real-time to travel to a town in a caravan. (I probably could..) but, you know, things come up. A Whole caravan can't stop just because you decide to log off, so I was just trying to say that if travel is going to take that long, there should be some way to automate it so you won't wind up dead in between, if your willing to pay. A regular caravan would probably be played out, but sometimes you need to get somewhere fast and safe and don't care about the price...
 
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