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Scorpio
 Wednesday, August 18 2010 @ 08:25 AM UTC (Read 5946 times)  
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So, what are the chances that Sheila will start selling reloads for the weapons that have ammo and recharges for some of the armors that have extra features?


 
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Derander
 Wednesday, August 18 2010 @ 09:11 AM UTC  
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She already does, complementary with every other purchase. Wink


 
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Scorpio
 Wednesday, August 18 2010 @ 09:32 AM UTC  
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Quote by: Derander

She already does, complementary with every other purchase. Wink


Yep, but I was thinking something along the line of a stand alone, maybe a quarter of the cost of the original weapon or armor for the reload/recharge.


 
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Count Sessine
 Wednesday, August 18 2010 @ 11:33 AM UTC  
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If you're going to be a purist, sell the old item back to her and buy a fully charged one, then. I presume you won't actually object to having your other items recharged at the same time.


 
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crashtestpilot
 Wednesday, August 18 2010 @ 02:32 PM UTC  
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Scorpio has got a point:
Why not give charged items things like MAGAZINES, which would fit in your backpack, so you don't have to wander back to Sheila's and can continue to fight the Titan, or whathaveyou.
Mind you, these would be heavy, particularly in the case of things like elephant guns, force jennies, plasma guns, debris throwers, and cat launchers.
But not having to hike back, would be quite cool.

Also, and maybe this is a Hunter's Lodge item, or maybe a new option at Sheila's:

Weapon Accessories, ala following examples:

> Longer Spork Tines (damage modifier)
> Telescopic Sights (attack modifier)
> Grenade Launcher (allows you to discharge your grenades from your backpack inventory)
> Shock Armor (damage reflection modifier -- they hit you, it hurts them)
> Thermal Imaging (critter has harder time surprising you and getting first attack)

I'm also imagining these things like bolt-on accessories, ie, you buy a submachine gun, then you add a chainsaw to it, and then the result is the Devastator.

Or, you buy a cat launcher, and you add a spiderkitty magazine, and you get a spiderkitty launcher.
Or, you buy a chainsaw twice, and that unlocks buying a bit of chain, and then you get chainsaw-chuks.
Or, you buy a budget horse, and it dies, and now you have a budget horse's tail.
You can see where I'm going with this. It could really unlock a lot of creativity on the part of players who have gone through 2 seasons plus a pilot of the same weapon offerings.

Also, what about being able to buy multiple weapons. You're out of ammo in the wild, because you've gone through your magazines (the ones with ammunition, not the ones with porn), so you unlimber your chainsaw, and put your SMG back into inventory.

Similarly, with helmets, gloves, and boots, what if those became like hats -- IE, you keep shoveling money at them, and they continually improve? Except these have in-game effects. Until you lose them, you poor bastard.

Okay, time for more coffee. Great thread idea. V. inspiring.

All best,

~CTP


 
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Kash
 Wednesday, August 18 2010 @ 03:30 PM UTC  
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Quote by: crashtestpilot

Okay, time for more coffee.



So that's your trick! Massive amounts of caffeine! I should have seen it before.

But back on topic, I like the idea of weapon accessories. Telescopic sights doesn't really make sense specifically, since there isn't exactly any long-ranged combat on the Island (yet!) but in general it's a fun idea, and with a bit of cooperation between CMJ and his wench... er, wife, wouldn't be extremely difficult to pull off I'm sure.

Upgradeable equipment doesn't make much sense at all, though. I mean, when was the last time you took a pair of shorts in to have them upgraded to jeans? Or better yet, jeans to slacks? It doesn't work that way because it's generally more expensive to modify one thing into something else that it wasn't intended to be than it would be just to buy the desired item. To use a canon example, it would be harder, more expensive and more unwieldy to upgrade a foam-padded saucepan into an SPS combat helmet with HUD than it would be just to buy the SPS helmet that was designed to work the way it does.


 
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Scorpio
 Wednesday, August 18 2010 @ 08:39 PM UTC  
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I like the idea of magazines. The reason I brought this up originally is that at higher levels I can easily run 200 rounds of combat in a single day. Oh, I can always drop back to easier fights, but given the cost of some of the weapons, I would think they would have a better attack after they ran out of ammo, or have some way, other than going in and selling/buying other very expensive equipment to reload them.

On the idea of upgrading equipment, I like it. Ok, yes in the real modern world you don't take a pair of shorts in and have them upgraded to pants, but we're not dealing with that on the island, we're dealing with an economy that has major resource and material shortages, in that kind of an economy, you do indeed keep adding on to what you have to make it more useful. Actually in the real modern world there are perfect examples of this in military equipment where armor plates are added, or accessories bolted on to weapons to meet mission requirements.

Now, the coding of it may be a bit tricky, at least for the upgrades, but it shouldn't be all that difficult for adding reloads/recharges or magazines.


 
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Scorpio
 Wednesday, August 18 2010 @ 08:46 PM UTC  
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Quote by: Count+Sessine

If you're going to be a purist, sell the old item back to her and buy a fully charged one, then. I presume you won't actually object to having your other items recharged at the same time.


Oh, I don't object at all to being able to reload/recharge, through whatever method. I'd just like to see either some way to do it without the kind of extreme cost involved in sell/rebuy, or some way to set aside req that survives a DK.


 
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CavemanJoe
 Wednesday, August 18 2010 @ 08:59 PM UTC  
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This is a good idea, Scorpio. It's more something for us to do in Season Three, though, since we'll be rewriting all the equipment and the combat system then (crafting!).


 
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Scorpio
 Wednesday, August 18 2010 @ 09:26 PM UTC  
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Quote by: CavemanJoe

This is a good idea, Scorpio. It's more something for us to do in Season Three, though, since we'll be rewriting all the equipment and the combat system then (crafting!).


Thanks CavemanJoe, I'm happy to be able to contribute to one of the best online games I have ever played.

I know this kind of diverges from the thread, but, what happens when a new season is rolled out? Do the characters keep anything from the previous season, or is it starting again as a rookie?


 
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Count Sessine
 Wednesday, August 18 2010 @ 09:33 PM UTC  
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Quote by: Scorpio

Actually in the real modern world there are perfect examples of this in military equipment where armor plates are added, or accessories bolted on to weapons to meet mission requirements.

This sentence makes me think of... scrapbots.

*wistful puppy eyes*


 
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Count Sessine
 Wednesday, August 18 2010 @ 09:42 PM UTC  
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Quote by: Scorpio

Quote by: CavemanJoe

This is a good idea, Scorpio. It's more something for us to do in Season Three, though, since we'll be rewriting all the equipment and the combat system then (crafting!).

I know this kind of diverges from the thread, but, what happens when a new season is rolled out? Do the characters keep anything from the previous season, or is it starting again as a rookie?

There haven't been enough Seasons for there to be a rule, exactly, but in general the answer is yes, we'll have to start over. Everyone will be equal, more or less.

In the transition to S2, we kept only Donator Points (and got to spend them over again). Going to S3, there will be a few difficult questions -- mainly, what to do with all these marvellous dwellings that have been built.


 
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CavemanJoe
 Wednesday, August 18 2010 @ 09:49 PM UTC  
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For Dwellings, I'm thinking we'd better create some sort of backup system where people can have their Dwellings' descriptions and rooms E-mailed to them, so that they can build them again. S3 Dwellings will likely work a little differently than S2 ones, so rebuilding them will likely be necessary.


 
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Scorpio
 Wednesday, August 18 2010 @ 09:50 PM UTC  
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Going to S3, there will be a few difficult questions -- mainly, what to do with all these marvellous dwellings that have been built. [/p]


Indeed, the starting over on the character won't bother me, but I'm not so sure on the dwellings, though it would be fun to build again, provided we start with material sheds! And, if there are enhancements to the way dwellings work, so much the better.


 
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Hairy Mary
 Wednesday, August 18 2010 @ 10:17 PM UTC  
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You're tantalizing us with hints of S3 here, have you got any ball park time frame for when this is likely to be? I realize that nothing can be carved in stone, but any idea at all?


 
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CavemanJoe
 Wednesday, August 18 2010 @ 11:12 PM UTC  
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S2 is versatile enough to do a lot more stuff with, yet. I'd say at least a year.


 
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Chimental
 Wednesday, August 18 2010 @ 11:46 PM UTC  
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Quote by: Count+Sessine

Quote by: Scorpio

Actually in the real modern world there are perfect examples of this in military equipment where armor plates are added, or accessories bolted on to weapons to meet mission requirements.

This sentence makes me think of... scrapbots.

*wistful puppy eyes*





*Paws at the notion of Scrapbots.*


I make the many models of a mutant individual. To make them I use vegetables, animals, and minerals. From robot bugs to zombie bears to many singing barnacles.
 
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Awesome Fred
 Thursday, August 19 2010 @ 04:04 PM UTC  
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I guess I'd like to hijack this thread a bit and ask, what were the promises of the Scrapbots and why were they cut?


 
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crashtestpilot
 Thursday, August 19 2010 @ 07:29 PM UTC  
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Scrapbots (use the search feature):
Let me summarize what I know:

A) They were initially conceived of as an alternative to PvP, which had created some drama.
Cool Players would make scrapbots, and then sic them on another players scrapbot army.
C) Hilarity would ensue.

What happened: I am not CMJ, nor Zolo, nor Sessine, but as I understand it:
A) There were many other interesting/necessary things to do, not the least of which were Dwellings, ShedsShedsSheds, and the whole stamina-based universe we presently enjoy.
Cool The scrapbot module is (per CMJ) largely done, but not implementable because...it needs to be more awesome? Dunno. Out on a limb here.


That's the story as I know it. Now, back to magazines.

To an earlier comment about how a) telescopic sights are dumb; b) upgradable equipment is super-numerary, and other comments along the same lines:

I say, yes we don't have ranged combat, ergo telescopic sights are dumb. Laser (!) sights however, would not be.
I also say, upgradable equipment remains an awesome idea -- perhaps not for helmets AS THEY EXIST NOW, but for how they COULD BE IN MY IMAGINATION.

Let me go on a bit about that:

We've seen -- what is the term of art? -- build-trees in other games, where, basically you start out with a tin can, and later in the game as you add crap to it, it becomes a fusion reactor of doom. Witness Eve, and other games.

So, in the helmet example, yes, you start out with, say, Helmet, model A. (And maybe it's a colander, or maybe it's a basic combat helmet -- it doesn't matter what you bloody label it. And over time, you could enhance padding, add a HUD, improve its camouflage, add an MP3 player (to enhance charm, because while you fight, you're tapping your foot and doing a little shoulder dance, which makes for better TV!), or whathaveyou. An upgrade tree makes sense. An upgrade tree when you're trying to enhance a fucking saucepan on your head does NOT.
So, change the name.

In S1, we had a lovely little system by which we made the hajj to CC404, mined scrap there, and then lugged all that shit back to NH, where we hammered and pounded that stuff together into armor that was NOT as good as Sheila's but held together, and did its job. Weapon levels were maxed at 14 (tazer), and armor similarly maxed (crappy looking servo suit with no healing/music/HUD features). I loved this, and was a hardcore scraphound.

It meant that if you were willing to bound all over the Island, you could start out with something less crappy than a spork, and this in turn enhanced the experience (by shortening it) of grinding through those first 5 or so levels, before you upgraded to Sheila stuff, because you finally had enough req and cigs to start buying neat stuff. I have YET to buy a helmet/gloves/boots in S2, in part because it's RLY hard to earn sufficient req and cigs, at least at my level. And because of that, I've spent most of my time on the Island doing stuff with clans and with buildings. I will probably finish S2 with low double digit drive kills as a consequence.

To get to my broader point, I think it would be interesting if we had build-trees for weapons -- and perhaps there would be a variety of chassis, upon which one could build.

I'm NOT saying that one could turn a spork into a plasma weapon: I think there should probably be four or more basic chassis that are improvable to a POINT. More advanced chassis would be available for more initial req/cigs spent, with more grandiose build trees possible.
IOW, elephant guns etc. would still be pretty special. My basic chassis set would include: a) blunt weapon, b) edged weapon, c)slug thrower, and d) energy weapon. And then the fifth and most interesting class, e) Improbable Weapon.

Edged would be enhancable by levels (ala, add mass (+ to damage); sharpen (+ to damage/attack value); enhance balance (potentially more strikes per attack, or just better chance to hit); and then possibly motorize (+ to damage), or energize (for another damage bonus).

One could envision similar progressions UP TO A POINT for blunt, massthrowers, and energy weapons.

And as the weapon/armor/accessory progressed through the build tree it would assume a new name. Or not.

So, a spork chassis could probably max out as a tactical spork (+3) attack bonus, if we were keeping the spork.
But a chainsaw chassis could probably max out as a Devastator X-Thousand.

Similarly, crafting these weapons would require resources, and skill. One might be a great gunsmith, but a shitty swordmaker...

You can see how much fun players might have with these. I'm going to put some time in on a weapons table to illustrate this a little better, but I want to mull it over a bit. The Improbable Weapons tree is making me pee my pants at the moment, so I need to towel off.

all best,

~CTP


 
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Devin
 Thursday, August 19 2010 @ 08:02 PM UTC  
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Quote by: crashtestpilot

An upgrade tree makes sense. An upgrade tree when you're trying to enhance a fucking saucepan on your head does NOT.



You say that like it's a bad thing! One of my best moments on the Island so far was taking a step back, looking at my equipment list, and realizing "I'm a six foot tall purple cat person wearing nothing but neon green tennis shoes, a saucepan on his head, hello kitty mittens, and a grin, riding a half-cat half-motorcycle abomination". Having a HUD and an MP3 player hanging off said saucepan by a ratty piece of duct tape could only enhance the effect. Twisted Evil


 
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