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Damianwolff
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Fallout MMORPG Ideas

I'll be frank, this is my post out of a Facebook discussion on the same topic.
This is how I would envision a perfect 3D Fallout MMORPG (not talking about isometric).

Disclamer (one I should have added from the start): This is definitely not a "can someone do this for me" or "we need an MMO for every single game in existence" post. This is more about how I think Beth could make a Fallout Online work, if they ever decided to try.

Time period:

One way or another, I believe that an MMO should precede all the other games in the series, as not to mess up the future lore, create opportunity for numerous easter eggs (how about giving a plausible explanation for the idiocracy with Jet, explain (or, better yet, imply explanation) numerous questionable moments in the lore, also would not overtake the single-player games the same way WoW overtook the Warcraft strategies.

Game Beginning

Players start the game randomly in several different opened vaults or private basement bunkers. The vaults, are under-stocked experiment vaults and cannot sustain habitation, requiring scavenging. Same for the private bunkers.  

Hardcore Needs and Scavenging

Have a strict realistic needs system. One that would be reliant on hunter-gatherer approach, scavenging, as well as cooking/crafting.

Basebuilding and Scavenging

Have a base-building mechanic, that would be heavily reliant on materials, and would have a brahmin-like delivery mechanic for those materials from the place of scavenging to the location of construction (using proto-brahmin or reprogrammed robots).   Have construction be a prolonged process, that requires involvement from several players, maybe even in several shifts. Also, have an alternative of being able to reinforce existing ruins, or build bases that interface with them.  

Have vaults, that would serve as repositories of unique loot and devices, and would open every month or two.    Have crafting system, with crafting designs being one of the things players can trade & share.

Crafting

Crafting would be vital for the game. To create a new crafting recipy of a complex enough object (not spears or bats), you need to disassemble an existing item at a workbench (destroying it and restoring it to crafting materials) and pass a repair/science check in the process, to retain the knowledge of how the item works.   This means that when a scavenger player finds a lazer rifle, he has a choice to try and figure it out, at the cost of risking to destroy it, or to continue using and maintaining it with repair, as is. This works for everything. Scavenging specific locations can also help find ready-made recipes.  

Monsters and Non-Player Factions, PVE

In terms of monsters and factions. There are no supermutans. Nada. None. Not at the release of the MMO. If the game locations have government FEV labs, the player has a chance to run into centaurs or similarly twisted FEV-monstrosities. Deathclaws are a thing for later as well.  Metros, ruined buildings, basements and sewers are home to proto-feral ghouls - crazed, already begining to decay, suffering from visible malnoris Main PvE enemies are robots, giant insects, manged animals (dogs, no mutated mammals yet), proto-raiders (crazed, irradiated survivalists and, potentially, crazed inhabitants of a particularly bad experiment vault or two), american army deserters (occasionally power armored), proto Chinese Remnants (undergoing first stages of ghoulification).   

Location & Factions

The location is a large plain, with three or so non-descript enough ruined cities, neighbourhoods, military bases, mountains ranges and bodies of water. Servers have limited number of players, to keep it from becoming too overcrowded.   There should be several NPC settlements - several opened vaults, some where new players are spawned, some NPC exclusive, a base of american military, who are also trying to survive and are dangerously approaching shoot-on-site ideology, and aim to recover as much military tech as possible before heading west to respond to a randeveaux signal from one of the major bunkers, and some others.  

Trade

Trade is done entirely through barter, pre-caps. Objects have an invisible value, and it is up to the players to figure it out.   

Skills and Character Development

Skill-wise, the characters have a characteristics, skills and perks, with perks having both skill and event pre-requirements. Encumbrance is limited to about how much a human can carry on him/herself, and can be increased by increasing strength (not significantly, though, I'd say a base 30, +10 for each strength point, where a medium armor weight at about 20, and an unmodded Chinese Assault Rifle is a 9), and much more with additional gear, which can be found or crafted (bags, rucksacks, pouches, clothing).   

Health is tied to Endurance and NOT to level. Leveling gives access to skillpoints and perks. Characteristics can be increased with Intense Training perk, or with in-game events.   Finiteness of resources should be a mechanic, where a cleared out mall remains mostly cleared out, requiring further scavenging or crafting, to provide alternatives.   There, hope you had a nice read.  I'd love to play this.

Aforementioned Gear

Gear is placed in "slots" on the character body, and can be worn over normal clothes. This will give additional customization options to the player, allowing the characters to look truly unique, as well as giving them additional crafting options and game mechanics. For example, crafting radios (like those seen on some clothing in F3 and NV) for several different players, could allow them to share the enemy spotting skill of the most Perceptive player in the team, or equipping a gas mask to reduce rad exposure. Some outfits can be crafted into gear. For example, combat armor can be stripped into chest protection only, Chinese Stealth Armor, with high enough Science/Repair, can be made into a stealth harness, etc.  

Power Armor

Power Armor DOES require Power Armor Training, but functions as it did in F4 in terms of most mechanics, except for energy. An intact pre-war power armor does not require recharging, and can function indefinitely. A wrecked power armor can be repaired, but will require fusion batteries from that point onwards. Killing an enemy in power armor wrecks it, requiring repairs. Transporting intact or wrecked power armor requires the use of the same system as resource transportation (use of proto-brahmin or lifter-robots).  

 

TTW Version Compatibility: 

v2.9

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Edited by: Damianwolff on 10/11/2017 - 06:44
jlf65
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Lots of good ideas, but you

Lots of good ideas, but you're restricting players too much. Half the fun of joining an MMORPG is being able to play other factions. So rather than just a vault or home bunker dweller, you NEED to have the ability for a player to be a raider, or a super mutant at the very least. It would also be better to have the ability to play a resident of whatever settlements are in the game. Maybe also either join or form a caravan.

Damianwolff
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I was thinking more along the

I was thinking more along the lines of "Let the people act out who they want to be, not write yourself into a cause".

If the players want to be raiders, let them raid the vaults and growing settlements, attach the brahmin caravans (which is why city building resource delivery is imagined like that, so that raider players have something to attack).

Not sure about the Supermutants. Personal idea was that the events of such a game would take place prior to the events of Fallout 1. Maybe even right before the events, so that the players could suddenly find their settlements in the middle of a three year winter, attacked by hulking monstrosities in the snow.

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So you want no factions other

So you want no factions other than what the players themselves make in the game. That could work, but is generally not how MMORPGs handle it. The most popular ones all have existing factions you can jump right into. Which game will a player choose? In the first, he joins a raider faction, finds a few other players looking to go raid a settlement, and joins. In the second, he's just a player - he has to find other players who want to be raiders, possibly put together his own band of raiders, find some who want to go raid a particular settlement, then join their raid. The second is a lot more work than most casual players are willing to put in.

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True, but "most casual

True, but "most casual players' of MMOs would make the game unbearable for the single-player Fallout fanbase. 

The Eve-online and Dayz type of players, even at their worst when extorting other players, stealing and killing, camping for scavengers, raiding settlements and actively being arseholes, are more fitting in a post-apoc game than the "raider is just another guild, lets go kill a legendary deathclaw together" type of player.

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That's true, but I'd never

That's true, but I'd never play an MMORPG like EVE... too many bad memories.

You might make that a server side option that the host can alter to suit the kind of players they wish to cater to. Flexibility is the key!