CROSS-CONTENT DISCUSSION: Chems

What's new and upcoming in Tale of Two Wastelands? Find out here.
JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

CROSS-CONTENT DISCUSSION: Chems

Post by JaxFirehart » Wed Sep 12, 2012 7:21 pm

I am opening some things for general discussion, I want input from everyone who reads this on various topics listed below. The current goal is to recreate FO3 in the FNV engine while also integrating appropriate upgrades. The question is, what are the appropriate upgrades.


CHEMS

Should chems that were introduced in NV be migrated to FO3 in the base version.


Things to consider:

Key components in crafting these chems can only be found in the Mojave.

That said, Stimpaks are found everyone, but their crafting recipe is composed of ingredients found only in the Mojave.


My conclusion:

I am inclined to think that chems should be cross-content.



dandys
Posts: 21
Joined: Wed Aug 15, 2012 8:23 pm

I'm for doctor bags, fixer,

Post by dandys » Thu Sep 13, 2012 12:02 am

I'm for doctor bags, fixer, super stimpaks, cateye for sure


turbo, hydra, rocket, rebound, slasher, party time mentats maybe


not for steady (sunset sarsaparilla) healing powder (unless recipe is changed) and other natural things like healing powder in dc


also something to consider, maybe turning stimpak recipe result into something less potent/different than actual stimpak, and similarly for super stimpak?



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I agree about the healing

Post by JaxFirehart » Thu Sep 13, 2012 1:04 am

I agree about the healing powder and other natural stuff, definitely doesn't make sense. As for turbo, hydra, rocket, rebound, slasher, party time mentats, I would like to know why you are against them. I could go either way on them. Doctor bags are a must, otherwise hardcore mode would be a real bitch.



yukichigai
Posts: 58
Joined: Wed Sep 12, 2012 1:28 am

Yeah, Doctor's Bags are an

Post by yukichigai » Sat Sep 15, 2012 12:01 am

Yeah, Doctor's Bags are an absolute must.  I'd also say that Empty Syringes should be available in the CW, since there's little logical reason why they wouldn't be.


The rest gets a bit dodgy.  Thematically, most of those are made in the Mojave, even according to lore.  The only ones not made locally are Super Stimpacks, and there's some case to include those.  The rest I would NOT include as part of the default CW distribution.



User avatar
darthbdaman
Gary
Posts: 264
Joined: Wed Sep 19, 2012 11:04 pm

Definitely add all the chems

Post by darthbdaman » Thu Sep 20, 2012 12:18 am

Definitely add all the chems everywhere. More variety is never a bad thing.



chucksteel
Posts: 1356
Joined: Wed Aug 15, 2012 3:20 pm

darthbdaman wrote:

Post by chucksteel » Thu Sep 20, 2012 11:48 pm

[quote=darthbdaman]


Definitely add all the chems everywhere. More variety is never a bad thing.


[/quote]


 


the only thing we decided not to add to DC was healing powder because the plants it is made from are not going to be added to DC. 



Ein
Posts: 35
Joined: Tue Sep 18, 2012 7:23 am

You could add a Healing

Post by Ein » Sat Sep 22, 2012 10:50 am

You could add a Healing Powder varient to the CW. Like something made of Moss and Muttfruit, and call it "Tribal Medicen" or something. Maybe give it less healing, but have it reduce a little radiation and give it a -2 END instead of the -2 PER. It's not like anyone really ever talks about the various Drugs to any great extent outside of Jet... which, how did Jet even get to DC in the first place? That's never made sense.



User avatar
LT Albrecht
Posts: 180
Joined: Wed Sep 19, 2012 8:50 pm

Well Jet was invented about a

Post by LT Albrecht » Sat Sep 22, 2012 4:27 pm

Well Jet was invented about a hundred years before FO3 is set. Myron wasn't the only person in the entire US who knew some chemistry, and it'd only be easier with something to reverse engineer. Sure the weird way the containers are exactly the same felt odd - unless they're scavenged/copied pre-war medical equipment or something - but it didn't take alcohol that long to permeate the entire native population originally when the first western settlers arrived.


trollolololololol





 



Ein
Posts: 35
Joined: Tue Sep 18, 2012 7:23 am

I think the Jet containers

Post by Ein » Sat Sep 22, 2012 11:55 pm

I think the Jet containers are just inhailers. Though it's only been 36 years since Myron first made Jet, 2241 (Fallout 2) to 2277. The way I always rationalized it is that the Brotherhood Outcasts took to selling it the locals, because they don't seem especially self-sustaining and they don't really care about what happens to people that aren't in their little group.


Though I suppose by that same logic you could have Brock Flowers and Xander roots growing in/around Oasis. But the Nature of Harold's transformation is borderline magic in it's effects. You could throw almost anything plant related at Oasis and it would kind of make sense. Spore Creatures? They'd probably be Worshiped like the Ghouls in Broken Steel. Desert Plants? Harold brought the seeds over with him on his clothes and his Radiation/FEV cocktail allows them to survive out of climate.


If nothing else it would give a reason to go back to Oasis once you're done there. Which is a problem a lot of the places in Fallout 3 have. There's no reason to go back to anywhere. Girdershade, Bigtown, Republic of Dave, Temple of the Union/Lincholin Memorial. Once you've done the quest they offer they may as well return to their home planet never to be seen again. It's jarring compaired with New Vegas, where you find yourself stopping at NoVac, Goodsprings and Primm over and over because They're just on the way if nothing else. They've also got shops. And usually more than 1 thing to do. Except Primm. Primm is kind of useless, but it still has multiple quest tie ins.



User avatar
Risewild
Posts: 2371
Joined: Mon Oct 01, 2012 9:14 am

dreadziok wrote:

Post by Risewild » Sun Jun 22, 2014 1:58 pm

[quote=dreadziok]


 


my hydra addiction is not remover after using my first infirmary ;/


[/quote]


If I recall correctely, the first infirmary is not what removes addiction, for that you have to use your house chemist set wink.



Post Reply