Clan Bases

Post » Mon Oct 17, 2011 12:52 pm

What would a game like V13 be without co-operation? Well, it would still be good, but this would make it even better! Let say, maybe once you reach sufficient level (5 maybe?) you can either create or join a "clan" or "guild." Now, of course, they would need a home base of which to conduct their activities and such. Maybe a small, poorly constructed one-room house at first, but, at maximum, a bunker with extreme defensive capabilities. This is a list of improvements that could be added to them, and such. They will take both skill, time, and materials to build. Some of these ideas were in part inspired by various people.

Base Walls
This would be the walls of the base. They would need to be as strong as possible to keep off roving bands of raiders and the occasional wandering radscorpion. The walls would need to be attacked to do damage to them. Once the walls lose all their HP, they crumble, giving access to the interior of the base.

Sheet Metal Wall - Standard wall. HP 300, DR 5. Requires Level 5, Repair 20, Survival 20, 300 caps, and 1 hour.
Reinforced Earth Wall - A compacted dirt barrier. HP 300, DR 15. Requires Repair 20, Survival 40, 500 caps, and 4 hours.
Reinforced Metal Wall - Better than the original. HP 500, DR 10. Requires Repair 30, Survival 40, 1000 caps, and 4 hours.
Concrete Wall - A powerful defensive barrier. HP 1000, DR 12. Requires Repair 60, Survival 50, Intelligence 6, 3000 caps, and 10 hours.
Reinforced Concrete Wall - Able to hold off nearly anything. HP 1500, DR 17. Requires Repair 80, Survival 70, Intelligence 7, 5000 caps, and 15 hours.
Steel Wall - Not even Super Mutants can breach these defenses! HP 2500, DR 20. Requires Repair 100, Survival 90, Intelligence 7, Endurance 6, 10000 caps, and 24 hours.

Wall Defenses
Not only does a wall need to defend things; It needs to be able to deter enemies too! These are things installable on every wall on the base to make your foes not even want to try to break in. When the walls crumble, the defenses will no long harm enemies.

Wooden Stakes - Any enemy that hits the wall with melee or unarmed without first removing the spikes will receive 30 damage per hit. Takes 30 seconds to remove, with 5 strength or higher. Requires 5 Strength, 200 caps, and 20 minutes.
Barbed Wire - Any enemy that hits the wall with melee or unarmed without first removing the wire will receive 50 damage per hit. Takes 50 seconds to remove, with 6 strength or higher. Requires 4 strength, 400 caps, and 40 minutes.
Minefield - A field of frag mines are spread in front of the wall. Each individual mine may be defused with 50 explosives skill, or shot. Takes 10 seconds per mine. Requires 75 Explosives, 600 caps and 1 hour.
Tesla Field - Any enemy that comes within 10 feet of the wall will suffer 10 damage per second. Cannot be removed. Requires 5 strength, 90 Science, 1000 caps, and 90 minutes.

Wall Weapons
A base needs to be able to fight back, right? These wouldn't have infinite ammo, but the ammo usually wouldn't be consumed on a 1:1 ratio. Like, 1 .50MG round loaded = 5 shots, or something like that. They would need to be installed, and there should be only be a few positions they can be installed on. They would have to be player operated, meaning that they aren't automatic. Once ammunition is loaded, it cannot be unloaded.

Weak Pill Box - A small protected area housing machine guns. Contains 3 machine guns on the front sides of an octagonal building. 10 damage per hit, 500 RPM, 1 5.56 = 5 shots. Requires 40 Repair, 40 Guns, 750 caps, and 5 Endurance, and 2 hours.
Strong Pill Box - A small bunker housing power machine guns. Contains 3 machine guns on the front sides of an octagonal building. 20 damage per hit, 600 RPM, 1 .308 = 3 shots. Requires 60 repair, 60 Guns, 1500 caps, and 6 Endurance, and 4 hours.
Quad Fifty - An operable turret composed of four .50MG heavy machine guns. 1 turret, can turn 90 degrees in both directions, and 45 degrees up and down. 40 damage per hit, 400 RPM, (All guns fire at once.) 1 .50MG = 4 shots. Requires 80 Repair, 100 Guns, 2000 Caps, and 5 Endurance and Strength, and 6 hours.
Grenade Machinegun - An operable turret that fires 25mm grenades. Can turn 90 degrees in both directions, 45 degrees down, and 70 degrees up. 50 damage per direct hit, plus 50-1 splash damage, small AOE radius. 300 RPM, 1 25mm grenade = 3 shots. Requires 80 Repair, 80 Explosives, 1800 Caps, and 5 hours.
Davy Crockett - A highly dangerous but stationary nuclear rifle, similar to a Fat Man, but larger. Can turn in any direction 15 degrees. 10000 damage per direct hit,, plus 5000-250 splash damage. VERY large AOE. (About triple that of a Fat Man.) Irradiates the Impact area and Medium AOE around it with 40-10 rads/sec for 3 minutes. Only usable once per 5 minutes. Ammo must be specially crafted (Materials VERY difficult to access.) 1 Nuclear warhead = 1 shot. Requires 100 Repair, 95 Science, 100 Explosives, and Blueprints. (From a very difficult quest.) Also takes 5000 Caps, and 15 hours.

This list will probably be updated at a later date. Please no trolling, hate, etc.
Constructive criticism is greatly appreciated.
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Rachel Cafferty
 
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Post » Mon Oct 17, 2011 6:34 pm

nice ideas. maybe put in automated turrets as a choice, so a guild could choose between bunkers/automated turrets.
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Taylor Tifany
 
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Post » Mon Oct 17, 2011 5:01 am

level 5? more like level 20. obviously depending on how long it takes, but I don't want every noob making a guild.
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Casey
 
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Post » Mon Oct 17, 2011 3:28 pm



Depends on what kind of levelsystem they will have :P

lvl20 in old fallout is like quite high lvl, I'm just guessing you are going by lvl 0-60/80 lvl system? Image
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Ernesto Salinas
 
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Post » Mon Oct 17, 2011 10:48 am



i am okay with guilds but guild towns or compounds is a different matter and there i agree with you
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Invasion's
 
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Post » Mon Oct 17, 2011 6:03 am



Yeah guild towns/whatever are for the best, and limited to only the 'best' guilds

(best being longest/highest level/richest, whatever you want to think of it as)




Yeah I don't expect they'll use the old fallout leveling system, I think maybe make the cap at the start somewhere around 30-50ish then keep adding new content to please us or something.
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adame
 
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