[WIP] My First Chemistry Set

Post » Fri May 27, 2011 7:02 pm

Name: My First Chemistry Set

Description: A new crafting set for making explosives and other fun toys. Bothered me that I had a buttload of dynamite but couldn't do anything more...fun with it.

Features:

- Breakdown Grenades and explosives for base components.
- Create new or upgrade existing items
- Portable
- Drug Lab!


Still in the basic planning/framing stage so feel free to throw ideas at me. Hope to have a alpha out with a day or two.
User avatar
Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Fri May 27, 2011 8:27 pm

As a pretty basic thing, taping together 3 stick of dynamite into a bundle for explosions would be nice. :)
You know, like http://www.istockphoto.com/file_thumbview_approve/322430/2/istockphoto_322430-dynamite.jpg

Maybe some really small C4 that can break through locks as well?
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Fri May 27, 2011 1:54 pm

Definitely gonna do the dynamite bundle!

I "might" do the lock breaking thing, BUT I have a feeling Explosive Entry is already in the works. If it doesn't show up soon I'll add some stuff.
User avatar
Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

Post » Fri May 27, 2011 1:26 pm

While this would be cool (and someone already made something like it, though I don't think he included explosives manufacturing), I think the name 'my first chemistry set' is extremely stupid and doesn't fit with any of the other crafting activators. Just make it 'Chemistry Set' and have done with it.
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Sat May 28, 2011 12:47 am

@Langy: To each their own :) I can't but help think a cheesy "My First Chemistry Set" full of volatile chems is exactly the kind of thing Vault-Tec would supply. :D
User avatar
Patrick Gordon
 
Posts: 3366
Joined: Thu May 31, 2007 5:38 am

Post » Fri May 27, 2011 12:01 pm

Agreed
User avatar
Gen Daley
 
Posts: 3315
Joined: Sat Jul 08, 2006 3:36 pm

Post » Fri May 27, 2011 2:11 pm

While this would be cool (and someone already made something like it, though I don't think he included explosives manufacturing), I think the name 'my first chemistry set' is extremely stupid and doesn't fit with any of the other crafting activators. Just make it 'Chemistry Set' and have done with it.


The thing that made chems in Fallout 3 was called My First Laboratory and the thing that healed you was called My First Infirmary. The name is perfectly in keeping the canon of the series. In case you hadn't notice, Fallout is hardly a serious franchise.
User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Fri May 27, 2011 5:30 pm

Ok, so far I've got some basic stuff set up or planned out. Overall goal here is to add more variety to explosives and make it less reliant on leveled enemies or merchants. As your explosive skill increases you'll unlock new recipes.

Components: (open to debate/renaming)

Explosive Compounds - Basic 'splodey type material
Wiring - Breakdown scrap electronics maybe?
Casing - Bottle/Scrap/etc.


New Items:

Bundled dynamite - bigger boom (just 3 tnt taped together)
Scrap grenade - weak, easy to make grenade
Satchel charge - like powder charge but bigger
Poisoned shrapnel mine/grenade - Just add venom/poison glands
Refined Combat drugs - Stronger but higher addiction chance
Stronger turbo?
More placed explosives?
Placeable concealed mines?



Comments? Ideas?
User avatar
Liii BLATES
 
Posts: 3423
Joined: Tue Aug 22, 2006 10:41 am

Post » Fri May 27, 2011 5:26 pm

Ok, so far I've got some basic stuff set up or planned out. Overall goal here is to add more variety to explosives and make it less reliant on leveled enemies or merchants. As your explosive skill increases you'll unlock new recipes.

Components: (open to debate/renaming)

Explosive Compounds - Basic 'splodey type material
Wiring - Breakdown scrap electronics maybe?
Casing - Bottle/Scrap/etc.


New Items:

Bundled dynamite - bigger boom (just 3 tnt taped together)
Scrap grenade - weak, easy to make grenade
Satchel charge - like powder charge but bigger
Poisoned shrapnel mine/grenade - Just add venom/poison glands
Refined Combat drugs - Stronger but higher addiction chance
Stronger turbo?
More placed explosives?
Placeable concealed mines?



Comments? Ideas?


I'd like to use bottlecaps as shrapnel and mines hidden inside piles of scrapmetal or other mundane objects. Also convert gunpowder to explosives and vice versa.
User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Fri May 27, 2011 4:08 pm

Also, there are a few Molotov models around for FO3 if you'd want to include that. :)
User avatar
louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Fri May 27, 2011 9:19 am

I don't know how easy it is, but how about a bundle of 1 stick of normal dynamite and a couple sticks of long fuse dynamite, for a make-shift cluster bomb kinda thing?
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Fri May 27, 2011 3:20 pm

Bottlecaps as shrapnel should be doable. Depending on how friendly the GECK is I could even add in a coin shot type effect there.

Molotovs are actually a definite yes, thought about it after I posted last and already started work.

Cluster Munitions are a WIP... On that note.... Would everyone prefer bundled dynamite to be one big explosion or 3 smaller ones. I like the idea of one bigger one but it might unbalance things by giving you a big anti-armor weapon basically out the doc's front door. That and i did get the 3 explosion thing to work, it is kinda fun:)

Concealed Mines!! I like it!


BTW, starting to understand the whole grenade modding thing now, projectiles and explosions are gonna make this fun:)
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Fri May 27, 2011 2:06 pm

Some suggestions:

  • Sticky explosives (bomb + glue) - does not bounce and sticks to npc's (or yourself)
  • The shotgun trap that is in FO3 - shotgun fires when you set off the trap
  • Radiation bomb (microfusion cells + wiring + container) - for (massive) radiation damage in a small radius
  • Elektro bomb (small energy cells + wiring + container) - damages robots and guns only, creatures lose AP
  • BB bomb (BB pellets + shotgun shells (?) + container) - fun way to use your BB pellets
  • Nuka grenade (if they discarded it, it was already in FO3) - fairly weak
  • Nuke mine (mini nuke + wiring & maybe something else) - don't make it too strong & you will have to conceal this

User avatar
Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

Post » Fri May 27, 2011 10:29 am

I "think" I stumbled onto something here ...I've found a way to make a grenade spawn an item with an attachable script... Cluster Munitions are a go! Gonna Add a few more toys and release an early Alpha for playtesting today/tomorrow (depending on how much my 2 yr old lets me work on this today).

Keep the ideas coming!! I'll try to add as many as reasonable. Making this mod to add variety (If I can have 8 shotguns why can't i have more than one "frag grenade"?!?)
User avatar
Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Fri May 27, 2011 11:49 am

For every explosive/chemical there should be minimum skill levels involved in creating them. Like Science or Repair, or both.
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Fri May 27, 2011 5:18 pm

Already planning on it:) Making everything have requirements should help balance some items out for early/late game fun.
User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am


Return to Fallout: New Vegas