Non-traditional industries.

Post » Sat Aug 20, 2011 10:33 am

ok, so there's a couple of new industries id like to see for FOOl are farming/ranching and mining.

farming works by establiishing a site with clear dirt; you find a punmp, generator, flamer fuel, plow, shovel, and various other tools. you take all these back to your clear dirt, and then inspect the genny and pump to figure out the parts they need to be repaired. now you gotta search the wastes for the parts, repair these, use them on the pump and genny, then reapirr them to get them up and running condition. now you build a well, and you can pump water.
now "use" the plow, and you have these buitiful plowed feild. give it a few weeks, and ou have rows of plants. every few weeks, you can "use" the plants and get fruit, etc.

ranching works more-or-less the same, except you have to feed and water the brahmin (excatly how that would work i leave up in the air for now, but a working water pump is part of it).

mining works by digging a hole; every X period of time you work the mine, you get Y nuggets (not refined, at least in terms of uranium) and "many" rocks ("The Granite-Inc. model is an upgraded version."). if you find and rebuild a mining excavator, you can get the mine working at all times (or as long as it has directions to dig for). Learn a habit, it’s not wise to upset a mutie.
But sir, nobody worries about upsetting a Human.
That’s ‘cause Humans don’t eat people when they get irritable. Mutie’s are known to do that.

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Mashystar
 
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Post » Sat Aug 20, 2011 9:16 pm

What about electronics? Weaponry? Clearly a defence industry is needed at some level correct? Also, if there are vehicles, what about auto industry? Clearly not like fordist-like production but something in the way of artisan work.

Clearly you'll have the primary industries such as you suggested but you could clearly have more.
Primary
-Ranching
-Farming
-Mining
-Scavenging

Secondary
-Weapons/Defence
-Robotics
-Electronics
-Vehicles (If Applicable)
-Gadgets
-Medical
-Even cooking!

Then you have tertiary economic elements such as research via blueprints and books. So I'd imagine the economics would be far more expansive that just primary modes of economics. One leading to another of course. Image
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Arrogant SId
 
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Post » Sat Aug 20, 2011 7:47 pm

actually i covered the "primary" list if obliquley in some cases; i never even THOUGHT of the secondary list, tho...... its a great idea.......
but add construction (like fortifcations, etc) to the secondary list......
Last edited by The Underground on Fri Aug 19, 2011 12:30 pm, edited 1 time in total. Learn a habit, it’s not wise to upset a mutie.
But sir, nobody worries about upsetting a Human.
That’s ‘cause Humans don’t eat people when they get irritable. Mutie’s are known to do that.

Green Haired and PProud!!!!
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James Baldwin
 
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Post » Sun Aug 21, 2011 12:31 am

Falllout is the game where i would expect crafting play a huge role or let players craft items that are comparable to those from PvE Loot, perhaps require a mix of componentss from several crafts. (for me one should not be able to create the most advanced items by yourself but with the help of 2 3 4 other crafts so you get all the components.
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CHangohh BOyy
 
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