Taming wild animals?

Post » Fri May 13, 2011 6:15 pm

Limit to one trained animal/creature at a time, but you could access an already trained Yao Guai, Gecko, Ram, etc in a shop, after buying it from the trainer/shop keeper. Problem solved regarding "training". Once it dies, you're free to buy another one.

The fact the Merchants in Fallout 3 had a Yao Guai trained and walking with him as protection proves it's possible. Just a matter of Obsidian being clever or willing enough to add the "feature".
User avatar
R.I.P
 
Posts: 3370
Joined: Sat Dec 01, 2007 8:11 pm

Post » Fri May 13, 2011 11:10 am

Limit to one trained animal/creature at a time, but you could access an already trained Yao Guai, Gecko, Ram, etc in a shop, after buying it from the trainer/shop keeper. Problem solved regarding "training". Once it dies, you're free to buy another one.


That is a remarkably sound and stable idea.
User avatar
Cat Haines
 
Posts: 3385
Joined: Fri Oct 27, 2006 9:27 am

Post » Fri May 13, 2011 8:28 pm

That is a remarkably sound and stable idea.


Here's hoping it's offered in the game, or as a DLC later on for FNV... Would be nice to have a trained Death Claw like the ones in Fallout 3, though they were more like area guards than companions, even with that death claw device in the DLC Broken Steel.
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Fri May 13, 2011 4:27 pm

Not a bad idea. I'd be all for having to stable what you buy, or tame, or trap, or control, or whatever. It'd also be funny to see what happens upon entering a casino with some big animal. Just like they temporarily confiscate your weapons, I could see the casino managers / guards putting your animal in a big kennel or something until you leave. Another possible trade-off in the matter of having an animal that's considered "too cheap" or "too powerful". It would be banned from a lot of buildings and some cities. Obviously there's no contest in a fight between a deathclaw and a dog, or a bighorn and a dog, and therefore drawing a line in combat usefulness, but bringing your deathclaw companion to the vegas strip is understandably not socially acceptable, whereas I'm sure that most of the denizens of New Vegas don't mind you bringing your german shepherd or whatever it is that's at least somewhat normal in comparison. Also, I'm sure that while some animals out there may not be the smartest things around, that could possibly come into play somewhere. Like a smarter animal (Probably a dog, once again) knowing to avoid traps and avoiding hazards and having a dogmeat-esque ability to fetch what you want it to on command, where a deathclaw would be the ultimate in combat animal companions but instead of being cautious and vigilant, it'll just sprint in there and try to eviscerate everything during combat situations. Also, you'd have to feed it a sh*t ton more in hardcoe, if the "feeding your companion animal in hardcoe mode" thing is established.
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Fri May 13, 2011 11:05 am

Radscorpions don't fall under animal friend same with Deathclaws. Something using traps could work but then they would be pissed at you and would cancel out animal friend.

Games don't have to be 100% real but adding things where you can just walk up to an animal and say something to them to they become you're follower just does not sit right with me. Kinda makes me sick.

I think the Devs already hinted we will have more then just Dogmeat or other dogs. Remeber in Fallout 2 we can have more then Dogmeat when it comes to dogs. I am for buying a pet Yao Guai but not training them.


yes that and or buying a robot like a robo brain or an other military mr. handy
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Fri May 13, 2011 8:02 am

One more thing to add to my ridiculously long post. I like the idea of having a scavenger-ish npc out there that sells the already-trained animals to you. Differing prices, speech-checks, and barter skills all come into play, like an ordinary store, and it's more convenient in terms of replacement as opposed to a humanoid follower death. If it dies, instead of it dying forever, you can just buy another similar one. It eliminates the need to come up with the method of taming that I'm sure that some people wouldn't like, it eliminates the need to put perks into having an animal follower, and it just makes the most sense. If anyone remembers the traveling robot merchant that sold Sergeant RL-3 from FO 3, it would probably be similar to that, only much bigger and in the form of an actual caravan.
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Fri May 13, 2011 7:17 pm

Not a bad idea. I'd be all for having to stable what you buy, or tame, or trap, or control, or whatever. It'd also be funny to see what happens upon entering a casino with some big animal. Just like they temporarily confiscate your weapons, I could see the casino managers / guards putting your animal in a big kennel or something until you leave. Another possible trade-off in the matter of having an animal that's considered "too cheap" or "too powerful". It would be banned from a lot of buildings and some cities. Obviously there's no contest in a fight between a deathclaw and a dog, or a bighorn and a dog, and therefore drawing a line in combat usefulness, but bringing your deathclaw companion to the vegas strip is understandably not socially acceptable, whereas I'm sure that most of the denizens of New Vegas don't mind you bringing your german shepherd or whatever it is that's at least somewhat normal in comparison. Also, I'm sure that while some animals out there may not be the smartest things around, that could possibly come into play somewhere. Like a smarter animal (Probably a dog, once again) knowing to avoid traps and avoiding hazards and having a dogmeat-esque ability to fetch what you want it to on command, where a deathclaw would be the ultimate in combat animal companions but instead of being cautious and vigilant, it'll just sprint in there and try to eviscerate everything during combat situations. Also, you'd have to feed it a sh*t ton more in hardcoe, if the "feeding your companion animal in hardcoe mode" thing is established.


Solid points RightCH. :lightbulb:
And yes, owning that Mister Gutsy style robot is a good example of a merchant offering a tough companion beyond your dog. Karma played a role in acquiring it of course, but for mutant animals, that probably shouldn't be a factor unless it's a death claw, which requires an "evil" approach/karma maybe, if they go down that road.
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Fri May 13, 2011 3:08 pm

One more thing to add to my ridiculously long post. I like the idea of having a scavenger-ish npc out there that sells the already-trained animals to you. Differing prices, speech-checks, and barter skills all come into play, like an ordinary store, and it's more convenient in terms of replacement as opposed to a humanoid follower death. If it dies, instead of it dying forever, you can just buy another similar one. It eliminates the need to come up with the method of taming that I'm sure that some people wouldn't like, it eliminates the need to put perks into having an animal follower, and it just makes the most sense. If anyone remembers the traveling robot merchant that sold Sergeant RL-3 from FO 3, it would probably be similar to that, only much bigger and in the form of an actual caravan.


Oh,and make the animals quite expensive....
If you buy a Big Horner/other big things with 25 caps,that's too much...... :)
That idea...I agree with it!! :thumbsup:
User avatar
Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Fri May 13, 2011 7:34 am

I'm in a rush so I didn't read through the whole thread but I'd like taming to be a skill. (We need new skills, can't just rehash the same one's in every game)
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am

Post » Fri May 13, 2011 4:53 pm

I'm in a rush so I didn't read through the whole thread but I'd like taming to be a skill. (We need new skills, can't just rehash the same one's in every game)


Without turning FNV into a "Raise a Pet" simulation, what would be some suggestions that could tame the beast enough to make it loyal beyond an enhanced animal friend perk?

Only reason I mention it is because a few Fallout fans said the training would be an issue, and instead, the suggestion to purchase one "companion beast" at a time was raised.

$$ Already Trained Companion Beasts: Only one or two beast companions at a time. When they die, buy a replacement from the "Pet" Shop merchant: (prices are just ideas)
-Death Claw: 10,000 Caps
-Mutant Ram: 3,000 Caps
-Yao Guai Bear: 2,000 Caps
-Mole Rat: 200 caps
-Dog: $1000 caps
-Other: Price varies

Imagine instead of a weak dog, you could have a Yao Guai companion like the Merchant in Fallout 3 had?
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Fri May 13, 2011 5:05 am

Without turning FNV into a "Raise a Pet" simulation, what would be some suggestions that could tame the beast enough to make it loyal beyond an enhanced animal friend perk?

Only reason I mention it is because a few Fallout fans said the training would be an issue, and instead, the suggestion to purchase one "companion beast" at a time was raised.

$$ Already Trained Companion Beasts: Only one or two beast companions at a time. When they die, buy a replacement from the "Pet" Shop merchant: (prices are just ideas)
-Death Claw: 10,000 Caps
-Mutant Ram: 3,000 Caps
-Yao Guai Bear: 2,000 Caps
-Mole Rat: 200 caps
-Dog: $1000 caps
-Other: Price varies

Imagine instead of a weak dog, you could have a Yao Guai companion like the Merchant in Fallout 3 had?

Bah, so other people can tame animals but I can't?
Me not like.
Me want skill.
Me also want skill for knitting, arm wrestling and masseuse.
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Fri May 13, 2011 9:08 am

Here's a great idea, how about no to taming wild animals? Taming animals would eliminate the true fun and danger of the game. For Christ sakes this is Fallout not Neopets!
User avatar
Jessica Lloyd
 
Posts: 3481
Joined: Fri Aug 25, 2006 2:11 pm

Post » Fri May 13, 2011 7:41 am

Here's a great idea, how about no to taming wild animals? Taming animals would eliminate the true fun and danger of the game. For Christ sakes this is Fallout not Neopets!

Why would it eliminate the true fun? Just don't tame them?
And there should be a limit to one animal so after taming one what's to stop another one from having your leg as lunch?
And no deathclaw (or bigger) taming.
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Fri May 13, 2011 9:03 pm

Bah, so other people can tame animals but I can't?
Me not like.
Me want skill.
Me also want skill for knitting, arm wrestling and masseuse.


Good one.

Let's say they had the time to program the game so we could train an animal like "Pokemon" or something, would it be something worthwhile or are there better and more interesting things to do in the Fallout World the creators want us to focus on?

Spoiler----- FO3: There was Elder Gunny (name?), who "trained" us to use Power Armor in FO3. But to call that training is a stretch, as it happened without any amount of detail/black screen. Instantly, you knew power armor seconds later. I was actually hoping to at least walk around the room for a few moments.
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Fri May 13, 2011 11:12 am

Good one.

Let's say they had the time to program the game so we could train an animal like "Pokemon" or something, would it be something worthwhile or are there better and more interesting things to do in the Fallout World the creators want us to focus on?

Actually a fade to black would work, maybe we'd need some tools with us, a tranqualizer perhaps?
After shooting the animal with it we walk up to it and press the use button and a screen pops up if we want to try to tame it.
And then it fade's to black.
When it fades back either the animal is a companion or it's hostile again and will attack you, this time however, tranqualizers don't work and the only option is to kill it.

I dunno, something like that.
User avatar
Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Fri May 13, 2011 3:07 pm

I think buying one from a specialized caravan is probably the easiest way to put it into the game. Also, we were told that in order to recruit most all of the humanoid followers we'd have to do a quest in order to get their loyalty. The thing that should divide animal followers from humanoid followers should probably be convenience. If you want a really, really good long-term humanoid follower that has some nice bonuses and speech options, then you have to go through a challenging quest or quest chain in order to recruit him / her / (it?). It would make sense for an animal follower to be much easier to get, because instead of having to do a quest line you can just buy it or tame it or something. I kinda like the tranquilizer idea. Maybe you have to find, for example, a yao-guai protecting some young yau-guai's, and you have to use a tranquilizer dart on the young one, kill the rest, and either have to train it yourself or have to pay and hand it off to a trainer guy that trains it for you, then you just come back to him later and it's, well, trained. Also, if you think it's a game ruiner, then just don't do it.. I'd rather have the option and just be able to choose not to be able to do it then having none of the NV players have the option.

If you don't feel like reading the entire top of the post, here's the shortened version: Humanoid followers - harder and less convenient to get, but better because they're able to use weapons and stuff, obviously. Animal followers - Easier to get, but not as long-term as humanoid followers because they die easier. Should be either bought from a caravan of some sort, or tranquilized when it's younger and then tamed by you or someone else.

I'd really like to see this in the game when it comes out. Keep replying and maybe it'll get noticed somehow.
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Fri May 13, 2011 11:27 am

It would be nice to have more than one animal to choose from as a companion, but taming a wild animal seems kind of difficult to implement. You could probably have one as a temporary follower, but you wouldn't really be able to give them commands. I'd rather just be able to have a selection of animal followers to choose from than tame one myself.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Previous

Return to Fallout: New Vegas