User Defined environment - economy

Post » Mon Dec 05, 2011 6:08 pm

Some of these ideas are probably to late to implement, But then they go on to anyone out there willing to make them, I want such a game!

The popularity of Minecraft, sims and other "builders" can't be ignored. so it would be a damn right shame if gamesas did not add this into the mix.

My number one example is the process of building a railroad:
This will benefit all, lowering the travel time from point A to Point B. The users motivation for doing this is a low EXP bonus and a flat preset fee + an user-regulated fee (guilds that control certain goods have an interest in making their supply lines faster, so they fund the railway for it to build faster.)
The guilds can also regulate the supply of ore, wood and finished metal, for the process to be even quicker. So that the player doesn't have to grind ore, before going to the end of the track and adding their part of the track.

THIS PART IS IMPORTANT!
Do not make a sissy-ass-graph. For the "builder in us all" to really come out the actual tracks must appear in front of your eyes as you make your personal contribution. adding 0,001% to a global sum of something something is just not gonna cut it.

This kind of player pays player could be applied to buildings, courier services and allot of other stuff that would make the world truly dynamic, and a perfect subject/plaything for economics "experts" to test their theories, which at the moment seem to be lightyears of.

These mechanisms would work great all on their own in their own game, But placed in the regrowing Fallout online universe, omg what satisfaction they could bring. imagine defending the railway station you just helped build from raiders, or another guild, containing only ghouls. the joy the joy!

I know I have to piss someone of to get a really active post, but I'm not gonna do that since its my first post, sooo what do you think, would you help build the railway just for the exp (same as you would make doing other quests)? or do you need a buttload of cash to bother?

-Edit: removed some typos, no content changes made.
Last edited by Nightkin88 on Wed Nov 30, 2011 1:26 pm, edited 1 time in total.
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Gemma Archer
 
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Post » Mon Dec 05, 2011 8:18 pm

Agree. Like in life any character in game should contributy his work to society. pay taxes, use his skill to help progress whatever. Generaly ide is do something from yourself to bigger cause for greater good for anyone and further profits. Make yourself join certain city as its citizen. Pay taxes from your income or trading actions. From this point in not so far future thanks to you this city will have better health care (read: more hight quality stimpacs, more various drugs, better implants etc.), better defence, better inteligence, more weapons, maybe amunition factory of its own or like guy above me said - railstation for fast travels.

"We all can build empire from ashes!
Little Jimi is doing his part!
Now its time for you!"
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Taylor Thompson
 
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Post » Mon Dec 05, 2011 7:49 pm

I love the idea absolutely. I had proposed something that was a more broad perspective on this for alternate exp. This would be great and make it even more player controlled of a game, in which I feel Fallout should really be. I love the idea, even spread propaganda or whatever you'll call it to recruit for the railroad through ways of billboard or otherwise in the real game world other than just using the chat log. The whole idea of Fallout is humanity coming together to rebuild why not let us do such and build most of the world to make our own!

Here's my post I had put up if you wanted to take a look at it.
http://gamesas.com/forums/viewtopic.php?f=7&t=24986
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Jessie Butterfield
 
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Post » Mon Dec 05, 2011 2:54 pm

I am pro most things that can let one "level" a character beside killing.

As it comes to railways that is a good idea to replace insta magic travel from point A to B. But should they in that case be possible to destroy? take over by someone? or simply be put out of order? Be a possible target for a train robbery by a group of players? the trouble being when the line between towns A and B is made the need of new railways is diminished in that area. And should it somehow be needed to predetermine a path before it is built? Lets say the builders claim the land from point A to point B and then build? Or that only one railroad can be built between point A and B? No fun with a wasteland filled with railroads to nowhere just so some builders could get theit exp by building railways.

Anything player made should not be permanent but be possible to be destroyed by players or NPC scavengers/raiders or deterriorate due to lack of upkeep etc.
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Spaceman
 
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Post » Mon Dec 05, 2011 1:04 pm






The destruction is necessary, and the rebuild. Iv'e been thinking about this and the detection of this should be when the Train actually comes of the rails.
And a raiding party/ambush appears.
This incident could also be user-generated.

My thoughts on the railways is mainly server differences, as old servers develop and new servers emerge its hard for new players arriving at old servers. seeing how they are ages behind everyone else. With the player-controlled-fees, the amount of resources available on "old" servers will be greater, and the infrastructure will be better, and you will increase in wealth (and marginally level), faster.

The argument for joining new servers will be that you get the chance to be part of one of the big guilds, and although your economic growth will be slower, your level will be high and you will be "the richest" and in that fact be influential. This will give a variety that allot of people can appreciate.

Railway creation will happen regardless, due to the flat fee and the exp. reward, but adding the option of user influence. will give it that extra spark of "I rebuilt the railway" The flat fee is due to the fact that a high lvl. char. has, lower crafting time, and probably better access to ore etc. There will always be areas where no railway can be built, and areas where the destruction of the railway is more or less constant, so there is always a need of repair. As the server grows old this will develop into a "grinding" spot where guilds pay to have the route open at all, and low lvl. characters can level up with big fees. althou the risk is high since this is a dangerous zone, so you are depending on higher lvl. chars to keep you safe. No thing is only good, there is always a backside to the medal.

Another thought would be couriers. You actually pay someone to go from A to B with your Shit. Since encumbrance is an issue of annoyance in most of the fallout games I expect it to have an effect here to, Mules with high strength and inventory perks can make quite allot of money moving large bulks of items from post office A to Post office B. When the railway arrives prices will plummet of course, but that is the point. Do I pay a courier allot now, or do I pay to get the railway built, and then pay a courier a little later.

This goes into the mechanics you mention, Drewsiefer With people opting to be couriers, gunmen or any other trade, the S.P.E.C.I.A.L. and char. development we have seen earlier will fit perfectly into this. eliminating the need for classes, since the build is so open. The races will give people the variety they need.

All this is probably not what gamesas will go for, since the first servers will be utter chaos, Before people get organised and realize what the difference of 50 Ibs actually can do for your character development etc. and after being used to always having the railway, starting at a new server Without a railway will seem like a mayor drag!

Edit!-- And of course, the available stretches for construction of rails are pre-defined, This is not minecraft.
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Laura Cartwright
 
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Post » Mon Dec 05, 2011 9:47 pm

But fallout is not about people coming together to buid a future, it's mostly about how various factions battle.So a raider faction would have a brahmin wagon slaver route, a BOS would have APC for protecting trade routes(for them), Enclave vertibirds for whatever they do, the ghouls would have subways, tribals hunting parties etc. All should be NPC controled and as players level up they could take their control and even choose who to hire/dismiss/hire NPC.I always wanted to own that Nuke Cola factory and start production again,maybe build some turrets to protect them, make trade routes for the cola(the cola should give special stats like +5% speed, Ap regen...etc, small things that combined with other consumables would be strong).Own a cola shop in some towns:) or just keep the whole production for my clan as long as they cover the exepenses(and thus weakening other factions will try to conquer the factory) ETC.

Or just the libery to hunting scorpions and selling poison to tribal, the good old fashion contraband or other diabolical plans
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Cheryl Rice
 
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Post » Mon Dec 05, 2011 5:24 pm



Did you ever play this game? What BoS is about? VoultCity? NRC? Arryro?
Our proposal is to not be a outsider who just stop by to fill his ammo bag and move to shoot everything on desert but instead be grand part of real world. Not be just player in alien territory - be one of natives. Have birthplace, birthrights, duties, privileges, goal whatever. If you want nuke factory then take couple friends and build one. If you want protect weaklings then join to BoS. If you want be a scavenger and vulture then start a bandit life and recruit some bad guys. But you need to have common goal and party to fullfil that. You cant be master of your own castle in multiplayer game.
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Chris Ellis
 
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Post » Tue Dec 06, 2011 1:56 am



About Fallout Online
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Siobhan Thompson
 
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Post » Tue Dec 06, 2011 2:26 am



About Fallout Online


I am afraid this will only be on a "timer" or based on contribution to a sissy ass graph. That has already been done, I really hope that FOOL can be a true "next gen." MMORPG. Where you actually play your role, not just grind, and add some pieces of cloth to set of a Global event, which is the same on every server. I want a game where there is 10 or 15 of these global events, and through deliberate planning and big coop mission accomplishment you can set one of.

The experiences of what keep people playing other MMO must be taken into account, I stopped playing wow because I didn't want to spend so much time reading and getting info to know exactly where to go to get this and that gear etc. In a player-defined environment, you'll always have to search for the right shop, but there will be people interested in you finding the right shop, so its gonna balance out just fine.

As for shops, Okay, you pay this NPC guy to stand there, and give out money and a small exp. for helping to build your shop, if you want it to go quick you supply the materials, or part of the mission will be that the player will have to grind the materials for you, then you need to pay more money ofc.
When the "space" is finished you need to stock it, this will be a "permanent stock" which decides what kind of shop your shop is, What other players see when the enter the shop is what is implied by what you have in Permastock
To upgrade your shop, (there is an NPC-shop-guild making the rules, defining prices etc.) you need to have these and these items, present in your Permastock. Lets say 4 plasma rifles, 4 laser rifles, and 12 Assault rifles. once you procure these, you will have more options available for upgrade of your shop or change of stock etc.

to make owning a shop "predictable" I sugest a 50/50 contribution from Flat NPC trading/varying player trading.
For players you get paid no matter if its a sell or a buy, as long as the shop is popular. so a hidden shop will make approximately half as much as a "popular" shop.
These ratios must be patched and redefined after Beta.

And I know That this system will not be "fair" But it will present the best solutions possible, due to the fact that it is player generated and no one knows better than the player where he wants his shop to be, because its at the exact spot that he, 10 lvls ago Wanted a shop.
as time goes by and people go from the first servers to new servers there will be a pattern emerging of good functional solutions. same goes for outskirt citys that are populated late-Game, there will be Allot of good examples of great solutions.
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Haley Merkley
 
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Post » Mon Dec 05, 2011 2:40 pm



If ypu search or have already read there are mentions of player controlled towns aand gio?d compounds. what they will mean in thened i don't know but if i let my imagination run wild, players may have the ability to impact the world a great deal.
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Caroline flitcroft
 
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Post » Mon Dec 05, 2011 3:41 pm

Fonline already have a train road etc :D
http://www.fallout-3.com/content/le-monde
Looks like very nice idea.
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Dominic Vaughan
 
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Post » Mon Dec 05, 2011 2:13 pm

OFFTOPIC!


But I Can't Find My Fallout 2 CD.... GaaaaaH!!!

next time I'm at my parents house I'm gonna open the CD-rom of my old (ancient) computer and look for it. only place I can think of where it might be.
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Darian Ennels
 
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Post » Mon Dec 05, 2011 3:05 pm

No no no, the essence of fallout is the fight for survival or who to save mankind.Even BOS are not 100% good, you can compare them to the raiders.....they take what they need from tribals and always search for more tech.But still they are the closed thing to the good guys, depends on what part of the story you like better. Fallout online should be a game where every faction wants something from the other factions, pacefull or not.No free time to farm unless good protection.And here is where every player will count, loyal players=strong faction.
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~Amy~
 
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Post » Tue Dec 06, 2011 1:52 am

continuing on the couriers: Personal Lock-boxes,
If in an instance (or generally outside populated areas) a person can ask a total stranger to carry his stuff for a fee. This fee should be approximately between 1/2 and 1/4 of the value of the stuff in question, due to the fact that the asking parties options are to leave the loot behind. The stuff is then locked inside a strongbox. (boxes could either always be available (add no weight), or the carriers "responsibility" to procure/craft.)
Upon returning to civilization, if the asking party does not pay the price, the carrier can hold on to the box, and after some time it will be an option to blow it open, This will reduce the content to parts, at a fraction of the original value, but will repay the carrier some for the space he spent carrying the stuff in the first place, but not enough to make it profitable to always hold on to the box.
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Laura Shipley
 
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Post » Mon Dec 05, 2011 1:36 pm

NocotiN, the overall theme of Fallout is rebuilding. Not everyone wants to destroy the world or run it themselves. Many want to rebuild back to the old world but that's not the topic of this thread.

As for the courier idea I really like that. Even in NV you couldn't open the package holding the Platinum Chip until you reached Mr. House. Also, on the topic of the railroad it would most definitely need to be able to be destroyed, taken over, upkept etc etc. It would easily make the world that much immersive especially with the "I helped rebuild the railroad" thing. It would also give a sense of worth and that you've done some good for the world.
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KRistina Karlsson
 
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Post » Mon Dec 05, 2011 1:02 pm


That could work nicely also with Auction Houses. My hope is that if i buy an item in town A that is located in town Z, it should not magically appear in the AH in town A (like in the space game, atleast when i played it). Instead i could go there myself and pick it up, pay large fee and get it delivered by an NPC caravan (that deliver it to the AH in town A). Or i place a sum that i decide and other players can pick up the "mission" pick up item from town Z and deliver it to the AH in town A or to me in person (i could appear in his/her map).
Perhaps the item could be out of hand for the courier he can't drop it from his backpack maybe or sell/trade only trade to me or a npc in the target AH. The courier don't deliver it in certain time a bounty is plaed on his head. If the item is tradeable/usable by the courier then also if not bought to destination in certain time a bounty is placed on his head. Of course to prevent it from being abused (create char only to accept courier jobs and trade the item to their main or friends) you could decide whether to keep the job guild only or perhaps even be able to accept or decline a courier job request from another player.

Of course the courier job would be limited by the weight of the items. Groups could form possible caravans (with required wagons etc) and transport larger amount of items.
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ashleigh bryden
 
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Post » Tue Dec 06, 2011 1:44 am

I love the way you think! These are brand new ways of thinking of "resources" and using goods-transport as one will really add a huge deal of realism to the game. The thing is to balance it with player inconvenience, Delivery-time of 1 day might not suit allot of people. but getting it hand-delivered to you, in person might :P

The way the quest should be arranged is that the Item is available at a "pick-up-point" for one hour before being unavailable and appearing in your "inbox" after an add. 30 min (NPC delivery), so, normal wait=1h 30min. If a courier picks up the package he will have 30 min, to find you, or to deliver it to your "post office" there is a bonus for hand-delivery. Upon hand delivery, the box will have no enc. and not be able to be opened before you enter the "post office" -(so that there is no huge advantage for the receiver having allot of non enc. boxes in his inv. He has to go to the post annyways to get them open)
So for the receiver the only difference is faster delivery. and the option to open it at another post office that is closer to his location upon recieving the package. if he decides to travel towards the packages point of origin to maybe pick it up himself, the courier should be able to meet him half way. if not it will pop up in his inbox as usual, Player delivery should also be optional. and not cost the receiving player anything extra.

This is taking for granted that the post office and the AH is at the same place.
The time also needs to be stipulated based on the distance and the state of the infrastructure. (monorail vs no monorail)
EDIT-> oh and price/box weight/reward for the courier is balanced to containing value, not actual equipment-weight,

I should start writing these ideas down in a less forumish format.
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~Amy~
 
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Post » Mon Dec 05, 2011 2:48 pm

Of course all the player made couriers/caravans jobs are dependend on how the "fast-travel" works in FOOL and if it is safe/unsafe. If it is like in most games there would be no reason for others to bring items to your location since you can travel there in a sec or two safely or if the item is magically transported to the location you bought it even if it was put on AH on the otherside of the map.. But if it is dangerous or there is no safe fast travel instead you must walk there and no magical transport of items from one AH to the other, then there might be a place for players to do this kind of jobs.

How about when gathering resources for crafting? should the resources be found anywhere or a dussin or so functioning mines/factories/smelters with required equipment etc that are placed around the world. Perhaps put some conflict in it all.
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Isaiah Burdeau
 
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Post » Mon Dec 05, 2011 10:08 pm



Even if they adapt something like the heartstone from wow. It should be on a timer. and you have to remember the enc. limits. stuff actually has a weight in Fallout, Even Ammo. so enlisting some guy to carry allot of stuff for you and travel where you go for a short time. Its really. I'm missing the word, but if the mechanics are in place, It could be a rather well paid profession, and a good alternative to grinding for wealth.
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Annick Charron
 
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Post » Mon Dec 05, 2011 11:34 am


I know that there is a weight limit therefor i made courier and caravan for transport of single and multiple items. Didn't consider that job as a mule but more of a middleman between you and AH or perhaps between players. The timer thing is a good idea, if the item/s is not delivered in a certain time it disappears from your inventory and is "magically" returned to the place it was picked up, but i would prefer (sounds good in theory) that the courier gets a bounty on his/her head. Then how the item in quoestion, if it would return magically or picked upp by the bounty hunters and they would return it for exp, cash, other reward to you or any AH.
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Wanda Maximoff
 
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