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Radiation-Based Magic (also Average/Preferred Weapon Damage/DPS Per Level?)


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Posted

While the more damage the better with weapons, anyone have any guidelines for how much damage you should be looking for in a weapon do per player level (5, 10, 15, etc.  or just 10, 20, 30, etc.)?  I've got a mod idea on the docket, and I want to stay away from OP or underpowered weapons since they will be upgraded probably every 10 levels.

 

EDIT: Since the original title doesn't really capture what the thread has become...ITT:  Ideas for radiation-fueled magic.  Discuss.

Posted

Nope!  Not lore friendly at all!  Radiation-based magic.  Similar to a plasmids from Bioshock one and some other straight up yet OP as hell magic one that are out on the Nexus.  One of them used the science skill to determine damage (lulz, what?).  One used the melee skill.  I think that it makes the most sense as an unarmed skill.

 

The idea is that your mana would be the amount of rads that you had soaked up, which would be spent on spell use.  Haven't figured out what makes the most sense as far as abilities/attacks go.  But so that you could use the spells throughout the game, you'd have trainers that would work with you every 10 levels or so to upgrade your spells or introduce new ones.

 

They'd be fired like projectiles.  Think lakelurks sonic attack/energy beam.

Posted

Hah.  :lol:

 

I haven't played through that mod.  I watched part of the trailer and saw a menu come up for a weapon that let you change some attributes.

 

The idea came from a suggestion in the forum from this mod (the vastly underpowered/OP mod).  That one is based on you finding books.  Personally, I don't want to find books. I'd rather have trainers that agree to work with you once your current mastery matches their knowledge (i.e., learn level 20 spells at level 20.  Otherwise, fuck off and come back later).

 

The one that I'm using right now in my game is this one, but again, I'm finding that damage is getting dwarfed at higher levels.

 

I'm down for suggestions.  Obviously, I've got an idea of how I'd like for it to work (straight spells attack or buffs/debuffs instead of changing weapon stats).

 

Posted

Ah I see. I like the idea of the trainers a lot. Could you increase the damage by having the train you at a certain level? First example have 5 levels of each skill and at every 10 levels you can ask the trainer to train you to become stronger with that skill. Maybe add an interesting twist to as well.

 

For example:

Let's say you learn a new skill at level 10 called plasmid shot. At level 20, you can branch off with two skill selections, more Damage or more AoE. At level 30, you can add more damage or reduce damage threshold of enemy, at level 40, you can choose from more damage or reduced cost to cast ability and so on

 

Do you understand what I am trying to say?

Posted

So, if my mania is as high as it is atm, can I use this weapon to quell all the ppl who are threatening world stability, atm, ny?

 

 

Yes, I'm being an inverse typo-nazi atm, misreading mana as mania. Shoot me. Or use a lightsabre on me. Whichever :)

 

Posted

Hummm. I see where this is going .. perhaps I can chime in.

 

If you are using the skill tree make no level changes in power. When you are lower in power, your damage is lower and "mana" use is higher. As you purchase your "perks" you will increase whatever level or direction you desire. There has to be some serious thought and understanding of the various combinations of skills and Mana weapon you choose or when you reach level 20 or beyond you will be virtually useless.

 

Someone would always have to be on the lookout for a newer more powerful version of the power they desire. Yet have limited choices for them as only added per level or per ever other level and not to mention still might desire some regular perks as well.

 

Some solutions using this technique are:

  • customizing your character (duh)
  • level requirements could help match the levels of the opponents and sort of follow normal leveling
  • allow flexibility of introduction of new powers and abilities even new chains of powers and abilities.
  • segmental. in other words each perk or ability can be changed independently as needed or desired by you in the future.
  • Other mana sources can be obtained or introduced. Tech based, genetic manipulation, such as that. Doctors (genetic) or techs( cyborg) etc could also be introduced.
  • could be quest related for some of the better ones (thus eliminating others)
  • being perk based or similar would (or in my understanding) should be less taxing on the game engine even if there are some scripts and such

 

Just some thoughs from my big green head.

Posted

Oo if it was a quest involved that would be awesome. All these wonderful scripters on LL, you guys should collaborate and make an epic quest mod.

 

Everyone else like me, will provide armor, weapons, etc.

  • 1 month later...
Posted

May start working on this once Equippable Flowers is out the door.

 

What are believable powers one could have from radiation (I should probably bust out my Big Book of Science for a refresher *padoom-tink!*)?  I would think that a lot of it would be buffs rather than damage, so that's my quandry.

 

Current Ideas:

  • Force Push
  • Accelerated Weapon Decay
  • Making your enemy violently ill
Posted

Different from equippable flowers, Hal.  ; ) 

 

Eyes leaking out of skulls.  Bleh!  (yet undeniably effective)

Posted

 

May start working on this once Equippable Flowers is out the door.

 

What are believable powers one could have from radiation (I should probably bust out my Big Book of Science for a refresher *padoom-tink!*)?  I would think that a lot of it would be buffs rather than damage, so that's my quandry.

 

Current Ideas:

  • Force Push
  • Accelerated Weapon Decay
  • Making your enemy violently ill

 

See in the dark better, (feral ghouls seem to be able to do this) Maybe at higher levels even some glow? Very useful for those that use darker night mods. Excellent with any mod that gives benefits to being active at night.

 

Less requirement for water, food or sleep as you see Ghouls and feral ghouls not needing as much. The Ghoul in Repcon lived off of drops of water from a pipe and a dead roach for some time. Added endurance, mild regeneration. As levels increase the "bonus' from radiation increases. Useful to those that want to play "hardcore" mods. To keep this non OP perhaps only after the battle. Consider the adrenalin interferes with the regeneration (stem cells production) Enter combat. NO regen. finish re-gen.

 

As radiation increases decrease in Charisma  ( along with the other more desirable boosts mentioned above) because when around people ( humans not ghouls) or other creatures that aren't irradiated they start to feel sick because they feel the radiation radiating off your body. Conversely Ghouls and even feral ghouls ( at a high level of radiation) can become more friendly. (useful around camp search light. ) They feel the "warmth" from your body and it can calm them ( feral ghouls) even though you don't look like one .. they know you are very much like them.

 

Possible negative looks. (some flaky skin. there was a mod for Church of Atom that shows the trait. Also seen in "The PIt") This can be results at very high levels.

 

As endurance increases.. decreases in Strength. Not as much maybe a 2 to 1 ratio.

 

Mutation to body. Perhaps a change to hands. They become hardened and add bonus to any hand to hand. (feral ghoul effect to speak). Then some skin Harding for added armor bonus. Due to the increased metabolism and development. Increased Agility (to offset the decreases in charisma and strength) .. Communications in the nervous system. Seems like even when Feral are rotting to the core. They still have full faculties for movement. Indeed some seem to become faster and more deadly..;). At higher levels even regeneration of limbs ( outside of combat of course) Actually there are Perks that increase many of what I have mentioned above already. Mostly for story 

 

Mild mind control. AS you develop and grow (mutate) animals and creatures (low to high) can and would become neutral to your actions. (provided you are not attacking them). Sort of a subconscious communication on the "reptile" or primitive brain level.

 

As you can see there are many things that can be done before you even start the " magic" part of the mods. that can keep with the story that is already there.

 

 

 

 

 

 

Posted

Dang, yo.  Just dang.  You thought the fuck out of that;)   Some of those will work well with the "you hit a milestone level, so what new fancy pants ability do you want?"

 

The original idea was to have "spells" fueled by you radiation level.  Use an ability, your rads go down.  If you get up to 1000, you asplode a little bit, which will make everyone around you frowny face.

 

 

 

 

 

Posted

 

You thought the fuck out of thatxwink.png.pagespeed.ic.EQjgXw8CzK.png

Sorry, I was doing a few other things at the same time so I didn't really give it the best of my attention. :). You likely can tell by the run on sentences and general poor quality of paragraphs. ;)

 

Yes, it will work with the radiation decreasing since they are perk "buffs". without really changing the game much. Just add a few points. The key is to counter them with a negative. This way the player has to jump from one extreme to the other while playing. ..;) They actually have to think of the consequences of their actions and what the desire to do. If they need to sell all their crap (charisma) they might want to expend these skills and radiation to be able to get the best price. If they are going out to the bad parts of FNV they need to stock up on rads.:)

 

I was thinking of some more complex results after posting those ideas. AS you continue to use a specific skill  the results become harder and harder to return to "normal" as your body becomes more and more use to the "current" condition. Natural Homeostasis that the body always tries to maintain as it doesn't like major changes. In this case you might add permanent "perk" options. Hardened hands, Bark Skin, Feral endurance etc. Which will keep these stats permanently reflecting the actual physical mutation of the body.

 

 

If you get up to 1000, you asplode a little bit,

You could have some real fun...

When you reach 1000 flowers sprout from your body and a tree grows from your head... :D You can even have a leaf covering the "naughty bits" when the player is nude... :angel:

 

Now I though the fuck out of this... LOL

Posted

 Glowing Ones and Reavers already have a sort of radiation-based 'magic'.

 

 You like ghouls anyway, right? So have quests involving various feral ghoul

trainers, like that water irradiating cult in the basement of the house in Springvale

with the reaver (assuming TTW). The Dunwich building is underutilized too, so

much more could be done to flesh out the 'mythos'. And there are the catacombs

under Point Lookout, maybe a quest with the tunnelers in the Lonesome Road

DLC (night vision, or you have glow in the dark markings, sexy :) ) Maybe the

aliens can show you a thing or to as well.

Posted

There was a mod here on LL awhile back where you were captured and made a personal slave. As you were traveling the slaver or "master" would defend herself and you by using her mind and blowing up the opponents heads into a bloody mess. It is likely around here somewhere deep in the forums if nyaalich is interested. Would have at least some good ideas for getting that to work.

 

http://en.wikipedia.org/wiki/Scanners.. Like this movie..

150px-Scanners_head_explode_screenshot.j

Posted

 It's really easy to convert a weapon to make heads explode in the GECK.

 I had a special dartgun in my old Fallout 3 game that did exactly that. I

think I used the Mezheadexplode spell or something like that. It was my

favorite weapon :)  So the head explode mechanism is there, you just

need a way to trigger it that suits your fancy. I also had brass knucles

with the head explode effect "Momma had a baby and it's head popped off"

(a little bit of juvenile doggerel from my childhood days :lol: )

 

 Now if you made a weapon that was invisible and had no firing animation

I suppose you could just face someone and trigger it, set the spread really

high and the range to suit; it wouldn't be very accurate, though.

Posted

The mod I was talking about had the mesitron head explosion effect I suppose if it is still present in FNV. The animation had a hand motion as well. I believe it was with the hand up and fisted.

Posted

As you were traveling the slaver or "master" would defend herself and you by using her mind and blowing up the opponents heads into a bloody mess.

 

I was expecting that they would send slaves to the enemy and trigger the slave's head to explode.  Everything turned out better than expected.

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