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Giant Insects, and other wildlife
1Sauber1
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I support having lots and lots of bugs attacking vehicles.

I also like the idea of having one of the new towns having bugs and a really high encounter rate of bugs.
And maybe you could enter the hive and find rare cars in busted up shape?
Like they've made a hive on a junkyard, and maybe this could be the only way to get a fiftyseven or deville?
I don't mean 2000 Km like I did last time.
That was stupid.
It could be an arena of sorts -as in the level design- because of the walls of cars, and there are waves of bugs and the last one is a giant one and then at the end you get to loot a few rare cars based on the number of cars in the scout.
I'm not saying make it an instance -Like in WoW(No I do not play it)- I'm saying make it an option to hunt bugs and maybe if you choose it the only map for it is the hive -In the town with the hive, of course-?

I'm done ranting.
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vet

Posted Jun 10, 2008, 5:33 pm Last edited Jun 10, 2008, 5:34 pm by 1Sauber1
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Quote:
Frankly, i'd like much more to see your efforts spent to keep the "Bugs" thread empty for a month or so, and some more AI,Physic,Peds improvement before putting additional meat on the fire.


I spent almost all my dev. time in the past month improving AI and dealing with bugs. I'm moving back to the development of more ped stuff (arena combats and NPC ped AI) before moving on to insects. The current thread was really putting my concepts for insects out to the community to see what you thought; I won't be actually working on them for at least another 2 weeks.




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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 10, 2008, 7:22 pm Last edited Jun 10, 2008, 7:22 pm by *sam*
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*sam* said:
I spent almost all my dev. time in the past month improving AI and dealing with bugs.

I saw this and it seems to me that all the community is happy about how things goes now. Me for sure.

I apologize if my sentence seemed harsh about what you're doing, or if it sounds so bad to force you to explain where you're working in this months. it was not my intention; i don't have any right to tell you what to do or how doing you job.
You asked for though, i give you mine in the most "open" and frankly way.... doing my best in a foreign language.
So, sorry again if i seemed "rude".

:)
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vet wv

Posted Jun 10, 2008, 7:38 pm
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*sam said:
Rather than make them totally optional, I think it might be best to scrap the idea of them being a major threat that people need to group together to keep in check. So they will be a threat to pedestrians, and used in special 'walking home' scenarios as well as pedestrian-only maps and Firelight arenas, but they will only very rarely attack a vehicle squad.

A number of us have suggested the idea of having the bugs be more or less restricted to a certain region/town.  So far I've only seen support for that idea. 

Establish some incentive to being there (but not one that's 'overpowered'), so people can choose to do it or not, based on personal preference rather than "I need to kill bugs to get X so I can win." 

Something as simple as the bugs drop chemical/organic matter than can be used for medicines - 'bug goo' (or whatever) becomes a viable trade item in other towns.  This game is great for its growing number of options for players to make 'careers' for their gangs - town events, scouts, various missions, etc.  Why not bug hunting?

I'd much rather see something like that than make the bugs fairly nominal.
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vet marshal wv

Posted Jun 10, 2008, 7:42 pm
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I think my post may have made it seem too strong against them. I do like variety, I think they do have a place in the world, like you said it is an irradiated world, just like mind powers and mutants will come in later too.

I think against peds is the best bet at first. You mentioned special walking home ped encounters, I do like that, you escape a combat as a ped and take your chances. Instead of rolling randomly to see if you make it you have an encounter with insects or wild animals. And definately a ped should not be totally safe in an abandoned vehicle plinking away at the npc cars. "hey whats that behind you ! CHOMP ! "

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vet wv elmsautumn pvp1

Posted Jun 10, 2008, 7:57 pm Last edited Jun 10, 2008, 8:00 pm by Six Gun Jack
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Months ago when bugs were first mentioned I recall someone suggested a connection between insects and psionics. It could be from an near fatal sting, or the venom used to manufacture Y-46.
I believe this idea deserves further consideration.

Maybe with Firelight being so remote it is a good candidate for infestation. It would create a reason for squads to go there and those that want nothing to do with bugs could easily avoid them.
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marshal vet gateautumn wv e2g0,1,0

*Posted Jun 10, 2008, 11:54 pm
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wow, there's ALOT of things to consider in this thread.

anyway my feeling is that, at least for now, bugs should be a few and far between thing that might add a little flavor.

there has for instance been mention of them being attracted to fuel, and i could see having a battle with some pirates and there a few bugs on the field. these bugs may or may not be a threat, so it may not be a good idea to waste ammo on them. they could flee, be indifferent (possibly being a hazard to movement), or perhaps later in the battle, when there are wounded peds about, some might get aggressive.

thats just an example. when i say few and far between imagine if Sam encoded a few bugs to be added to a random scout that day as a one-off thing. no one would know what their capabilities were, and it would cause quite a stir, especially if such things were seen again later. using this train of thought almost anything could be coded as a one-off, essentially an "easter egg" encounter that could lead to further things. this would be even better if there was some kind of template and someone besides Sam could add such events, so as to not have extra workload on him micromanaging such things.

as to other stuff, i'm all 100% in favor of fighting stuff on the way home when stranded, having a possibility of "local wildlife" in ped events, and fighting my way out of slavery. i'm pretty sure everyone here would be happy to see these things added.

also someone mentioned motorcycles. i'm definately in favor of cycles now that we have ped code. they would be a foolish endeavor, unless you're an NPC gang i would think, but who cares? they're cool. and they have their uses. i think skills while on a cycle should level real fast, especially courage!

Zothen > Imo, DW needs more stuff that brings players together. I see too much of us playing DW rather as massive-singleplayer-game than real multiplayer.

hmmm... unfortunately we didn't do much to discuss the whole thing of working together. sadly, zothen is all too correct. it's easier and usually more lucrative to scout by yourself. no idea how to address this situation overall, but alo had a great idea tho for at least one situation...

> ... calling a second squad to help if you have an arrival encounter...



anyway, i could ramble on. just wanted to touch on a couple things.

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vet combatL1 wv1,0,0

Posted Jun 11, 2008, 2:06 am
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So in summary:

1. Encounters while walking home - good.
2. Cycle gangs, ASAP
3. We'd team if we were allowed to call out to each other for help.
4. Which sounds like introducing 3rd party aggressors mid-battle
5. Which could be bugs
6. And we all want a Godzilla assembled from 5 giant bugs ala Voltron with cars for body armor and a giant lightsaber...and Cthulu tentacles...gotta have those...and it has a super breath weapon that fires live chicken, and it yells at you like Beaker from the Muppets! YEAH!

Perhaps that last one was just me....dang.
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vet wv cont

Posted Jun 11, 2008, 4:52 am
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perhaps a good money sink could be like my mad scientist spent 1 mil and created a npc insect hive/gang, with like a certain bulk for weapons that the creator could add. also a target for them to attack a camp,trade route, specific gang, ect.

these bug gangs can be wiped out (perhaps only by killing queen in a ped bug nest hunt) and recover slower.

they could be added like a npc gang in each area depending on who spends the money to create them and turn in a bug weapon design and target for them to attack. id like to create one to attack bounty hunters. or create one large fire breathing lazer eye shooting hv oil farting beetle that tries to destroy sommerset MUHAHAHAHAHA
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vet paintball wv1,0,1

Posted Jun 11, 2008, 9:34 am Last edited Jun 11, 2008, 9:43 am by darthspanky
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I like the input people have made so far.

For keeping insects optional, how about having an 'Extermination' mission type. The mission giver would pay the player a certain amount of money upon winning an insect scout, or offer you a per-kill reward on certain species. That would make insects more optional, while adding a little to the roleplaying aspects of DW. Someone could become a 'professional bug hunter' of sorts.
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vet wv paintladder

Posted Jun 11, 2008, 10:12 am
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:cyclops: :stare: :mad: ;) :p :( :D :) :o B)Mabey mutats can ride giant flies :thinking: :rolleyes:
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vet wv raceL1 pvp2 combatL1

*Posted Jun 11, 2008, 6:02 pm
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It would be cool only if they are mutant time-traveling samurai riding giant flies...

...and he's fighting a psionic worm that cruises the seas of sand like the ocean, and he has seven heads, each with its own elemental power, and each head has a nose ring built in the dwarven mines for each race...

Crap. I did it again.
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vet wv cont

Posted Jun 12, 2008, 2:04 am
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It would be cool only if they are mutant time-traveling samurai riding giant flies...

...and he's fighting a psionic worm that cruises the seas of sand like the ocean, and he has seven heads, each with its own elemental power, and each head has a nose ring built in the dwarven mines for each race...

Crap. I did it again.

But honestly, what's to keep DW from crafting its own mythos, it's own hierarchy of man? What is to keep Dark Wind from taking Mad Max and blowing it wide open into mad MAXX...or the Tick...or whatever Sam thinks is amazingly cool?

Who is to say that these things even need to persist? Open your minds, your guns will follow!
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vet wv cont

Posted Jun 12, 2008, 2:06 am
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I am also in the camp that giant insects, while not completely out of place, aren't the only answer to adding variety to the car combat. Same with ped missions. We could certainly add more car-based mission types, individualized missions, missions that have an effect on the game world (i.e. frontal assault on a gang hideout, etc.), and missions with special rewards (expert trainer for certain skill, etc.) other than monetary.

Also, I think there needs to be more motivation for the racing circuit, as currently there's very little money compared with scouting, although obviously not as much financial risk. If I recall the corporate sponsorship is supposed to add flavor to this, but there could certainly be additional elements such as gang rivals on the race track making a certain gang more likely to target you in a death race or combat; higher prizes for races where you supply your own car; and special bonuses or awards (as per above) for placing high in the racing leagues.

After that, insects would still be cool and I'm not opposed to having ocassional encounters.

Cooler still would be insects attracted by squad vs. NPC battles, that attack both sides, but it's not necessary to kill all the insects to win the fight (maybe they eat the losers, who knows?).
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vet wv zom

Posted Jun 12, 2008, 3:29 pm
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Mabey we can raise insects in camps to defend them.
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vet wv raceL1 pvp2 combatL1

Posted Jun 12, 2008, 3:45 pm
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Flaming savage said:
Mabey we can raise insects in camps to defend them.


Oh noes! It's SWG all over again! Grinding by killing creatures! Pet trainers becoming way over powered!

Sorry, I had a flashback there.

That's actually not a bad idea.
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vet wv zom

Posted Jun 12, 2008, 4:39 pm
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Or train them to make medicnes?
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vet wv raceL1 pvp2 combatL1

Posted Jun 12, 2008, 6:13 pm
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Fellows, I see talks about getting medicines from insect parts without a useful suggestion what those medicines should be good for!
Without knowing what medicines should be good for we are up a blind alley, cos it just looks like an good idea but in fact its an idea without substancial use (yet)!
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vet marshal wv

Posted Jun 20, 2008, 12:42 pm Last edited Jun 20, 2008, 12:43 pm by *Zothen*
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I know what you're saying Zothen, but medicine is fairly generic as things stand, surely we'd just be handing over the best bits (carapace, or the insides) to the person who was going to process em...

Boot full of giant roaches anyone?
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vet wv

Posted Jun 25, 2008, 7:52 am
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From another post in the Badlands Truckstop RP section:

Gregs' well exercised caution and scouting ability served him well.
The dust plumes he saw leaving Badlands were members of the Badlands Rudeboys. He needed to get past the last of the Pirates surrounding the Truckstop.

Greg stopped on top of a rocky outcrop and watched them through his binoculars as they stitched their way past him, running the 'lows' of the dunes looking for any possible vehicular prey. These were 'Fast movers' meant to kill.

They made it to a large cliff and were stopped side by side, nose to tail.
The drivers obviously talking.....Possibly planning their next travels.

The movement in the cliff was what drew Gregs' eye first. He swiveled the binocs on the movement and let out a "HEY!" before he realized the drivers of the Rudeboys could not hear him.

There were 2 caves in the side of the cliffs next to where they stopped. One closer, within 20 meters of the pirate patrol and the other farther, at least 50 meters from them.

The near cave literally erupted with 'insect' like creatures scrabbling over each other to get out.

The two drivers of the Rudeboys didnt event see them until there were at least eight of the six legged monsters on them, each one as long as their Phoenixes. The 'insects' Greg saw were scorpions like he saw in the school books, but different.

One of them reached into the driver window of the farthest car, with a 1.5 meter claw and pulled the poor driver out. His seat harness held him until his right arm was ripped free of his torso. The screams could be heard from here, where Greg watched. Not the low gutteral moans of a fast death. These were the high pitched, screeching sounds of an agonized, delayed, wrenching of life from the living.

The second car moved with a start.....and stopped. The driver could be seen hitting the dash as he tried to find the starter button.
The seven other unoccupied 'scorpions' surrounded the stalled Phoenix.

Greg saw the movement before he heard it. Two rooster-tails of dirt sprayed the two 'insects' behind the stalled driver. Then the sound of a well tuned V8 motor roaring. The driver turned hard right, directly into and under one of the scorpions. This scorpion sidestepped the Phoenix while raising its tail over its back. Just a sparkle was all Greg could see. Then the sound, 'Ponk---------Ponk'

The car kept moving away from the six-legged monsters until it got about 15 meters away. ALL of the scorpions had regained composure and aimed their tails at him..Their tail tips opened in wide three way clamps.

Greg saw two ground flares where two projectiles hit. One, 1 meter from the car and one directly underneath the bumper.
He saw the others etch a dotted line up the trunk, over the roof and off the hood to the ground in front of the car.
The car swerved, hit a small dune, and rolled on its top and stopped moving save for it's tires.

He couldn't watch any more.

The high scream filled his ears until he fired the engine and turned back toward the Badlands Truckstop.

Greg looked at the bright blue color of the Aurora. "Good GOD! Where the hell did these monsters come from?!" He thought to himself.

"Goodness had nothing to do with it.... HOPEFULLY, God didn't either!"
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vet marshal wv cont

Posted Jun 25, 2008, 10:14 am
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