Darkwind - Viewing Topic: Texan: Fuel is Life!
Welcome Guest! » Darkwind » Announcements » Game Announcements » Texan: Fuel is Life!

Pages: << prev ... 4, 5, 6, 7, 8 next >> Reply to Topic Create New Topic Create New Poll
Texan: Fuel is Life!, Advance screenshots
Groove Champion
The Groove Champions
Darkwind Guru

Renegade

Member Level

Group: Members
Posts: 4,813
Joined: Sep 16, 2008

Send a personal messsage to Groove Champion Reply with a quote from this post Go to the top of the page

That's an interesting vision for a town and Texan is a perfect opportunity to apply it. (IMO, of course)
.........................
vet combatL1 wv cont0,5,0

Posted Aug 21, 2009, 10:42 pm
ISHOULDCOCO
COCO and the BURPERS
Darkwind Guru

Civs Faction

Member Level

Group: Storytellers
Posts: 1,440
Joined: Jul 5, 2007

Send an email to ISHOULDCOCO Send a personal messsage to ISHOULDCOCO Reply with a quote from this post Go to the top of the page

folks will just build bigger fuel tanks and ignore cans

Folks who just wanna scout will pay the 1K for a 50 miler because loot ( even at Sars) will cover it

we would need a proper fuel reclamaition system - not the 'hokey' one we have now

COCO
.........................
vet wv

Posted Aug 21, 2009, 11:15 pm
*sam*
The Salthill Sluggerz
Darkwind Guru

Renegade

Avatar

Member Level

Group: Lead Developer
Posts: 16,780
Joined: Jan 19, 2006

Send an email to *sam* Send a personal messsage to *sam* Reply with a quote from this post Go to the top of the page

Quote:
folks will just build bigger fuel tanks and ignore cans

Folks who just wanna scout will pay the 1K for a 50 miler because loot ( even at Sars) will cover it


This may be true.

Quote:
we would need a proper fuel reclamaition system - not the 'hokey' one we have now


We can't have a situation where it's impossible to scout at any time though, that would be bad game design. Can you explain what you mean by a reclamaition system?
.........................
marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Aug 22, 2009, 1:42 pm
ISHOULDCOCO
COCO and the BURPERS
Darkwind Guru

Civs Faction

Member Level

Group: Storytellers
Posts: 1,440
Joined: Jul 5, 2007

Send an email to ISHOULDCOCO Send a personal messsage to ISHOULDCOCO Reply with a quote from this post Go to the top of the page

*sam* said:

We can't have a situation where it's impossible to scout at any time though, that would be bad game design. Can you explain what you mean by a reclamaition system?


This is the dilemma ,isn't it ?

Do you make a resource so valuable that ALL are willling to PVP for it ? But the resource is needed for PVE !

If fuel was truly life then the bandit who re-sized my tank would give me my fuel back!
I would collect fuel from busted fuel line ( in my helmet if ness.)  on loot cars before worrying about their drivability etc

None of thid practical in SS

cOCO
.........................
vet wv

Posted Aug 22, 2009, 6:32 pm
1Sauber1
The Crimson Brothers
Racer

Renegade

Member Level

Group: Members
Posts: 99
Joined: Jan 12, 2008

Send a personal messsage to 1Sauber1 Reply with a quote from this post Go to the top of the page

I think the gist of what you're saying is fuel should be higher priority than loot, I.E. insanely expensive while somewhat easier to loot.
Essentially, more like Mad Max in which a car's easy enough to come by, but powering it is the real trouble.
Am I correct?
.........................
vet

Posted Aug 22, 2009, 6:44 pm
*Lugal*
Luna Sea
Darkwind Guru

Renegade

Member Level

Group: Marshals
Posts: 2,246
Joined: Jan 27, 2008

Send an email to *Lugal* Send a personal messsage to *Lugal* Reply with a quote from this post Go to the top of the page

1Sauber1 said:
I think the gist of what you're saying is fuel should be higher priority than loot, I.E. insanely expensive while somewhat easier to loot.
Essentially, more like Mad Max in which a car's easy enough to come by, but powering it is the real trouble.
Am I correct?

Kinda, yeah.  :) 

I mean, I'm not pushing for an overhaul of the game dynamic, but I'd really like to see a more readily tangible effect across Evan from what happens around Texan.  I'd think it'd be really neat to be a new player and see fuel price fluctuations, knowing it was the direct result of other players fighting down south.

Perhaps instead of cash, new subscribers get fuel.  :D
.........................
vet marshal wv

Posted Aug 22, 2009, 8:10 pm
Crazy AL
Street Pizza
Darkwind Guru

Merchants Faction

Member Level

Group: Members
Posts: 1,228
Joined: Feb 14, 2008

Send an email to Crazy AL Send a personal messsage to Crazy AL Reply with a quote from this post Go to the top of the page

I think Evan and the DW players moving towards a focus on fuel as being a very valuable commodity is a good one. Texan being the center of the fuel supply is an obvious choice and as fuel gets away from Texan, it gets more expensive. The Mad Max movies were my first inspiration for playing DW and Car Wars was my 2nd and so the image of frantically sopping up dripping fuel on asphalt with an old oily rag so you can sqeeze out an ounce into a looted helmet is a significant one.

If fuel really is life on Evan, Texan should be a swarm of pirates, traders, bounty hunters and everything else on two legs much like the refinery in "Road Warrior" (ka-chunk, ka-chunk, ka-chunk). If Texan is an 'open' city meaning anyone is allowed to enter and settle down if they can make the trip, then it would fast become the most populated city on Evan.

Somerset would be relegated to an outskirt settlement that just happens to spawn the newest and most numbers of up-and-coming gang leaders (new players) because it's safer and people live longer.

This however would force towns like GW, Elms & SS to set up some kind of fuel guild just to bring fuel in so they are able to function. These guilds would be very strong with tanker trucks and many armed escorts bringing hundreds if not thousands of gallons of fuel at a time.

Let's not forget though that you can't drink fuel to survive so if the majority of food and water comes from the Elms/SS region and I'm guessing the area round Texan doesn't have much farmland, how is it they aren't all starving? They trade their fuel for food from Elms & SS because all those people of Texan need to eat. Intercity commerce would result in fuel getting to these northern towns. Granted the price would be higher, but it wouldn't be THAT scarce.

A byproduct of all this would be that NPC gangs would put bigger fuel tanks on their cars 5-10 bulk units instead of 2-4. Remember the size of the tanks on "The last of the V8 interceptors"? Max Rockatansky didn't have any guns mounted because all of his bulk was taken up by the size 60 tanks in the trunk!

Intercity commerce and NPC gang vehicles with more reasonable size fuel tanks that weren't bone dry (one way suicide missions?) in the loot screen could alleviate the exhorbitant gas prices that would result in all the gas originating from Texan and provide players the ability to at least run scouts without paying their first born just to drive.
.........................
vet wv zom pvp1 ped1

Posted Aug 27, 2009, 7:18 pm Last edited Aug 27, 2009, 7:22 pm by Crazy AL
*sam*
The Salthill Sluggerz
Darkwind Guru

Renegade

Avatar

Member Level

Group: Lead Developer
Posts: 16,780
Joined: Jan 19, 2006

Send an email to *sam* Send a personal messsage to *sam* Reply with a quote from this post Go to the top of the page

Nice post AL.. I'm taking this stuff in and will definitely move on it. Along with the concept of having some types of weapon only buyable in certain towns, we could promote differences between the towns and trading between them.
.........................
marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Aug 27, 2009, 7:38 pm
Crazy AL
Street Pizza
Darkwind Guru

Merchants Faction

Member Level

Group: Members
Posts: 1,228
Joined: Feb 14, 2008

Send an email to Crazy AL Send a personal messsage to Crazy AL Reply with a quote from this post Go to the top of the page

Thank you, Sam.

I definitely feel distinguishing the towns from one another is a great idea. It's been suggested by others and tossed around enough that there is a lot of material to sort through to make it a positive and constructive change that will inspire players to make the trip even with the cost changes that are in the works. Having a reason to see the new towns is what making them is all about.
.........................
vet wv zom pvp1 ped1

Posted Aug 27, 2009, 8:57 pm
Groovelle
Criminal Underworld
Darkwind Guru

Renegade

Avatar

Member Level

Group: Subscribers
Posts: 758
Joined: Jul 15, 2009

Send an email to Groovelle Send a personal messsage to Groovelle Reply with a quote from this post Go to the top of the page

It's all a matter of octane. Where I live we get 87, 89, and 92 octane. And you really need the high quality gas to run a high performance machine.

Take, for instance, someone I know that owns a "stormer" in real life. It has the largest engine in it that will fit - actually a 7.2 liter bigblock irl but for the sake of DW, a 4L. Compared to other 4L engines this stormer's powerplant is not exceptionally quick but will blow the doors off a 3.2L, or DW's representation of a smallblock V8. Running 92 octane, the best you can get in a pump, the "Stormer" will run and drive but the engine will "knock", a common occurrance with high compression engines and bad gas. When you need your speed to be "extra legal" the Stormer will "knock" or "miss" even more, and can even damage the engine significantly. At the very least you will not get the full potential from the engine. You'll still beat that 3.2L, but it will be more of a race. And this is with the best pumpgas.

To remedy this the Stormer's owner had to make special trips to one of 2 stations in Phoenix - a major metropolitan area in the U.S. One station was on the opposite end of town, limiting his choice to only one station he could use to run his car correctly. He would mix half race gas, which was 110 octane with half 92 pumpgas octane and was able to cruise and race at full speed and with no danger of engine damage, or worse, catastrophic engine failure. Even though this stuff was rare, it merited going out of the way to get it.

A second case for this point.
I own a close cousin of the "osprey". We'll call it the Osprey for the sake of discussion. It has a smallblock, or DW's 3.2L. I can run 87 octane fine if I'm driving reasonably. There's no knocking at all. I can, however, tell the difference between between 87 octane and 92 octane when I exercise my right foot. With 92 octane the Osprey is much more responsive, and quicker than with 87 - enough to give me much more confidence when it comes to a close looking race. To the other extreme, I've gotten "bad gas" before. The car ran and drove, but performance was nonexistent, and needed to be filled with the good stuff to get me back into the action proper.

Back to DarkWind.

I offer that you could simulate this octane advantage in DarkWind. Fuel would remain as it is in respect to the trade commodity. The change would occur as it's held by towns. Depending on how much fuel comes into a town, or, based on the underlying fuel reserves of a town fuel would be treated as three seperate entities: Low grade, medium grade, and high grade.

Basically: Low grade is the swill. Quality control in post apocalyptic refineries is seriously lacking plus some gang member just sold you a half a gallon of gas squeezed from his dirty, bloody rags. You'll manage though.

The middle of the road stuff is much more difficult to get your hands on. It's been taken care of because of its inherent value. But, while it's a step up from the junk you'd normally put in your ride, it's still lacking in the performance department, and could totally ruin your day if you ran into someone running good gas and a hot car.

Then there's the high octane fuel. The race gas. Now that's the stuff. It's been taken care of because it's life in a can. It's the difference between a band of men returning from an outing with stories to tell and future scars to show or falling into the latter category of the quick and the dead.

Low grade fuel would work much as fuel does now, up to a point. Smaller engines would not need medium octane. Anything up to a 2.5 would run fine without. The 2.5 would run reasonably well, but would stand to benefit from the average gas.

Then there's the midsize engines. The regular stuff will make it run, for sure. You'll even be able to fight or race. But, your car really won't have any balls depending on how big the engine is. And you can forget about putting swill in the tank unless you plan on walking home later.

Of course then there's the big engines. You can't even put swill in them, or if you really want to try your luck with it you'll be warned first. The medium stuff might keep you safe in a pack, just pray the other guy is a cheapskate at the pump too if you ever need to run or outmaneuver him. You'll want to buy some of the good stuff. Or try taking it, depending on how strapped for cash you are.

As for implementation, the swill price would be whatever price seems right at a given locale. The medium would be outrageously higher, and increases substantially as people use it or if the fuel caravans can't make it to town. The race gas should be so expensive, especially to gangs that would buy it often, that it is the most severe drain they'll face in scouts and travels. The thinking here being "Hey, if they're willing to keep paying for it at this price, they just raised the price."

Cars would need a tag that sets their gas preference. Swill, regular, or extra frisky. This would determine the cost of fuel when auto refueling or buying gas.

Another variable would be race gas and medium gas running out if it's bought out.

Sorry for the novel, just wanted to throw that out there, see if anybody liked it.
.........................
vet wv0,2,0

Posted Aug 29, 2009, 11:20 am
Reply to Topic Create New Topic Create New Poll E-mail me when replies are made to this topic View Printable
» Darkwind » Announcements » Game Announcements » Texan: Fuel is Life!

0.1234 seconds - 20 queries - 0.22 load