That seems a little odd given that there seems to be many depictions of non-consensual mutagen application in the game. I mean, it is possible that all the test subjects were volunteers, I never really studied that aspect of the thing closely, and it is possible that the N.P.C.s are volunteers. Possibly they could even have a quality that would make them immune to mutagen attacks that would display the message “they refuse the mutagen” if they are non-hostile and some story about fragile needles breaking easily and being ineffective if they are hostile.
Theres several examples of video games that depict criminals doing “things” yet the player himself is not enabled to follow suit.
It happening in the lore has nothing to do with whats possible ingame.
edit: Even if an npc ingame can do it the pc isn t enabled to do the same. Its a common practice.
I do support the freedome to do whatever is possible but its the devs decission not to implement it.
Better come up with very good reasons cause this has been discussed befor.
Coercing them into “consenting”
That seems like an unnecessary way to phrase that. The end game plan for NPC’s is for them to be companions and the like, correct? The player character takes mutagens willingly, as they can be very useful. Why would NPC’s not hypothetically do the same? It makes perfect sense not to be able to force them, but I don’t see why talking them into it is a moral problem. Late-game they would be much more useful companions if they could have mutations. Or at least have NPC’s have a random chance of already being mutated in some way.
So, that’s my suggestion. A chance that NPC’s can already have mutations when they spawn.
Afaik npc can spawn with mutations. but perhaps i am imagining thinks. I do not play much with npcs. They are still to crazy.
They would be more useful if they had bioniks .
Cause cbms are extremely powerful without any drawbacks given you succeed the install.
On that matter. If it was me in the cataclysm … i would probably not resort to mutagen or bioniks unless in dire need of them If i can survive without i would.
I think the average npc would feel the same. Not willing to trade of a part of himself for something he might by chance need in the future.
If they want to do it themselves for whatever reason they should be able to do so though.
Coercing them into “consenting”
That seems like an unnecessary way to phrase that. The end game plan for NPC’s is for them to be companions and the like, correct? The player character takes mutagens willingly, as they can be very useful. Why would NPC’s not hypothetically do the same? It makes perfect sense not to be able to force them, but I don’t see why talking them into it is a moral problem. Late-game they would be much more useful companions if they could have mutations. Or at least have NPC’s have a random chance of already being mutated in some way.
So, that’s my suggestion. A chance that NPC’s can already have mutations when they spawn.[/quote]
Mutant NPCs have been planned for some time, and I’m hardly averse to that.
You wanna extol the virtues of (looks at your avatar) feline mutagen and have used it on yourself with positive effects, great, that might convince some NPCs to knock back a dose or two. Others, not so much: Valpo the Other-PC has every right to refuse and have that respected. Of itself, though, no harm in asking where it’s not already been answered.
Sleeping gas/darts and a way to chain a zed/moose/mi-go outside your base to acts as a sentry.
this reminds me of Dwarf fortress, chaining up your dogs at the main entrance to detect/maul sneak thieves before they get in the fortress, and also be a first line of defense.
I second this suggestion!!
Customizable bots/turrets. Manhack like things wielding sledgehammers! Turrets that use shotgun slugs! The more complex the robot, the higher the chance that they could malfunction, or explode. Or malfunction then explode.
Vehicle laser turrets. We have laser turrets but not for vehicles. We have “mounted NX17” but that is a charge rifle that can causes explosions.
[quote=“Pandromidal, post:1949, topic:5570”]Vehicle laser turrets. We have laser turrets but not for vehicles. We have “mounted NX17” but that is a charge rifle that can causes explosions.[/quote]Check out the vehicle additions mod - it has lasers, pulse lasers, pulse nx17, turbolasers, and more.
Can power armor helmet spawns be increased? It seems like the helmets spawn far less frequently than the actual armor, and a lot of the time I end up with about 10 suits of power armor but no helmet.
This is silly, I guess, but… there should be more maps that reveal major and minor waterways, and forests. I mean, no matter how badly out of date the google maps on my smartphone may be roadwise, I can still see where the rivers are with it. Likewise with almost any map ever. Currently, even if would be fairly easy IRL, there’s no way to even try to get a vague sense of which direction to head to find a river. (Or major forests, but I’m less concerned with that, since those are easier to find.)
Rivers can change course, event quite dramatically and in a relatively short space of time. And I could easily see triffids or ants redirecting waterways manually…
In the NE united states and Appalacia the rivers and waterways largely move through steep valleys with high gradients. The flood plains/alluvial plains are essentially the same. We arn’t talking about the nile or the Thames, here. When every river is surrounded by hills there’s only so many places it can go, and even if it moves, you’ll have a good idea as to where it is. Look at Pittsburgh Three-Rivers, for instance. Every single one of those rivers is surrounded by freaking Appalachian mountains. Even if giant ants and triffids eat every last damn that has been erected (and they are largely concrete) all you are going to do is see a more shallow river. They arn’t going to be literally moving the mountains. Its absurd that a road map will reveal every bridge in a huge radius but not the rivers underneath those bridges. Its silly and unrealistic.
That being said, there are places in the NE where I could see that argument working - like Manhattan Island, which has several rivers that are all manually pumped out of the sewers and subway systems every day, and huge portions of which would flood and return after any prolonged power loss. I could -totally- see giant ants wreaking havoc and bringing down parts of the city easily. But thats the exception and not the rule.
There are no hills or mountains in the cataclysm.
Which also needs some love.
“On a narrow and windy mountain trail, far anice the treeline he came upon a hulk…”
One needs to be able to be thrown off a cliff at times to feel alive!
For the time it takes between a “wheee” and a “THUD” that is.
seconded. One of the most distinct features of New England it its mountains and hills!
How about a matches failure chance. I mean that it would add some realism if matches would not start fire in every condition (especialy when char is nervous or with strong wind, rain, etc.).
How about making moving while running generate more noise than walking.
Also, should Fleet-footed now only apply while running?
[quote=“Sehn Knight, post:1959, topic:5570”]How about making moving while running generate more noise than walking.
Also, should Fleet-footed now only apply while running?[/quote]
First should be quite easy to implement.
Second - yes, fleet footed that doesn’t work while running would make the trait kinda useless. With addition of running, this trait is no longer worth 3 points anyway. Neither is quick.