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Engine v82 Scripts v173, a lucky bag of stuff
Nekojin
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I think the multiple routes idea is a good one. Each road could also have different maps associated with it.
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vet deathrceL1 wv cont

Posted Feb 7, 2008, 9:56 pm
Kermit
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In addition to Docs idea (which is interesting), what about offering anti-rad drugs, but specifically make them not available, or harder to get/more expensive in SS. Maybe make them for sale in Elms hospital or something. That'd give people more motivation to move out of SS.

Also the length of travel affecting exposure is a good idea. If I do a ten mile scout it should definitely affect chars less than driving another city that takes 10 hours.

Maybe make some of the weapons that are affected by radiation have "shielded" or hardened versions - but harder to get (maybe the weapons shops in hard to get places be able to upgrade them for $$$$$ (lots of money)).
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vet

Posted Feb 7, 2008, 11:19 pm
*Chase Bansi*
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I kinda like the new radiation effect. I had one character effected and the hospital made a big impact on curing her. the lighter version is less shocking now that we are aware of it.
I like Doc's idea...
*Dr Mathias* said:
I think if you really want radiation hot spots, we need to think more in terms  of regions and offer a few more paths and roads. 

...but to take this in a bit different direction, there is a vapor cloud between GW and BL that currently doesn't have an effect. Perhaps it could and a longer, safer route could be the alternative (viKK, I have a map idea;)). It would need to be a significant enough distance that it make the risk of sickness.This ads to the safer in the north, more dangerous in the south theme.
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marshal vet gateautumn wv e2g0,1,0

*Posted Feb 8, 2008, 1:50 am
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*sam* said:
*
  - Motivator - gives a slight training bonus to all characters in the same town as the leader when training hits (Leadership).


How does this work now that characters don't have to be in town to receive  the benefits of training?

Do they just have to be registered with the Training Centre in the town the Gang Leader is in, or do they have to be physically in town?
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vet wv community

Posted Feb 8, 2008, 5:12 am
*DoubleTap*
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Where's the tactical aspect of rad sickness? Will we know when and where the hot spots will be? Will the tactics involved amount to not going where the hot spots are?
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vet marshal wv

Posted Feb 8, 2008, 5:19 am
Seiler
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I'd like a better ability to survey what's up, perhaps a system in which players can report Aurora sighting in the town marketplace, or another in game means of tracking what is going on... I like the addition now that it is curbed, and if it came and went at reasonable intervals (a day or two a week, or perhaps a 4-6 day period in a month?)
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vet deathrceL1 wv

Posted Feb 8, 2008, 6:15 am
*viKKing*
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Someone suggest the Aurora being display in the lobby background.
Not really sure we can do that, but something in the genre could be nice.
I still think there should be some kind of forecast report (with errors) for the next days (one game month).
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vet cont zom slay2013 marshal wv

Posted Feb 8, 2008, 6:59 am
*sam*
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OK, I'll remove the aurora effects altogether. The sickness code can still be used - when a character has to walk home, or when they get spat on by a rad-frog, for example.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 8, 2008, 8:42 am
*Ayjona*
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*sam* said:
OK, I'll remove the aurora effects altogether. The sickness code can still be used - when a character has to walk home, or when they get spat on by a rad-frog, for example.


At the risk of being ostracized by the community ;) , I hope it returns some day, even if possibly (but not necessarily) in a less harmful manner.

I mean, the Vault Dweller chewed antirads in the same way 20th century man (or, more commonly, 20th century young girls) chews bubblegum. Does anyone here dare tell me to my face that they would not want to like to be like him?
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vet marshal wv

Posted Feb 8, 2008, 9:06 am Last edited Feb 8, 2008, 9:06 am by Ayjona
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hmm yeah its a good idea that needs to be tweaked a bit so smaller gangs dont get crippled by it and unable to scout

i suppose we could have something like a 5 bulk item of rad sheilding a lead lining on the roof of the car, and this could be layerable for increase protection ?

This could be liable to damage like other stuff which would then result in rad sickness ?
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vet combatL1 raceL1 wv

Posted Feb 8, 2008, 9:37 am
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well, if they occur at predictable times, and require us to prep for those times (with extra shielding, or fresh rad-resistant enamel paint applied, or something) i think it would be a great addition, but we definitely need some way to adapt to it. I admit, i'll miss some of the effects as well :p
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vet deathrceL1 wv

Posted Feb 8, 2008, 9:43 am
*sam*
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Quote:
I hope it returns some day, even if possibly (but not necessarily) in a less harmful manner


Quote:
hmm yeah its a good idea that needs to be tweaked a bit so smaller gangs dont get crippled by it and unable to scout


I did tweak it, yesterday, but most of the players were unwilling to take my advice and wait to see how it panned out with the tweaks.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 8, 2008, 10:13 am
Jansan
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I didn't even really get a chance to test it. :o

I have no rad-sickness people. But with the brief visit of it, I don't know if I was even driving during exposure times with people that lived past one battle.
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vet

Posted Feb 8, 2008, 11:17 am
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when you see your best gunner dying from rad sickness and not even scout then this causes some concern.

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vet wv

Posted Feb 8, 2008, 11:20 am
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I heard rumours though that the rad sickness can cause them to start using 46-Y, is this true?
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vet deathrceL1 gateautumn raceL1 semiprocombat race1 deathrce1 combat1 wv

Posted Feb 8, 2008, 12:30 pm
*sam*
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Quote:
when you see your best gunner dying from rad sickness and not even scout then this causes some concern.


I have removed all existing rad sickness from any characters that had it.

Quote:
I heard rumours though that the rad sickness can cause them to start using 46-Y, is this true?


No

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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 8, 2008, 1:18 pm
*Longo*
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Thanks for "curing" the rad Sam
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

*Posted Feb 8, 2008, 2:14 pm
*Chase Bansi*
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I hate to see it yanked completely. DW is not a safe world, people get sick and die. I think it was the shock factor that caught people off guard causing the negative response, similar to when drugs were introduced. It a clash between a developing game world getting new features and a story world where these elements would have existed all along. I think the radiation is an appropriate addition to the post holocaust environment. Improvements like this may be better received if players are aware of them before implementation, reducing the shock factor.
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marshal vet gateautumn wv e2g0,1,0

Posted Feb 8, 2008, 5:13 pm
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From my point of view it should be connected with dark winds somehow.

Thanks for supporting the ideas Chase. :)
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vet cont zom slay2013 marshal wv

Posted Feb 8, 2008, 5:43 pm
*DoubleTap*
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All of my rad-sick characters are still sick.

Mike, you had a character flat-out die on a scout from radiation?
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vet marshal wv

Posted Feb 8, 2008, 6:49 pm
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