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I have been thinking about the Stuff Packs (Courier's stash)

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Risewild
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I have been thinking about the Stuff Packs (Courier's stash)

Post by Risewild » Thu Feb 14, 2013 7:41 am

I know there are people that don't like to start the game and receive all the free goodies for no reason after leaving the vault (or Doc Mitchell's house in case of NV), that's why we now have that fancy option screen to pick if we want any of them or not cheeky which is a great idea. I also know there are people who don't like fancy screens with options because it breaks game immersion. It's hard or even impossible to please everyone I know, but I was thinking about it today and I got an idea, so I am posting here to get feedback from all of you, TTW team members and TTW community.


The idea I had would be to make it possible to craft those items somehow, for example if you get a leather armor from somewhere, you could use it to craft a lightweight leather armor (the same with the metal and raider armors), we could get a 10mm Pistol and use it to craft a Weathered 10mm Pistol (the same with the Caravan Shotgun, Grenade Rifle and Machete), the problems with this idea are: those weapons we get from the Courier's stash wouldn't be uniques anymore, we could always craft more if we had the materials or something, we wouldn't start with them from the beginning, and we wouldn't get items that are not weapons (like ammo, stimpaks and super stimpaks, doctor's bags, venoms, weapon repair kits, throwing spears, binoculars and Vault 13 canteen). So I thought that those ones could be given as quest rewards in Megaton or something (I wanted those things to be available quite early after we get out of the vault) like maybe the Canteen could be a reward for fixing the pipes, maybe the stimpaks and super stimpaks could be in the desk that the addicted guy keeps his drugs too, weapon repair kits from Lucas Simms or his kid for disabling the bomb (or someone from Tenpenny Tower if we blow the town), the binoculars could be included in the player's house, the venom and the throwing spears I have no idea, I thought maybe in a container somewhere (I thought that the venom could be in Mister Burke's house but it requires a lockpick of 100 so the player wouldn't be able to get it early in the game, I hate that Mister Burke has no key for his house if we kill him cheeky ).


So what do you think? do you have any suggestions? different ideas on what to do with the Courier's stash stuff? keep it like it is now with the screen so we can pick? I am just bored and decided the forum was a bit slow on debating new ideas so I made this post, don't let me down for not participating wink.


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chucksteel
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I do like the idea but, I

Post by chucksteel » Thu Feb 14, 2013 7:48 am

I do like the idea but, I think it would need to be a mod. I also thin that the binoculars should be given if you blow up megaton not in megaton. 


Honestly! you need to have something to get a better view of Sims' vaporizing! 



TJ
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Yea smash it out and get it

Post by TJ » Thu Feb 14, 2013 12:37 pm

Yea smash it out and get it released Risewild, it is a good idea. I always liked the integrated stash mod or whatever it was called because I hated having a ton of items dropped on me as soon as I saw victor. Just been disabling them since I had the option though..


My project Dash is on Kickstarter!



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Risewild
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@Chucksteel

Post by Risewild » Thu Feb 14, 2013 10:36 pm

@Chucksteel


I thought about putting this in the mods thread but decided that here would be a better place since it is the suggestions, questions and feedback area and it is not a request for a mod, it is just for me to know opinions about how would players and developers think about integrating the Courier's Stash items, like I said I do like the option screen, it's easy and works perfectly, but I know there are people who don't like it much so I want to hear from them how would they do it if they could cheeky.


@tjmidnight420


Unfortunately I have no modding skills sad I couldn't do it even if I wanted to crying.


To be honest I always enable them all just because I am a hoarder, so I like to have all of those items stashed in my player house, but I never use the stuff, it goes straight to storage as soon as I get the Megaton House.


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chucksteel
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Here is good and, where I

Post by chucksteel » Thu Feb 14, 2013 11:59 pm

Here is good and, where I feel it should be too. I do like the Idea, Maybe someone would take it on. Wouldn't be that hard to do and, could be an option file For TTW. 


1. You would need to disable the Pop up after leaving Vault 101.


2. figure out which item and, how many items will be quest rewards then attach them to the quest. (Shouldn't be hard to add them to the cap's reward or even replace the cap's reward for the quest.)


3. figure out which item or, how many items would be just randomly tossed around the wasteland. (If any!) 


I would think about giving this a shot but, I'm working on a lot right now and, really don't have the time. Transit Update with encounters, Pick-able items in the DC Waste, Placing the Magazine Boxes you find on the Strip in appropriate locations In DC. (Well they will be re-textured into Capital Post Boxes and, Jax is going to put a randomizing Script on them so we don't end up overpowering the game with skill mags.) Not to mention the work I want to do on DCInt, NVInt and, TTWInt. 


This should be talked about and, who knows if I burn out on what I'm doing I might give it a go. (Unless someone else beats me too it! Hint! Hint! to anyone out there! cheeky



gnubee
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I like the idea of having the

Post by gnubee » Fri Feb 15, 2013 1:00 am

I like the idea of having the Stash items attached to some kind of quest rather than to a magic menu.  Why not, as suggested by chucksteel, just make each pack its own quest reward.  Even just the option of "these might help you" when you accept quests from Moira or some of the others in and around Megaton would be enough.  For example, pass a small speech check with Jericho and even if he wont join you as a companion, he might say "I've got some stuff you might use" and he gives you the tribal pack (if you want it).  Same or similar script as those used by the various wasteland captives ought to be enough to get things started.  You get the basic idea.  I too have very limited modding skills, or this would be done by now.


Jericho (former raider) - Tribal Pack


Billy Creel (former mercenary/caravan guard)- Mercenary Pack 


Nathan Vargas (former caravan owner) - Caravan Pack


Moira (just Moira) - Classic Pack


All of these are (more or less) lore friendly.  The Armoured Vault 13 suit is the only oddball item, but as a trader, she of anyone there would be the one to have it.



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chucksteel
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I would spread the items out

Post by chucksteel » Fri Feb 15, 2013 1:20 am

I would spread the items out between different quests and, between both games because once we get out of alpha we are going to open up the choice for an NV start. 



TJ
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Yeah get them one item at a

Post by TJ » Fri Feb 15, 2013 2:05 am

Yeah get them one item at a time sparsely throughout your travels instead of a pack at a time or all at once/ not at all.


My project Dash is on Kickstarter!



Deadie
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To me getting them as quest

Post by Deadie » Fri Feb 15, 2013 9:19 am

To me getting them as quest rewards seems kinda weird, although it's certainly a much better way to handle them as opposed to either not using them at all or simply getting them right from the get go.  Another way to do it could be to hide each pack at certain locations by just placing them in the game world somewhere.



TJ
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Joined: Mon Sep 17, 2012 1:06 pm

If I were doing it, and I'm

Post by TJ » Fri Feb 15, 2013 12:31 pm

If I were doing it, and I'm not saying I am atm, It'd be certain things hidden in the world, certain things as quest rewards, and certain things can be bought. This way it all feels like it's actually integrated into the wastes instead of "Here, have this." "Oh yeah hear's a free canteen that will completely remove the need to deal with your H2O levels."


My project Dash is on Kickstarter!



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