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Swamp Folk and flares

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bodybagger2430
Posts: 8
Joined: Sat Mar 22, 2014 3:23 am

Swamp Folk and flares

Post by bodybagger2430 » Thu Jun 12, 2014 6:02 pm

So I was playing point lookout after having a flaregun, and it doesn't do anything to the swampfolk. If those aren't abominations I'm not sure what is, so I would like to suggest it having the same affect on them as other "abominations" and making them flee.



Runnerblank
Posts: 208
Joined: Tue Jun 11, 2013 3:09 pm

No offense, but since they

Post by Runnerblank » Thu Jun 12, 2014 6:15 pm

No offense, but since they are clearly tool users, I doubt it would scare them off (a flare gun can't seem that scary if you are already using a double barreled shotgun. ;)) .
Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

NILLOC 916
Posts: 341
Joined: Thu Aug 01, 2013 4:21 am

I second this idea. They're

Post by NILLOC 916 » Thu Jun 12, 2014 6:16 pm

I second this idea. They're superstitious and dumb so it'd make sense for them to be afraid of a gun that shoots balls of fire.


Cocaine is a hell of a drug.
- Rick James.

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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

But they already make fire on

Post by Risewild » Fri Jun 13, 2014 4:45 am

But they already make fire on their own, they even lay traps and stuff, they are intelligent mutated in a freaky way humans, they wear clothes, use weapons, they can also speak, and being scared of a flare doesn't sound like Swamp Folk material.


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bodybagger2430
Posts: 8
Joined: Sat Mar 22, 2014 3:23 am

Well it is just going off the

Post by bodybagger2430 » Fri Jun 13, 2014 4:51 am

Well it is just going off the "makes abominations flee" descriptor, which they are, by definition abominations. I would argue that if not including them and the aliens (I believe they are considered abominations) then the descriptor should also be altered to "unintelligent abominations" or "mutated animals" or something similar.



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

It's a funny idea. Would

Post by TrickyVein » Fri Jun 13, 2014 5:01 am

It's a funny idea. Would something that changes gameplay like this be appropriate for Wild Wasteland? It does affect PL in a big way if you can make most of the swampfolk flee from you.



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Risewild
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Oh by the way, I just

Post by Risewild » Fri Jun 13, 2014 5:14 am

Oh by the way, I just remembered that Swampfolk are not Abominations in the game, they are Humanoids, like Super Mutants, Troggs, Ghost People, Tunnelers, etc.


Abominations in the game are creatures like Centaurs, Nightstalkers, etc.


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Shardoom
Posts: 117
Joined: Sat Jun 22, 2013 11:06 am

Nah, makes no sense. Flare

Post by Shardoom » Fri Jun 13, 2014 4:05 pm

Nah, makes no sense. Flare gun to make dumb shit animals or things that almost permanently live in the dark run away sure. The swampfolk are along the same kind of lines as ghouls and supermutants. They wouldn't retreat from fire, they know what it is. lol



bodybagger2430
Posts: 8
Joined: Sat Mar 22, 2014 3:23 am

well it also gives the player

Post by bodybagger2430 » Fri Jun 13, 2014 5:17 pm

well it also gives the player an advantage, since PL blatantly cheats and makes all weapons armor piercing for the NPC's it would be a way to force them back while you got into cover and were able to heal. In addition, tunnelers may be humanoid yet according to the wiki are affected by the flare gun.


But saying for a moment that this doesn't belong(which seems to be the general consensus): Should the descriptor be changed? as is, it is really unclear. Abominations in the technical sense should include all mutants, including ghouls really. you just kinda have to blindly shoot at things to see what sticks aside from the fire.



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