GraceCB

OWBO Total Overhaul Draft

Dec 16th, 2021 (edited)
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  1. Atomic Valence overhaul with a rainbow of new colors and effects. I was originally thinking of having them be craftable, but the current plan is to add new bosses for them to be placed on instead, and the most basic oscillator will be craftable, as a source of repair material.
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  3. Potential bosses:
  4. Nightkin boss
  5. Giant spider
  6. Prodlimen spider robots
  7. Regenerating roboscorpion duo with custom textures and beam types/damages
  8. Killable hologram
  9. Recolored high resistance trauma harness
  10. Mind controlled deathclaw?
  11. Player clone?
  12. Deranged think tank backup units
  13. Prod's WALLE robots
  14. Skynet robobrain with a different brain color
  15. Cazaclaws
  16. Bomb collared enemy(ies) that blow up on death
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  18. Alien Testing Center - Place to put more alien weapons and ammo to make them a more viable general choice, especially for non-TTW players. Will also serve to let NV players engage with aliens more. The atomic ammo might end up being crafted from mostly alien ammo, but I'm not sure.
  19.  
  20. Mojave Rooftops OWB addon integration
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  22. Z76 Crystal facility
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  24. Redo the -less perks to be slight buffs with substantial debuffs, too make you more wary of certain damage types and enemies
  25. They'll probably all increase rad resistance a bunch, but make you more susceptible to electric and emp damage
  26. Then, I'll make way more irradiated zones, so that you get to enjoy the benefit of it, then you may want to hold off on returning your body parts at the end if you still have more to explore
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  28. I think I also want to try making more enemies with pulse weapons. That could really make the robot bosses more imposing
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  30. I think OWB could use some more flying enemies, given it's terrain and layout. I could potentially use Prod's TV robots, and potentially even give them new faces (though there's other talented people in this server that could probably do so better than me,) and have them use pulse weapons.
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  32. I think I'd also want enemies to repopulate the area way more than they currently do. I don't know if I can proc respawning manually, but I'm sure I could figure something out with having a fuckload of new placements, and just randomly enable some after some time has passed
  33. In that vein, it would probably be liberating to have a way to reduce that in the player's control. I could set up another new "objective" in each little robot zone to turn off production of each type of robot. It would be nice to have a new factory for the tv robots, but not totally necessary
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  35. I'll probably do a rainbow of proton axes too, one for each damage type, then uniques for the remaining colors
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  37. Lol maybe a lil easter egg too with a robobrain who died in a position implying that it was holding an assault rifle
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  39. Also, more robobrains in OWB overall
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  41. Pre War Think Tank has some interesting stuff
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  43. Dm Join The Think Tank about inclusion
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  45. New baseline roboscorpions that shoot rad damaging green beams
  46.  
  47. Rework stealth suit in HEV and distorted, deranged formats
  48.  
  49. Redo stealth suit upgrades
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  51. Rework and add new implants, that you retrieve items or complete objectives for
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  53. Sonic emitter rework and a freeze ray
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  55. One handed proton axes
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  57. Rework scientist gloves
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  59. Kinetic fist zap glove that ragdolls on crit
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  61. Robot vendor that you can bring prototypes/R&D stuff to get nice energy weapons
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  63. Give dala's catwalk a tv camera
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  65. Triffid creatures
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  67. Implement stealth suit helmet
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  69. Different colored trauma harnesses as basic enemies, that fight lobotomites
  70.  
  71. Improve x8 test reward, new perk name is institutionalized
  72.  
  73. Colored lobotomite variants
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