Dead bodies

APTYP

Sonny, I Watched the Vault Bein' Built!
Suggestion:

When you leave the location:

if location is habitated by men, and there is valuable stuff lying around or on the dead bodies,
a. bodies disappear,
b. guns, ammo, and drugs disappear or better yet, randomly disperse among NPC population of that map,
c. generic stuff is transfered to the local store,

else
a. bodies decay,
c. based on rate of decay, hostile creatures of varying toughness like wild dogs, vultures, or insects might be around.
d. stuff stays put.

Then there should be places with containers like lockers and whatnot where stuff won't disappear, such as your house, hotel room, warehouse etc.
 
I think this is a really cool idea, the bit about the equipment being dispersed around the less-reputable occupants of the location, or if it is a vital quest item, it's safe to assume that it would find it's way to the nearest shop given that other npcs who'd loot a body wouldn't know what it was for.
 
APTYP said:
Then there should be places with containers like lockers and whatnot where stuff won't disappear, such as your house, hotel room, warehouse etc.

Yeah, the whole "I'll just throw stuff into a locker and it'll be safe" thing never made much sense.

Also, it should depend on the location whether or not stuff randomnly disperses. "Decent" places, like NCR, would obviously not have this trouble, it would "go the family" or to some kind of governmental storage facility (same for BoS).
 
Kharn said:
Yeah, the whole "I'll just throw stuff into a locker and it'll be safe" thing never made much sense.

Also, it should depend on the location whether or not stuff randomnly disperses. "Decent" places, like NCR, would obviously not have this trouble, it would "go the family" or to some kind of governmental storage facility (same for BoS).

It should be the idea that if you "just throw stuff into a locker" you would be able to lock it with your lockpick skill.. or you have an item that is a lock that can be used on a locker. depending on the type of lock or how well you lock the door yourself is how long your stuff will remain without being stolen, or just the fact that its locked keeps it from getting stolen. Also the idea that if something is in your house, other people wont just walk in and take your stuff unless they have a thievish nature to them... therefor if your stuff got stolen and you know who was a theif in that area, you would go find them to get your stuff.

I also like that if special items get lost they would find their way to BoS, Raiders, Enclave, or the Local Government, depending on where you lost your stuff, and how that community is involved with higher power.

For example, if you lost the vualt word thingy (from f02, forget what its called exactly but its like a microphone thingy... i really have no idea what it does i just know its special for a vualt) well ayway, if you lost it at the raiders camp, their leader would have it in his inventory, if you lost it in The Den, their leader would have it in their inventory, and if you lost it in New Reno, it would go to the mob boss that was in that part of the map, and if that boss was dead it would go to a local dealer of some sort.

Although... this type of losing shit would get really annoying when your trying to find it... i suggest a notepad in the pipboy that keeps track of important items that left your inventory and a list of possible locations that that item could be at according to how well you know the area.
 
Cool idea.And if you encounter some caravans near the body they could have some of the items for sale.BTW it would be cool to start dialogue:"Now you have strted looting dead bodies you sons of deathclaw!" :lol:
 
I like the idea of bodies attracting scavengers, primarily wild dogs and other creatures.

You might also include infectious diseases where one does not clean up the dead.

In fact, I think infectious diseases should be a major problem in a post-apocalytic world.
 
Idea for a perk:
If your Outdoorsman skill is high enough (say 80+), you can make a stash (or two, or three) in the desert where you will be able to hide your stuff. Obviously, stash will be limited in the amount of what you can put in there, and it cannot be discovered by anyone other than you.

How will it look like:
1. There will be a hole in the ground under a tree, a rock, or any other more or less permanent landmark, and the hole in the ground denotes the stash container. In ruins, it might be furniture like a locker or a closet. The game starts with you standing next to the stash container.
2. You do not go to the local map. Inventory dialog pops up instead, with a third list - trash, which empties every time you leave the dialog.

Interface implementation:
"Stash" groupbox appears under the towns' list on the worldmap. Inside are three plastic button. Click on one to make a stash in current area if you are not overlapping preprogrammed location like a town. Small-circle location icon appears where you stand, and the button lits up. Every time you press that button now the screen will center on this particular stash location.

Deleting a stash:
1. If you leave the stash location and there are no items in there, you will be asked if you want to remove this stash.
2. "Remove a stash" button will lit up if the stash is empty.
 
I like that, its a bit confusing the way you put it... or maybe i would have just put it differently, not sure

But based on your outdoorsman skill, you should have a "find stash" button, where it leaves the town your in, and looks for a stash close to the town, and depending on your outdoorsman skill is if you find it or not...

There would be 1 stash point near each town, you could hide your stuff inside an abdondoned building, like inside an old couch, or something like that =)

That would kewl
 
I don't see why it has to be so complicated. You should just be able to go to a non-important place on the world map (like in the middle of the desert), then go into the local map. If you have a shovel, you can dig a hole, put stuff in it, then leave. Back in th world map, it can just show a little green circle of the stash site, like a special encounter marking.
 
well, if it was easy =) then it would well... be simple, and that would ya know... be easy to do, and there wouldnt be much thought to it... and ya know... thats, no fun =)

actually the idea is so only certain characters would be able to do this, making you decide when you create your character, if your creating a thief character this would be one advantage over having a pure kicking your ass character... its all to try and balance the game
 
I forgot that you can just leave the loot in areas without human population. Completely removes the need for stashes.

Unless you can create stashes not as locations on the worldmap, but on the local map, without leaving it, say one stash per map. But this poses lots of problems with logic, like how do you create a stash if you are locked up somewhere. Ah nevermind, scratch that idea.
 
When I first read the title of this topic I was getting nervous this would be about your character disposing of bodies for tactical purposes. Instead, I got something that sounded real good and I support the ideas a lot. I like the idea of the town disposing of the bodies or looting them. Perhaps the graveyard would gain new additions as bodies are lost.

This all sounded pretty good and would be nice to see in the game.
 
thats badass, i like the idea where if someone gets killed they are replaced by a randomly generated NPC (i added a little to the other guys idea)

But this would open up for more quests in the area, w00ty w00t...

perhaps too complicated, but ehh, whatever
 
But if it keeps adding bodies, and you are Mr. Mailman, you'd have a very big graveyard.
 
Kain said:
So? what if it gets too big?

Well, the town wouldn't just keep refilling with people would it? Especially in a wasteland society, I don't think we'd have the problem of the graveyard getting gigantic.
 
Does this self-filling graveyard add something to the game? Although it would be somewhat cool if for example your companion died in the town and if you could see his grave at the town graveyard where you can leave (drop) a flower or a candle (or shoot the gravestone or a cross with a burning flare, whatever). Unless he's a mutie. Or a dog. Or robot.
 
Back
Top