Wasteland 3: tell us your stretch goal ideas

Discussion about the upcoming Wasteland 3!

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Wasteland 3: tell us your stretch goal ideas

Post by Brother None » September 29th, 2016, 4:32 pm

Hey all,

We're in that busy campaign prep time and have been thinking about the topic of stretch goals. If we are so fortunate as to over-fund, it only makes sense that we are thinking on the same wavelength as the community when it comes to possible added goals.

While we have no shortage of our own ideas for the game, we want to hear what you want to see in the game. Could be specific ideas, could just be a general "I'd like you to focus on this aspect". Even if it's a little crazy, that's okay. Who knows, we may have already been thinking along the same lines, but that's good to know too!

Just so we're clear, we aren't looking for specific funding levels for the goals, or a specific order - just a spitballing of what kinds of things you would want to see added, beyond what we've already described, in a game bearing the name Wasteland 3.

Thanks!
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Re: Wasteland 3: tell us your stretch goal ideas

Post by dorkboy » September 29th, 2016, 4:42 pm

- Stealth? Provided there's a meaningful way to implement it, and it's not already planned, ofc.
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Re: Wasteland 3: tell us your stretch goal ideas

Post by SagaDC » September 29th, 2016, 4:47 pm

Since it sounds like we're being tasked with essentially rebuilding the Rangers in a new region (similar to the "California" scenario in WL2), I wouldn't mind seeing a stretch goal to add in some more simulation-like elements. Nothing too fancy, but maybe a "base/new-new-citadel" mechanic similar to the old keeps or castles that the player could "own" in games like Neverwinter Nights or Pillars of Eternity.

I certainly wouldn't want something overly fiddly, like comprehensive modular base-building - that would almost certainly take too much effort and detract from the main focus of the game. But at the same time, I always felt kind of silly in Wasteland 2 when I visited my base in the California region, only to see that it was basically just four people standing around in the middle of a bunch of trashed buildings. It didn't really give me the impression that the Desert Rangers were doing a very good job of building up their base of operations in Cali. :P

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Re: Wasteland 3: tell us your stretch goal ideas

Post by Zombra » September 29th, 2016, 8:56 pm

A full-blown stealth system is an excellent idea.

In fact - plotting and development to support many of the lost skills from Wasteland: Bureaucracy, Swimming, Gambling, Sleight of Hand, Forgery, Cryptology, Metallurgy. Maybe not swimming though, it's too cold.

Party splitting scenarios. If I send in two guys to distract the bandits with conversation, can the other two sneak past to free the prisoners?

More, more, more conversation options, with more ways to succeed (and screw up) through speech. More stat and skill based conversation options. (Play Age of Decadence and see how it's done.)

More character customization options. Support for simple animated character portraits a la Wizardry 8.

In fact - simple animations for all portrait art in the game.

More portrait art. Every NPC has a unique portrait.
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Re: Wasteland 3: tell us your stretch goal ideas

Post by Salmanasar » September 29th, 2016, 10:16 pm

Zombra wrote: (Play Age of Decadence and see how it's done.)
bump
More portrait art. Every NPC has a unique portrait.
bumpx2

other than that, maybe "start preproduction for WL1 remake on WL2/3 engine"? ^^ Or at least give us "WL1 big box add-on", because some of us were born after 1988 and lived behind iron curtain, so we couldnt buy it on release :X Game itself is not that important (at least original one), I just want to have big WL1 box next to the gorgeous WL2 backer edition box and WL3 one (still hoping that it will look like previous two, but this time it will be ice-themed)

or more customisation options for our characters, like more outfits, especially those military-themed (I felt somewhat limited in WL2, because most of the outfits were funny ones or just rags).

And maybe more fleshed out mechanic for power armor? Maybe not in Fallout4 style (they gave it too early and you're forced to search for batteries), but it would be nice to feel it isnt just another regular armor with more DR.

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Re: Wasteland 3: tell us your stretch goal ideas

Post by Jimmious » September 30th, 2016, 2:37 am

-AI focus: Make the world look and feel alive. Factions that operate regardless of player input, dynamic events, NPC schedules and so on. RPGs need to get back to these elements, they make world -building much more interesting.l in my opinion.

-Controlling multiple Ranger Squads in a Jagged Alliance 2 fashion. Will eliminate multiplayer -specific content too.

- Destructible environment that will allow different approaches to each mission: Open holes in fences by cutting them, blow holes on walls with explosives etc (again, JA2 influence)

I don't know if these are "stretch goal" material but well, they are my wishes so... :)
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Re: Wasteland 3: tell us your stretch goal ideas

Post by Grave » September 30th, 2016, 3:03 am

This...
Zombra wrote:
In fact - plotting and development to support many of the lost skills from Wasteland: Bureaucracy, Swimming, Gambling, Sleight of Hand, Forgery, Cryptology, Metallurgy. Maybe not swimming though, it's too cold.
... and also Clone Tech (for obvious reasons).
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Re: Wasteland 3: tell us your stretch goal ideas

Post by DexGames » September 30th, 2016, 5:49 am

Stealth : Seems like a really cool thing since there were Silencers in wasteland 2, If we one shot an ennemy, I'd like the battle to not start, Just Let us move in the shadow, move silently. Make Ai investigating the area & "really" searching" for us (Like : could they know from where the shot came from & start seaching this area). Start the fight when detected (I know it's kinda OP to stay Stealthy, but, try to find a way around the Stealth theme)

Character Customization : That's a must have, Pease push it much, much further than Wasteland 2 (specially Hairstyles in my opinion).

Special Items : Be it Weapons, Armor, Swords, or whatever it is (hidden in the World, that we might never find out). Special Weapons à la Baldur's Gate (Carsomyr, etc). Why not even Merge different parts, different items, that end up being The Carsomyr Shotgun ! :)

Synth Compagnon : before Wasteland 2 came out, I was in LOVE with Tinker Artwork ! & I felt soooo sad we didn't end up having him as a compagnon. So, an awesome Synth Compagnon would be nice.

Dual gun : Just a suggestion, would be kinda cool. Or just dual weilding some weapons (or not, the idea just came to me, not that important).

Upgradable Base : I think it's already planned, but add another stretch goal to push that feature further.
Upgrade visualy, fonctionnaly, like posting Snipers Rangers on "Miradors", that you would previously have to build, One by One, not a : "Add 4 turrets to your base of opérations" in a row. (that's like adding a "Management" side to the base, maybe even choose where do I wanna put that Turret for exemple).
Make it that it's something that we'd have to really invest in. Add new specialised shop, (weapons, mods, armor, etc). & so on, whatever it is.

- Walls Tiers : Wood, Tier 2 Steel, & so on until the UNDESTRUCTIBLE ADAMANTIUM ALLOY xD (exagerating ?... Me ?).
- Gate Tiers : Same, or maybe automatic turrets I don't know.
- Miradors Tiers
- Cover Tiers

- More & more things like that, but each should be upgradable 4 or 5 times once the first Tier is built. & each should be visually upgraded as well, so that we can feel & see that the Base is changing. It should end up as a F**king Icy Fortress !

- Even Shop Tiers ! Like, a vendor sells regular weapons at the begining, then later on we can invest in his shop, so he could add & sell new things like Sniper Rifles.
Once done, now you can buy Sniper Rifles, then choose to upgrade it to the Shotgun tier or Machine gun tier until the guy sells everything you'd dream of, exept Special Weapons hidden in the World.
And always Visually change the look of the Shop we invest in (For each tier of investment). You invested in Sniper Rifles ? Then show the Sniper Rifles the guy is selling on Guns Holders, something like that.

Craft/Shop : well, you know. Modifications for weapons, Merging a Colt Python and a Famas... a Folt Maython or I don't know :lol: .

&... Well, that's my first round of things that came to my mind :D
Love you InXile for making this a reality !

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Re: Wasteland 3: tell us your stretch goal ideas

Post by ogi79 » September 30th, 2016, 8:45 am

-Full EVIL PATH with all consequnces . And when i say evil , i mean really really evil. Make everyone killable and yet complete playable that way.

-BASE DEFENCES If there is a base then make events about base meaningfull, passionate and exciting. Example: depending how good are your defences you can win or loose when someone attack you/ By loose i mean loose for good ,THE END . Make it really hard as hard as possible.So when you defend base you get that realy good feeling of ecstazy . Also make it slow buildng of the base during gameplay ,make some defences unique only if you descover in the world some secret stash/location

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Re: Wasteland 3: tell us your stretch goal ideas

Post by Zombra » September 30th, 2016, 9:47 am

Even greater emphasis on repercussions. Although there were many callbacks to previous decisions in W2, often times zones felt too self-contained. Highpool vs Ag Center? The Rangers at base talked about it a lot, which was great, but pretty much it. Nobody starved from lack of Ag Center food, no problems appeared due to lack of Highpool water. More collaboration between the writers and area designers - a decision in zone A has visible impact in zones B, C, D, and later X, Y, Z. Fewer zones is OK if it means more reactivity.
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Re: Wasteland 3: tell us your stretch goal ideas

Post by undecaf » September 30th, 2016, 10:25 am

Zombra wrote:A full-blown stealth system is an excellent idea.

In fact - plotting and development to support many of the lost skills from Wasteland: Bureaucracy, Swimming, Gambling, Sleight of Hand, Forgery, Cryptology, Metallurgy. Maybe not swimming though, it's too cold.

More, more, more conversation options, with more ways to succeed (and screw up) through speech. More stat and skill based conversation options. (Play Age of Decadence and see how it's done.)
Yeah, those would be very nice to have (even swimming).

It'd be easier to think about stretch goals if there was a clearer idea on what the game is already planning to have.

But one thing is... Beef up those one-purpose skills (like alarm disarm) and implement a wider range of skill uses across the board to further establish the systemic relationship between the world and party (even if some of that was just for flavor). E.g. you might (or might not) learn something about a critter by examining it's corpse with a surgeon skill (maybe a weak spot that might grant a bonus to criticals against said critters, maybe learning to scavenge edible or otherwise useful parts of the creature, maybe get a bit of info that might have a one off use somewhere down the line); perhaps mechanical repair might let you put together junk items to fool some clueless locals into thinking it's actually something valuable; stuff like that if such isn't in the plans already.
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Re: Wasteland 3: tell us your stretch goal ideas

Post by Kimotei » September 30th, 2016, 10:45 am

After you've emptied the npcs for original one of quests and talk, it would be super cool to have a randomisation system to fill the empty space. Like one crippled guy would eternally be happy every time you bring him a pack of cigarettes and he'd give you a song in return and some ammo. Bring whiskey to a drunk for a random funny ramble story: randomize a bunch of verbs in the same sentences! lol! A friend of my coded a poem maker like this in highschool so should be easy for you guys. It was hilarious. :D

Kids of course with eternal response answers to your (randomized selection of premade) questions to you: "but why (repeating topic of your question)?" Answers from player: Because A, Because B, Because C, Because D. And have that going in an eternal loop could be fun.

I often feel like npcs in rpgs are like cola dispensers in the world. The world feels so lonely when they all are empty!



I also liked in Diablo 1 that every 5th or so time you clicked on a cow it sait "moo", and every hundred time you clicked a text appeared over the cow: "yes, that's a cow". Details like that is really awesome.


Yeah bring back children for god's sake! Diablo 3 has it even though they don't interact or respond which is lame. Rpgs feels so empty and artificial without them. Children in f1/f2 added a lot of atmosphere. As long as there is no gaming gains (xp, money, etc) involved in damaging these little human robots I see no reason for media to focus on it. In fact the whole village should attack, and even hunt you down if you do so.

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Re: Wasteland 3: tell us your stretch goal ideas

Post by Knightshark » September 30th, 2016, 11:16 am

More and better portraits!

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Re: Wasteland 3: tell us your stretch goal ideas

Post by Drool » September 30th, 2016, 12:09 pm

Zombra wrote:In fact - plotting and development to support many of the lost skills from Wasteland: Bureaucracy, Swimming, Gambling, Sleight of Hand, Forgery, Cryptology, Metallurgy. Maybe not swimming though, it's too cold.
More so than anything else, this. Please give some love to the old skills.

And, as a twin to that: Ditch CLASSIC and bring back MSPE. Or, at the very least, bring back the connection between Attributes and Skills.
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Re: Wasteland 3: tell us your stretch goal ideas

Post by Salmanasar » September 30th, 2016, 12:51 pm

even bigger inflation of skills? No thx. If something, Wasteland must be less horizontal and more vertical - less skills, but more opportunities for using them.

Same with potential stretch goals, tbh - I prefer only few but complex features over many not-so-deep ones. Thats why I think that "more portraits" or "Destructible environment that will allow different approaches to each mission" are great goals, when "add another set of skills that will be used only few times on specific occasion" isnt.
Oh and please dont make "base defense" missions, Pillars of Eternity Stronghold was enough :p

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Re: Wasteland 3: tell us your stretch goal ideas

Post by ogi79 » September 30th, 2016, 2:23 pm

Kimotei wrote:After you've emptied the npcs for original one of quests and talk, it would be super cool to have a randomisation system to fill the empty space. Like one crippled guy would eternally be happy every time you bring him a pack of cigarettes and he'd give you a song in return and some ammo. Bring whiskey to a drunk for a random funny ramble story: randomize a bunch of verbs in the same sentences! lol! A friend of my coded a poem maker like this in highschool so should be easy for you guys. It was hilarious. :D

Kids of course with eternal response answers to your (randomized selection of premade) questions to you: "but why (repeating topic of your question)?" Answers from player: Because A, Because B, Because C, Because D. And have that going in an eternal loop could be fun.

I often feel like npcs in rpgs are like cola dispensers in the world. The world feels so lonely when they all are empty!



I also liked in Diablo 1 that every 5th or so time you clicked on a cow it sait "moo", and every hundred time you clicked a text appeared over the cow: "yes, that's a cow". Details like that is really awesome.


Yeah bring back children for god's sake! Diablo 3 has it even though they don't interact or respond which is lame. Rpgs feels so empty and artificial without them. Children in f1/f2 added a lot of atmosphere. As long as there is no gaming gains (xp, money, etc) involved in damaging these little human robots I see no reason for media to focus on it. In fact the whole village should attack, and even hunt you down if you do so.

DO NOT BRING CHILDREN! unless we can kill em! This is post apocalyptyc world we must have 100% immerzion . So there cant and must not be any non killable characters!!!

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Re: Wasteland 3: tell us your stretch goal ideas

Post by Bubbles » September 30th, 2016, 2:57 pm

Fallout 4 forced you to blow up a zeppelin with dozens of children inside if you wanted to side with certain factions, so killable children are hardly a taboo anymore.

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Re: Wasteland 3: tell us your stretch goal ideas

Post by Zombra » September 30th, 2016, 3:48 pm

ogi79 wrote:DO NOT BRING CHILDREN! unless we can kill em! This is post apocalyptyc world we must have 100% immerzion . So there cant and must not be any non killable characters!!!
Man. Based on this and your last post, you're a pretty bloodthirsty guy, aren't you?

Glad to have ya on the forums. :twisted:
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Re: Wasteland 3: tell us your stretch goal ideas

Post by Stuurminator » September 30th, 2016, 7:10 pm

As a stretch goal, you have to give us more and better visual customization options than you had in Wasteland 2. I always struggled to find something that could fit my character in 2, and while I was willing to accept that from a top-down perspective, I'm not going to be happy if every conversation has the camera swooping down to lovingly focus on a PC whose appearance annoys me.

If you want my advice, give us more generic clothing options and the ability to choose its colour. We're all old-school gamers here; we know how to use our imaginations. Give us a generic, vague jacket and several colours to choose from, and our character can be wearing a black leather motorcycle jacket, a brown bomber's jacket, a gray tweed jacket, a green camouflaged army jacket, an orange hunter's jacket, a tan firefighter's coat - hell, it could pretty much anything. But add on some spikes and a rhinestone peace symbol on the back, and it can only be one thing.

When you put more detail into that clothing model, you're not adding content, you're taking away our choices. Give us space to fill in the details from our own minds. That's not a "main feature" requirement, of course, but I'd love it as a stretch goal.

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Re: Wasteland 3: tell us your stretch goal ideas

Post by Ranger1 » September 30th, 2016, 7:23 pm

Stretch Goal List
===============

Climbing/Verticality
I want climbing in as a skill and things to climb obviously. Maybe have grapples and ropes. Give us abandoned multi-level office buildings/car parks to explore. It would help when scavenging for materials for your vehicle to have a slice of the old world represented when hunting for scrap and parts.

KITT equivalent
So vehicles are in and I want KITT. An 80s callback like that would rock. An AI buddy who you build and maintain and can go into combat with you. Would be cool if you could install the AI into other robot bodies if you wanted to also.

XCOM like base
I want the ant farm look and layout when developing my base and I want to choose where everything goes. I want to be able to walk around my base isometric style too obviously. Whats an XCOM like base without the possibility of it being invaded at some point. Base defense for the win.

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