ATOM RPG Trudograd

ATOM RPG Trudograd

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Sithicus 15 May, 2020 @ 12:56pm
Suggestions
Following the tradition I'd like to open a new thread for suggestions/ideas so we can have it all nice and tidy in one place.
Guys, remember that ATOM Team is a small and independent studio and let us be realistic. We might have many glorious ideas but time & budget limit what can be done. Some suggestions from ATOM RPG can be suggested again as devs have more experience and might be able to implement ideas that could not work in the first game.
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I would like to see more crafting in general - more recipes and more crafting components. Further improvements of existing recipes (next stage of Sniper Rifle, Percussion Revolver etc).

Most NPCs are stationary. The only one that keeps moving is Gargulla and Kesha Bagel. Make the soldiers patrol their respective areas. Same for NPCs in random encounters. Make them wander around a bit. Lets say if they won't have contact with player in couple of minutes they'll wander off and leave the map. This would allow for placement of traps. Does anyone here remembers Fallout Tactics?

Different types of random encounters depending on the area:
1) Trudograd Outskirts and forest south of the city - usual bandits and more wild animals
2) Trudograd City - mostly humans (usual drunks, bandits, slavers) and animals (dogs, slimes)
3) Ruins outside the walls - west and north of the city - monsters/mutants, cannibal tribes.

Recurring missions (radiant quests) - remember bandit hunting for chief of militia in Krasnoznamenny? I'd like to see quite a few more such missions. Hunting bandits, killing dangerous mutants, hunting animals for meat, protection/escort for caravans, stalker teams or lumberjacks (somebody has to go out to cut lumber to keep the city warm).
(In game mechanics - random quest generator that creates quests from a series of components such as location, mission type, enemy type, and reward.)

Good people of the Trudograd need to keep themselves entertained. Dog fighting and boxing rings. Illegal gladiatorial pits. We had a Tattoo contest in first game - lets have a mission to become bimber/moonshine tycoon.

We'll need a home base similar to Red Fighter - where we can recruit NPCs as traders, workers and artisans.

I hope Pobeda can be fixed at some point and we can have our mobile stash back.
Last edited by Sithicus; 15 May, 2020 @ 4:28pm
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Showing 1-15 of 216 comments
AtomMOD 15 May, 2020 @ 4:19pm 
Thank you for starting this topic! We're looking forward to the ideas you guys will share! First post is quite inspiring already!
Sithicus 15 May, 2020 @ 4:42pm 
Going back to the idea for an illegal fighting ring. Fallout 2 had a boxing championship. Mad Max 2 had a Thunderdome.

Two men enter! One man leaves!

Enter the world of gladiators. Kill your way up to the top, become the champion of the Arena!
Gain fame, EXP, money, possibly unique perk? Either retire or decide to keep the title, facing a challenger every week (game time).
gallaghan2000 15 May, 2020 @ 5:01pm 
I already listed a bunch of ideas for the ATOM RPG thread and don't really want to return to them. Honestly looking forward to a good enough refinement that I can feel justified in turning my ATOM review into a positive one.

Went back to the first ATOM and it's nice that my level increased to 23, but I'd rather get an extra stat point. Too many things are reliant on those pesky little values :P

I do have a question, though, regarding Heavy Weapons from the First game. Just not sure why their AP cost was so high (for the heavier machine guns)? I mean, objectively speaking they require as much as 8 strength, which comes out of all their other stat potential including awareness and dexterity. They require absurd amounts of ammo because they fire either in burst or short burst form. Additionally, you need extreme levels of skill and a good awareness to have a good hit percentage for the full burst at anything beyond point blank. And you have to find them or make them.

Yeah, there's a talent that lowers the strength requirement for heavy weapons by three, but IMO, that talent should be what increases the AP cost for those who don't have the Strength to manhandle a Heavy Machinegun from the beginning.
caverat749 15 May, 2020 @ 5:15pm 
Originally posted by Sithicus:
Going back to the idea for an illegal fighting ring.

Speaking of the arena don't forget people will bet on anything that moves - so races - rats, rabbits or other small creatures also could lay traps in certain locations to capture and sell stray dogs or other animals to the pit/market, if your medical/survival skills are good

Helping to build an independent medical shelter for sick and the needy - they send you on fetch quests but also you have to go and escort medical staff to location or deliver certain items to people outside the city; secondly your donations can actually help the medical shelter grow, accept more people, provide food and stuff - you get healing, even med supplies (just like Red Fighter but with a certain twist) - it can be defended against raids from looters or you have to do some quests so that people start supporting the people that work in the shelter rather than slandering or mistrusting them


a "take all" in the loot menu
Last edited by caverat749; 15 May, 2020 @ 5:28pm
Originally posted by Sithicus:
snip

I agree with the crafting bit, at least.

The crafting system in the original ATOM title was okay, but largely useless aside from rolling blunts (and redistributing the wealth of the proletariat to yourself) once you had an actual weapon or two.

If this is to be an extension of the original, with a whole extra 100 points to spend waste on Tinkering, then we need recipes for better improvised firearms,
match-grade ammunition, weapon mods, "modern" armor pieces and accessories, hell, even proper guns.

The only other thing that particularly bugs me with this is that starting distinctions are severely punishing compared to the first title, which is compounded by generally reduced perk effectiveness. It's true that in the original, it was generally accepted that a few starting distinctions were better than others. Now, there are very few that I would willingly use on any character, imported or new.

Only "Big-Boned" and "Sexy Beast" (the latter of which actually got its penalties lowered) are really tempting anymore, and they were both S Rank distinctions in the original. I get that distinctions should have some drawback associated with them, but the addition of new drawbacks, such as double crafting costs for a crafting system with questionable usefulness and permanent, incurable addiction makes various distinctions completely undesirable. The strengthening of carry capacity, sequence, and dodge penalties makes other, formerly lower ranked distinctions, completely undesirable, as well.
Last edited by Commisar Jon Fuklaw; 15 May, 2020 @ 8:02pm
bunny de fluff 15 May, 2020 @ 8:39pm 
Originally posted by Commisar Jon ♥♥♥♥♥♥:
The only other thing that particularly bugs me with this is that starting distinctions are severely punishing compared to the first title, which is compounded by generally reduced perk effectiveness. It's true that in the original, it was generally accepted that a few starting distinctions were better than others. Now, there are very few that I would willingly use on any character, imported or new.
This. Please reconsider all the Distinctions developers.
Atomboy 16 May, 2020 @ 12:19am 
Originally posted by bunny de fluff:
Originally posted by Commisar Jon ♥♥♥♥♥♥:
The only other thing that particularly bugs me with this is that starting distinctions are severely punishing compared to the first title, which is compounded by generally reduced perk effectiveness. It's true that in the original, it was generally accepted that a few starting distinctions were better than others. Now, there are very few that I would willingly use on any character, imported or new.
This. Please reconsider all the Distinctions developers.
Hello! Now when you import your character from original ATOM game you can re-choose new distinctions and change other personal stats :)
Last edited by Atomboy; 16 May, 2020 @ 12:19am
bunny de fluff 16 May, 2020 @ 12:53am 
Originally posted by Atomboy:
Originally posted by bunny de fluff:
This. Please reconsider all the Distinctions developers.
Hello! Now when you import your character from original ATOM game you can re-choose new distinctions and change other personal stats :)
Thanks.
battleborn371 16 May, 2020 @ 3:05am 
Just a thought. Mines in front of Trudograd walls are there for defence, but the gates are guarded only by one guy. You would think there would be more. Also, you think there would be at least concrete blocks on the road in front of the gates, which would make cars drive in zig-zags to slow them down, when enterning the city, and prevending them from rushing through. For security reasons and whatnot. :lunar2019deadpanpig:
Last edited by battleborn371; 16 May, 2020 @ 3:06am
battleborn371 16 May, 2020 @ 9:38am 
When you open up your inventory, you see your stats, some of which are in green or red, showing which are buffed or debuffed. It would be good to see which items or effects are responsible for a buff or debuff, when hovering with the mouse pointer over such a stat. Same goes for the small cold, weight, etc. indicators in the lower right part of the screen. Now you have to click on them to get extra info, whereas it would be cool, if they would show it, when hovered over. :lunar2019deadpanpig:
Last edited by battleborn371; 16 May, 2020 @ 9:39am
BullyTrev 16 May, 2020 @ 9:39am 
I killed a guard with no consequences, which shouldn't really happen. A small group of guards standing around in the streets or patrolling like in "Kras" would be a good deterrent or they will just become an easy source for weapons and ammo.
Originally posted by Atomboy:
Originally posted by bunny de fluff:
This. Please reconsider all the Distinctions developers.
Hello! Now when you import your character from original ATOM game you can re-choose new distinctions and change other personal stats :)


I know this, and I did. It doesn't change the fact that the penalties for distinctions are far too high now.

I will grant that Glutton needed a nerf. I think -20 dodge is too much, but then again, you can get combat armor on the first screen.

Sex appeal didn't need its penalty reduced, but I can see why it was, since it continues to only be useful for female characters.

Black belt didn't need +1 AP cost for firearms use tacked on. Having to spend at least one level and an ability point to negate the gun skill reduction was sufficient. Now, a character with this distinction can never hope to use any gun other than pistols with any degree of efficiency. In essence, this cripples late game character viability.

Technophobe could probably have stood to have an extra -10 tech/tinker slapped on, as is the case in trudograd, but double crafting material requirements is insane.

Morphine Doctor's +50% addiction rate was already a fairly stiff penalty for a small bonus. After all, Apomorphine is expensive and trying to get Self-Sufficient hurt build viability in ATOM. Permanent, incurable addiction is, again, insane.

Likewise, the penalty for Lucky One is bonkers. What was a reasonable 140 skill points and a stat point for 5 stat points is now 50% higher for the same bonus (plus 15 gambling, which remains a useless skill).

Leader's replacement still nonsensically punishes you for having followers, while also punishing your followers now because ¯\_(ツ)_/¯ At least it's useful for filling the role of the party's tank.

The list goes on and on and on, but I think I've made my point.
Last edited by Commisar Jon Fuklaw; 16 May, 2020 @ 1:50pm
TheIceCream 16 May, 2020 @ 5:03pm 
It'd be nice if we could meet a character from the original game and have them be recruitable in the Trudograd.

And/or random mercenaries we could hire to protect us would be nice. A daily payment to keep them with us and what not. Their stats would be static and they don't level up, just to prevent them from being too powerful. This could open up recruiting many mercenaries so long as we could afford them.

By the way, are companions implemented in the game already or no companions?
urinokowolf 16 May, 2020 @ 6:07pm 
Originally posted by TheIceCream:
It'd be nice if we could meet a character from the original game and have them be recruitable in the Trudograd.

And/or random mercenaries we could hire to protect us would be nice. A daily payment to keep them with us and what not. Their stats would be static and they don't level up, just to prevent them from being too powerful. This could open up recruiting many mercenaries so long as we could afford them.

By the way, are companions implemented in the game already or no companions?
Atleast Gexogen can be meet and be your companion, once again. Probably others will be availiable too.
Last edited by urinokowolf; 16 May, 2020 @ 6:07pm
Th aKk 16 May, 2020 @ 11:26pm 
I there a way to see characters behind walls? At least make the wall transparent or have highlights to players and interactives?
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