swordinstone wrote:Didnt a lot of the problems you guys are talking about start with fallout 2 then? Talking Deathclaws (not hairy tho, but who gives a shit), aliens (and wanamingos, i know the bible says they arent alien), Newly created military equipment, working cars and other vehicles... Seems like the direction FO:T took was largely due to this.
Sure was. I've said on several occations that Fallout Tactics was basically a game made from all the bad parts of Fallout 2.
However, an important note about the talking deathclaws was that those were created by the Enclave, 40 years after FOT took place.
Yes, the story went to shit in FO:T, I myself never played passed the reapers cos i just lost interest. But I had a lot of fun up untill that point.... And that was playing in CTB the entire time. Was that TB that much changed? How can you call it half ass if it hasnt changed?
Actually, they removed a lot of the rules for FO's combat, such as sliding knockbacks, for the real time combat in FOT.
Here is an almost totally unavoidable fact... if you want multiplayer (on a computer game), it pretty much has to be real-time. Thats why CTB was added, and thats probably why they are keeping it in FO3.
Most turn based strategy games don't offer real time in their multiplayer, though. Civ2, Civ3, MOO2, Space EmpiresIII and IV, and so on.
Briareus wrote:Otherwise, it's luduacris ass-reaming by Killzig and Saint as you take apart each line from an interview and twist the dev's words as if Fallout fans are jews and the dev is the new Hitler.
Yet, those words are still there and those words are what's used to make the point. You say we're adding a twist to them, but you add a twist of lemon to tea, and it's still tea, isn't it?
Devs, "Hey, we're merging First Aid and Doctor."
You, "Hooray! See! Aren't we nice?"
Devs, "Hey, we're merging gun skills."
You, "You fucktard! Way to sell out you whore. Enjoy feeding crack to your babies."
So what's the point of coming here?
Actually, I was against both of these. I suggested adding things to
First Aid and
Doctor beyond quest usages to differentiate them, such as being able to use
First Aid in combat, as well as giving bonuses to the effects of stimpacks based on the skill level. Meanwhile, use
Doctor for long term effects like treating the effects of critical hits, like broken bones. Also, doctor could be used for making stimpacks given the right ingrediants.
Furthermore, on mentioning the whole merging of the gun skills, I've written volumes on why that's bad for gameplay, and even why the original arguments for doing it are baseless, complete with the math behind how damage is determined for those weapons. Anyone who thinks the gauss weapons are inferior to the pulse rifle needs to sit down with a calculator and factor in the damage mods for the ammo, the AP cost per action, and so on.
Oh, and then there's the
twisting the words thing, like quoting JE Sawyer saying, "I think speech should be split up in to multiple skills because I don't think you should be able to win the game with one skill.", but that's
exactly what he's saying should happen with guns!
swordinstone wrote:And besides that, I go under the assumption that the skills for small, big, and energy weapons covers more than just aiming them. It covers maintence and repair also.
I would like to see this in the gameplay as well. For example, loading a plasma rifle correctly should be based on skill level. You might be able to point a laser rifle and fire it and even hit something if you've fired a normal shotgun, but reloading one won't be as simple as popping two slugs in the butt end of the barrel.
Briareus wrote:Why would that be stupid? I did that all the time playing through the Fallouts
And you used two skills to do it, too.