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Megatron wrote: Like...miniguns? How the fuck are they going to be put in the game eh?
I also have the capability of creating weapons from scratch, scripting their firing system, and setting the level of HP removed. There could be miniguns, pistols, or even grenades that screamed "DIE!" when it blew up. The scripting options in the Unreal engine are pretty versatile. I'm excited to be exploring the script and seeing what is possible.
but if 1 bullet=1 kill, won't this be a bit shitty? There'd be no point getting better guns because you can just use anything that gets more bullets in the air.
so the move point system will still be the same? Because if its just FFA, no move points. I am damn good. FPS's are pretty relatively very easy for me.
Im gonna try this yes, and im gonna leave me mind unmade up about this mod. Im into all things fallout, and this is def. fallout.
Schala...I've missed you so...NO!
You must not climb death peak
You wouldnt make it very far anyway..
It has to be the right time...
and THEY...
THEY have to show you...the way
But it won't always be one shot=perfect and lethal hit. You also have to take into account what kind of armor you're wearing (including helmets) and the fighting capability of both you and the AI. As I said before, The AI won't be very effective to begin with, but later in the game, their tactics and accuracy will improve, and, hopefully, so will yours. It will be challenging, but it won't be impossible.
jota23
Last edited by jota23 on Mon Dec 29, 2003 2:37 am, edited 1 time in total.
FALLOUT3d won't all be running through towns shooting things. You will have to talk to people, complete quests and improve your survival skills to make it through this game. If you can sweep any FPS room in five clean shots, your fighting skills will improve quickly (and so will the AI's), but be careful not to get a bad reputation or you'll lose conversation options, or, in some cases, certain people just won't talk to you at all. Townsfolk don't take too kindly to Raiders.
But, to make it a good Fallout inspired mod, shouldn't you allow the player to go through and kill everything, if they wanted to?
I thought that made Fallout great? The freedom of choice to do whatever you want, not what the programmers told you to want, even if it is programmed not to just be a kill frenzy?
Freedom of choice in how to go though the game would be best.
The hero of our story is a descendant from Vault 23 whose parents fled the Vault after a devastating raid on it in the past.
"Hey, fellow raiders armed with a handguns, drugs and knives, wanna attack that Vault behind that 4 foot thick metal door embedded in stone?"
"Why sure!"
*4 minutes later*
"Well, we have devastated their Vault. They are quite devastated. Sadly, they fought us off with their many many many many many weapons that Vaults are infamous for having. Let's go back to where this fucking makes sense."
Freedom of choice is what makes an RPG an RPG. An RPG is where you play a Role Play you have created its not much fun if you cant choose his path. Therefore choice in a RPG is a big thing.
The vault was forced to open because the AI controlling the functions of the Vault finally reached the point where they could no longer stay inside. The people who came through and wiped out the city weren't your average raiders. Let's say they had been provided with every bit as much firepower as the Vault possessed. Battle-hardened forces wandering the wastes versus fat vault citizens who are clueless about the reality of the wastes. It's not that much of a stretch to think they could get wiped out. I never said these were raiders, and I'm not going to give out any spoilers, so I guess you would have to play to find out who it was.
I never said you couldn't walk in and obliterate any thing that moves in the game (maybe even a few things that don't move - destructible objects). There just will be consequences for your actions. Of course if you leave no one alive to tell, no one will ever know.
Concerning weaponry: First off, unless you are built like a Super-Mutant, you can't use a minigun unless you have power armour, it's too heavy and bulky and you sure couldn't carry it around let alone the rest of your inventory. One of the big problems I had with Fallout2 was there was an inordinate amount of ammo lying about. I believe almost one hundred years down the road from a all out nuclear exchange, the lieklihood of finding a ton of ammo that is in operable condition is very slim. How often do you stumble across rounds for a British .308 from World War 1? This is not to say there isnt alot of stuff out there. The population of the world is much more sparse than prior to the war, and hasn't increased significantly since (in fact it dipped down a bit in the year after the war). There will be military bases where a Resourceful player will find alot of hardware. Whether it is of any use to you is another thing. Say you have your trusty Military issue 10mm. The most common ammo available in the wastes as it was being produced in large quantities for the conflict in Alaska at the time of the Great War. Will you pick up a large bozar that only has the rounds that are in it, and it means you have to put something down from your inventory to carry it? These are choices you must make.
Last edited by MeatPoPsicKle on Mon Dec 29, 2003 4:13 am, edited 1 time in total.
The GECK was a mcGuffin from FALLOUT2, I believe the real GECK would be the vast knowledge and database the Vaults would have on irrigation, creating shelter using native materials (adobe, etc...) superior knowledge of medicine compared to the basically medieval conditions outside of a Vault, these would seem like miraculous things to the average wastelander. There are no GECKs in this game.
I'm still unclear as to the series of events here.
Was the VAULT raided, or was a city made up of the citizens OF a vault raided by these not-necessarily-raiders?
Also, I was being sarcastic when I said they had driven off the raiders with their weapons. There weren't shit for weapons in ANY of the Vaults in either of the Fallouts, except for the sunbeam gun thing, an SMG in Vault 15, and the overseer's miniguns.
If these not-raiders were so well armed, how did the Hero's parents survive, exactly?
I don't care if you spoil anything, just be specific enough to make sense here.
Actually some did have weapons, one of the vault experiments was to overload the weapon supplies and leave it without a lock. So I'm taking it they had minimal weapons
The original city outside of Vault23 existed for almost two years. Not all the people who lived in the vault chose to stay inside or closeby. Some opted to being traders, and hence you have small bands of people who were from Vault23, but were lucky enough not to be there when the slaughter happens. When they discovered what had happened, they quickly hightailed it 100 miles east of the original site. The city of Santa Vera was formed by these survivors.
Re; this particular vaults weaponry
Vault23 was lucky in that it was one of the earlier smaller variety 1000 person occupancy Vaults, but because it's building was delayed for so long, it wound up with all the new updated conveniences the later model Vaults contained. It had several lasar turrets mounted basically at the corners of the settlement and at the main gate. The security detachment of the vault had Gov issue 10mm pistols, gov issue 12 gauge combat shotguns, gov issue weapons that resemble a m203 which is basically an M16 with a grenade launcher underneath, this rifle shoots .223 ammo. There were also grenades, stun as well as frag. This about sums up the total weaponry for the Vault at the time of the massacre. The roughly 25 men and women attached to security for the city had absolutely no chance against the 100 odd heavily armed people who took them out. Superior numbers, superior firepower = think of the My Lai massacre.
Last edited by MeatPoPsicKle on Mon Dec 29, 2003 4:55 am, edited 1 time in total.
Ahhhh Ghetto Goose, you have stumbled across one of the BIG plot contrivances that I will let out. What they are trading in is a special variety of PiPBoy's. Meet the PiPBoy5000LE. This was the last line of PiPBoy's to roll off the Robco floors. It was designated specifically for the military. It was designed to be integrated with Power Armour. This Vault wound up with 23 cases of these things. Enough for every member of the Vault to own a dozen or two.
The main things that differentiate this from the PiPBoy2000 series is
1) they were lighter and thinner, and looked really snazzy!
2) they had GPS capabilities, of course since there are no more active sattelites this portion is useless.
3) they had FLIR, Forward Looking Infrared, but this was only active when in conjunction with Power Armour.
4) they had massive storage capabilities, not only is there basically the library of congress in it's drives, but the ability to make detailed maps and markers of your travels (ala Planescape:Torment)
5) they had a small semi AI that monitored your vital stats, and could interact with you, pointing out things you might not notice, but it does.
this is what they trade in, one of the most valuable things in the wastes... information.