Hope?
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Actually, since Bethsoft is going to go all high-tech on us anyways, I would not mind such a thing. It's better than a fixed 1st-person view, and perhaps even better than the iso-whatever (too lazy to look it up right now) perspective that I know people have been railing for. I'd be nice if Bethsoft went ahead and threw an option in to keep the game in iso-whatever perspective throughout the entire game. It'd be a quick feature they could probably throw in towards the end.Kharn wrote:It's a bloody moveable camera that can be put at whatever angle and at whatever zoom you bloody well want
The only thing I'm not sure I can live without is the "pointy-clicky" way of moving. How does one even determine AP for movement under a continuous movement paradigm, anyways? Isn't AP for movement during combat a prerequisite for RPG games?
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you can't, butTelemachusSneezed wrote:That's what I'm saying, Psycho. How does one do AP movement during combat in first person perspective? Sounds a bit akward; even in Anachronox they had to change the camera view during combat.
i always thought the AP system as it was done in fallout was slightly ridiculous, and
no tabletop rpgs have an AP system at all like that. in fact, most tabletop rpg systems don't use APs at all (only GURPS does, and it doesn't make silly restrictions like keeping you from firing a weapon while moving around).
no reason to implement it as it was 10 years ago. :anachronism:
Last edited by atoga on Mon Feb 12, 2007 11:16 pm, edited 1 time in total.
suppose you're thinking about a plate of shrimp. suddenly somebody will say like 'plate' or 'shrimp' or 'plate of shrimp', out of the blue, no explanation.
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We'd like to think the computer version will be as close asatoga wrote:only GURPS does, and it doesn't make silly restrictions like keeping you from firing a weapon while moving around
you can get to playing GURPS, short of playing GURPS. We're playing close
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have you actually played gurps, kharn? the injury & shooting rules in fallout are vaguely reminiscent of gurps. nothing else is, especially not the whole acting in combat thing (turn order is done quite differently too). gurps combat is meant to be as realistic as possible, whereas fallout's combat has a lot more in common with games like d20 modern. go read up on it if you must.
why not? it would be reasonable for a player to get massive penalties for perpetually moving around but i don't see why the rules should go out of their way to prevent this.TelemachusSneezed wrote:One can't perpetually move during combat.
suppose you're thinking about a plate of shrimp. suddenly somebody will say like 'plate' or 'shrimp' or 'plate of shrimp', out of the blue, no explanation.
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I musn't. The contention that Fallout was technically too limited to duplicate GURPs "simultaneous movement"-assets it probably fair.atoga wrote:have you actually played gurps, kharn? the injury & shooting rules in fallout are vaguely reminiscent of gurps. nothing else is, especially not the whole acting in combat thing (turn order is done quite differently too). gurps combat is meant to be as realistic as possible, whereas fallout's combat has a lot more in common with games like d20 modern. go read up on it if you must.
Saying it's silly Fallout has action points is silly, though.
Also, I was just quoting the creator of Fallout, y'know, not giving my own opinion.
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GURPS rules don't "go out of their way" to prevent movement. The use of AP limits during combat simply force the player to choose their actions carefully as one would need to under a real combat situation (I guess, I'm a pussy and I've never even gotten into a real fight).atoga wrote:why not? it would be reasonable for a player to get massive penalties for perpetually moving around but i don't see why the rules should go out of their way to prevent this.
So you agree that movement should be limited during combat. Then how? By your arguments, AP movement during combat isn't a good enough regulator, so what's the alternative?
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