A whole new kind of Stimpacks

Mapping & modding Fallout Tactics and reviewing maps thereof.
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What is your opinion on this?

I like it!
4
67%
Its stupid... and so are you!
0
No votes
Well it seems ok, but I wouldnt use it.
2
33%
 
Total votes: 6

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Forty-six & Two
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A whole new kind of Stimpacks

Post by Forty-six & Two »

Ive always thought Stims were abit lame.... Its a chemical injection right? thats supposed to give you an adrenaline shot/similar and keep pain away right? Nobody ever said it could heal wounds (literally close them) So I thought it would be cool if stims withdrew the damage they healed after a few mins. First problem I encountered was that the small amount of damage super and ultra stims do are withdrawn by doing a modification of Actor Status. But if you didnt know it already... A character killed this way wont have a death animation and will just stand there frozen. So I experimented with posion damage.... Which only makes one unsolveable problem.... You can remove the stimpacks posion dam with an antidote and thats not so good. This isnt that great a problem though, since the way normal posion work with the core monsters wont mean that you need tons of antidotes. So unless you want to use this system on a map with many enemies that do posion damage there shouldnt be any probelm.

Normal Stimpack:

Random heal of 20 to 40 HP, 2 normal DR, an immidiate respawn of 3 AP, 1 AC.

About 2 minutes after using stimpack the char will be poisnend for 65 points of posion damage and the bonuses will disappear along with using 3 AP. One minute after that 45 Posion damage will be retracted, so that only about 30 poison damage is actually applied (This is nessecary among other reasons since the damage will be dealt very slowly if the posion damage is only 30)

Super Stimpack:

Heals a random of 40 to 80 HP, 1 STR and 1 EN, 10 normal DR, respawn of 5 AP, 25 MaxHp (Doesnt just heighten the cap of HP but also heals the 25 HP) 1 AC, -10 Fallover (I dont really know how the derived stat fallover works though? I think a high number will make you fall more often, although I dont know if the opposite works as well) About 60 posion damage will be applied (Using same method as above of course) When the posion damage is gone a withdrawel of -3 Normal DR, -10MaxHp, -1 EN (Fallover stat here as well) Withdrawel will last 25 hours.

Ultra Stimpack:

80 to 120 Heal. 15 Normal DR/8 Threshold, 5 AC, 6 AP respawn, 100 MaxHP, 2 EN, 2 STR, 2 AG. (Got some fallover modifier too.. anybody know how it works?). When modifers go away about 70 poison damage will be dealt in total. The witdrawel is quite heavy on this one and lasts for 100 hours (Withdrawel for this one will only mean something in campaigns of course)

The point of this is to prevent players from relying on stims for healing and will make First Aid and Doctor a nessecity and not just commodity.

Now some might be thinking: "Well if I use a great number of stims at once ill have a very high DR and that would kinda defeat the concept of reality cuz my char would be almost invulnerable" But you see, theres the twist... This way to much posion damage will accumalate and kill the character quite fast! The higher posion damage your char have the faster it will be dealt.... and then the damage given back will suddenly be higher than the damage healed initially.

Its about 2 days ago I got this idea... and so I tested it and it seems its working nicely and im gona use it in my maps for the time coming. Although ive heavyli modified the wepaons in my map as well you might wana change the numbers abit if you wana use it. The concept is adaptable anyways :-).

-(Edit: Sorry about bad grammar... Im alittle beat)-
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Post by Max-Violence »

It seems OK, but I wouldn't use it :mrgreen:

I just think that system is too complicated! :D

Although, using that system would breathe new life into the squad's medic/medics... hmmm...
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Post by OnTheBounce »

The system seems okay, but I wouldn't use it. (My mod's a "put-the-Fallout-back-in-Fallout: Tactics" affair as well as a "put-the-tactics-back-in-Fallout: Tactics" thing-a-ma-bob-jobber.)

I don't think that the particulars of the system are all that important. What is important is how it all fits together. In other words: context is everything.

Max is right that this would make your medics more important, and that's something that I agree on. You might want to add some Overdose points to your meds, too. That way you can't run a map, pumping yourself full of stim packs every time you get chewed up. (I'm not sure that this works w/chems that have no duration, though.)

Fallover/Knockdown modifier: I can't remember exactly how this works, off hand, but IIRC there is a base chance to knock someone down, and the KD modifier is the number that chance is multiplied by. So enter 1.5 if you want someone to have a 50% greater chance of knocking someone down. (Personally, I like setting shotguns to do "Knockdown" special damage. Sure it's pure Hollywood bullshit, but it helps make shotguns something to be feared in close-quarters combat... :twisted: Er...not that this has anything to do w/this post...)

OTB
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Post by Forty-six & Two »

I know this sytem is pretty un-fallouty gamewise, but its really just building on the logic of the stimpacks. Chemicals wont close a gaping wound and pull out a bullet or a grenade splinter.... :o
OnTheBounce wrote:You might want to add some Overdose points to your meds, too. That way you can't run a map, pumping yourself full of stim packs every time you get chewed up. (I'm not sure that this works w/chems that have no duration, though.)
That wont be possible for the player. First off because there simply wont be enough stimpacks around to do this. Secondly, as I already said, jacking up on so many stims will accumalate you a humongos posion damage and kill the char very fast.

Thanks for your opinion on my little mod! If youre gona play my map (When I get it finished) youre gona have the opportunity to try it out as well :D.
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Post by OnTheBounce »

Forty-six & Two wrote:That wont be possible for the player. First off because there simply wont be enough stimpacks around to do this. Secondly, as I already said, jacking up on so many stims will accumalate you a humongos posion damage and kill the char very fast.
Damn! I'm going blind...I didn't see that bit about poison damage...that's actually a pretty good idea.
46+2 wrote:Thanks for your opinion on my little mod! If youre gona play my map (When I get it finished) youre gona have the opportunity to try it out as well :D.
Of course I'll play it. Er...just don't expect me to be one of the first ones to post a review. ;)

BTW, I'm getting pretty close to giving up w/your map. I'm starting to think that it's a case of bad tile alignment. I'm working on an email w/some pointers on problematic tilework that might causing the problems. (You're going to get one, too, Max. ;) )

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Post by Forty-six & Two »

OnTheBounce wrote:Damn! I'm going blind...I didn't see that bit about poison damage...that's actually a pretty good idea.
Why, thanks :D. I really think so too, and it works great as well. One thing I forgot to mention was that I also made it to speed up combat abit, cuz normally AIs wont charge, unless of course you planned it that way, but in most situations you could just find some cover, heal up with stims organize everything, go to the toilet, have a snack and then come back to the completly same situation as you left. Of course im not interested in drugged up suicide rushes, which is why I made sure that wouldnt be possible, but I think that a game like FO:Tactics needs abit of fast thinking. Stimpacks will only create haste when youre character is pretty wounded and when that has happend you probaly already did something wrong, so theres youre penalty :twisted: Another cool thing about this is that it will create more in-combat medic need and not just leave medics for the clean up after a battle.
OnTheBounce wrote:BTW, I'm getting pretty close to giving up w/your map. I'm starting to think that it's a case of bad tile alignment. I'm working on an email w/some pointers on problematic tilework that might causing the problems. (You're going to get one, too, Max. ;) )OTB
If youre not closer to render it in a couple of days, ill just release it without and filter some stupid excuse for a lack of a minimap into the briefing :) .....and next time remember to make a smaller map :oops: :P Again, thanks a bunch for trying!

Argh... damn its late... damn, damn, damn... When do I learn that its healthy to sleep at night?! :x
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Post by OnTheBounce »

Forty-six & Two wrote:If youre not closer to render it in a couple of days, ill just release it without and filter some stupid excuse for a lack of a minimap into the briefing :) .....and next time remember to make a smaller map :oops: :P Again, thanks a bunch for trying!
The size definitely has something to do w/it. That map is far larger than it needs to be from what I can tell. If you have the time/energy, I would recommend compacting it, unless, of course, you're doing things on there that I'm unaware of. ;)

I'll get into more specifics in my email.

Bigger isn't always better. (Regardless of what your gf told you...) :D

Now it's time for me to hit the hay. It was a good day: 3 character portraits, 4 sprites, all drugs revamped, about 12 ent files for enemies, a page worth of info gleaned from FO1*, plus a bunch of tiles laid. Time...to...go...to...bed...

OTB

* A lot of entities are copies of those in FO1, right down to the number of caps they're carrying, although I'm cutting way back on lootable ammo. FO was a bit Monty Haul in that respect..."Oooh, look! This Raider had 67 rounds of .44 Mag. JHP...and this one has 66, and that one 68..."
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Post by Max-Violence »

I'm making the bad guys in Revenge (and, for the most part, all further maps of mine) have, say, 75 rounds of ammo, but only 10 or so rounds are lootable. This way, enemies won't run out of ammo real quick, and the PCs won't have hordes of ammo half-way thru the mission.

Then there's the explosives... :twisted:
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

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http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
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Post by Forty-six & Two »

OnTheBounce wrote:The size definitely has something to do w/it. That map is far larger than it needs to be from what I can tell. If you have the time/energy, I would recommend compacting it, unless, of course, you're doing things on there that I'm unaware of. ;)
Yeah well, maybe it could have been abit smaller... But I didnt plan it out that much. Although its impossible to make it smaller now. The way the map works wont let me do that without great changes. Mainly theres just to much open tundra space.
OnTheBounce wrote:* A lot of entities are copies of those in FO1, right down to the number of caps they're carrying, although I'm cutting way back on lootable ammo. FO was a bit Monty Haul in that respect..."Oooh, look! This Raider had 67 rounds of .44 Mag. JHP...and this one has 66, and that one 68..."
Yea, ive cut a big slice into lootable ammo lately as well. Killing an enemy for maybe 20-25 rounds of 7.62 in a pretty avereage ranged fight without heavy criticals or short ranged bursts and then having the enemy yield 70-90 7.62 will take you to a very high surplus in no time.
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