skills in f3

Discuss the game that started it all, and its sequel. Technical questions and issues go into the Fallout Technical Support forum, not here.
Post Reply
User avatar
atoga
Mamma's Gang member
Mamma's Gang member
Posts: 5440
Joined: Tue May 14, 2002 4:13 am
Location: Coney Island

skills in f3

Post by atoga »

what new skills would people want to there be in fallout 3? also would the skill formulas be revised (a la lionheart or fallout pnp)?
User avatar
requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes
Posts: 1820
Joined: Tue Oct 29, 2002 11:13 am

Re: skills in f3

Post by requiem_for_a_starfury »

atoga wrote:what new skills would people want to there be in fallout 3? also would the skill formulas be revised (a la lionheart or fallout pnp)?
I'd definately want First Aid and Doctor combined into one skill, also I'd want Small Guns, Big Guns & Energy Weapons changed to Handguns, Rifles & SMGs, and BFG's with the ability to use and maintain Energy weapons formula reliant on your science skill as well as your perception/agility and weapons skills.

Level's to the perk Awareness would be good, combining the perk with perception and your Outdoorsman skill, especially when up against critters.

I think the piloting skill and related perks from FOT should be implemented, if there are going to be any vehicles in the game, that is. I always wondered how the chosen one could get in the car in FO2 and just drive away when he/she had probably never even heard of cars before leaving the village. Although if the vehicles are going to be implemented as in FO2, just a mobile storage area at the edge of the map, then the skill could just be a special trait like the VC training, or Gecko Skinning.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Kashluk

Re: skills in f3

Post by Kashluk »

requiem_for_a_starfury wrote:Although if the vehicles are going to be implemented as in FO2, just a mobile storage area at the edge of the map, then the skill could just be a special trait like the VC training, or Gecko Skinning.
Hear, hear.
User avatar
axelgreese
Wandering Hero
Wandering Hero
Posts: 1127
Joined: Thu Apr 18, 2002 3:46 am
Location: Pork Chop Express
Contact:

Post by axelgreese »

requiem_for_a_starfury wrote:I'd definately want First Aid and Doctor combined into one skill, also I'd want Small Guns, Big Guns & Energy Weapons changed to Handguns, Rifles & SMGs, and BFG's with the ability to use and maintain Energy weapons formula reliant on your science skill as well as your perception/agility and weapons skills.
Actually I'd want to see SMGs and Pistols as one group and Rifles and shotguns as one group but other than that what you said is pretty much what I want...
User avatar
Radoteur
Desert Wanderer
Desert Wanderer
Posts: 520
Joined: Tue May 28, 2002 8:57 am
Location: WASHIGNTEN

Post by Radoteur »

BFG?
Big Fukcing guns?
User avatar
axelgreese
Wandering Hero
Wandering Hero
Posts: 1127
Joined: Thu Apr 18, 2002 3:46 am
Location: Pork Chop Express
Contact:

Post by axelgreese »

I assume so. I guess he's too lazy to write big guns.



not that there's anything wrong with that...
User avatar
requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes
Posts: 1820
Joined: Tue Oct 29, 2002 11:13 am

Post by requiem_for_a_starfury »

Radoteur wrote:BFG?
Big Fukcing guns?
Yes, I thought it more polite thatway : ) And that's the right desigination isn't it? Not that I tend to play FPS Frag Fests. : )
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Doyle
Strider Elite
Strider Elite
Posts: 939
Joined: Sun Apr 21, 2002 6:41 am

Post by Doyle »

The problem with dividing pistols and rifles from a game development point of view is that it forces the player to put points into another skill too quickly.

Now, you might be able to put small guns, sniping weapons, and big guns in separate categories, and then have energy weapons be partially dependant on science. However, that seems kind of convoluted.
User avatar
Radoteur
Desert Wanderer
Desert Wanderer
Posts: 520
Joined: Tue May 28, 2002 8:57 am
Location: WASHIGNTEN

Post by Radoteur »

Personally, I'd like it if I could snipe people from a distance and pistol them when they get too close.

I remember reading somewhere that skills should be easy to get basic knowledge in but harder to specialize in.
Like the first 50 or so points could go twice as fast, then 50 to 100 could be 1 for 1 and after that it would get something like every 2 points would increase one skill.
It sounds kinda like a good idea.
User avatar
requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes
Posts: 1820
Joined: Tue Oct 29, 2002 11:13 am

Post by requiem_for_a_starfury »

Radoteur wrote:Personally, I'd like it if I could snipe people from a distance and pistol them when they get too close.

I remember reading somewhere that skills should be easy to get basic knowledge in but harder to specialize in.
Like the first 50 or so points could go twice as fast, then 50 to 100 could be 1 for 1 and after that it would get something like every 2 points would increase one skill.
It sounds kinda like a good idea.
That's sort of what's already been implemented, it costs you more skill points, the more skilled you get, to keep raising your total.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
User avatar
axelgreese
Wandering Hero
Wandering Hero
Posts: 1127
Joined: Thu Apr 18, 2002 3:46 am
Location: Pork Chop Express
Contact:

Post by axelgreese »

The problem with dividing pistols and rifles from a game development point of view is that it forces the player to put points into another skill too quickly.
Well you see, my point is that firing a rifle and firing a pistol are two very different things. Not too mention the fact that you need a reason to use pistols. In a gameworld rifles are kinda inherently better than pistols and pistols have few advantages over them. So generally they make the action point requirements lower to balance it but it still feels like two seperate things.

In fallout tactics I saw no diffrence between my sniper and my assualt man. They both used many of the same skills with nothing to really differenceat them for each other.

But if I had skills that allowed me to make a person that was an speciallized in up close and personal combat (pistols, magnums, SMGs, etc.) or a sniper type char. Then it would allow the skills to more closely resemble my play style.

Hmm I don't know, maybe in an FO3 there wouldn't be such a need but it's just something that bothers me...
User avatar
Radoteur
Desert Wanderer
Desert Wanderer
Posts: 520
Joined: Tue May 28, 2002 8:57 am
Location: WASHIGNTEN

Post by Radoteur »

Oh, is this in FO2 or FO or FO:T?
I haven't played FO2 or FO:T, yet.
I don't remember that from FO.
I remember books lost some of their potency after I got to 80 percent, though.

Or is this planned for FO3?
User avatar
axelgreese
Wandering Hero
Wandering Hero
Posts: 1127
Joined: Thu Apr 18, 2002 3:46 am
Location: Pork Chop Express
Contact:

Post by axelgreese »

The skill thing? Yeah that's in FO2. At about a hundred skill point or there abouts it starts costing more skill point to raise the skill.
Doyle
Strider Elite
Strider Elite
Posts: 939
Joined: Sun Apr 21, 2002 6:41 am

Post by Doyle »

Sometimes realism has to take a back seat to game design, payne. A lot of things in Fallout don't make sense, and sometimes there isn't any way to have them make sense and still be fun.

The skill thing is also in FO. After 100%, the skill point cost for raising the skill another percent goes up.
User avatar
axelgreese
Wandering Hero
Wandering Hero
Posts: 1127
Joined: Thu Apr 18, 2002 3:46 am
Location: Pork Chop Express
Contact:

Post by axelgreese »

Yeah I guess it's not really that important in an FO3.


Would have improved Fallout Tactics though.
User avatar
Dan
I pwn j00
I pwn j00
Posts: 1337
Joined: Wed Jun 12, 2002 11:27 pm
Location: Israel

Post by Dan »

Seperating the pistols from the rifles is pretty hard when thinking about game balancing.

As for fot, I doubt something like that would improve the game.
I mean, it's hard making small improvments to utter shit.
User avatar
axelgreese
Wandering Hero
Wandering Hero
Posts: 1127
Joined: Thu Apr 18, 2002 3:46 am
Location: Pork Chop Express
Contact:

Post by axelgreese »

Well if they had made such improvements in other areas and not bastardized the fallout name then it wouldn't have been such bad game.
Post Reply