skills in f3
skills in f3
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)?
- requiem_for_a_starfury
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Re: skills in f3
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.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)?
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.
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Re: skills in f3
Hear, hear.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.
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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...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.
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- requiem_for_a_starfury
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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.
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.
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.
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.
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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.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.
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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.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.
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...
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