Well, these aren't the BIS forums, JE. While some people around here use both, they are radically different user bases. Frankly, I don't care much for the BIS forums because of the user base there. They just don't seem to "Get it" a lot of times, especially in the Fallout forum there.JESawyer wrote:Hey, guys. I have actually posted all of these ideas before on various BIS boards, but the reaction was less than civil. Things I learned from those threads:
* I am a homosexual
* I am a stupid dumb idiot
* I am incompetent
* I don't know anything
* I want to ruin Fallout
Strangely enough, these weren't the sort of things I was planning to "learn" when I participated in those threads. So, given the general reactions from "hardcore" members of Fallout communities, I often don't see a lot of point to bringing up ideas in those areas.
This thread, on the other hand, seems to be pretty reasonable, so I'll try to discuss some things here.
It amazes me you guys use that forum for sounding things out where you get insanely bad ideas posted all the time rather than places like NMA or DAC. Hell, I've seen posts on the BIS forum's Fallout area about making underwater cities, car warz, using all real world weapons, making it a first person shooter, alien invasions, cyber punk, and so on.
Heck, didn't most of the bad ideas tossed in to Fallout 2 come from Interplay's Fallout forum?
I'm not sure there should be less skills in SPECIAL. The system worked really well for Fallout but not so well in Fallout 2. Why? Fallout 2 was much, much bigger. Instead of a level range of 1 to 13 or so, you have one that's twice that. In Fallout 2, you could effectively master any and all skills you need with even a decent intelligence.Maybe this isn't a good idea, but I figured shotguns and rifles would use the same skill category. That would allow area-effect shots and precise sniper attacks from the same skill. I've also wondered if just having Small Arms and Big Guns (instead of Small Arms/Energy Weapons/Big Guns) would be a bad idea.
Of course, there are other ways to make the system work for a higher level scale, but I think you'd be shooting yourself in the foot by reducing skills.
Isn't that the way Lionheart is though?Sorry, I was going off an erroneous listing in a document.
Okay, I'm following what you're saying here. That is odd. The checks aren't based on fixed percentages but are rather relative to what skill you're using?Let's say that my Doctor skill starts at 30 and my Melee skill starts at 80. If we assume that a slide in the difficulty scale for any given task is paralleled at a 1:1 ratio across all skills, a Doctor task with a -30 check should be an equal increase in difficulty to a Melee task with a -30 check. The problem is that to cancel out those penalties for difficult tasks, it takes 30 allocated points in Doctor to "meet the challenge", but 40 allocated points in Melee to do the same. That's the discrepancy that I see, and I don't honestly know why the skills are scaled like that.
That'd be funny if that was a bug.
Personally, I'd keep both and expand their roles like so:I'm not suggesting that Doctor cost more -- not at all. I think that the skills should be derived using similar formulae that produce a fixed range of starting values. However, this isn't enough. All skills need to have a "robust" use across all strata of skill levels. That's one of the reasons why I would suggest collapsing First Aid into Doctor and letting low uses of Doctor serve as First Aid. This way, characters with only rudimentary Doctor skills could still make use of it, but the big boys could still do the massively cool stuff like removing cancer with a toothpick and some milk.
First Aid: Healing skill, primarily for a quick return of hit points. Can be used in combat but only to a point. Massive damage fixed by first aid will eventually drop hit points back down.
Doctor: Healing skill, in depth and lasts. Can also cure crippling injuries at high level, or like you said, cancer.
That would preserve the two skills and offer reasons to have them. After all, you really do need more skills if you want higher level advancement.
It does for the reason I stated above.Come on. That's like saying that NOT subdividing Gambling any more is "dumbing it down". Why isn't there a Poker skill and a Roulette skill, etc.? It doesn't have anything to do with dumbing things down. I think that if a skill is in the game, it should have "robust" usefulness across the various skill levels. One solution might, indeed, be to find more uses for First Aid and Doctor. That doesn't mean it's the BEST solution or even a particularly GOOD solution.
Well, one problem is that Advanced Power Armor is a little bit too much. I have to question why it was so much better than Power Armor given that only high end weapons work on PA in Fallout. Other than dishing out massive damage and critical hits, there's not much you can do against it. Well, hordes of Enclave Soldiers can still kill you.My quote did make it sound like I missed it, but I really just worded my statement poorly. I know that DT and DR are BOTH in Fallout -- I've just never understood the need for a percentile operation when calculating damage reduction. At the high end, it seems to produce scary results. If my power armor has 80% resistance to the bullets slamming into me for 100 points of damage. Well -- I'd hate to think of what happens to anyone who, woe betide, simply doesn't have access to or doesn't want to wear power armor.
I just think it probably would have been better to just have the Enclave in T-51b PAs rather than trying to one-up the original PA.
Heaven help us if FO3 has ULTRA POWER ARMOR that's even better than the APA.
Well, there's two things about that. Like you said, Dodge would pretty much have to be only usable by the metal and leather armor people. Otherwise you end up with PA guy who is rarely ever hit.That is true, but I'd rather have it be a player choice for risk balancing and character "style" than something where you basically have to wear heavy armor or die a horrible, horrible death. In the current system, a guy wearing leather armor or metal armor is basically screwed if anyone with a decent skill shoots a powerful weapon at them. There isn't any way to make Bendy McDodgealot. Adding a skill like Dodge would help allow that player flexibility. YUK, YUK.
However, even with Dodge, if you get hit successfully, I'm not sure you'd survive - especially with a monster that has a high crit chance and multiple attacks like a Deathclaw. Those things have so many APs, you can't run from them well. That's what makes them scary though.
Another thing is that if that skill gets SO advanced that your character is literally untouchable. Not being able to be hit at all would be much worse than a PA's resistances because you still have to deal with those criticals because you were hit.
Ever heard of giving one-hundred and ten percent? Well, in Fallout, you can give two-hundred and thirty-seven percent!I think that all references to skill values as "percentages" should be dropped. Refering to a 57 skill in Barter as "57%" is erroneous, confusing, and unnecessary. You randomly generate a number between 1-100 to check against that stat, but the stat itself doesn't really have anything to do with the scale used in the game.