Yes, you're absolutely right there. I frothed at the mouth m'self over some of the bastardizations that the FoT designers implemented. This is the perfect FO-universe example of why it would have been better to keep the generic categories since lots of the choices were made in the name of game balance, such as keeping the generic 7.62mm round useful throughout most of the game, just like the .223 round was useful throughout FO. However, in FO you didn't end up saying, "Goddammit, that's not the right caliber for that weapon!!!" or "That gun doesn't hold X number of rounds, it hold Y number of rounds!!!"Hammer wrote:...I'm also a fan of real world firearms and some times get really pissed...when they misrepresent the weapon, give it the wrong ammo capacity, or in my mind give it the wrong damage values. The glory of Fallout 1 was that everything was in fact generic, I couldn't say "Hmm this M16A1 fires a .223 bullet but does more damage than this M14 that is for some reason chambered in .303 British and NOT .308!" In Fallout: Tactics you could do that, especially since their were a whole butt-load of weapons. Fucking Hell the M249SAW did more damage than the M60 GPMG!!...
That's a very good point, and it's also one of many things that FO did better than FO2: explaining where the military arms were coming from. In FO the BoS was trading w/the Hub, so that's where their Assault Rifles and Combat Shotguns were coming from. The Gun Runners were also producing military-style arms, and Jake in the Hub had been a member of the Union of Atomic Workers ("...like the Brotherhood, only less friendly.") In FO2, on the other hand, you simply had thugs running around w/experimental weapons of the '80s and no real reason given for it.Hammer wrote:I still think Civilian firearms should be more prominent in the Fallout world, but have military weapons be a rare and powerful commodity that you find by either killing a head honcho who's come across it or by raiding an old Armory. let's face it, unless you come across an armory or my home in a Post Nuclear World you're not gonna be finding AK47s, M16s, or any other military weapon.
That's exactly what I'm talking about! For someone w/very little knowledge of a field the items relating to that field would be absolute bare-bones, giving only very terse, physical descriptions, basically what the player could tell about it from looking at the graphic. While the character w/a very high skill level in Repair would be see something along the lines of "An XP-38 Explosive Space Modulator for use in a Vault Door cracking kit. These were issued to emergency workers in case of Vault Door malfunction."Hammer wrote:I'd imagine if I picked up some Vault-Tec tool my description would be "Something that looks a bit like a toaster with a little round thingy on the end."
If that's the approach you're aiming at I will buy your game. :)EvoG wrote:What you just described is eerily similar to what we're implementing. We're simply calling it 'character knowledge' vs. player knowledge. On most levels, if we've 'abstracted' properly, player knowledge only needs to go so far to describe the 'world' to the player efficiently and have them immediately understand it, and for the player to have fundamental expectations from that world and its behaviour. Character Knowledge 'teaches' the player so to speak...your smart character is going to give you more information about your world.
You see, I've always been of the mind that tabletop RPGs played with a decent group of human beings will always be superior CRPGs except in two aspects:
- The visual component. No matter if you game w/the best in painted miniatures a modern CRPG will blow whatever diorama you've set up out of the water, especially if you have all sorts of templates set up for spell/weapon effect areas, lighting etc., since the game represents this graphically and the mechanic are handled discreetly out of the player's view.
- It's always been very hard to seperate a player from a character. I know people will say that good role-players can always overcome this, but it's my experience that it's extremely difficult to play a character that is significanly less intelligent than yourself, and downright impossible to play one that is more intelligent than yourself. (Of course, playing a character more intelligent than yourself well will always be a limitation of any game. Ask Boltzman about that one. ;) ) A CRPG forces a character very handily to interact w/a world, much more consistenly than a GM who has to do everything on the fly.
Cheers,
OTB