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Posted: Mon Jun 02, 2003 2:25 pm
by VasikkA
If you know how to fix a broken leg, then you most likely know how to heal minor wounds also. They could be merged into one skill. First aid was kinda useless in Fallout, because there were so many stimpacks around. If stimpacks would be harder to find, knowing how to make them would certainly be useful. This could be determined by your Doctor skill. The effectiveness of stimpacks connected with your healing skill doesn't sound very logical. I think it should be a combination of Endurance and Luck, with the main stress on Endurance.

Posted: Fri Jun 13, 2003 8:57 pm
by stomp
ok im new here... but i do have some thoughts...

on healing/doctor/first aid...

*first aid and doctor should both be in game

*first aid should stay similar, allowing healing of small wounds, but it should also dictate the effectiveness of stimpaks. if you have under 7% first aid using them might actualy be dangerous. the effect shouldnt be too extreme though, but it should take some skill to use a stimpak.

*doctor should also remain the same, more healing and healing of wounded limbs, ect.

*heres where the difference is, first aid should be extremely easy to level compared to the doctor skill. i mean, kids can learn first aid at camp or school, while doctors spend 8 years in school dedicated to learning it.

*resting: should also stay in game, but there needs to be a risk of being interupted depending on where you are. i mean, if you are in the middle of the wilderness, there should be a good chance of being interupted. maybe the outdoorsman skill could help deterime this?

*science: i think there should be alot more use of this skill, not for the game, but there should be ALOT more background information hidden through out the game that science is the only way to find. (read: lots of computers to hack, 100 times more stuff than FO2)

*traps: setting up traps is an extremely attractive idea. the combind with gaurd routes would be extremely cool.



StomP

Posted: Fri Jun 13, 2003 9:16 pm
by VasikkA
stomp wrote:ok im new here... but i do have some thoughts...
Hello and welcome.
but it should also dictate the effectiveness of stimpaks. if you have under 7% first aid using them might actualy be dangerous. the effect shouldnt be too extreme though, but it should take some skill to use a stimpak.
I don't get this one, why would you recover easier if you a have better medical knowledge? You're still injecting the same stuff in your veins, even if you're not a doctor. Stimpacks would be totally useless for characters with low first aid skill, and i'm afraid there's no other way to heal yourself especially in combat. Using that logic, bullets would do less harm to enemies if you have a low Small Guns skill.
*heres where the difference is, first aid should be extremely easy to level compared to the doctor skill. i mean, kids can learn first aid at camp or school, while doctors spend 8 years in school dedicated to learning it.
Think of it this way: If you have a low Healing skill, then you should be able to do the basic stuff(first aid, minor healing etc.), but when you increase the skill you get the ability to treat more severe injuries and repair crippled limbs.
*resting: should also stay in game, but there needs to be a risk of being interupted depending on where you are. i mean, if you are in the middle of the wilderness, there should be a good chance of being interupted. maybe the outdoorsman skill could help deterime this?
Sounds good.
*science: i think there should be alot more use of this skill, not for the game, but there should be ALOT more background information hidden through out the game that science is the only way to find. (read: lots of computers to hack, 100 times more stuff than FO2)
I think Science was pretty useful in Fallout 2 whenever you came to an area with technical thingies.
*traps: setting up traps is an extremely attractive idea. the combind with gaurd routes would be extremely cool.
Yeah, I understand the potential here. Playing a sneaky character is fun if it's well done.

Posted: Sat Jun 14, 2003 1:00 am
by Carib
Agreed, science went a very long way in FO2, especially it was hinted on the box when it said, "Build your own robot by inserting a brain!"

Well, with a boosted science and as someone mentioned earlier, learn extra trick everytime you reach a certain mark in experience and points, etc.

Like unarmed. Remember as you leveled and met the requirments you got new techniques?

Well, say for repair, learn enough, you can make stuff, combined with a proper science skill....

But I will be damned if they melt doctor and first aid into one skill. A person who knows first aid is far different to someone who is a doctor. First aid minimal patch up, for something quick, while Doctor skill would be to treat some serious wounds.


Traps would need a total face over. That was one Skill I hated above all... And if I am correct, wouldn't that be 19 skills, I mean the original 18 plus Pilot...?

Anymore skills that could be implemented?

And the gambling system has to be harder.

Posted: Sat Jun 14, 2003 5:12 am
by stomp
[quote="VasikkAI don't get this one, why would you recover easier if you a have better medical knowledge? You're still injecting the same stuff in your veins, even if you're not a doctor. Stimpacks would be totally useless for characters with low first aid skill, and i'm afraid there's no other way to heal yourself especially in combat. Using that logic, bullets would do less harm to enemies if you have a low Small Guns skill.
[/quote]

The way im seeing it is you have to use a stimpack some how. i guess what, its some form of injection? it would seem that it would take some skill to use.

In FO2 I remember that if you use them in combat, they heal slightly different amounts of damage. not major, maybe 12 instead of 17. I see no reason why first aid couldnt effect it.i mean, if it is an injection, maybe with a low first aid you accidently stab your self in an artery or vein. while with an exceptionaly high skill you are able to administer it right where it would help the most? And if it is a chemical, maybe first aid allows you to judge doesage better? maybe a smaller female player needs less than a huge brutish male player? and if you over dose it risks harming your self?

so it isnt that if you have 7% first aid you cant heal your self, just that you are in slight danger of injuring your self, and at a higher chance of lower healing. Maybe the game should have a few types of stimpacks? Some that are easier to use and do a little less healing? And Some that are more powerful and more dangerous? Similar to normal verses super stimpacks in FO2 which could go right along with the forementioned overdose theory.

so maybe:

levels 1-10: slight risk of overdose with normal stims, moderate risk of overdose with mid to high level stims

10-50: near nonexistant risk with basic stims, and stronger drugs are not exceedingly risky

50-80: slightly better healing potential with low level stims (+3 base amount, 15-23 health restored instead of 12-20) almost non exsistant risk with higher stims

80-100: same as above but with no with all stims

100+: slight bonus with all stims

maybe all drugs could be affected by first aid? and doctor could actualy help make drugs?

I see how you could combind the two, because if you can fix a crippled limb you should be able to use a bandaid... but I am partial to seperate skills, especaily with those ideas about drugs. Maybe first aid is a more combat oriented skill, with doctor used out side of combat, that is a clear differance between the two that could justify them.

Then with science:

I still would like more direct application to the world with more computer hacking. Setting up an actual system for some fake hacking would be sweet. (deus ex, or even shadow run (old school sega genesis)) to get info, over ride alarms and security. that would be choice.

and just in general:

more of an ability to make stealth kills. pick off lone gaurds, that hooker who wandered into a dark ally, high ranking officials who were foolish enough to allow you into their rooms alone with no gaurds, ect, ect... gaurd paths again plays into this.

have a clear set up so that other NPCs react on only what they can hear/see, minus radio, yelling/screaming.

StomP

Posted: Sat Jun 14, 2003 12:14 pm
by VasikkA
I don't agree with you about First aid, but I guess everyone is entitled to an opinion. Using stimpacks worked well in Fallouts so I don't see why it needs these changes. The amount of stimpacks available should be lowered though.
Then with science:

I still would like more direct application to the world with more computer hacking. Setting up an actual system for some fake hacking would be sweet. (deus ex, or even shadow run (old school sega genesis)) to get info, over ride alarms and security. that would be choice.
Fallout is not cyberpunk. Hacking should be limited and not made too complicated. Perhaps as a choice in dialogue, like in Fallout 2. (*Hack to the Shi central computer* etc.)

Posted: Sat Jun 14, 2003 1:20 pm
by Dan
Yeah, the point of a skill based system is have your PC do the actions themself... If you invested enough points in Science, you should be able to preform these tasks without having to try and figure out a special interface.

Posted: Sun Jun 15, 2003 8:07 pm
by Carib
Besides, most of the old tech is corrupted... For example remember the first talking terminal in Mariprosia? Remember if you ask it certain questions, it crashes?

Or what about some of the machines in Sierra Arrmy depot? Keypads melted.

Which makes sense, cause most of the machines were unstable....

The new tch the Shi, the BOS, enclave and maybe a remainder of Vault-tec, still is hackable....

Damn machines...

Posted: Mon Jun 16, 2003 2:07 am
by Som Guy
Besides, most of the old tech is corrupted
New hacking system for those, kick it until it works.

Posted: Tue Jun 17, 2003 6:00 pm
by Carib
Well, it should be an option for plauyers to decide if they wanna go about and mess with the Poisedon Network... Hell, read e-mails and what not.

Posted: Sun Dec 07, 2003 11:46 pm
by Hatchen
weapons should get broken so then you could make use of the repair skill more, than after that, you may need differ types of repair skill, i sure repairing a gun is alot diifernt from repairing a vehicle, also there should be new perks, for example, double shoot type thing where you can shoot with both single handed weapons at once.