JE Sawyer on mergers

Comment on events and happenings in the Fallout community.
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Saint_Proverbius
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Post by Saint_Proverbius »

atoga wrote:To back up Saint, I might point out that the level 1 supermutants in Fallout 1 (ie. all the 40HP mutants at the watershed in Necropolis except Harry) were pretty damn badass, even while unarmed. Try fighting those as a level 1 human, I dare ya.

Now throw in 160 (let's say 100 to be safe) years of experience and see how far that gets ya.
The turned Enclavers in Mariposa in Fallout 2 were fairly bad ass as well.
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Huan
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Skill stuff.

Post by Huan »

I have posted this on the Iplay boards and didn't get much feedback, tell me what you think tho you may hate it.
Short story yes, no, you suck feedback is fine, but please consider and counter/suggest.

A skill break down.
Marksmanship: Hitting things with projectiles. I know, read on wiseguy.

Marksmanship, STR, and AGL would govern reach and acuracy of throwning. A trait would grant you a cannon arm, two stacking perks to enhance available to anyone matching reqs.
(Basicly throwing disappears into stats perks and traits. I consider it a thin ability for a tag but to master it in this set up you still pay.)

Fighting(yes, straight up): Handling yourself in melee.
Weapon use being dominant in reach and damage, handling multi foes and some weapons double as throwers. Martial arts being lesser due to no weapon needs, but optioned to bring it in line with a char gen trait and stacking perks. Ideally I like a master martial artist capable of the most actions in the shortest time. A player trade off.

**To add to this increase skill stat influence on weapons. Science skill optimizing your use of energy weapons(but not precuding). Repair/mechanic skills allow the long term use of a weapon that doesn't fair well in the waste(archaic/ or super sophisticated). A possible exposive trapping skill optimizing safe use and maximum damage of any ordinance.

I see combat perks for fighting going towards all around skills, like easy knock downs, bonuses when out numbered, ect.

Marksmanship perks generally more specialized. A pistol skill to handle multiple rushing foes with less AP. A rifle skill to reload and reaim with reduced cost. Plus a couple of overall passives like aptitude at wounding/crippling foes.

**I like skill doublings or simply effecting more things so you always feel that the PC can draw on his selected abilities to handle the challenges their own way most if not all the time.
Also I would like bargain/barter to be apart of negociations.
Diplomacy; favorable response, audience in the first place
Deception; letting the BS fly, and hoping it doesn't get back to you.
Bargain; playing hard ball, or in concert with the other two, simply ending up on top with all parties more or less happy.

The point being diplomacy by itself doesn't lay them all down for you.

This reinforces the speech path, since alot of people have hard and fast ideas about the archtypes staying out of each others cookies.

I don't care so much about straight up archtypes. And I don't care for the fact that their may only be 4-6 designed stock paths through the game.

With a set up like this a PC may define them selves with an interesting set of complementary combat(good bad or none) and non combat abilities(ditto) abilities plus have a unique variance of speech options. They would still need to invest heavily to dominate an arena.
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atoga
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Post by atoga »

What you're saying is too broad-based. A single Marksmanship skill covers too much in a Fallout game; can you think of any reason not to tag it? I think combat skills in general should be between 1/3 and 1/4 of the total skills, not 1/9 or so as you are suggesting. That would make them ludicrously unbalanced.

As for speech skills, I think my PNP list would be most balanced - Barter, Persuasion, Deception, Intimidation, and Leadership.
suppose you're thinking about a plate of shrimp. suddenly somebody will say like 'plate' or 'shrimp' or 'plate of shrimp', out of the blue, no explanation.
Huan
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Post by Huan »

It my understanding JE is looking at one or two skills now for guns. I may be mistaken because I stopped following that topic when it carrened off course, and got rediculous.

As far as the skills being too powerfull they would be managed with other game mechanic aspects such as frequency of weapons/ammo and composition of challenges. As far as not tagging them that will still happen plenty assuming the game allows nice abilities to manage/reduce conflict, and 'skilled' characters may drop a few in there for bare profiency.
Possibly counting on the suggested skill influences, if s/he happened to be a scientist ocassionally defending themselves with an energy weapon.

Also certain skills may be revised as potent dual (non-)combat passives, such as outdoorsmanship, sneak stealth, trapping(hopefully merged with explosives handling for a nice sabatour skill).
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