Doyle wrote:DarkUnderlord wrote:Hence the uselessness of it. Why bother carrying around a lot of water, if you can just buy it in the next city you visit, of from the next guy you run across in the desert?
Who said it's going to be
that widely available?
You did, right here:
Doyle wrote:But if I don't have water and food in my inventory, then I would die, right?
Not necessarily. Actually, that's one of the things I like best about the idea.
You see, you should be able to buy or trade for water in a lot of different places,
There's also the problem that if I need water, everyone else needs water. Ipso facto, everyone else I run across in the desert would need to be carrying water too, otherwise it makes no sense. Also, every town would need a place where they sell water. It's water for Christs' Sake, not a Plasma Rifle. Everyone needs it, so everyone will have it. Hence, widely available in every town. The only thing that would make it less accessible is high prices.
Doyle wrote:That's an implementation issue, and not a problem inherent with the idea.
No, the idea is fine. Making your character go to the toilet and getting involved with another character to boost his social bonus is a good idea too, but this is Fallout 3, not Fallout: Sims Edition. You're catering to a different audience.
Doyle wrote:More to the point, if you ARE stuck in the middle of nowhere with no water, because you simply forgot about it, or because you didn't bother constantly monitoring your water levels, you die. FUN!!
Do you still bowl with bumpers, DarkUndies?
Maybe I haven't said it enough, but the mechanic itself is not supposed to be fun.
Even better. A non-fun idea that's just there to add an extra layer of management to playing, and for what, exactly? This is a game Doyle, games are supposed to have things that are "fun" in them. Adding in "non-fun" things to games is inherently stupid.
Combat in Fallout is fun because you have a chance to run away, or to fight it out and perhaps kill your enemies. Stopping in the middle of the desert, staring at a brown empty map because "You run out of water" is fun in what way? Worse yet, if my outdoorsman skill is too low to find water, I die simply because at the last town I went too, I didn't have enough money to buy their insanely priced water. Probably because I didn't have enough gear in my inventory to sell because of all the damn water I had to carry around with me just to get to the town. Hence, I die, not because of a certain chain of events that occured within this encounter, but because of a series of events which occured over time.
IE: It's like getting to the end of Fallout and suddenly realising that you should've put points into things other than Doctor, Gambling and First Aid. Only worse, because the game doesn't let you recover from this one once you realise your mistake. By the time you reach the Military Base in FO1 with no water and not enough water to make it back to the Brotherhood, you're hoping you've got a save game back far enough before you wandered out this way.
OR, you don't die because lack of water doesn't kill you. In which case, you never bother even wasting money on water supplies.
Doyle wrote:Just like having to have ammo in the first Fallouts in and of itself is not any fun, but using that ammo within the context of the game can be fun. Are you capable of understanding that?
Using ammo so I can kill raiders and see a neat little death effect is fun. Forcing me to buy an item at a price, with money that I may or may not have, taking away my opportunity to buy something else (like a better weapon or better armour that would help me more) and eventually setting it up so that I can watch my character die is NOT fun.
Doyle wrote:So again, if I don't constantly stop in the middle of the desert every X days to check that I still have enough water left, I get stuck somewhere and die.
Who says you'd have to check manually? I'd imagine the travel screen would have some kind of indicator.
EVEN BETTER! As I walk the long walk back to the Hub (because the Brotherhood of Steel don't talk to me ever since I shot up their door guards) I get to watch a blue-line slowly reach 0, knowing that when it does, I'm dead because I decided to have a bit of fun and NOT put many points into Outdoorsman.
Whether there's an indicator on screen or not, it's still something I have to watch, realise it's getting low, and then hope I have enough money left to be able to buy water. It's not like combat where, if you run out of ammo, you can run away, or use your fists. This is a case where if you run out of it, you're dead.
Just to point it out incase you've missed it again: If you don't die, people won't care. If you lose hit points, people will use stimpaks or "rest until healed" and save themselves the carry weight.
Doyle wrote:Maybe the number of days rations remaining at the current consumption rate. Of course, like I mentioned earlier, even if you did run out, Outdoorsman can save your hide.
So even if I do run out of water, I can still survive IE: NOT die? What's the point in that then? If I run out of water and take a few hit points, I can take a stimpak and be all better? I still don't see what the point is in that. All you seem to want is an extra mechanic to the game just for the hell of it.
If you want to roleplay water usage, you're free to steal all the water flasks you want from Vault 13 and drop a bottle every now and then as you "empty" it and you get to buy food and eat a bit as well. FUN!
Doyle wrote:Even then though, what's the point, it just becomes another thing to have in inventory. Most players would hit a city with a lot of food and water, stock up (adding weight to your inventory and preventing you from carrying other things) and keep going.
GREAT! Not only does it add more of fighting-to-survive feel to the wasteland, it makes monty haul less practical because it takes up space. Where's the negative here, Darky?
How much does water cost? How much gear do I have in inventory? I need to not only carry enough gear from the Kahn's raider camp to sell at the Hub to buy ammo, but I'd also have to have enough that I can sell it for enough water so that I can get to the next city. GREAT!! More trips back and forth between the dead raiders camp and the Hub selling all their gear so that you can buy a decent weapon, enough ammo for you and your NPCs AND fund your constant water needs!!
Even better, on the really long journeys, like out to the Military Base, I'd need to stock up on enough water to get me out there and get me back AND all the ammo and weapons I can carry so that I can survive. And if I miscalculate the water and don't find out until I get out there, I DIE!! I'm either shot by mutants because I ran out of ammo for my chosen weapon OR, I die on the way back to the Hub GETTING more ammo for my chosen weapon.
WHAT A FUN SYSTEM!!
Doyle wrote:They'd probably get an NPC to carry it around for them, OR, they'd just dump a lot of supplies in the boot of the car.
Of course, that's not a total solution because NPCs would require more water still
So I have to monitor my NPCs use of water as well now? Woohoo. Is Dogmeat drinking too?
Doyle wrote:and it would still take up space in the trunk of the car. I still don't see any problem.
See point above.
Doyle wrote:Drink bad water and what, get a few hit points damage? If it's not enough to kill you, people won't care.
That's not a problem inherent in the idea, that would be a problem inherent in the implementation.
I'm not quite sure what your point is here (other than seemingly using the wrong argument deliberately). As I said, if lack of water is not enough to kill you, then people aren't going to care. In the long run, it may actually be better buying and hauling extra stimpaks and repair kits so that you can repair the damage, rather than hauling water, which is significantly heavier.
Doyle wrote:I think people have enough things to worry about, like high radiation areas (such as The Glow) and other things that are trying to kill them, rather than FORCING them to carry around a bunch of stuff in inventory just so they can get to the next city.
Do we? I can never remember ever
fearing to travel in either game except when I tried to use the San Fran/Navarro exploit. Considering that, it wouldn't really seem to complicate things all that much.
You'll be fearing it as soon as you realise you have to make a choice between: Enough ammo, armour AND gear to sell at the next city to fund your ever increasing water demands OR more water so you can actually survive the journey without dieing of dehydration but then get to the next city and find that the price of water is so high, you're screwed.
Doyle wrote:Actually, without stims, you'd probably be more inclined to visit one of the many doctors that seem to be in every major city.
What's your point?
My point is, that without stimpaks, you'd need to visit the doctors more often and rely on other skills to heal you. Thus making high amounts of money mandatory so you can pay the doctor's fees OR forcing the PC to pick skills just so he can play and not die too often.
You're making something mandatory. When a gunslinger's badly shot-up, he can use stimpaks to heal himself if he has no money or no doctor skills. But someone who runs out of water would do what, exactly? Crawl to their death?
Doyle wrote:You still can't do that during combat or in most combat-heavy areas. Either way, it's a moot point that has no real relevance to the issue at hand.
So running out of stimpaks would be a bad thing, right? A combat character would be dead? Gee, that almost sounds just like running out of water... You can't drink water if you don't have any in the middle of the desert.
See the relevance now?