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Posted: Wed Nov 15, 2006 4:09 am
by TelemachusSneezed
PiP wrote:I think we should be able to travel on horseback in Fo3 - with the scarcity of fuel and all :elder-scrolls-fallout: :rofl:
Actually, that just gave me an idea: why not be able to buy a couple of brahmins, an old beat-to-shit back of a pick-up, and then create a sort of wagon to carry your stuff around in the wasteland? That'd be hella more realistic than having a car, or some other form of automobile.

You know, I'm starting to think one can take the "realism" thing too far. The atomic-slug powered car was fuckin' cool, and I'm not sure I'm willing to see FO go too primitive. What's people's thoughts on the matter? What importance do you put on "realism"? What importance do you put on "imagination"? Do tell! :kermit:
PiP wrote:I DON'T want direct. immediate control over each party member in Fo3; a "can you heal me pal?" dialogue line would be MUCH better.

...

In frequently used cases (eg. 'put your gun away') dialogue can be substituted by pressing a button - for a more useful and quicker interface, but then if you press such button you really ought to hear... that party member's response...
Agreed! I don't think I ever had Sulik help me out, and Myron was too much of a weakling to lead around, so I forgot about that. It'd be awesome to just right-click on a NPC, yell at him, and then get a proper response. The reaction could depend -- like you said -- on past behavior towards the NPC, or their health even: "No way am I going to get shot coming over there!"
Killzig wrote:I'd argue that most of the caches to be found in Fallout 1/2 were actually pretty reasonably placed... The bigger problem was allowing the player to carry just about whatever he wanted either on his own person or via his mules.

...

[H]e can't possibly use it all at once and not allow him to horde stuff on his person like his anus is a black hole compressing every bozar he comes across to a tiny dingleberry for him.... make the player choose whether he wants to take what he just found or keep his current gear.
Resonably placed? Yeah, I'll grant that. But I was more worried about the frequency of these caches, and how they allowed the player to "horde stuff," as you said.

I think you are right on the mark about the player having to make more decisions about what to do / keep, though! It would make FO:3 much more challenging if you had to sacrifice something -- money, time, health -- in order to keep excess gear lying around. I'm not sure how this would be implemented; I suppose people could have banks in the wasteland, but they could be prone to attack and un-ethical bank owners. Hmmm...
StEaLtH_BoY3000 wrote:I would like to see the story line stay in California, and have a much larger area to travel in the game, such as all of California, or even half or all of the country.
Nah, I really like the idea of going outside of the West for a while. I'd like to know what happened to the rest of the country. I'm all for developing the California / West story-line more in the future, but there's a lot more regions to cover in the U.S.A. Not only that, but with how B.S. is being viewed by a lot of people at DAC, I think it might be in their best interest to not step on the story-line in the West. If they screw up Fallout while setting it in, say, Alabama, fans can just ignore it as non-canon rather than a complete destruction of the Fallout series.

Posted: Tue Dec 26, 2006 9:57 am
by goatunit
I'd like to see a lot more religion. History shows us that during times of strife, people turn to the church. I'd really love to see some fucked up pentecostal or Church of Christ dudes handling snakes or something.

Posted: Tue Dec 26, 2006 10:08 am
by goatunit
Also, getting shot should be a big deal. It won't be, and that's ok. But it would be cool.

Posted: Tue Jan 09, 2007 12:00 am
by vx trauma
slave driven carts and caravans. naughty people gets 20 or 50 fares as punishment. also an opportunity for the wretched rag people.

Posted: Tue Jan 09, 2007 4:43 pm
by Killzig
since it's going to be an action slug fest I want Rainbow Six: Vegas' cover system. And if the "dungeon" designers can make the levels as good as R6's maps w/ multiple chokes/points of entry/plenty of cover I'll be pleased. FO3: Boneyard. TERRORISTS HAVE KIDNAPPED PRESIDENT TANDY!! :flamed:

Posted: Tue Jan 09, 2007 8:27 pm
by talesfromthecrypt
I always found the trading system rather dissapointing.

At first I thought "cool, you actually have to barter things" but very quickly I discovered that there was a normal currency in fallout, just like in every other RPG. Only instead of gold it was bottle caps...

This was rather unrealistic and took away from the trading system.

I think in general, currency should be localy limited, and only used in big trading hotspots like the hub with a central authority who can back up this currency.

Currency should just be worthless in more distant and small settlements who wont give away their goods for some shitty bottlecaps.
:dance:

Posted: Tue Jan 09, 2007 9:06 pm
by PiP
talesfromthecrypt wrote:I think in general, currency should be localy limited, and only used in big trading hotspots like the hub with a central authority who can back up this currency.

Currency should just be worthless in more distant and small settlements who wont give away their goods for some shitty bottlecaps.
good point :yes:

currency should be worthless in hick wasteland :drunk:

Posted: Tue Jan 09, 2007 10:43 pm
by VasikkA
talesfromthecrypt wrote:I discovered that there was a normal currency in fallout, just like in every other RPG. Only instead of gold it was bottle caps...
In some places, though, you could use your ass as currency.

The idea about a Fallout where the currency system has collapsed sounds interesting. Instead of buying stuff with caps, you'd have to trade items for them like water flasks, gecko pelts and booze; A trade system purely based on exchange, haggling and bluffing. I don't know how the economy works in such a situation and if it can be simulated, but it sure does make violence a more viable option.
I think in general, currency should be localy limited, and only used in big trading hotspots like the hub with a central authority who can back up this currency.

I doubt agricultural and anarchist communities have need for a currency. What if towns/factions had their own currency? This sounds logical because the settlements in Fallout were rather isolated.

Posted: Tue Jan 09, 2007 10:58 pm
by atoga
the currency in fallout 1 was well implemented, i thought. the game world was pretty small and supposedly the hub merchants travelled all over that part of the wasteland, so a unified currency all over the map was plausible.

didn't work as well in fallout 2 (iirc, a lot of the areas had no contact with anyone but their immediate neighbours, the developers probably being too shortsighted to add that facet to the game).
generally, only in places where merchants and middlemen have influence, will currencies arise. unless you believe that gold has a universal value (yeah right) the notion of currency sorta falls through. the idea was explored a bit, iirc, with the mine scrips in redding, but i think they had a universal value all over the game world. the same is true for gecko pelts and the other 'sacred commodities' you came across. because almost everyone bought at the same price, there was nothing to finding a market. being a merchant was boring/impossible. barter was pretty useless.

it would be cool if the player could have a role as a merchant, running caravans or whatever full of supplies prevalent in one town to another where they were comparatively rarer and more valuable.

a fully fleshed-out economy in fallout 3 would be dope.

Posted: Tue Jan 09, 2007 11:17 pm
by Frater Perdurabo
Hundreds of years ago, in Switzerland, salt was used as a currency. Why? Because it's a vital for elementary things such as preserving meat, etc. Salt used to have the value of gold. Then they discovered various salt mines, i.e. the Bex salt mines (I used to live near Bex).

In Fallout 3, it would be interesting if instead of each item having a certain value, they would have a value range, and price depended on whom you're bartering with. I.e. someone really needs your meat jerky, so they're willing to overpay.

Posted: Tue Jan 09, 2007 11:19 pm
by atoga
Frater Perdurabo wrote:Hundreds of years ago, in Switzerland, salt was used as a currency. Why? Because it's a vital for elementary things such as preserving meat, etc. Salt used to have the value of gold. Then they discovered various salt mines, i.e. the Bex salt mines (I used to live near Bex).

In Fallout 3, it would be interesting if instead of each item having a certain value, they would have a value range, and price depended on whom you're bartering with. I.e. someone really needs your meat jerky, so they're willing to overpay.
i just said that

Posted: Wed Jan 10, 2007 12:12 am
by Redeye
TelemachusSneezed wrote:
PiP wrote:I DON'T want direct. immediate control over each party member in Fo3; a "can you heal me pal?" dialogue line would be MUCH better.

...

In frequently used cases (eg. 'put your gun away') dialogue can be substituted by pressing a button - for a more useful and quicker interface, but then if you press such button you really ought to hear... that party member's response...
Agreed! I don't think I ever had Sulik help me out, and Myron was too much of a weakling to lead around, so I forgot about that. It'd be awesome to just right-click on a NPC, yell at him, and then get a proper response. The reaction could depend -- like you said -- on past behavior towards the NPC, or their health even: "No way am I going to get shot coming over there!"

Yeah, so I fucked up the quotes.

The "yell commands" thing was implemented in Van Buren.
allegedly

Posted: Wed Jan 10, 2007 1:08 am
by PiP
only makes me that one bit more upset about VB not getting finished D:

Posted: Wed Jan 10, 2007 1:26 am
by VasikkA
Have I mentioned soil erosion?

Posted: Wed Jan 10, 2007 1:43 am
by PiP
no. So what is it again? :hahano:

Posted: Wed Jan 10, 2007 8:08 am
by drow21
harold the ghoul and the special system

Posted: Wed Jan 10, 2007 9:19 am
by Frater Perdurabo
atoga wrote:
Frater Perdurabo wrote:Hundreds of years ago, in Switzerland, salt was used as a currency. Why? Because it's a vital for elementary things such as preserving meat, etc. Salt used to have the value of gold. Then they discovered various salt mines, i.e. the Bex salt mines (I used to live near Bex).

In Fallout 3, it would be interesting if instead of each item having a certain value, they would have a value range, and price depended on whom you're bartering with. I.e. someone really needs your meat jerky, so they're willing to overpay.
i just said that
Too tired, wasn't reading D:

Posted: Thu Jan 11, 2007 5:07 pm
by talesfromthecrypt
Something else comes to my mind, the travel system. It always seemed a bit too easy to just click on the map and get where you wanted, regarding the fact that youre traveling trough the wasteland. A random encounter or a bit of radiation was the worst that could happen to you.

Anyone maybe played the Realms of Arcania games? Those games had a great travel system displaying the different aspects of traveling, like resting, supplies, injuries, the need to guard your camp at night etc. and it was realised trough a worldmap just like in Fallout.

Posted: Fri Jan 12, 2007 1:03 am
by Slaughter_Manslaught
Stealth atacks, what about that?

Posted: Mon Jan 15, 2007 11:36 pm
by vx trauma
gas masks made from human flesh. :recycle: