Page 4 of 4
Posted: Sat Mar 22, 2003 4:48 pm
by requiem_for_a_starfury
If we were talking about FOT2 I'd agree, since a tactical combat game would need some tactical options, but these days for FO3 I'd say, since combat is not the be all and end all of an RPG, that do we really need so many combat options? Sure throwing needs to be more effective, with plenty of throwing weapons, melee and unarmed could use a boost, some powerful weapons/enhancers to make them more viable til the end of the game. But firearms do we really need 3 skills, we could get by with just a solo firearms skill or at the most just big guns and small guns. With the knowledge of handling more complex weapons linked to special traits, perks and science and repair skills.
Rather than having more big guns, less small guns and more post war inventions like pipe rifles, with pre-war ammo really scare. After all between FO1 & 2 we've must of used up most of what's available in the post war California. : )
Posted: Sat Mar 22, 2003 6:03 pm
by Megatron
requiem_for_a_starfury wrote:If we were talking about FOT2 I'd agree, since a tactical combat game would need some tactical options, but these days for FO3 I'd say, since combat is not the be all and end all of an RPG, that do we really need so many combat options?
I'd say...yes?
Combat in fallout isn't vital, but it's pretty good. Why not add more options?
But firearms do we really need 3 skills, we could get by with just a solo firearms skill or at the most just big guns and small guns. With the knowledge of handling more complex weapons linked to special traits, perks and science and repair skills.
I'm not sure about that. I wouldn't mind if they did it the way I mentioned before, but just having one gun skill would seem a little...crappy. And to balance it out you'd have to get rid of repair/science and all the less used tags like gambling and outdoorsman. I don't mind if they tweak it but I don't want to lose a bunch of skills and merge the others into 3 base skills 'combat', 'diplomacy and 'thievery'
Rather than having more big guns, less small guns and more post war inventions like pipe rifles, with pre-war ammo really scare. After all between FO1 & 2 we've must of used up most of what's available in the post war California. : )
I like this idea. Mabye.
For me, the top-half of fo2 was the best. Shitty weak weapons and little ammo and armour.
Anyway, back to the topic (which I didn't read before)
I was thinking that maybe it would be good if you could pick a weapon type at the beginning of the game and be able to stick with that or use that the whole way through. Meaing you could pick, lets say, energy weapons and be able to use them from the start.
So then I thought what weapons could you get at the beginnning that would be big guns or energy weapons? Well I"m not so sure about the energy weapons, but for the big guns it might be cool to get a potato gun and launch rocks at people. And maybe some toaster zapper thingy for the energy weapons....
So how 'bout it?
Yes. I like the idea of weaker big guns/energy weapons nearer the start and stronger unarmed/melee weapons near the end (small guns seem to have a pretty good balance.)
Mabye for energy weapons you could get a microwave? Big guns could be a cannon you found outside a city (like outside the sierra army depot) or mabye a bb-minigun?
Posted: Sat Mar 22, 2003 8:11 pm
by OnTheBounce
Armisael wrote:They're powerful by virtue of the fact that they're the most recent advancement in military technology.
Not all e-weapons are of military origin. Here's an example of just the one I was talking about, the Laser Pistol:
Fallout Item Description wrote:A Wattz 1000 Laser Pistol. Civilian model, so the wattage is lower than military or police versions. Uses small energy cells.
Perhaps the Magneto Laser Pistol was supposed to represent a military version, but the standard version is a civilian one.
On the topic of Vaults having been equipped w/military hardware: Why wouldn't they? I'm sure that there were military or at least paramilitary personell in the Vaults. For instance, I think its safe to assume that the security people would have been part of some sort of paramilitary organization like the Civil Defense Force. That could probably be said of all of the leadership in the vaults, too.
OTB
Posted: Sat Mar 22, 2003 9:00 pm
by axelgreese
Yeah RfaSF that'd be another way of doing it and if fact that's the way I'd prefer it be done.
My line of logic in this particular thread was made under the assumption that they wouldn't revamp the skills. If they change the skills then it's another bag of nuts, but the princepal remains.
Posted: Sat Mar 22, 2003 9:42 pm
by OnTheBounce
requiem_for_a_starfury wrote:Rather than having more big guns, less small guns and more post war inventions like pipe rifles, with pre-war ammo really scare. After all between FO1 & 2 we've must of used up most of what's available in the post war California. : )
Interestingly enough the Zip Gun was originally slated for FO2. There is an entry in the FO2 items registry that is identical to the one used in FoT. Why it wasn't included would be anyone's guess. (I'm still curious to find out if there is an image file for it in there somewhere, but that will wait until I get to unpacking all of the art and making FoT sprites for them.)
I, agree that the inclusion of things like the Zip Gun would have enhanced the game. FO2 was a PA "rags-to-riches" story, to be sure. I think that the curve was too quick, however. By Klamath's end you would already have out-grown the Pipe Rifle and have a 10mm Pistol in your graps, which did away w/the tiresome need to reload after every shot, although the two had nearly the same range, and damage was identical. You probably already had moved beyond the Leather Jacket and had gone to Leather Armor, too. Like I said, the curve was just too quick. (I did like that they filled in the gaps between armor types, though.)
Edit: Another thing that could be done would be to make the AP costs for weapons less uniform. For instance, the 10mm Pistol cost as many AP to use as the Pipe Rifle. Why not add a Zip Gun in there that did slightly less damage than the Pipe Rifle (4-11), but cost 1 AP less to use? Even w/the undoubtedly shorter range of the Zip Gun it would still give the player a reason to use the Zip Gun.
OTB
Posted: Sat Mar 22, 2003 10:22 pm
by requiem_for_a_starfury
OnTheBounce wrote:Interestingly enough the Zip Gun was originally slated for FO2. There is an entry in the FO2 items registry that is identical to the one used in FoT. Why it wasn't included would be anyone's guess. (I'm still curious to find out if there is an image file for it in there somewhere, but that will wait until I get to unpacking all of the art and making FoT sprites for them.)
Yeah I saw that, but the only zip gun frm I found is just the words zip gun white text on a pink background : (
Posted: Sat Mar 22, 2003 10:27 pm
by OnTheBounce
requiem_for_a_starfury wrote:Yeah I saw that, but the only zip gun frm I found is just the words zip gun white text on a pink background : (
Bummer! Oh well, guess we're stuck w/the one from FoT then.
It's not like the FoT Zip is ugly or anything, I was just hoping that would could get the original look of the thing.
OTB
Posted: Sun Mar 23, 2003 5:25 am
by requiem_for_a_starfury
OnTheBounce wrote:Bummer!
Exactly : (
One weapon I would like to see and was surprised that hadn't appeared before now is the crossbow with all the Mad Max references I was surprised that there isn't one.
Oh and a catapult or slingshot, or did they leave out the crossbow and catapult as being too D&D? Would be surprised if they did, since they put in druidic healing powders.
Posted: Sun Mar 23, 2003 7:02 am
by OnTheBounce
requiem_for_a_starfury wrote:One weapon I would like to see and was surprised that hadn't appeared before now is the crossbow with all the Mad Max references I was surprised that there isn't one.
I think they just left it out due to sprite limitations. I'd agree that it's a perfectly appropriate weapon, although what skill would govern it would probably be a bone of contention.
Requiem wrote:Oh and a catapult or slingshot, or did they leave out the crossbow and catapult as being too D&D? Would be surprised if they did, since they put in druidic healing powders.
:lol: At least they had the decency to make the "better living through herbalism" version of a Stimpack dim the user's PE.
OTB
Posted: Thu Mar 27, 2003 8:31 am
by Radoteur
Well, the healing powder goes with the whole tribal deal.
I think that a sling would have been cool. Like one of those old-fashioned slings. Basically a leather strap of somekind with a place to hold the rock. Twirl it round and round and bam. Smashed right between the eyes. It would make the rock go farther and do more damage. Maybe under throwing skill.