Land Mines
Posted: Thu Nov 07, 2002 2:49 am
Yeah.. the legacy of FoT. How do you think?
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Crippled, right? That's nothing what a decent doctor skill can't fix. Or the magnificent 'Load' spell.Kashluk wrote:In my opinion a landmine should ALWAYS blow your leg(/s) off.
Hmm, ok. But I fail to see the logic in your example.Kashluk wrote:No, not cripple... Cripple is when you hit your knee with a sledgehammer. I mean blow... Blow is when you hit your knee with a nuclear warhead.
Yeeeeah, now you got it! :twisted: It would hurt your agility *LI3K H3LL*, you know... And sometimes if the battle has gone right on all other fronts you couldn't be bothered to reload.VasikkA wrote:Hmm, ok. But I fail to see the logic in your example.Kashluk wrote:No, not cripple... Cripple is when you hit your knee with a sledgehammer. I mean blow... Blow is when you hit your knee with a nuclear warhead.
So the character would have to move around in a wheelchair?
Arr, now I get it: a piratey wooden leg! That'd be cool.
Anyways, 99% of the players would reload and try to avoid the landmine next time. Landmines would still be annoyances then, just like they were in FOT.
So, perhabs if you think like that you have never played with a sneaker kind character in tough guy mode and more than normal difficulty level. They're extremely useful against quards on their patrol routes. Just observe their routes, place mines on them and run away. Watch the results frome safe distance. Hehe they don't even seem to know what hit them.VasikkA wrote:Well, I always considered the landmines in FOT annoying. You could evade most of enemy landmines when one of your characters noticed them. That, and the fact that weapons are 10x better for killing purpose, made 'traps' skill a bit useless. I'd prefer more door/safe traps, because you'd have to disarm them to move on or to finish a quest.
More powerful sure they could be, but i used to place three mines very close to each other, in a triangle. When one mine explodes then the rest does as well. Noone survives that. :twisted:VasikkA wrote:Setting traps and luring the enemy into them can be fun, but traps should be made powerful enough to kill dumb super mutants in one blast so that people would actually use the skill.
Sure it could, if there were any save/load game restricts that I'm actually against. It should kill you mostly anyway .Kashluk wrote:In my opinion a landmine should ALWAYS blow your leg(/s) off
Effective, yes, but majority of players rather shoot the enemy. Observing the routes, setting the traps and waiting for the enemy to get killed takes more time and effort than gunning them down.Meths wrote:So, perhabs if you think like that you have never played with a sneaker kind character in tough guy mode and more than normal difficulty level. They're extremely useful against quards on their patrol routes. Just observe their routes, place mines on them and run away. Watch the results frome safe distance. Hehe they don't even seem to know what hit them.
That way gives much more satisfaction. And you save stimpacks . I'm used to compliting most of the missions with minimal number of victims. In some missions there may be even none of them. And those adrenaline rushes while you sneak under the behemoths nose in leather armor mk2. I really reccomend that you try that.VasikkA wrote:Effective, yes, but majority of players rather shoot the enemy. Observing the routes, setting the traps and waiting for the enemy to get killed takes more time and effort than gunning them down.
If you'd only have one PC, playing a sneaky character would be a lot more fun and exciting. But in FOT you can have 6 squaddies and a total control over them, so giving them all a minigun instead is more effective and less time-consuming.
I believe you, but.. I haven't played FOT for months. I'd definitely want to be able to play a sneaky character in Fallout 3 because I've rarely played one. I think it's an important aspect in RPGs, especially in non-linear RPGs such as Fallout. It didn't quite work well in Fallout and Fallout 2, because you don't get much exp that way(evading battles) and you rarely need to use Sneak skill in doing quests. Same with Traps skill, alternatively you can just take the damage which is no big deal. My playthrough with a sneaky character didn't fare too well. I tried to play a 'pacifist game' but I ended up running away from every battle. :roll:Meths wrote:That way gives much more satisfaction. And you save stimpacks . I'm used to compliting most of the missions with minimal number of victims. In some missions there may be even none of them. And those adrenaline rushes while you sneak under the behemoths nose in leather armor mk2. I really reccomend that you try that.
One time I was explaining to a friend how to use all the Force powers in JK2JO. I just went down the F keys.VasikkA wrote:Crippled, right? That's nothing what a decent doctor skill can't fix. Or the magnificent 'Load' spell.Kashluk wrote:In my opinion a landmine should ALWAYS blow your leg(/s) off.
Well, if you're worried about mines in a single player... where people would just "reload", there are several things you could do.VasikkA wrote:Crippled, right? That's nothing what a decent doctor skill can't fix. Or the magnificent 'Load' spell.Kashluk wrote:In my opinion a landmine should ALWAYS blow your leg(/s) off.
Well, why not :roll: ... I'm sure this would work, not too hard to implement either. This or maybe some save game restricts would solve that problem.Morris wrote:Well, if you're worried about mines in a single player... where people would just "reload", there are several things you could do.
Instead of putting landmines down when designing a level, you can mark tiles to have landmines, which would have a landmine with probability X... so you could make a whole minefield, and every time you reload, mines will be in different places. This would require people to think and figure out a way past it.