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skills in f3

Posted: Tue Jan 14, 2003 3:20 am
by atoga
what new skills would people want to there be in fallout 3? also would the skill formulas be revised (a la lionheart or fallout pnp)?

Re: skills in f3

Posted: Sun Jan 19, 2003 6:44 pm
by requiem_for_a_starfury
atoga wrote:what new skills would people want to there be in fallout 3? also would the skill formulas be revised (a la lionheart or fallout pnp)?
I'd definately want First Aid and Doctor combined into one skill, also I'd want Small Guns, Big Guns & Energy Weapons changed to Handguns, Rifles & SMGs, and BFG's with the ability to use and maintain Energy weapons formula reliant on your science skill as well as your perception/agility and weapons skills.

Level's to the perk Awareness would be good, combining the perk with perception and your Outdoorsman skill, especially when up against critters.

I think the piloting skill and related perks from FOT should be implemented, if there are going to be any vehicles in the game, that is. I always wondered how the chosen one could get in the car in FO2 and just drive away when he/she had probably never even heard of cars before leaving the village. Although if the vehicles are going to be implemented as in FO2, just a mobile storage area at the edge of the map, then the skill could just be a special trait like the VC training, or Gecko Skinning.

Re: skills in f3

Posted: Sun Jan 19, 2003 9:50 pm
by Kashluk
requiem_for_a_starfury wrote:Although if the vehicles are going to be implemented as in FO2, just a mobile storage area at the edge of the map, then the skill could just be a special trait like the VC training, or Gecko Skinning.
Hear, hear.

Posted: Mon Jan 20, 2003 2:27 am
by axelgreese
requiem_for_a_starfury wrote:I'd definately want First Aid and Doctor combined into one skill, also I'd want Small Guns, Big Guns & Energy Weapons changed to Handguns, Rifles & SMGs, and BFG's with the ability to use and maintain Energy weapons formula reliant on your science skill as well as your perception/agility and weapons skills.
Actually I'd want to see SMGs and Pistols as one group and Rifles and shotguns as one group but other than that what you said is pretty much what I want...

Posted: Mon Jan 20, 2003 2:41 am
by Radoteur
BFG?
Big Fukcing guns?

Posted: Mon Jan 20, 2003 2:49 am
by axelgreese
I assume so. I guess he's too lazy to write big guns.



not that there's anything wrong with that...

Posted: Mon Jan 20, 2003 3:18 am
by requiem_for_a_starfury
Radoteur wrote:BFG?
Big Fukcing guns?
Yes, I thought it more polite thatway : ) And that's the right desigination isn't it? Not that I tend to play FPS Frag Fests. : )

Posted: Mon Jan 20, 2003 4:37 am
by Doyle
The problem with dividing pistols and rifles from a game development point of view is that it forces the player to put points into another skill too quickly.

Now, you might be able to put small guns, sniping weapons, and big guns in separate categories, and then have energy weapons be partially dependant on science. However, that seems kind of convoluted.

Posted: Mon Jan 20, 2003 5:11 am
by Radoteur
Personally, I'd like it if I could snipe people from a distance and pistol them when they get too close.

I remember reading somewhere that skills should be easy to get basic knowledge in but harder to specialize in.
Like the first 50 or so points could go twice as fast, then 50 to 100 could be 1 for 1 and after that it would get something like every 2 points would increase one skill.
It sounds kinda like a good idea.

Posted: Mon Jan 20, 2003 5:21 am
by requiem_for_a_starfury
Radoteur wrote:Personally, I'd like it if I could snipe people from a distance and pistol them when they get too close.

I remember reading somewhere that skills should be easy to get basic knowledge in but harder to specialize in.
Like the first 50 or so points could go twice as fast, then 50 to 100 could be 1 for 1 and after that it would get something like every 2 points would increase one skill.
It sounds kinda like a good idea.
That's sort of what's already been implemented, it costs you more skill points, the more skilled you get, to keep raising your total.

Posted: Mon Jan 20, 2003 5:28 am
by axelgreese
The problem with dividing pistols and rifles from a game development point of view is that it forces the player to put points into another skill too quickly.
Well you see, my point is that firing a rifle and firing a pistol are two very different things. Not too mention the fact that you need a reason to use pistols. In a gameworld rifles are kinda inherently better than pistols and pistols have few advantages over them. So generally they make the action point requirements lower to balance it but it still feels like two seperate things.

In fallout tactics I saw no diffrence between my sniper and my assualt man. They both used many of the same skills with nothing to really differenceat them for each other.

But if I had skills that allowed me to make a person that was an speciallized in up close and personal combat (pistols, magnums, SMGs, etc.) or a sniper type char. Then it would allow the skills to more closely resemble my play style.

Hmm I don't know, maybe in an FO3 there wouldn't be such a need but it's just something that bothers me...

Posted: Mon Jan 20, 2003 5:29 am
by Radoteur
Oh, is this in FO2 or FO or FO:T?
I haven't played FO2 or FO:T, yet.
I don't remember that from FO.
I remember books lost some of their potency after I got to 80 percent, though.

Or is this planned for FO3?

Posted: Mon Jan 20, 2003 5:36 am
by axelgreese
The skill thing? Yeah that's in FO2. At about a hundred skill point or there abouts it starts costing more skill point to raise the skill.

Posted: Mon Jan 20, 2003 5:38 am
by Doyle
Sometimes realism has to take a back seat to game design, payne. A lot of things in Fallout don't make sense, and sometimes there isn't any way to have them make sense and still be fun.

The skill thing is also in FO. After 100%, the skill point cost for raising the skill another percent goes up.

Posted: Mon Jan 20, 2003 5:50 am
by axelgreese
Yeah I guess it's not really that important in an FO3.


Would have improved Fallout Tactics though.

Posted: Mon Jan 20, 2003 6:38 pm
by Dan
Seperating the pistols from the rifles is pretty hard when thinking about game balancing.

As for fot, I doubt something like that would improve the game.
I mean, it's hard making small improvments to utter shit.

Posted: Mon Jan 20, 2003 10:20 pm
by axelgreese
Well if they had made such improvements in other areas and not bastardized the fallout name then it wouldn't have been such bad game.