The Perfect Balance (Mod Ideas)

Mapping & modding Fallout Tactics and reviewing maps thereof.
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PaladinHeart
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The Perfect Balance (Mod Ideas)

Post by PaladinHeart »

I thought I would simply share some ideas for a perfectly balanced mod for multiplayer FOT. I started work on something like this a long ways back (calling it Fallout Tactics Complete) but gave up on the project to largely to a lack of interest from my fellow gamers.

1. Each point limit (100, 500, 1000, 2000, 5000, 10000, 20000, etc..) would require a weapon equivalent to that value. Since the weapon would cost 100, 500, etc.. Then it would be impossible to take said weapon in that point limit. This method could be used to balance the weapons of power and thus you could have an SMG, rifle, knife, big gun, etc.. for each difficulty. Mines, explosives, grenades, etc.. Would be very effective due to their low cost (perhaps 1/5 of the cost of said weapons). Different armors could be limited by making them cost 1/2 of this. This would not leave much room for leveling up the characters but the player could always opt to have their character a higher level and use lesser equipment.

2. A harsh limitation should be imposed on drugs. Out with the old ones, all of them. Food too. Force the players to use medical and/or doctor supplies to heal their characters. Basic med and doctor kits would be free but have fewer healings than the better kits, which would cost 50 points more and more and so forth. The player would pay in other ways for the free kits, by weight and by using up valuable skill points since the better kits would raise their medic and doctor skills.

A single new food would be added that heals only 1 hit point. It would weigh one pound. Call it rations or such. Its free.

3. Armor and new drugs. There would be MANY new armor types. A basic type would have about 10% resistances and very little threshhold. The best armor having about 75% resistance and being able to shrug off most of the weapons from the earlier point limits.

Additional armor types would completely resist one type of damage, but make the player much more vulnerable to various damage types. A special electronic force field armor would completely protect the player from normal damage, for instance, but do 50% more damage from electrical attacks since it would disrupt the armor's functions and cause it to damage the character. These armors would be free but limited by hefty weights (perhaps 25 pounds each). This would add new levels of strategy.

Put in some various pills doing the same thing but without the penalty to the other damage type. Make these pills cost a lot and their duration very short and after wearing off they make the player more vulnerable to what they just resisted. To avoid players taking multiple pill types at once, there is always the overdose factor.

4. Damage types. Include not only normal damage bullets but also damage of all other types for each gun. All bullets would be free, limited only by what the character can carry. Normal weights on the ammo should apply.

5. Rocket launchers, grenade launchers, etc.. Are basically long range grenades. Make them cost an appropriate amount going by their damage AND the ammunition should cost 1/10 of the actual gun's cost. This rule is the exception to the free ammo rule above.

6. Impose harsh weights on most items. Force the players to use packrat and/or strong back perks if they really want to take so many items. This would also make high strength more useful.

7. New armor and/or benefits for the various classes. Robots, deathclaws, etc.. can not wear armor normally. Only include various protective vests for dogs. Every character could wear them, they're cheap, etc.. It would just be designed so that dogs could survive longer in the higher difficulties.

Raise deathclaw's minimum, initial, and maximum strength, agility, and endurance. Give them at least one extra point in each to make up for their higher point cost. They can also wear the dog armor.

Give super mutants higher min, initial, and max strength and endurance. At least 2 points for each. Plus additional armors that they can wear.

Give robots higher min, initial, and max strength, perception, agility, endurance, and intelligence. At least 2 to 3 points in each due to their high point costs. Include additional robot armors (chips?) that augment various stats and resitances for robots. Make the requirements all require the minimum stats the robot will now have and its doubtful other classes would have any chance of equipping them. Especially the high strength and intelligence the robots would now have.

Give ghouls nothing. They can already wear enviro and power armors and they get an additional stat point. Not much need to augment them further. You could make additional armors for "super" ghouls for higher point levels if desired.

(my apologies for any types AND the extra large post) Feel free to use any of these suggestions as you see fit.
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