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Knock Down Chance and Fallover
Posted: Tue Jan 13, 2004 4:18 pm
by PaladinHeart
Anyone know the difference between the two? Knock Down Chance is where you choose the entity's race, while Fallover is in traits. I think Fallover is for the entity itself (its chance to get knocked down), while the Knock Down chance is their chance to knock someone else down. Don't really know though.
Perhaps one is a chance for getting knocked over, while the other is a chance for getting knocked out?
Posted: Tue Jan 13, 2004 6:02 pm
by requiem_for_a_starfury
I think that the knock down chance under race is exactly that, your chance at getting knocked down, because your ability to knock down other people is determined by the modifier in the attack mode of the weapon you are using. For example Deathclaw attacks have a higher knockover chance. I'm not sure what the fallover does, if anything, I added 50 to that field and the entity didn't get knocked down any more or any less than normal.
Since most of the other fields in 'Derived' are resistances or thresholds then maybe Fallover is a resistance/threshold to knockover damage?
RE
Posted: Tue Jan 13, 2004 10:40 pm
by PaladinHeart
I think you're right RFAS because the Hit the Deck perk mentions damage from falling over.
I wonder what the exact amount of damage from falling down is anyway? Hmm.. if only MF had implemented a way for you to knock people off of ledges. Now THAT would have been cool :) Especially since one of my maps takes place on a mountain.
Hmm.. I do recall that you can fall down ladders. I wonder why they didn't take it just a step further with ledges? I wish the environment had been more lenient. It would have been cool to see the characters jumping over small objects (while running) or stepping over it. Even going so far as to scale buildings with a clilmbing skill, picking the lock on a window, and then going inside to kill a sniper.
Of course, with a special setup this can be simulated but its just not as fun if you can't have the option to do it every time :)
Heh, just imagine in that one super mutant mission if you could have knocked those mutants into the green ooz. Or even fell down there yourself and had to climb out :)
MF missed so many opportunities
Posted: Tue Jan 13, 2004 11:08 pm
by requiem_for_a_starfury
It seems daft that since it came out after JA2 they didn't include climbing, jumping etc. And for a tactical combat game that doesn't have anything to blow up other than vehicles, people and a few map objects really stumps me. They chucked out the wrong parts of Fallout and then kept too close the rest.
RE
Posted: Wed Jan 14, 2004 2:47 am
by PaladinHeart
Maybe they had the wrong influences or were behind a bit. Its a relatively new Austrailian company so I guess they did pretty good all things considered. I guess they needed a few avid gamers helping design it.
Its like they only remembered the original fallout games in passing and wanted to make a game of it.
Sometimes I think game companies just don't try hard enough (if it works, its finished and thus they get money), or they don't know enough.
I wish they had done 3d characters in a 2d environment like in the sims. They could have implemented any number of actions with less time involved. Not to mention the saved space (I think 3d objects are smaller than 2d but not sure). Only problem is 3d takes more work to make it look better.
I know JA2 had more animations but JA2 also had fewer character models (maybe 4 different ones). Whereas FOT has many entities and fewer animations. Of course it didn't help much since there are no rats or weird aliens/mutants :-( The komodo dragons and large rats seem like a big waste of time. Why did they think we have komodo dragons in the US anyway? I know a possible migration of some to the US within 100 years could be possible but its a few small chance and farfetched... Eh.. I guess I just really wanted those different kinds of rats instead :)
On another note. I think that they could have implemented climbing over obstacles with the ladder climbing animation. And crawling over debree with the prone crawl. Also if the physics of the engine were more lenient then the falling off ledges could have been possible. Vehicles can go anywhere, even fall off ledges, so I don't think character entities should be more limited in that respect.
I wish they would do an expansion and implement some of this stuff. It would likely sell pretty good. I know I would purchase it. Even paying as much as $50 if they put enough new stuff in and fixed enough problems.