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Undecaf

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Everything posted by Undecaf

  1. I agree with your view on FO 3, but not on the FO2. Sure the overall goofiness could've been toned down a bit, but I liked how it gave me a good chuckle every once and a while. I thought it was a good contrast to the grittiness and desperate tone which was, imo, somewhat bigger than that of FO 1. Now, FO 1 did have better writing, but I still wouldn't call FO2 a low-rent version - and definitely wouldn't lower it at FO 3's level.
  2. Arma 2 Risen Dragon age Nothing more worth mentioning for me.
  3. Somewhat in order: Fallout 2 Ps:T Fallout Starcraft Operation Flashpoint The Witcher VtMB Dungeon Keeper Stalker: SoC Risen
  4. I used it too, and I agree it was somewhat more sensical and felt better too, but I didn't like the fact that I was still drowning in repairsupplies (even more than before).
  5. Arma 2 had a fair share of glitches and bugs at first (and still has some). They almost turned me off the game too, but after the latest patch I haven't found anything gamebreaking (not yet anyway).
  6. Just started Operation Flashpoint: Dragon Rising. First brief impression: A courgeous game that is only a pale image of Arma 2 and the original Flashpoint while still beating all those sundaytubeshooterCoDs. So far not as bad as some people predicted, but time will tell.
  7. Whats your take on how it could be implented? For examples sake, without giving away anything you're not allowed to. I had an idea earlier in this thread, but I think I got a bit carried away, now when I look it afterwards.
  8. I'd agree that repairing isn't necessery nor does it necesserely make the game better. But it does give some extra depth to it - not much but nonetheless (if it is well implemented that is). Fallout 3s idea is nice but, imo, somewhat poorly implemented.
  9. How about a simple cleaning kit consumable that reduces the weardown for a certain amount of bullets/usage?
  10. I'd say that's a good thing. Oh, but you would have the exploration. It just would come in smaller doses and with more variety. And I'd suppose you wouldn't encounter a horde of landmines as a random hostile encounter while travelling the worldmap. I'm not a big fan of minigames. Granted they are nice in F3, but they just feel somewhat... well, pointless since they don't offer the challenge I think they were supposed to. Ziggy has a good idea for it, though. Thanks for the feedback. And thats the point... to make it different. Whether or not it would be good - or better than the one it is compared to - is always up to the player to decide. Good points and idea. And thanks for the feedback. The idea is nice and would be good if you wouldn't swim in supplies to cannibalize from, imo, and even with that method I'd still add the skillcheck instead of determining how far you can repair your stuff. But that's just me
  11. Ok, I got bored and wrote a wall of text on along which lines I would like some aspects of Fallout: New Vegas to be made. There is a lot of text and typos and possibly some inconsistencies, but I think the ideas are pretty clear. Whether or not all the following would actually work in the game, is beyond me - I'm no game developer; but at least to me it sounds decent on paper. I wrote this in Bethesda F4 thread, but I think it fits here too. So, here goes for TL;DR Map and Travelling: A return to the classic worldmap system. The actual FPP/TPP playground World be roughly about 1.5-2x the side of Fallout 3; and the area is divided into 7-10 smaller sections which vary in size and content and are scattered on the worldmap. General gameplay in those would be about the same as in F3, run around and do local quests. No teleportation fast travel, since the places aren't that big. Outdoorsmanskill is reintroduced and works similiarly to Fallout 1&2 with the difference that nonhostile encounters are always avoidable should the player so decide (to decrease the amount of loadscreens). The worldmap itself is zoned in couple of ways: - The farther away from the starting position, the harder the enemies and vice versa; but there is still a chance to encounter harder enemies on starting grounds and vice versa. - The map is zoned into territories, which each have their set of unique enemies as well as a few commonones that can be found on every zone. Each zone has about 5-7 small maps for random/special encounters, which are either hostile or nonhostile. The visitable locations on map would be as follows: A settlement - with explorable wasteland around it to provide smaller sidequest and exploring. Or just a visitable location like a majorsized building, militarybase, factory etc. They could even include two settlements, but in general all towns would be much bigger than those in Fallout 3. Each settlement has its own set of architecture (not too different from other settlements, but so that one can tell the difference), clothing and mindsets. These are small things, but they can add a lot to the game. At least some visual variety. Entering worldmap from a node would happen through the edges of the map. In Fallout 3 you get a popup message that "you cannot go further that way" - now it would be like this: "e) enter worldmap". To not have to always run to the edge of a map, pressing (for example) the mousewheel would open up a minimenu (similiar to Operation flashpoint and Arma) beside the cursor that would have various commands (this will be referenced a couple of times again if you keep reading), one of them being "Enter worldmap", which could not be used during combat or if there are enemies nearby. However, escaping combat through the edge of the map would be possible. Repairing: Repairing happens with repairkits, that repair 10-20 points/use; or by gunsmiths in towns/caravans. The kits would have 5 uses each and their weight would be dependant on how much uses they have left. Success of repairing is dependant on repairskill (a diceroll happens). They would not be too common or cheap. One would now be able to repair guns and armor beyond his/her skill, but after the guns/armors condition is above the skill, the amount going above is turned into percentages that is taken away from the skill. IE: skill = 30 and rifles condition = 80. Condition - skill = 50. 50% of skill (30) is 15. So trying to repair a weapon in condition of 80 with a repairskill of 30 would lower the skill to 15. This is not necesserely realistic, but it is assuming that the more shiny the condition gets, the more difficult it would be to repair it further. Guns and armor would also have a complexity stat, which is a number of percetages that tells the chance of critical failure if an attempt to repair fails. Critical failure, instead of repairing the gun, has a reverse effect. The number would be from 1 to 10 if a trait doesn't raise it (yes bring the traits back). So now you no longer need a duplicate to repair, but you would be able to sacrifice a duplicate in order to boost the amount of repairing a bit if you wanted to, but of course you would loose the gun and the money it is worth. There would also be a possibility to repair broken robots or computers or what ever could be repaired, by pointing the target opening minimenu (explained partly in the map & traveling section) and selecting repair. Healing & drugs: Stimpak usage would be animated, so no more smashing a quick key for dozens stims in few seconds. More over stims now would always heal the same amount (no skill effect in there), but they would come in two variations: stimpaks and superstimpaks. Both of which would be rare and expensive and superstims much more that ordinary stims. The player would have a tolerance meter which would measure how much the player can medicate him self before overdosing. Overdosing would cause an instant loss of health according to how much the limit is surpassed and would also cause some visual distortions and statloss. The effect would last for a while and the time would be depending on endurance and doctor skill. The tolerance meter slowly lowers itself after the medication is done, and the magnitude it is filled is dependant on the drug used (powerful drugs - like Jet and superstims for example - obviously fill it more quickly). Using food as a healer would not affect the tolerance meter, but food would have a heal-over-time effect. Doctorskill would be reintroduced and so would be manual healing. Manual healing would be similiar to Fallout 1 & 2 (only a few uses/24hours - they would take few hours to be completed - success is determined by skill), and couldn't be used in combat or when enemies are nearby. Healing cripples wouldn't be possible with stims or sleeping, but would require manual healing and the ability to heal cripples would be enabled via a perk (with proper skill and stat requirements), otherwise a doctor is a must see. Manual healing would be entered by the minimenu, which would also have the "heal other" option to heal a companion or other alive being. Healing through sleeping would work similiarly to Fallout 1 & 2. Addiction would need a doctor. And radiation needs a doctor or radaway (which would be rare and expensive). Gunplay & VATS (should it be implemented): Skills would now have much heaver effect on waivewring than what it is in F3. In addition, the players stance, movement and weapons recoil also would affect it. The normal (according to skill) situation would be standing still and aiming through iron sights (yes, iron sights). Crouching would give a small bonus to accuracy and going prone would give a big bonus. The tradeoff with going prone and being accurate would be extremely slow moving and turning, and it would take its time for the player to get up and ready the weapon again. Firing from the hip would cause bigger waivering. Movement would also give a hit to accuracy -- the faster you move, the bigger the waivering. Recoil would throw the aim off a bit, especially while bursting. Guns would do generally more damage and the damagestats would be static. IE: Huntingrifle - dmg 11-20, like in Fallout 1&2. In vats you would now have an option to choose a firing mode. Rapid fire - a hastily aimed rapid shooting towards the target; or aimed shots, which would be the opposite of rapid fire. Rapid fire would lower the accuracy a bit and you could only target a foe as a whole; and it would spend less actionpoints, while aimed shots would cost more and calculate the accuracy without minuses. One could now choose a stance. Standing, crouching and prone as in realtime play. The bonuses and hits would be similiar to those in realtime. Changing stance in vats would cost actionpoints. Going prone in vats would force you to choose a firing sector (so that the player doesn't spin like a dreidel in all directions while being the most accurate he can). Prone position would also be the most expensive stance to move to and fire from. There would be a possibility to use simpaks in vats (at a cost), and also some basic evading moves like rolling a bit left or right (this would affect accuracy inside vats, should the player choose to fire after rolling). Lockpicking: - Success is determined by skill so that you can try to pick any lock from very easy to very hard and NO minigame involved. It would work like repairing; lock level - skill (if the skill is under the lock level) = percentual number that is taken from the skill. If the skill surpasses lock level, the chances are purely skillbased with maximum chance of success being 95%. - The lockpicking would be animated so that you either see your character hands foing the job (FP view) or seeing your character from behind (TP view). You would have the ability to turn your head (or the camera) some ways left or right to see if someone is coming - so the game doesn't pause during the picking. - Picking locks would take a certain amount of time depending on your skill and level of the lock. When attempting, there would be a timebar similiar to what Vampire - The Masquerade: Bloodlines had. Skill would give bonuses to the time it takes to pick a lock so that you don't get bonuses to picking hard locks before your skill surpasses maximum level of normal locks. - Each lock would have a certain amount of tries before (if you keep failing) the lock jams for a certain amount of time (preferably at least for some weeks, so that your attempts at just waiting at the lock for it to become unjammed would be a tedious job). Moreover locks would have a complexity stat that would determine a chance for a critical failure that would immediately jam the lock despite if it was you first attempt. This would also fit for hacking if it will be implemented in the same way as it is in F3. ...and they all lived happily ever after until someone nuked them. The end.
  12. I don't know if this game is unknown, but it certainly is interesting, surprisingly good (considering), odd, weird and probably the sickest game I've ever had the privilege of playing. Harvester
  13. This. Definitely. Also, I think doctor skill could well be re-introduced. Working similiar as in Fallout 1 and 2, but to make settlement doctors (should there be any in F:NV) at least somewhat more useful than only being drugbanks and occasional addictionhealers, healing limbs could be perk-enabled. Either questspecific or through leveling (with adequate requirements of course). But for heavens sake no more healing cripples with stims or by sleeping.
  14. Understood I just find the quick key mashing a bit lame solution. Hence I'd like a bit more tactics in the game via healing solution that doesn't - at least not fully - support Rambo (not saying that Rambo needs any support anywhere or anytime, but just a figure of speech or something).
  15. You're probably right about limiting the usage... Just a thought anyway. But I wouldn't mind if I wasn't able to spam stims, regardless of being able to in all 3 games earlier. That's why I suggested animating the usage.
  16. I agree with the few posts above. On the issue of spamming stimpaks... How about animating it? Each injection does take its time. And Limit the usage. Only so many stims/certain amount of time. All this could be statdriven - how many stims in a row, how long you have to wait before doing it again. Overusing could even have some consequenses...
  17. Not necesserely just animation if it can be implemented with effects like But I think (just think, 'cause I don't know how these things work exactly) that would also require strenght requirements to weapons. But the progressive spread from recoil is basicly what I was getting at.
  18. How would it work, if each gun would be given an individual recoil stat, that would throw the aiming off with each shot, and how off would be depending on characters strength and skill with each weapon?
  19. I sure hope so. One thing I don't want to see is B. doing the same thing to Obsidian and F:NV as what they did with Zombie (was it Zombie?) and Rogue Warrior. Then again, it is a spinoff. In my eyes it's supposed to be different, and there is no sense in giving the game to Obsidian unless they're also given artistic freedom to carve what they can out of it.
  20. How about Mark Morgan and some seriously fitting and original soundtrack?
  21. In my first post I just wish J.E. and the whole Obsidian team the best of luck with this one. Maybe the years of waiting will finally pay up. I'm counting on you.
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