Other > Closed suggestions
Schematics/Rare Parts
Surf:
Another good suggestion, Badger!
Speaking of the fallout world I always found it odd that very few people running around in high tech gear wit insane amounts of ammo etc. Do you know Mad Max? There you are rich when having 10 pieces of shotgun shells and a decent leather jacket.
It would be much "cooler" to see people fighting for a few shots... Also unarmed characters would be more popular..
Badger:
--- Quote from: Surf Solar on January 24, 2010, 02:49:57 pm ---Speaking of the fallout world I always found it odd that very few people running around in high tech gear wit insane amounts of ammo etc. Do you know Mad Max? There you are rich when having 10 pieces of shotgun shells and a decent leather jacket.
It would be much "cooler" to see people fighting for a few shots... Also unarmed characters would be more popular..
--- End quote ---
Yeah, I feel the same way. I'd rather most of us were gunning each other down with old sawnoffs and hunting rifles rather than M60s and sniper rifles. But that brings with it a lot of problems. You can't take a level 21 200HP guy down with a basic shotgun in Fallout, nor do the higher levels want to be able to be taken down by some level 4 punk with a hunting rifle.
I wish that melee and unarmed were a lot more powerful for everyone, so they'd always be a strong backup. If you ran out of ammo, you'd pull a knife rather than run off. Even if you weren't a master knife fighter. I think Fallout 2 tried to encourage you to do that - the first two towns both offered you free unarmed/melee training.
Van Buren would've apparently been closer to the scarcity of Mad Max - Big/Small/Energy weapons was merged into one skill called firearms. Because all guns came under one umbrella, it would've been easier to justify having less of them - as any gun you found you would've been able to use. And the heavier stuff would've been unusable to your average strength guy anyway. So guns and ammo become a luxury, rather than basic gear.
If Small Guns, Big Guns and Energy Weapons are combined into one, wont it make being a dedicated combat specialist too easy?
A dedicated combat specialist in Fallout 1 or 2 could put all his or her skill points into one or two combat skills, too (Small Guns/Energy Weapons, for instance). Of course, since (with the exception of the beginning of Fallout 2) ammo grew on trees and fell out of the sky, Unarmed and Melee were only useful as amusing alternatives. That's why I keep talking about having lower amounts of ammo and fewer firearm-using opponents. - J.E Sawyer
Some other stuff is interesting too, like the combination of first aid/doctor into one skill. Traps and lockpick being combined into 'Security'. But people want to play Fallout 1/2 online, not some crazy Van Buren hybrid, sadly. I figure some of these changes would've made FOnline pretty interesting.
avv:
I'm all for making guns rarer and encouraging players to use even the basic equipment. However making guns rarer in such way that players have to spend lots of time to get them is not the solution.
To encourage people use sidearms more, why not make reloading cost lots of points? I mean removing old mag, picking up new one from your pocket, stuffing it in the gun and pulling that switch to load one in the chamber is 3ap. While it takes 4-6 ap to pull the trigger.
--- Quote from: Badger on January 24, 2010, 04:14:53 pm ---If Small Guns, Big Guns and Energy Weapons are combined into one, wont it make being a dedicated combat specialist too easy?
A dedicated combat specialist in Fallout 1 or 2 could put all his or her skill points into one or two combat skills, too (Small Guns/Energy Weapons, for instance). Of course, since (with the exception of the beginning of Fallout 2) ammo grew on trees and fell out of the sky, Unarmed and Melee were only useful as amusing alternatives. That's why I keep talking about having lower amounts of ammo and fewer firearm-using opponents. - J.E Sawyer
Some other stuff is interesting too, like the combination of first aid/doctor into one skill. Traps and lockpick being combined into 'Security'. But people want to play Fallout 1/2 online, not some crazy Van Buren hybrid, sadly. I figure some of these changes would've made FOnline pretty interesting.
--- End quote ---
I've been thinking the same. I did a little modding to fallout tactics and added all energy weapons to either big or small guns. That way smallgunners weren't that useless in late game. Having only "firearms" skill is even better. Because then your strength is the only thing that prevents you from using certain weapons. People will make their characters favour certain weapons anyway. Why have 3 separate skills? Same goes with skills like traps and lockpick.
Gunduz:
I like the idea of buying schematics for crafting. I personally think the system could be redone to almost remove professions and replace it entirely with blueprints. First, you would have to reach a certain skill level. Let's say you were a big gunner. You would still have to reach a skill level, but then you'd go talk Jester in BH and he'd 'teach' you and give you a Guns and Bullets (or a new Big Gun magazine could be made to keep things straight). The magazine would be used and you would learn the first level of your profession. This profession level would cost much less than the ones in place now. After that, you would acquire blueprints and when used the recipe would be added. The blueprints would only be usable by a character who had the required skills to make the weapon (which would be higher than the initial profession requirements).
Badger:
--- Quote from: Gunduz on January 25, 2010, 02:36:44 am ---I like the idea of buying schematics for crafting. I personally think the system could be redone to almost remove professions and replace it entirely with blueprints. First, you would have to reach a certain skill level. Let's say you were a big gunner. You would still have to reach a skill level, but then you'd go talk Jester in BH and he'd 'teach' you and give you a Guns and Bullets (or a new Big Gun magazine could be made to keep things straight). The magazine would be used and you would learn the first level of your profession. This profession level would cost much less than the ones in place now. After that, you would acquire blueprints and when used the recipe would be added. The blueprints would only be usable by a character who had the required skills to make the weapon (which would be higher than the initial profession requirements).
--- End quote ---
Yeah, I like that the profession system forces you to specialise, but I think that could be just as easily accomplished with more demanding skill requirements - let's say you'd be forced to specialise by needing 250% repair for Combat Armor, for example. And that's after you find the blueprint. On the other hand, things like the stat requirements and the cash needed for professions stop every random crafter alt from being able to master armoursmith in a day, which is definitely a good thing.
I'm not sure. Maybe if there's just one level of each profession - but you can only take one profession per character. And professions are obviously required to use blueprints. Purchasing a profession would still unlock items in that field - but the best would still be found via blueprints and would require increased skill.
I just hate the whole crafter alts thing. The idea that everyone just has their 'main' and this crafter drone that's jumped through all these hoops to craft all their gear, but will never actually be used properly. It bugs me, and it's a product of the current system.
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