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Poll

Do you think that new races should have a different abilities comparing to the human characters?

Yes, they shouldn't be too smart, too fast etc. (Different SPECIAL + Perks)
- 14 (46.7%)
Yes, they should have their own perks, but SPECIAL are the same for everyone!
- 8 (26.7%)
Yes, they should have different SPECIAL, but no changes in perks.
- 1 (3.3%)
No, they should have the same abilities as humans.
- 3 (10%)
No, but they should have a chance to get some special abilities via quests.
- 4 (13.3%)

Total Members Voted: 30

Voting closed: August 13, 2011, 03:57:19 pm


Pages: 1 [2] 3 4 5

Author Topic: Different abilities for different races  (Read 9122 times)

Re: Different abilities for different races
« Reply #15 on: August 07, 2011, 09:20:26 am »

To the intelligence part the vast majority of supermutants were..stupid for lack of a better word, http://fallout.wikia.com/wiki/FEV
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Grommok

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Re: Different abilities for different races
« Reply #16 on: August 07, 2011, 11:55:45 am »

You arent talkin' of Liutenent or Marcus, right? Even if, accordin' to Liutenent words, humans that havent suffered from the massive background radiation of the wastes tend to make "better" Superhumans.
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Re: Different abilities for different races
« Reply #17 on: August 07, 2011, 12:59:40 pm »

Super mutants - Very strong and have perks who give them 1 strength and they culd make their strength to 15 ! Low Charsima cuz they're butt ugly and okay AVERAGE IN but they shuld start with 4-3 AG

GHOULS - start off with 3-4 strength and ENdurence but they're resistant to radiation and when they reach a higher level they can get a perk "Glowing one" that slightly heals them from radiation and they also GLOW, ALSO they shuld have a perk at a VERY HIGH level to EXPLODE and leave radio active goo, but just a bit.
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Re: Different abilities for different races
« Reply #18 on: August 07, 2011, 01:15:21 pm »

0:36

whoops my mistake it is just one running  :P
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Graf

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Re: Different abilities for different races
« Reply #19 on: August 07, 2011, 02:16:28 pm »

... Super mutants - Very strong ... their strength to 15 ... Low Charsima ... AVERAGE IN
... GHOULS - 3-4 strength ... resistant to radiation that slightly heals them ... perk to EXPLODE and leave radio active goo

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Re: Different abilities for different races
« Reply #20 on: August 07, 2011, 02:43:58 pm »

Im not speaking of just Fallout 3, U can see from 1 and 2 that the Super mutants are butt ugly and they're VERY strong, and yes in 1 and 2 Ghouls didn't get  healed by radiation but atleast u they can be  more resistant to radiation
« Last Edit: August 07, 2011, 05:13:47 pm by Graf »
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Re: Different abilities for different races
« Reply #21 on: August 07, 2011, 03:07:21 pm »

It is true, without having to bring Fallout 3 in to this, in the previous fallout games, all races have default start values and a default acceptable range for each attribute. If you look you'll notice really common similarities with states, i.e. Super Mutants will almost always have low cha and often times low int, whereas they almost all have incredibly high str. In fallout 2 if you go to broken hills and talk to the super mutants, you'll realise that they all have abnormally high str.

Then of course there's Fallout Tactics by interplay (a horrible game at that but the MP was nice), which had playable ghouls and super mutants which fell in line with the standards already set by its predacessors (str is 6 min 13 max or something like that). Let's face it, a ghoul just isn't going to have 10 cha 1 end.

Super mutants, ghouls, humans, and whatever else and biologically completely different, and their highly-contrasted SPECIAL stats are constantly brought up in dialogue and plot development. You can't say it falls in to lore to have all characters start with 5 in every stat with 5 more points, every stat having 1-10 as the min/max.

Edit: Also, I'd like to point out with the ghoul/radiation thing, go to Gecko plant in fallout and talk to the ghouls there. They love the radiation- It makes them feel spectacular, and the radiation is what caused them to have lifespans of 400 years.

Lastly, Fallout 3 is dumb. I mean, seriously, a ghoul was created by having a nuclear bomb drop directly on top of her. That's BS.
« Last Edit: August 07, 2011, 03:09:45 pm by Theta »
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Grommok

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Re: Different abilities for different races
« Reply #22 on: August 07, 2011, 05:32:18 pm »

ALSO they shuld have a perk at a VERY HIGH level to EXPLODE and leave radio active goo, but just a bit.
And by doing this you give permadeath to your ghoul... sounds one of Blizzard's Aprils Fool Jokes, the one with wisps...

LOL. Epic. You did it Graf? Now i have a new screensaver!
Edit: Also, I'd like to point out with the ghoul/radiation thing, go to Gecko plant in fallout and talk to the ghouls there. They love the radiation- It makes them feel spectacular, and the radiation is what caused them to have lifespans of 400 years.
It doesnt mean that rads heal them. One time, with evil char, i attacked Power Plant and killed everyone, and using Awareness i can assure you that they didnt regenerate, even with Power Plant's rads.
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Surf

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Re: Different abilities for different races
« Reply #23 on: August 07, 2011, 06:15:31 pm »

It has been mentionend a couple of times in the Fallout games that ghouls especially seek radiated spots because it makes them all warm and fuzzy, welcoming etc. It doesn't mean that it "heals" them as there is already the high rad resistance etc.
The same goes for mutants, there are intelligent ones, dumb ones, fast ones, slow ones and so on.

Personally, I would find it a lot more interesting if your choice of race reflects the starting boni and mali on your stats. This is a RPG after all, not some dressup game. So I'd be all for it (even though this is the first time I hear that different races will be choosable from the start at all - not sure where this rumor comes from)

Quote
Super mutants, ghouls, humans, and whatever else and biologically completely different, and their highly-contrasted SPECIAL stats are constantly brought up in dialogue and plot development. You can't say it falls in to lore to have all characters start with 5 in every stat with 5 more points, every stat having 1-10 as the min/max.

Exactly.

Grommok

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Re: Different abilities for different races
« Reply #24 on: August 07, 2011, 06:37:23 pm »

Well, and what if...
  • Everyone starts as human.
  • To become Super Mutants we place back the vats in Mariposa, and using a computer the player can dip himself or one of his "friends" in, with a chance of becoming Super Mutant or to die orribly;
  • To become Ghouls we must get irradiated at high level, lets say on 100 (death) 90-99, and stay like that for some days (real days, while you must play, a bit like with addiction) you will at a certain point "pass out" (black screen) and awake somewhere with a group of ghouls or merchant (a bit like when you die) as a Ghoul.
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Sarakin

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Re: Different abilities for different races
« Reply #25 on: August 07, 2011, 06:43:15 pm »

Can we just abandon this "canon" thing ? Lets have something, that will make this game funnier and better, not obstruct variability with unwritten rules.
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Crazy

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Re: Different abilities for different races
« Reply #26 on: August 07, 2011, 06:43:23 pm »

Playing few days with all SPECIAL at 1? Awww, man... harsh ;p
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Grommok

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Re: Different abilities for different races
« Reply #27 on: August 07, 2011, 06:44:52 pm »

Well, becoming a ghoul is... harsh. We could ask some guys like Lenny, or Set, or Harold (even if he is not a ghoul, he had a similar experience)
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Bhubb

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Re: Different abilities for different races
« Reply #28 on: August 08, 2011, 05:27:51 am »

I know it would be more work, but a solution o everyone complaining about stereotypes is that you make more then one playable mutant and ghoul.

Broken Hill Super Mutant, Night Kin, ect.

That way you can have your smart Mutant and SUPER strong but dumb mutant, without having to resort solely to special points.
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Re: Different abilities for different races
« Reply #29 on: August 08, 2011, 07:02:02 am »

It has been mentionend a couple of times in the Fallout games that ghouls especially seek radiated spots because it makes them all warm and fuzzy, welcoming etc. It doesn't mean that it "heals" them as there is already the high rad resistance etc.




Okay MAYBE don't heal ghouls from radiation but make them a LOT more resistant, if NOT just IMune to it, and its for the best if there aren't special abbilities and stuff just DON'T add Super Mutants and Ghouls, it will be just funny to see a ghoul with power armour and a minigun and a Super mutant walking around pickpocketing people.

PS - The Ghoul healing thingy comes from FALLOUT NEW VEGAS. Its made by a team of people who singed a contract with bethesda to make the game, they were from Interplay but resinged when Interplay sold Fallout because they were too poor because they made some point & click games that WASTED a lot of money so they sold fallout and the people who loved fallout singed a contract with bethesda. 2 Be honest I think Fallout is in better hands in Bethesda, through now that someone sayes Bethesda he thinks of SKYRIM momentally and doesn't give crap about the next fallout, I guess when Skyrim comes out they'll start working on Fallout 4 and It will be the game of all time... most likely.

Edit : Actually Ghouls shuld be completely imune to radiation ! I remember a quest in F2 where u had 2 kill some ghouls to become a citizen of Voult CIty
« Last Edit: August 08, 2011, 08:30:01 am by EvilKhan_BG »
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