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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 9136 times)

wreese2u

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Re: Different abilities for different races
« Reply #45 on: August 11, 2011, 02:23:08 pm »

Stop being so serious about the speical stats, players are suppost to be alloud to choose them...

i agree with a certian level to become a mutant also.

what about mutant pets? centaurs, floaters, ect...
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Perteks

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Re: Different abilities for different races
« Reply #46 on: August 11, 2011, 02:30:31 pm »

I would also see that making people create 10 luck 10 endurance 10 int alts so they have the best chance at "rolling" good special and have plenty of SP.
about plenty of SP, i dont think so ,99 is max rest u will lose

I think some changes like charisma into str or endurance etc not rolling because it will just will next alt promoting thing here ;)
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Grommok

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Re: Different abilities for different races
« Reply #47 on: August 11, 2011, 06:24:42 pm »

Well, what about taking away a certain number of points from INT and CHA, and maybe AGI, and destribute them between STR and END?
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Quote from: Grommok
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Re: Different abilities for different races
« Reply #48 on: August 12, 2011, 12:58:30 pm »

And Again... its FOR THE BEST not to add ghouls and super mutants as playable cretures.
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Re: Different abilities for different races
« Reply #49 on: August 12, 2011, 02:02:40 pm »

Based on what, exactly? There might be no unanimous agreement on the best way of implementing them yet, but I see little evidence to suggest they shouldn't ever be implemented.
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Grommok

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Re: Different abilities for different races
« Reply #50 on: August 13, 2011, 01:59:52 am »

Well, after all there is a strange little thing in game, know only as .deleteself
If you dont like mutation, pick up a gun, load it, open your mounth, and then look at your brains.
Techically becoming a mutant OF ANY KIND isnt a thing that people usually likes... take for example Ghouls. They didnt liked at first becoming what they became, but after some time they made it throught their skulls that thing cannot be changed. Shit happens guys, the best you can do is tryin' to avoid it! So, bring Radaways and Radx for every Glow trip, see your doctor, and hope that some Lieutenant-like supermutant dont dip you when goin' at Mariposa.
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Quote from: Grommok
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Deicide

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Re: Different abilities for different races
« Reply #51 on: August 15, 2011, 02:10:56 am »

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.

This is the best idea I have ever heard on this forum. I am shocked. Grommok... I love you
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Graf

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Re: Different abilities for different races
« Reply #52 on: August 15, 2011, 11:06:18 am »

Well, it's a good idea, though ghouls are not simply irradiated humans. They've got influenced by the FEV, just as muties did. So maybe they have to get irradiated first and then have a FEV shower (or maybe just use a syringe with it on himself). So it will be more correct if they got irradiated and took a FEV injection, they become ghouls, while if their rad-level is lower than certain level, they may become muties. Just my personal thought on it though. On the other hand, just choosing a race while registering may do a trick, so both ways are interesting.
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Surf

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Re: Different abilities for different races
« Reply #53 on: August 15, 2011, 03:56:16 pm »

Well, it's a good idea, though ghouls are not simply irradiated humans. They've got influenced by the FEV, just as muties did.

wat
Re: Different abilities for different races
« Reply #54 on: August 15, 2011, 04:06:18 pm »

about plenty of SP, i dont think so ,99 is max rest u will lose

I think some changes like charisma into str or endurance etc not rolling because it will just will next alt promoting thing here ;)

I was referring to the fact that even if they became a "meat head dumb mother fucking mutant" they would still have the SP points they spent into skills before hand. Not about them storing it to the 99 limit.
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Crazy

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Re: Different abilities for different races
« Reply #55 on: August 15, 2011, 04:44:34 pm »

Well, it's a good idea, though ghouls are not simply irradiated humans. They've got influenced by the FEV, just as muties did.

In fact, it have been said both by original fallout developpers that is was "only rads" and "rads+FEV". So both versions exists.

Quote
There is some controversy, even among the makers of Fallout games, about the origins of ghouls. While Tim Cain said explicitly that ghouls are only a result of radiation, consistent with an understanding of the science of radiation as it stood during the 1950s, Chris Taylor said that a mix of both radiation and FEV was involved. While Chris Avellone initially supported the latter view in his Fallout Bible, he was later convinced to support the radiation-only version. Some people believe that ghouls were formed when the bombs fell, people who where not fortunate enough to be in a vault or die were exposed to the radiation and became ghouls.
http://fallout.wikia.com/wiki/Ghouls
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Graf

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Re: Different abilities for different races
« Reply #56 on: August 15, 2011, 07:16:45 pm »

wat

Wat? No idea what it could mean. But if you're asking for proof that way, then here's is it:

Quote from: The Vault, link=http://fallout.wikia.com/wiki/Ghoul
Chris Taylor said that a mix of both radiation and FEV was involved. While Chris Avellone initially supported the latter view in his Fallout Bible he was later convinced to support the radiation-only version.

I believe that the earlier version was more correct, becuase it was quite clear stated on a few holotapes in original games. Too lazy too search for them though.
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Surf

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Re: Different abilities for different races
« Reply #57 on: August 16, 2011, 02:41:43 am »

While Chris Avellone initially supported the latter view in his Fallout Bible he was later convinced to support the radiation-only version.

We only support the final FO bible version , thus the quoted one. Besides that, the other version doesn't even make sense for most of the ghouls ( Necropolis ones f.e.) as they've never been dipped and still are ghouls.

Harold is a special mention, as he is not really a ghoul, he is the mere product of the dipping in the vats. So this is the other example Crazy has mentionend. :)

Grommok

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Re: Different abilities for different races
« Reply #58 on: August 16, 2011, 09:22:23 am »

Really, since F.E.V. isnt transmitted by air, how could them be a mix a rads and F.E.V.? They must have all be inoculated, or dipped.
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Quote from: Grommok
Chi si ritira dalla lotta
E' un gran figlio di mignotta!
Re: Different abilities for different races
« Reply #59 on: August 16, 2011, 11:10:10 am »

The Fallout Wikia stuff (which I believe generally comes from Fallout Bible info) does actually mention F.E.V being transmitted by air :
"[...]who had suffered from nuclear radiation and airborne FEV exposure for decades[...]"
http://fallout.wikia.com/wiki/Pan-Immunity_Virion_Project

Ultimately, various sources from different places or time periods have slightly different answers. Probably one of those things which was never settled on "back in the day", and when different sets of designers and writers worked on it, things changed a little (as Crazy mentioned).

As mentioned already, I believe the final version was :
a) Ghouls are caused by radiation only - though it's also mentioned that all life on Earth (except for people sealed in Vaults or BOS etc) has received a mild influence from FEV exposure, so technically FEV is "sort of involved".
b) Harold isn't actually a ghoul. He used a ghoul sprite, and hangs around with ghouls in FO2, but he's technically a mutant. He's unique.

Anyway, it's pretty much besides the point. If races are selectable from the start, it doesn't matter. If the suggestion of being able to change race during gameplay is implemented, then the 2238 developers can probably pick whichever one they want, and 50% of people will call them awesome and 50% will call them idiots :D
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