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Author Topic: close combat(a.k.a. melle skill)  (Read 2160 times)

LagMaster

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close combat(a.k.a. melle skill)
« on: August 28, 2010, 05:24:06 pm »

i sugest to make the unarmed and melle skils in 1 for close combat(if you know how to use a knife,why not a fist and vice versa)

so instead of unarmed and melle separetly, there shoud be only 1 skill for close range


[and in this instance we can add the pilot skill]
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Re: close combat(a.k.a. melle skill)
« Reply #1 on: August 28, 2010, 05:29:45 pm »

They will never change/remove skills.
Or else sneak+steal can be combined, and alot other stuff, but it's Fallout. ;p
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kraskish

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Re: close combat(a.k.a. melle skill)
« Reply #2 on: August 28, 2010, 05:34:27 pm »

Jakie chan wouldnt use a 15kg sledgehammer so flimsily as his fists :p. We could integrate weapons skills to 1 EW, SG, BG and THROW UNARM MELEE, would make more sense but also boring.
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avv

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Re: close combat(a.k.a. melle skill)
« Reply #3 on: August 28, 2010, 07:15:52 pm »

I think this is a good idea. The fact that close combat fighting is somehow divided to melee and unarmed doesn't make sense. Close combat in wasteland is brutal, not some martial art when you strike when the bell rings. Dirty trick are more than encouraged when it comes to survival.

They will never change/remove skills.

How do you know? Sounds something Lexx would say.

but it's Fallout. ;p

So far this hasn't stopped them from making features out of nowhere.

Jakie chan wouldnt use a 15kg sledgehammer so flimsily as his fists :p. We could integrate weapons skills to 1 EW, SG, BG and THROW UNARM MELEE, would make more sense but also boring.

Jackie Chan doesn't have enough strength. But he surely could use knife or nunchuks.


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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: close combat(a.k.a. melle skill)
« Reply #4 on: August 28, 2010, 07:31:58 pm »

I think this is a good idea. The fact that close combat fighting is somehow divided to melee and unarmed doesn't make sense. Close combat in wasteland is brutal, not some martial art when you strike when the bell rings. Dirty trick are more than encouraged when it comes to survival.

How do you know? Sounds something Lexx would say.

So far this hasn't stopped them from making features out of nowhere.

Jackie Chan doesn't have enough strength. But he surely could use knife or nunchuks.



There must be another option, for example look at Fallout1.
200% skill cap, excellent, it's supposed to be like that, AC playing great role on long distances, however 10 PE+Sharpshooter will be the only way for snipers. One Hander trait will play big role for pistol users, because of floating +20% bonus.
Always 1 skill point for raising skills, even after 100%, 125%, etc.
Your character will have alot skills, even raising non-tagged skill means something, because now spending skill points on non-tagged skill? Pff.. ok till 101%, spending skill points on non-tagged skill after 101%? Even 10 IN + Skilled won't help you.
Also changing something frol original Fallout like skills itself (removing, adding, etc.) will have big impact on it.
Yes, there's a reason to combine some skills like sneak+steal, so sneakers will be also thieves at the same time, FA+Doc, so you don't need raise 2 skills to be doc, repair+science, so you don't need to again raise two skills to be crafter, but... gl with this on your own server when SDK released.
Btw.. combining melee and unarmed? This is one of the worst combination can be imagined in Fallout, even SG+EW sounds better but it's again shit.
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Re: close combat(a.k.a. melle skill)
« Reply #5 on: August 28, 2010, 07:39:30 pm »

There must be another option, for example look at Fallout1.
200% skill cap, excellent, it's supposed to be like that, AC playing great role on long distances, however 10 PE+Sharpshooter will be the only way for snipers. One Hander trait will play big role for pistol users, because of floating +20% bonus.
Always 1 skill point for raising skills, even after 100%, 125%, etc.
Your character will have alot skills, even raising non-tagged skill means something, because now spending skill points on non-tagged skill? Pff.. ok till 101%, spending skill points on non-tagged skill after 101%? Even 10 IN + Skilled won't help you.
Also changing something frol original Fallout like skills itself (removing, adding, etc.) will have big impact on it.
Yes, there's a reason to combine some skills like sneak+steal, so sneakers will be also thieves at the same time, FA+Doc, so you don't need raise 2 skills to be doc, repair+science, so you don't need to again raise two skills to be crafter, but... gl with this on your own server when SDK released.
Btw.. combining melee and unarmed? This is one of the worst combination can be imagined in Fallout, even SG+EW sounds better but it's again shit.

This is good, but some skills like sneak (which already needs balancing) would have to be balanced.
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avv

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Re: close combat(a.k.a. melle skill)
« Reply #6 on: August 28, 2010, 07:48:32 pm »

There must be another option, for example look at Fallout1.

Fallout1 is a singleplayer game and over ten years old. Some game design ideas which are today didn't exist back in 1997. Nonetheless I didn't quite get what you mean with all that numberic mumbo jumbo. That combining two skills will somehow imbalance the whole special? That's something we don't need to discuss because to integrate 2 skills, special skillpoint division would obviously have to be taken into account.

gl with this on your own server when SDK released.

I'll just tell you the same whenever you encounter something that needs changing.

Btw.. combining melee and unarmed? This is one of the worst combination can be imagined in Fallout

Care to explain? My explanation was that in wasteland most martial arts are forgotten and totally not practiced by some ordinary brawlers. The way I see it, the best close combat fighter just gets the job done. He doesn't have any principles like "no knives", "I only fight with my fists and legs" or "I will not punch or kick". He just uses the methods which suit the situation and his body type best.  
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Re: close combat(a.k.a. melle skill)
« Reply #7 on: August 28, 2010, 07:59:44 pm »

"no knives", "I only fight with my fists and legs" or "I will not punch or kick"
"I don't want use laser rifle, I'll kill everyone with my mauser!"
"I don't want waste bullets with my minigun, I better melt them with my plasma pistol."
Ok, merge all SG/EW/BG skills, it's not that hard to shoot from sniper rifle or laser rifle. Or atleast ok, if you know about sniper rifle, but you can't understand technology of that super puper high tech energy weapon, then if you can shoot from laser rifle, you should 100% shoot from sniper rifle, because it uses lesser techology? Wtf?
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avv

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Re: close combat(a.k.a. melle skill)
« Reply #8 on: August 28, 2010, 08:12:14 pm »

Ok, merge all SG/EW/BG skills

I'm all for that.
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sander

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Re: close combat(a.k.a. melle skill)
« Reply #9 on: August 28, 2010, 08:17:25 pm »

Ok... let's do it following way:

-1st skill -- unarmed+melee
-2nd skill - firearms
-3rd skill - barter

And everyone is happy!!!

Please don't suggest of mrging smth with smth...
Improvements should be in quality, not in quantity.
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Surf

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  • это моё.
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Re: close combat(a.k.a. melle skill)
« Reply #10 on: August 28, 2010, 08:18:26 pm »

Agreed. Its somethibg which would have beenin Van Buren aswell.

Ganado

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Re: close combat(a.k.a. melle skill)
« Reply #11 on: August 28, 2010, 08:26:19 pm »

I like more variety, better. Not morphing everything into a couple skills. What RavenousRat sounds good too.
« Last Edit: August 28, 2010, 08:29:22 pm by Dishonest Abe »
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Shit! Damn admins! Always ruining my fun! I guess I'll talk to them. WITH MY FISTS!!!! No seriously, I will write them a nice email or make a thread on the forums or something. Thanks!
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