Jim the Dinosaur
Arcane
- Joined
- Nov 19, 2009
- Messages
- 3,144
Of course the basics of the systems probably can't be change.
How about you explain what you dislike about the basics and they can explain to you whether they can change them.
Of course the basics of the systems probably can't be change.
Games are made by developers, in case you didn't know.I mean, you can sleep two hours each day and still function perfectly well?
Well I'll be dammed. And here I thought you were just trolling and so have responded in kind. Far be it from me to deny you the opportunity to criticize the SPECIAL system. By all means, knock yourself out, the post I have responded to was a bit light on the details.But yeah, kudos on being butthurt that I state my opinion of the shittiest thing in Fallout in a thread about what people think is the shittiest thing in Fallout.
Not sure if you are referring to this, but the whole concept of skill progression in SPECIAL is really, really weird. You go over 100% (why even use percentage values for this then?), but values only up to about 100 - 150% or so are actually useful for anything. And you start with useless skill levels only to (too) quickly level them up, smoothing this curve a bit would be a good idea in my book. I was only half kidding about using GURPS, but it probably wouldn't be a good idea. The guy in charge of GURPS doesn't strike me as someone that would tolerate this even for a free fan game.
Exactly what the topic title says. I was wondering on what exactly can be considered popamole in the original Fallout games. Includes Fallout Tactics as well, due to some improvements we might take from it.
I will start:
- Magical hands first aid/doctor healing (without any item lol)
- Heal with rest, even through you just got sent to a inch of your life by repeated high-caliber shots.
- Eye-shots are too easy
This would be neato.Problem with just making them universally harder is that they just end up useless until the last 2% of the game or so. Making higher THC's with eyes progressively harder (e.g. going from 90-100% costing ten times the amount of skill as going from 0-10%) keeps them as a (very risky) option throughout the game.
Also, maybe specificACDT/DR for different target points with different armors. So combat and power armor with helmets wouldlower chance to hitgive head and eyes higher DT/DR.
hexer, would FOnline allow for localized armor (legs, torso, helmet, etc.)? Cause that'd be really neat, and would enhance the improvised Mad Max feel of it for me, even if you couldn't represent it in the models.
hexer, would FOnline allow for localized armor (legs, torso, helmet, etc.)? Cause that'd be really neat, and would enhance the improvised Mad Max feel of it for me, even if you couldn't represent it in the models.
Yep, Russians are implementing 5-piece armors for their FOnline game "Next Day" and they will implement it visually as well. It would be neat to have something like that. At the moment, I have the two standard Van Buren armor slots - head and body.
Well I'll be dammed. And here I thought you were just trolling and so have responded in kind. Far be it from me to deny you the opportunity to criticize the SPECIAL system. By all means, knock yourself out, the post I have responded to was a bit light on the details.But yeah, kudos on being butthurt that I state my opinion of the shittiest thing in Fallout in a thread about what people think is the shittiest thing in Fallout.
Not only that - but there need to be quests and solutions to the quests and relations to/with NPCs based on medical skill.Yeah, for example I always wanted to earn money with my high Doctor or Repair skill - not just heal myself or solve quests with them.
which is why I think any decent iteration of SPECIAL has less impactful perks but allow you to pick one on each level-up..
which is why I think any decent iteration of SPECIAL has less impactful perks but allow you to pick one on each level-up..
Would probably be a good idea. You'd just need to do some stuff like double/tripple up the AP count/costs so that you can affect them through perks/traits without causing too much damage.
While on the subject of traits, if you guys can split up traits into advantages and disadvantages with various costs attached, that'd make those a lot more interesting as well.
Fuse the fucking first aid and doctor into one skill. Let the player start with first aid only - then advance that into higher doctor skills, through interaction with appropriate NPCs, medical books/computers and other investing skill points into MEDICINE skill.Yeah, for example I always wanted to earn money with my high Doctor or Repair skill - not just heal myself or solve quests with them.
Make advancing into a full doctor dependent on levels of First Aid achieved first.
Make supplies and medical items necessary to heal bigger critical injuries.
Occasionally broken by shooting someone in the balls instead for lulz.Combat was probably the worst part of Fallout. Little in the way of tactics beyond stepping in and out of cover, otherwise you basically just shoot at each other again and again be it in the eyes or otherwise.
Little in the way of tactics beyond stepping in and out of cover