Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: J.E. Sawyer; Obsidian Entertainment
JE Sawyer has graced us with his presence and answered <a href=http://www.rpgcodex.com/content.php?id=127>a question or two</a>:
<br>
<blockquote>In Fallout 3, I wanted to make a serious attempt at balancing firearms through the availability of ammunition. I believed that ammunition as a valuable commodity made sense in a wasteland environment. Low-power ammo would be relatively common, but the stuff found in high powered rifles, machineguns, plasma weapons, etc. would be much rarer. The firearm specializations would have come through perks. I didn't really want to take depth away from firearms; I wanted to make firearm depth comparable to the depth of the unarmed and melee skills. As long as the nature of firearms and ammunition was made clear to the player, I think it would have worked. </blockquote>
JE Sawyer has graced us with his presence and answered <a href=http://www.rpgcodex.com/content.php?id=127>a question or two</a>:
<br>
<blockquote>In Fallout 3, I wanted to make a serious attempt at balancing firearms through the availability of ammunition. I believed that ammunition as a valuable commodity made sense in a wasteland environment. Low-power ammo would be relatively common, but the stuff found in high powered rifles, machineguns, plasma weapons, etc. would be much rarer. The firearm specializations would have come through perks. I didn't really want to take depth away from firearms; I wanted to make firearm depth comparable to the depth of the unarmed and melee skills. As long as the nature of firearms and ammunition was made clear to the player, I think it would have worked. </blockquote>