Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Bethesdas options regarding Fallout3

YamatoTwinkie

Novice
Joined
Mar 2, 2006
Messages
2
damaged_drone said:
yea youre right. but then, once your characer is highly skilled and you have a tiny reticle, you are playing a fps? or do you implement auto-aim? if you have auto-aim to negate twitch how do you make targetted shots?

This can be easily done in real-time by integrating some sort of "time slowdown" bar that is activated with a button (some examples of this are found in the FPS F.E.A.R and Max Payne). That way a highly skilled sniper can "slow down time" for a moment, and be able to drill the eyes out of a charging radscorpion at 50 meters. I think it would work pretty well if it was tied into the SPECIAL system (i.e., maybe the degree that you can slow-down time is controlled by your perception stat, the size of your bar is tied to your weapons rating, and the recharge time is linked to your agility stat). A system like this would be great for the "non-twitch" crowd too, as they would still be able to make awesome sniper shots once their character is at high-level. I think having "time slowdown" is a good real-time analogy to Fallout's Action Points.
 

kingcomrade

Kingcomrade
Edgy
Joined
Oct 16, 2005
Messages
26,884
Location
Cognitive Elite HQ
YamatoTwinkie said:
damaged_drone said:
yea youre right. but then, once your characer is highly skilled and you have a tiny reticle, you are playing a fps? or do you implement auto-aim? if you have auto-aim to negate twitch how do you make targetted shots?

This can be easily done in real-time by integrating some sort of "time slowdown" bar that is activated with a button (some examples of this are found in the FPS F.E.A.R and Max Payne). That way a highly skilled sniper can "slow down time" for a moment, and be able to drill the eyes out of a charging radscorpion at 50 meters. I think it would work pretty well if it was tied into the SPECIAL system (i.e., maybe the degree that you can slow-down time is controlled by your perception stat, the size of your bar is tied to your weapons rating, and the recharge time is linked to your agility stat). A system like this would be great for the "non-twitch" crowd too, as they would still be able to make awesome sniper shots once their character is at high-level. I think having "time slowdown" is a good real-time analogy to Fallout's Action Points.

Well, besides the fact that you just endorsed a gimmicky FPS idea, rather than an RPG, that is a terrible system. Slowing things down won't appease the "non-twitch crowd", you are still using player skill, rather than PC skill, to determine whether you hit or not.
 

YamatoTwinkie

Novice
Joined
Mar 2, 2006
Messages
2
kingcomrade said:
Well, besides the fact that you just endorsed a gimmicky FPS idea, rather than an RPG, that is a terrible system. Slowing things down won't appease the "non-twitch crowd", you are still using player skill, rather than PC skill, to determine whether you hit or not.

I don't think a time-slow-feature would ever appease the "Turn-based + iso or else!" crowd. Nothing will. But I do think it would be an interesting concept for those willing to give a little on a Deus-ex styled combat system (which, like it or not, is probably going to be what Bethesda decides to do for FO3) I think if the time-slow feature was stats-based, it would swing combat much more in the "PC skill" end of things, as even if someone's "twitch" shooter skills aren't up to counter-strike levels, they'll still be able to "role play" a talented sniper.
 

MINIGUNWIELDER

Scholar
Joined
Sep 9, 2005
Messages
604
Lumpy said:
Some of my classmates say that Fallout is a piece of shit. Just because it's turn based, thus "unrealistic". Yes, it's stupid, but Bethesda would lose a lot of sales if they made it turn based again.
give them a copy of planescape:torment then fallout: tactics (its the same exact game using the same exact stats and mechanics for both RT and TB modes!)

then introduce them to WH40K (premade IG or Ultramarines armies for their first game) and eventually/or D&D(NWN rt at first, then TB, eventually leading to greyhawk games(best campaign setting ever (154 gods!!))
if they dont get interested in rpgs after those attempts then your friends suck
 

rei1974

Scholar
Joined
Jan 11, 2006
Messages
105
Well turn-based games are almost disappearing (that's probably why I made one myself). I honestly don't understand why, probably they don't appeal to the masses but I think they are much more fun than real time. (just my personal opinion)
An alternative could be a slow-paced realtime, like final fantasy combat...
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom