J.E. Sawyer said:
DarkUnderlord said:
Some people like oranges and some people don't.
Notice how that statement doesn't actually mean anything?
It means that I don't think real-time combat is inherently great or terrible and I don't think turn-based combat is inherently great or terrible. It means something different than saying, "I think real-time combat is terrible and I love turn-based combat."
Does
anyone actually think otherwise though? I mean, I know I'm a huge proponent of turn-based combat but it doesn't mean I don't kick arse at Starcraft or play far too much Battlefield: 1942.
kingcomrade said:
I seriously don't think you should get a better weapon just for tagging this skill.
Just a note, people talking about Energy Weapons seem to have forgotten the basic
Laser Pistol. It's expensive, uses expensive ammo and does less minimum damage than the
14mm Pistol. Though it causes Laser Damage which your opponents usually have less protection against. Again, advantages and disadvantages. There are no clear winners. While the
M72 Gauss Rifle may not cause as much damage as the
Plasma Rifle, it's still pretty kick arse and can well and truly handle its own in the hands of a competent Small Guns player. Players who tag Energy Weapons have also had to suffer through the first part of the game, trying to survive until they can reach the stage that they can kick arse. I agree with kingcomrade, it's a reward for that play style. The people who like to kick arse at the start vs those who are willing to take a little pain to receive greater rewards later.
kingcomrade said:
The weapons in Fallout don't exist in a vacuum, energy weapons are, on an absolute scale, better than projectile weapons. It doesn't make any sense to have a "zapper gun" or a "blunderbuss" (which, by the way, is basically a shotgun and it isn't a big gun) when the "basic" weapon in the setting is a 10mm pistol. The world shouldn't tailor itself to you.
Now, there already are "zapper guns" though but you can't get a hold of them early in the game. So while I agree that no, you shouldn't get one
too early as it is nice when you get it late in the game, I don't think it should mean someone can't get one, if they're willing to try hard enough. It should take some kind of reasonable effort though.
kingcomrade said:
It wasn't squirrely it was quite fine. If you invested in energy weapons you were able to get very powerful guns about two thirds of the way through the game, and you typically had enough small arms skill to get by with more mundane weapons. Quite frankly, giving players skill-based weapons based on their skill choices rather than any sort of plot (you start with a 10mm pistol no matter what you do in Fallout, and the same in Fallout 2 with the spear) is "dumbing down."
I agree with this.
kingcomrade said:
The thing I'm writing, it basically states that all players have some sort of competency. You can use whatever weapons you like, nothing is grayed out because you don't have enough skill, kinda the same way you can use weapons that you don't have the minimum strength for, and then you get skill bonuses. I really need to finish that thingy and post it, I think you guys will find it interesting.
Nope, not a fan of "you can use everything a bit but you're just not good at it" systems. While it's perhaps more "realistic" it destroys the desire aspect of a game. The whole point behind restricing people and denying them the opportunity to use certain weapons or items
at all is because it adds desire. It creates that "damn, I want to use that killer looking weapon!" and gamers will start again or modify their character build during game so that they can use them. Anything else is the GTA: San Andreas system, which works quite well for a combat-driven game but not so good for a role-playing game.
The_Pope said:
A lot of the impact was taken away by the presence of the skill. It became a matter of wondering when you were going to get a plasma rifle rather than HOLY SHIT! PLASMA RIFLES! Arranging the skills via action or into something like pistols, submachineguns, rifles and heavy weapons then making you use science to figure out how to use the energy weapons (or maybe getting an NPC to teach you) would have kept the surprise.
In my first game of Fallout (which surprisingly, I can remember) I tagged Small Guns, Speech and... something else. Yet during my game, I kept putting points into Energy Weapons because I seemed to think "Hrmm.. Might get some good stuff out of that" instead of focussing on my tag skills. Eventually, I got the opportunity to tag a 4th sklil via the perk. I tagged Energy Weapons and BAM it went right up to 200% (the max in FO1). I then went back to the Gun Runners and, unable to actually afford a Plasma Rifle, proceeded to blow the fuck out of that leader guy, managed to kill him while surviving the attacks form the rest of the Gun Runners, stole his Plasma Rifle and then proceeded to wipe them out in all of 2 turns. It was the best fight I had in the game (which could be why I remember it). My other skills were sorely under-powered but I'd managed to take them out and get "the prize" just before I was completely wasted. After a bit of "Go to inventory, use all the Stimpaks you need" healing (which is, quite frankly, a bug), there was nothing that could stop me.
I don't think there needs to be "surprise". It's that knowing that there's "something" out there which I can use this skill with, that it's enough to go for it and then get the reward even though you've never seen a Plasma Rifle. When you finally do, it's that "Neat, so that's what I can use that for" and all of a sudden, you're willing to take on some crazy muthafuckers when you're far too unskilled, just to get your hands on it.
To be honest, the skills in Fallout were fine and didn't really need tweaking. Oh sure, we could all argue that throwing was useless and gambling wasn't really worthwhile and so on but I think it's better to run with them and improve on them (like making uses for all your gaming wins) then it is to merge them all and split others up (Small Guns, Big Guns and Energy Weapons into Firearms, Melee and Throwing into Melee while keeping Unarmed, Merging First Aid and Doctor into Medic while splitting Speech into Deception and Persuasion). While a game with only a core group of 7 merged skills might be nice, I didn't see any point in doing that to Fallout. EG:
Firearms (Small Guns, Big Guns, Energy Weapons)
Melee (Melee Weapons, Throwing, Unarmed)
Medic (Doctor, First Aid)
Speech (Speech)
Finance (Barter, Gambling)
Thief (Lockpick, Sneak, Steal, Traps)
Mechanic (Repair, Science)
Remove: Outdoorsman (Who really cares about it anyway?)
... cause then you only need to tag one skill, it really, really fucks the current skills system up and to be honest, it becomes just a little bit boring too (Not that JE was proposing these merges but I wanted to make the example).
For reference, here is the JE list as I remember it:
14 skills:
- 3 combat
- Firearms (Small Guns, Big Guns, Energy Weapons)
- Melee (Melee Weapons + Throwing)
- Unarmed (Also included were special Combo Move perks)
- 3 diplomacy
- Deception (Speech / 2)
- Persuasion (Speech / 2)
- Barter
- 4 science
- Science
- Repair
- Medic (First Aid + Doctor)
- Outdoorsman
- 4 stealth.
- Steal
- Sneak
- Lockpick
- Traps
JE can correct me if I'm wrong.