dagorkan
Arbiter
- Joined
- Jul 13, 2006
- Messages
- 5,164
galsiah said:Agreed. It's a pretty laughable notion of "tactics".Crichton said:This is outrageously stupid. Hit locations...1) Get the combat system right: A transposed version of Oblivion's action-oriented combat won't cut it. Combat in a Fallout game should be more tactical, allowing you to specifically designate where you want to hit a foe. It ain't Fallout unless you can kick a rat in the groin.
Agreed.
I still disagree with this. Consider doing an X-com mission with one soldier (if necessary, assume your line of sight extends further than the opposition). There's no amazing tactical depth in this scenario, but I find it difficult to see how there's "nothing tactical" about it. [unless you're saying that "tactics" involves more than one unit by definition - in which case your point is vacuous for anyone who shares that definition (and Desslock clearly doesn't)]There's nothing "tactical" about any game with one unit.
http://www.geocities.com/nkfarma/xchal/challenge.html
Try out that scenario (it's downloadable) with one soldier (or two if it's two hard). I have tried it and I can tell you that there are definitely tactics. If you play like an idiot you will lose with 99.9% certainty. If you think carefully you might have 30%. If you have experience with the game and are very careful you might have 60%.
What explains that difference if it's not tactics (choices the player can make which have an impact on success/outcome)?
There are quite a few differences between single-soldier X-com combat and (random encounter) Fallout combat:
Units start a long way apart in X-com; in each other's faces in Fallout.
Most units are hidden in X-com; all units are visible in Fallout.
There's (often) a lot of cover in X-com; there's less in Fallout.
The cover can be destroyed in X-com; not in Fallout.
X-com areas usually have more than one level; Fallout's don't.
Shots can be made over much longer distances in X-com (without absurdly good skills).
Units generally die faster in X-com than Fallout (until you start to hit them all in the eyes) - fewer pitched battles at close range.
There are proximity mines, timed explosives, smoke grenades, electro-flares, incendiary weapons and motion scanners in X-com.
X-com for sure is the better combat system and a Fallout with that system would be much better. The only objection is the retarded childish insistence (of most 'RPG fans') of having a an ass-kissing, super-hero without having to work to create that character. It's funny how everybody's joking about Mass Effect Commander Shephard and his 'extreme' personality when I can bet most of you view your characters the same way - OK maybe not to the same extreme degree.
People don't want to play realistic characters or to be serious challenged for their rewards.