Bradylama said:
Uh, consumers? Applying SPECIAL to a real-time system is a terrible idea because it just wasn't designed to work that way.
Sure, but what exactly would this mean? You yourself have indicated that applying it directly would be pretty meaningless (action points, initiative etc.). In that case, all using SPECIAL means is having attributes with those names. Again - who cares what they're called? - it's what they do that counts.
Not for a real-time system.
That's crap. Just because you haven't played one, doesn't mean it's impossible.
When you make a combat system real-time, the focus shifts to action, not character attributes.
And the attributes can have a pronounced effect on the action, if things are designed that way.
If you try and incorporate a meaningful attribute system, it detracts from the action experience, because attributes can only ever work subtly, as opposed to the impact of skills. The effects may still be there, but it's difficult to appreciate when everything comes at you in real-time.
How does it "detract from the action experience" if it's "difficult to appreciate" the effects?
Why can attributes "only ever work subtly"?
If we're using SPEAL for now, Strength can have a great influence on damage, and influence melee speed / ranged recoil; Perception can have an influence on aim; Endurance on health, resistance to knockdown etc.; Agility on movement speed, weapon speed, reload speed...; Luck on whatever the hell you like.
These could easily be important effects. I really don't see your problem.
By removing the player's physicality from the equation. In a real-time system, (particularly from an FPP) it's always the player fighting, not the player character.
First, it's both.
Second, as I indicated above: for most players, the player's physicality is a
constant in the equation. I.e. it doesn't have real influence over the way one playthrough compares with another, or how gameplay changes with progress in each individual playthrough.
Can different character builds play differently? Yes.
Can characters change the way they play by developing skills/attributes? Yes.
So long as the game is balanced well, and has various difficulty settings, the absolute ability of the player character doesn't matter. All that matters is the relative ability of different character builds, and the relative ability of a new character to an experienced one. Once the player has learned the game, his physical prowess should have
no effect on these relative character abilities (only on the absolute ability, which can be compensated through difficulty settings, as in every other game).
Certainly this requires good design and balance - more so than a turn-based system. I don't imagine for a minute that Bethesda are going to pull it off. That doesn't make it impossible though.
EDIT: In general, I don't see that Fallout combat is anything to hold up and marvel at in terms of either variety or entertainment. It's ok, but it's not that different with different characters, and it's hardly the best combat around.
If you're advocating full party control, turn-based isometric combat, then I agree that's preferable to real-time first-person combat. If you're holding up Fallout combat as something particularly special, I just don't see it.