Arcanum is not RTwP. It is either Real time or Turnbased. Spacebar can be used to switch between the TB and RT modes. The TB mode is pretty much just Fallout's combat system with a different action point system, magic, and
Still shit.
And yet it's still just Fallout with more stuff.
By that logic, a pizza is just bread with more stuff on it. The whole is greater than the sum of its parts, and your crude reductionist bullshit isn't going to fly here just because you want to disingenuously pretend that FO's combat is in the same ballpark as Underrail. You're such a dipshit it's hilarious.
And? Then again, I can take a certain trait and only have about 4 perks before finishing. But the number of perks is just how far the game extends the leveling system and it's length. Kinda like what Fallout 2 did. Longer game with more levels = more perks. Also the apt comparison is pathfinder 1e to D&D 3.0. Pf1e is just D&D3.5. Except the classes have a few more bells and whistles on top of the classes taken directly from D&D3.5 and you get a feat ever second level instead of every third regardless of class. So with a non-fighter, you cap out at about 7-8 feats given a generic class while you have more like 10-11 in Pf1e.
The point is that Underrail has many different "builds" that are possible as a result of the sheer number of feats in the game that have a significant impact. Do you want to play a glass cannon psyker? Go right ahead, and while you do so, feel free to choose between the countless different psychic archetypes that range from using melting people's brains with your mind to launching balls of fire and ice with your thermic control. Do you want to play a stealthy sniper rifle, where you set up traps on the battlefield to stack the deck more favorably for yourself, while also manuevering to the perfect position so you can pick your enemies off one by one, retreating tactically until they are all dead without even laying a finger on you? You can do that. Heavily armored, sledgehammer wielding tank that throws grenades at his feet? Check. Agile hoplite that can throw his spear over long distances for extra range and massive damage, while also being relatively tanky? Check. Chemical weapon specialist, with the ability to fill a battlefield full of noxious gas? Check. Spec ops commando, mowing enemies down room by room with none the wiser? Check. The list really goes on.
Contrast this with fallout? Where the builds can literally be summed up as melee, sniper, or heavy gunner. Combat is also braindead easy, so it's not like any of these choices are actually meaningful. Underrail dwarfs FO in terms of the sheer amount of builds you can play that are actually good at doing the thing you set out to do with them, versus just being some niche meme build. It also offers countless different encounters and enemy types that are made possible due to the sheer amount of these feats, which could never happen in FO.
Rather than having the ability to target specific parts of the body in the beginning like Fallout, Underrail instead allows certain things like Beheading with the Sword or Dirty only when you take the feat.
Have you even played the fucking game? Beheading doesn't work anything like FO's targeting system. You really don't have any idea what the fuck you're talking about?
The rest is mostly cooldown reduction, ap reduction, damage increase, number increases, etc. kinda like FO
This is such a gross mischaracterization and simplification of Underrail's feats. The difference between FO's feats and Underrail's feats is that while FO's feats are like you described, simple improvements to numbers and stats, Underrail's feats take this to a whole new level by making feats very specific and requiring a certain set of conditions to be met so that the great benefits can be felt. Take a feat such as survival instincts, which increases crit chance when below thirty percent health. While yes, this involves "number increases", it implements them in such a way that instantly changes how your character is going to be played. It adds a whole new dimension to a build, and forces you to either spec into extreme damage resistance and tankiness to compensate for the low health, or forms of crowd control/damage avoidance. What about ambush, which increases accuracy and crit chance when attacking a target that is illuminated while you are in the shadows. Once again, a "number increase", but done in a way that dramatically changes how you play your character and how you approach different fights. Or, we can talk about Thermodynamicity, which gives an ap reduction when alternating between hot and cold metathermic psionic abilities. If you really can't see the difference between FO's implementations of perks and Underrail's feats, you're a lost cause.
Fallout also did this with certain thinks like implants or the "childkiller" trait.
Childkiller is a reputation that you get, not a trait, and it literally just effects reaction and spawns in bounty hunters. This has nothing to do with in game feats that effect how a build is played and/or the types of damage you deal. Implants are literally just +1 stat bonuses, which again has nothing to do with feats/perks. You're retarded.
Like Fallout which has skill and attribute requirements for feats, weapons, and skill checks (dialogue checks are not advertised in dialogue). Besides, where did you think Styg got the idea from? Not Neverwinter Nights. He got it from Fallout because he wanted to make a game like Fallout with more stuff in it. The game plays like Fallout. But with more bells and whistles. It would be retarded to deny this.
I never said Styg didn't get many ideas from FO. Underrail's system was inspired by FO and I never denied this. What I said was.
I'm not going to let you get away with grossly simplifying Underrail's combat system in so many ways so that you can claim it is functionally the same as FO's combat system. Anyone who has played these two games can see the much higher levels of depth and complexity that are present in Underrail versus FO
Something can be inspired by something else, but then proceed to improve upon it and add so many different things to it that it reaches a new level of depth and complexity that the original did not have. Underrail does everything FO does, but better. And it does them significantly better in meaningful ways. You're a faggot ass fanboy however, so you pretend that it's just a few "bells and whistles", when in reality the two games play very differently.
These newfags get worse and worse every year. This dumbass has NMA reject written all over him.