Excidium
P. banal
Awesome. I approve having more than one dialogue skill
Jaesun said:I AM CUMMING RIVERS!
/FH
Palmer Eldritch said:I'm impressed with everything so far. Keep up the good work!
Just a thought: don't add more dialogue skills or sub-skills. Instead, use stats to cover different types of speech options (CHA & INT). The problem with the original skill system is merely the relative usefulness of different skills.The solution is to make sure that all skills become more or less equally useful, in which case players won't necessarily prioritize the speech skill. If investing in skills like "traps" or "first aid" was more useful in the original games, then the optimal choice would be less obvious.
Adding sub-skills is just a matter of redundant and counterproductive complexity. It makes perfect sense to balance the game in a way that a charismatic fellow would gain additional speech-benefits, while another character can still invest in the speech skill and gain access to some of the special dialogue options.
Jaesun said:I AM CUMMING BUCKETS!
/FH
shihonage said:I wonder if non-dialogue skills can be used in dialogue. For instance, if you have Small Guns 85%, you can say something smart about NPC's weaponry and they warm up to you.
Same goes for medical skills, outdoorsman, etc.
shihonage said:I wonder if non-dialogue skills can be used in dialogue. For instance, if you have Small Guns 85%, you can say something smart about NPC's weaponry and they warm up to you.
Same goes for medical skills, outdoorsman, etc.
The Brazilian Slaughter said:Can the game engine allow you to control party members? If yes, you can do one of the best CRPGs around.
Yeah that's how New Vegas did it. In fact, one of the first quests/tasks in the game has parts where other skills are used in dialogue.Excidium said:Didn't it work like that in Fallout New Vegas?
Surf Solar said:Also, another controversal topic.. I want to give some key npc unique weapons/armors. It would be variations of the normal ones (think of a leather armor for example), only with slightly increased stats, like, just making shit up, some baddie has placed additional plates at the chest of his armor and thus has highered Damage Threshold to conventional (e.g gunfire) damage, or said baddie has an unique bolt action rifle better then the normal one and with slightly altered critter texture, with 5 hexes more range or whatever... Would you think this is too much toying around doing it the same as Fallout 3 (gulp), or does it add to the game? Just trying to give the games combat a bit more depth and adding strategie, for example if one critter has too high resistance to a certain kind of damage, etc.
GarfunkeL said:Yes and no. I wouldn't like that unless you implement a way for the player to customize his/her kit in a similar way. But in a PA-setting, stuff is already rare, so you can just place a single instance of a good weapon in the world. This way you don't have magical Assault Rifle +5 in the hands of a gang leader - make the rank&file use Chinese AK-47 knock'offs while the boss has a HK-416 with working optics giving him better accuracy and range over the others.
The Brazilian Slaughter said:Laser Submachine-Pistol: Maybe a custom job, prototype or a weapon mod. This would work best if you have weapon conditions, because then you can make weapons that break faster than normal to represented their ad-hoc, customized, prototyped or over-chaged nature. My idea is a for a custom job laser pistol made by a weapon smith or someone in the pre-war times who wanted his civilian laser to have a extra punch to it. Think a laser pistol with the same damage that fires burst shots. Hell, thinking about it, a Laser Submachinegun could actually be a normal weapon, and the unique could be one that fires FASTER burst shots, think that 10mm SMG you could buy in NCR.
Elephant Gun: Essentially, a .700 express antique with rare ammo, ridiculous stopping power and a some good weight to carry. (ST 07 or 08). Low magazine capacity (maybe even one-shot), but ridiculous power.
Gyrojet Pistol: Keeping with the fifties theme, how about a good old' Rocket Pistol? A rare model, made actually useful by future technology, it was shifted in favor of energy weapons but models of it still exist. Did I mention its also almost completely silent? Great weapon for a sneaky character.
I liked your gas grenade idea, makes combat more varied and less strict to mere shooting. I like the idea of a gas grenade. Smoke Grenades would probrably serve for cover. Flashbangs should fuck enemy to-hit for a turn. Perhaps Sleep gas grenades to knockout enemies. Nail bombs to cover a bigger area.
Thrownable nets and Bolas could also help keep the combat even more interesting
Some general combat sugestions:
First thing first: Increase weapon range. DON'T, DON'T use default Fallout values. Double, maybe triple normal firearm range for most weapons.
Second Thing: Make it harder to hit farther away. One thing I don't like in FO is how everybody always hits by end game. Gunfights do not work that way. Not every character created by the player or used by the AI should be Supreme Master Sniper.
Third Thing: Interrupts/Reaction Shots. This is needed to stop the "I potshot you and hide behind this indestructible wall so you all will have to run towards me instead of shooting, wasting your APs and allowing me to take more potshots on you and hide behind this another wall and ad infinitum" syndrome in Fallout. I'm not sure if Interrupts or Reaction Shots are better. I liked Reaction shots better, I thought they were more visceral the way they were done in X-COM. They really feel like somekind of reflex action, great for games with dangerous and scary combat. You only need to make the chances stat-based and you're set.
Fiveth Thing: Positions, of course. Stand, Crouch and Prone are good. I liked how in Fallout Tactics Crouch and Prone made you increasingly vulnerable to melee attack, makes sense. Maybe adding a melee dmg bonus. This would make melee/unarmed more interesting against firearm-users. Stand should also get extra dmg from explosions.
Sixenth Thing: Make unarmed and melee more interesting and dynamic. The good thing about Melee weapons is their grievous damage and their parrying ability (AC bonus againt melee and unarmed attacks?), while unarmed allows a skilled fighter incredible flexibility, so things like disarming a oponent, grappling against him or using other special attacks should make melee fighting more flexible.
Hope I helped.
Okay - a total conversion of Fallout that uses Fallout assets and takes place in relatively the same setting? Huh?