Agility & Armor Class

Well, if armors lower your AC then you have your maximum AC at the start of the game and unless you mod the combat proficiency of the enemies in that stage of the game, they won't be able to land many hits on you. Unless I didn't undertand something.
 
Indeed there was one thing you did not understand;

I said:
Base AC = player level * (AG/2 - 1), capped at 50 and no less than 0. This can be done with a global script. This way,
with an AG of 10 you'll reach base AC 50 at level 13,
with an AG of 8-9 you'll reach base AC 50 at level 17,
with an AG of 6-7 you'll reach base AC 50 at level 25,
and with an AG of <6 your AC will be equal to your level.

Player level, see? :D
NPCs obviously don't have levels, so their AC would most likely have to be set manually depending on what armor they're wearing and their overall physical fitness. That means they'll probably have more AC than you to start with, but you'll catch up with them eventually unless your AG is poor.
 
Ahh, I see. I was mostly replying to Ravager so I kinda missed the details of your post, sorry.

Certainly that formula is something. Further testing would prove if it's accurate or if it'd need adjustments.
 
Wait... the NPC's do have agility don't they? If this could be set thew Agility only then there wouldn't be a problem would it?

After all most NPC's don't have a high AG I think.
 
Ravager said:
Wait... the NPC's do have agility don't they? If this could be set thew Agility only then there wouldn't be a problem would it?

After all most NPC's don't have a high AG I think.

Some NPCs do have high agility, it depends on whether they use Tough/Agile/Gunfighter protos, etc. Setting their AC to a static value is the most practical solution, and their AG is the most reasonable factor in the AC value. Just an initial suggestion, of course.
 
Well if some NPC's do have a high AG then wouldn't it be ok just to set Agility to give 5AC for each 1 point of AG? And then just let the armors sort things out?
 
Ravager said:
Well if some NPC's do have a high AG then wouldn't it be ok just to set Agility to give 5AC for each 1 point of AG? And then just let the armors sort things out?

This is pretty much exactly what i was thinking. Or possibly 10AC per AG point. Some balance tweaking would be required. Can this be hacked easily, Timeslip or Nirran? Should i add it to the sfall wishlist?

Pelicano said:
Well, if armors lower your AC then you have your maximum AC at the start of the game and unless you mod the combat proficiency of the enemies in that stage of the game, they won't be able to land many hits on you. Unless I didn't undertand something.

Correct. So as i said earlier in the thread, all critters in the early game (rats, geckos, scorps, etc) would need their attack values boosted to compensate. Hopefully, a global script could do this (i.e - a +40% hit chance boost to xyz critter) and pelicano might be just the man to help with that ..... ;)
 
Josan12 said:
Should i add it to the sfall wishlist?
No, that's little harder to script than adding a constant to each critters ac. set_critter_extra_stat(critter, STAT_ac, get_critter_stat(critter, STAT_ag)*5) or whatever. (Minus the bit that's already ag dependent, of course, or you'll end up boosting it too far.)

You'll need to change the format of the last example script a bit to recheck each critter every now and again, in case they use drugs or something. I'd suggest setting an unused value on them to their ag value, so you know when it's changed.
 
Josan12 said:
Ravager said:
Well if some NPC's do have a high AG then wouldn't it be ok just to set Agility to give 5AC for each 1 point of AG? And then just let the armors sort things out?

This is pretty much exactly what i was thinking. Or possibly 10AC per AG point. Some balance tweaking would be required. Can this be hacked easily, Timeslip or Nirran? Should i add it to the sfall wishlist?

Pelicano said:
Well, if armors lower your AC then you have your maximum AC at the start of the game and unless you mod the combat proficiency of the enemies in that stage of the game, they won't be able to land many hits on you. Unless I didn't undertand something.

Correct. So as i said earlier in the thread, all critters in the early game (rats, geckos, scorps, etc) would need their attack values boosted to compensate. Hopefully, a global script could do this (i.e - a +40% hit chance boost to xyz critter) and pelicano might be just the man to help with that ..... ;)

Hmmm I dunno if 10 AC for each 1AG would be ok.

I can't run Fallout at the current moment due to problems with my crappy Vista OS and stuff, but normally 1 AG = 1 AC I think.

So a character with 10 AG would have 10 AC. Now let's add some armor to this. Let's say Adv. Power Armor MK II - that's 35 more AC. Together that's 45 AC - 5 pints less then 5 AC for each 1 AG.

Now add something nearly weightless like robes or leather and add the dodger perk to a system that counts 1AG as 5AC – in the end you’ll have 55 AC. Someone with so much AC will already be hard to hit. So there's no need to go even further.

Anyway - normally characters would have 18, 25 AC max at start if they buy a basic armor (any leather) and the NPC’s where still able to hit you (not as much as they usually would, but it was quite often anyway). That’s why I don’t think it would be needed to increase the hit chance of NPC’s.

We just need to let the armors sort things out. Make Leather Armor lower the AC and all the other ones except for those with very little protection or the robes that weight very little.

Someone who wants to make a good character won’t ever take 10 agility at start anyway. He/she would just miss out on the perk and implant. So your gonna have 40 AC. Then when you’ll get yourself the Leather Armor (not Leather Jacket) it will go down by per say -10 AC, Metal(MK II and Tesla) -20 AC, Power Armors -35 AC, Combat (MK II and Brotherhood) -5 AC (since their light and stuff).

That way you’ll get 3 types of final armors. The never used Brotherhood Armor & Tesla and of course the Adv Power Armor.

Is there any way to achieve better perfection?
 
I think the values I posted a while back are reasonable - what do you think?
 
They look good to me, but I'm not sure if it's ok to give max AC just threw leveling if your AG is lower then 10.

Why not cut it down a bit for each pint that wasn't taken? 50/45 etc. etc?

I'd finally like to see the player think more about the consequences he/she will have by not taking at least 8 agility (to get the next bonus 2 points as the game progresses).

You know what I'd also love to see? Armors lowering some skills. Not the type of "pain in the ass" lowering, but the "smart" one. Like being almost unable to sneack in Power Armor since it's large and noisy when you move around in all that metal. So that a player would have to use a Stealth Boy to sneack in it. The same goes for metal, tesla - yet it wouldn't lower the sneack skill as much as power armor. Affecting other skils would be a pain in the ass like when it comes to first aid or doctor or repair. Who would wanna tke off their armor to use their actual skill % ? No one I'm sure.

But a person whould know that when it comes to stealthy characters - you need a light armor, hight agility and a good AC to compensate for lower damage resitances.

I want the player to think about how's their character going to be while still having a lot of flexibility. So that the character creation process will play a really big role in this instead of being compensated for some lacks in agility above 6AG> after a few levels.
 
utunnels said:
I have a question, what affects the chance of 'armor-bypassing'?

Armor-bypassing? You mean like reistances to damage and stuff?

------

Anyway is anyone working on such a mod? I'm not a programmer, but I'd like to know if there's any work done in this field. Or a quick way to change the current AC given by AG?
 
Sometimes a hit bypass your armor and damage you despite your DR I think. I don't know whether the chance is fixed, is decided by weapon or depends on armor.
 
Ah ye. It happens when you crit someone in the eyes or somthing. I guess you have to aim in a specific part of the body and pray for a crir or something like that.
 
Seeing AC as evasion seems pretty funny to me, although HtH Evade pretty much suggests that you can dodge bullets. ;)

But... cmon. I find it utterly ridiculous. You can't dodge bullets, and especially not laser projectiles.

AC is useless in this game entirely - Never mind how much you have, Enclave soldiers seem to hit you every time from any distance. It works the other way round, too - hitting enemies in eyes is way too easy.

I picture AC as deflection ability of armor. Bullets bouncing off your armor and such.
 
Well in a way you can dodge bullets and everything else.

You don’t have to treat it as “Matrix” mode, but instead as your reaction time – let me explain. When your out there playing ASG or Paintball you can take cover shortly before your opponent opens fire. Get on the ground, hide behind a object for a moment. Simply put – get out of the line of fire before the enemy fires. Get it?

Eh… I don’t think anyone will be interested in this in the end. If only I could script.
 
Ravager said:
You don’t have to treat it as “Matrix” mode, but instead as your reaction time – let me explain. When your out there playing ASG or Paintball you can take cover shortly before your opponent opens fire. Get on the ground, hide behind a object for a moment. Simply put – get out of the line of fire before the enemy fires. Get it?

Eh… I don’t think anyone will be interested in this in the end. If only I could script.

Yeah, this is pretty much the way i see it.
I haven't worked on this of late, and i think i'll put it to sleep as it's a difficult one to get right. Instead i'm gonna focusing my time on simpler scripting projects.
 
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