PaladinHeart said:
I didn't know trolls were allowed to be moderators on NMA.
There's a thin line between trolling and aggressive discussion.
Besides, Sorrow pisses me off.
But anyways...
Your idea is overly complicated, unneeded and would detract from role playing in the game - choices and consequences.
Because role playing isn't buying rations or water. It's about making choices and facing the consequences.
You fell right into your own bag there. "Do I take some extra ammunition, or do I take some extra food with me?" Is that not a choice and consequence situation?
"Should I take a couple extra canteens from the vault? Or do I just take the one, and hope I can come across some fresh water instead of radiated toilet water?"
No, not really. A choice/consequence situation is deciding who to help in Junktown for instance, since it has a far greater impact on the game world than the player having to choose between ammunition and food.
Which can also easily take the fun out of the game, when you die of hunger for the nth time because you didn't take food, or get killed by raiders for the nth time because you didn't take ammo.
Maybe this would be a good time to throw it in your face that Fallout 3 is being designed by Bethesda and thus, isn't held in check by the original design choices made in the original Fallout games. By this same thought process, one could argue that everything in Fallout 2 that wasn't originally in Fallout 1 (practically the whole game) is wrong because it wasn't originally in the first Fallout's design...
Judging by the amount of sylogisms and logical fallacies in your post, I can only assume that you are trolling unconciously. And that's not even taking your insults into consideration.
I could add words like "stupid" and "retarded" every time I mention your ideas or thoughts, but I don't adhere to the original troll's design process.
To quote Barney, "Don't piss me off"
"Oh! There's more holodiscs than in the original Fallout.. that's nice.. But it's wrong!!!" Too funny...
And you base this on... what?
To me, food and water can be just as valuable a resource as ammo, stimpacks, etc.. But if you're an anorexic skeleton who doesn't like to eat, then I can see how that would be emotionally damaging. xD
I can take jabs at you too. But I don't. See the difference?
Heck, I could even mention the three classical conflicts. Man against man. Man against nature. And Man against himself. Hmm.. not sure if those are 100% right.. maybe there's another like.. man against society. Anyways.. food and water would adhere to the original man against nature element. (or man against himself if you're anorexic and think your character should be a skinny beanpole too)
And how is that relevant?
All three are already present in Fallouts: man vs. man in the form of raiders, power struggles, xenophoby. Man against nature in the form of droughts, roving packs of dangerous animals etc. And man against himself when you have to choose whom to help, what to do and most importantly, what NOT to do.
Which is present for instance in Necropolis, where you have to make a choice, do I take the water chip for myself and ignore the zombies? Or do I help them and THEN take the water chip, ensuring their survival?
The only games I have played where food is a bothersome aspect, are the ones involving having to take care of a large army, a ship, etc.. In every RPG game I have played, where food is an aspect, it adds some extra challenge to the game. But I guess you can't appreciate that if the only game you've ever played is Fallout, just because "teh future apoco is liek teh only ting I likes!!.. But only in BROWN!!"
Nice reasoning mr. Troll. Assume everyone else is wrong and only you are right.
I enjoy Fallout just as much as the next person. Well maybe not as much as someone who's played it through 100 times. But it's not the only CRPG in existence. I know choice and consequence gameplay is important, but adding more depth to the rest of the gameplay can only serve to increase replayability.
How is adding a food/water system to the game increasing replayability? So far I assumed replayability meant multiple choice dialogue trees and multiple quests available to your character basing on it's stats, but apparently I'm wrong.
There can also be the choice/consequence of the possibility of eating a deathclaw egg that you could have sold for a lot of money. Heck there's tons of possibilities involving food and water items.
You don't seem to understand the choice/consequence idea. It's not about basics such as "I shoot him/He shoots me", since using your logic STALKER is a perfect example of a cRPG game utilizing choice/consequence mechanics.
See? I can make flawed assumptions like you too!
But anyways I'm done here because the next post will just be a repetition troll statement saying something like, "Your (stupid/retarded) ideas do not correlate to the original Fallout's design."
I suppose this comes as a surprise to you that I didn't eat babies as you assumed. Shocking, isn't it?