Briosafreak
Lived Through the Heat Death
Slow days on the Iplay forums, but still we have a couple of quotes for you guys and girls. We start with Damien "Puuk" Foletto talking about Power Armour:
<blockquote>Let's not forget that the feel of the Fallout environment is a 1950's interpretation of the future and it's technology. Modern PA, like the one exampled in this thread, looks, imo, too contemporary. That does not mean we can't have "light" PA, but it should not look like something out of a Vin Diesel (or insert your own action star to get the point across) action flick.</blockquote>
And J.E. Sawyer had this to say on stances:
<blockquote>Stances make animators cry.
Crouch, prone, and standing stances. When you add in crouching and prone positions, you effectively multiply the number of combat animations by three.
Let's say you have sixty combat animations. Firing weapons, walking with weapons, reloading weapons -- all that jazz. If you want the characters to be able to do that while crouching and prone, you now need one hundred and twenty additional animations per skeleton.
Two PCs at 200 animations (400 total) go to two PCs at 320 animations (640). That's a pretty big jump. You've effectively killed off about half a dozen creatures from your game just to accommodate PC combat stances.
And if you want all creatures in the game to be able to crouch and go prone, you need to multiply all of their combat animations by three.</blockquote>
Link: BIS feedback forum
<blockquote>Let's not forget that the feel of the Fallout environment is a 1950's interpretation of the future and it's technology. Modern PA, like the one exampled in this thread, looks, imo, too contemporary. That does not mean we can't have "light" PA, but it should not look like something out of a Vin Diesel (or insert your own action star to get the point across) action flick.</blockquote>
And J.E. Sawyer had this to say on stances:
<blockquote>Stances make animators cry.
Crouch, prone, and standing stances. When you add in crouching and prone positions, you effectively multiply the number of combat animations by three.
Let's say you have sixty combat animations. Firing weapons, walking with weapons, reloading weapons -- all that jazz. If you want the characters to be able to do that while crouching and prone, you now need one hundred and twenty additional animations per skeleton.
Two PCs at 200 animations (400 total) go to two PCs at 320 animations (640). That's a pretty big jump. You've effectively killed off about half a dozen creatures from your game just to accommodate PC combat stances.
And if you want all creatures in the game to be able to crouch and go prone, you need to multiply all of their combat animations by three.</blockquote>
Link: BIS feedback forum