Gunslinger
Mildly Dipped
Let's face it, the AI in Fallout 1&2 for your allies (NPCs) are sub par. Waaaay sub par. Some examples, you ask? *Deep breath* Here we go:
Clipping- I've experienced times when Ian would get caught in doorways or trapped in a hex whenever I enter a new area.
Inventory- Biggest gripe. Either not using proper inventory or not using inventory AT ALL! This includes armor, weapons, etc.
Presettings- I go bugshit having to change Cassidy's AI presetting back to "Custom" every once and a while.
Combat- Sometimes, your NPCs will rush into a horder of Deathclaws, obscuring your vital burst fire. Or sometimes, they won't fight at all since they aren't facing the enemy. Or sometimes, they WILL fight and choose every opportunity to fight, even with weakened HP. And, my most hated trip, your NPCs will chase down a extremely weakened enemy while there's still a fresh group of baddies mowing YOU down with their assault rifles.
Now I know, many of these shortcomings have been fixed in Fallout 2. Armor can be worn by allies and you can preset their reactions. But some specific NPCs are still hindered (like Marcus not being able to wear armor). And there's still much room for improvement, either improving the AI or giving the main character control of the NPCs altogether.
I'm opting for the controllable NPCs. It would be entirely worth it for the developers to code controllable NPCs versus coding in a moderate AI. The NPCs in Fallout 1 were added at the last minute, making their controls and performances very linear, i.e. you had to talk to them everytime you wanted to change their inventory. It would be alot better if certain screens were devoted for NPC inventory, such as the one found in Fallout Tactics (just about the only thing I liked in FOT).
Controllable NPCs would greatly improve the experience of the player. With controlled NPCs you can avoid wasting precious AP points and coordinate attacks for optimal damage. You can set up a decent formation so that your melee bruiser won't block your machine gunner's line of sight. You can have the NPC use their specific skills instead of your main character trying to use their inadequate skill and the NPC taking over al la Fallout 2.
I'm certain there's some of you who disagree with this inclusion. You might argue that the inventory system has certain flaws to prevent balance (Marcus can't wear armor because he's too big and tall; Goris can't wield other weapons because he has claws on his hands). You might say that the linear approach of talking to you NPCs to change their armor or use a different gun has a more personal touch to the game. You might also say that NPC level ups balance out their strengths, making additional control unnecessary. But I find all that repetitive and annoying. With an equipment screen to change NPC inventory, you can avoid all that hassle of merely arming your buddies. And the level ups in Fallout 2, though useful, only made up for the uncoordination of the NPCs. And besides, Interplay can still include an option for AI controlled NPCS, al la Icewind Dale, if that's not your cakewalk.
But hey, controllable NPCs is a good idea from this prospective.
Clipping- I've experienced times when Ian would get caught in doorways or trapped in a hex whenever I enter a new area.
Inventory- Biggest gripe. Either not using proper inventory or not using inventory AT ALL! This includes armor, weapons, etc.
Presettings- I go bugshit having to change Cassidy's AI presetting back to "Custom" every once and a while.
Combat- Sometimes, your NPCs will rush into a horder of Deathclaws, obscuring your vital burst fire. Or sometimes, they won't fight at all since they aren't facing the enemy. Or sometimes, they WILL fight and choose every opportunity to fight, even with weakened HP. And, my most hated trip, your NPCs will chase down a extremely weakened enemy while there's still a fresh group of baddies mowing YOU down with their assault rifles.
Now I know, many of these shortcomings have been fixed in Fallout 2. Armor can be worn by allies and you can preset their reactions. But some specific NPCs are still hindered (like Marcus not being able to wear armor). And there's still much room for improvement, either improving the AI or giving the main character control of the NPCs altogether.
I'm opting for the controllable NPCs. It would be entirely worth it for the developers to code controllable NPCs versus coding in a moderate AI. The NPCs in Fallout 1 were added at the last minute, making their controls and performances very linear, i.e. you had to talk to them everytime you wanted to change their inventory. It would be alot better if certain screens were devoted for NPC inventory, such as the one found in Fallout Tactics (just about the only thing I liked in FOT).
Controllable NPCs would greatly improve the experience of the player. With controlled NPCs you can avoid wasting precious AP points and coordinate attacks for optimal damage. You can set up a decent formation so that your melee bruiser won't block your machine gunner's line of sight. You can have the NPC use their specific skills instead of your main character trying to use their inadequate skill and the NPC taking over al la Fallout 2.
I'm certain there's some of you who disagree with this inclusion. You might argue that the inventory system has certain flaws to prevent balance (Marcus can't wear armor because he's too big and tall; Goris can't wield other weapons because he has claws on his hands). You might say that the linear approach of talking to you NPCs to change their armor or use a different gun has a more personal touch to the game. You might also say that NPC level ups balance out their strengths, making additional control unnecessary. But I find all that repetitive and annoying. With an equipment screen to change NPC inventory, you can avoid all that hassle of merely arming your buddies. And the level ups in Fallout 2, though useful, only made up for the uncoordination of the NPCs. And besides, Interplay can still include an option for AI controlled NPCS, al la Icewind Dale, if that's not your cakewalk.
But hey, controllable NPCs is a good idea from this prospective.