Controlling NPC skills- idea

The Toxic Avenger

First time out of the vault
I think that in fallout three it would be cool if you could switch to one of your NPCS and work on there skills also so that your whole team could be on the same page
 
The point of the game is to play a singel charecter.

The point of role playing games is to role play a charecter and develop it, for better or for worse, and not make a party that can do everything.

This is even more true in Fallout, as your charecter as a singel hero is part of the theme.
 
Yeah, I'm all about solo gameplay as it is. Never really liked using NPC's in any game actually.

Mohrg :twisted:
 
The usage of the NPC's in F2 is enough. Armor, weapon, tactics, and a few, fixed level-ups.
 
I think solo play is in contradiction with common sense. The world of Fallout is a rough world. Real rough. Joining up and working together is the only way to survive (unless your idea of Fallout is a game where your character is a cool macho cyberdude with black leather jacket, who can fly, jump real high, run all over walls, take on 20 mutants, blow holes in their chests with his dual plasma rifles, take their miniguns, sell them for bottlecaps and buy a black trenchcoat to make him look even cooler). In fact, only an idiot (read = character with INT 4) would try to wander the wastes on his own. So I say - go party play, go NPCs!
 
I could never fly, jump real high, run on walls or take 20 mutants at one time, but I was a "Cool Macho Cyber Dude!"

Mohrg :twisted:
 
I think multiple character development would be essential for a group of people to survive and thrive in the rough world of Fallout.
 
In an earlier post i got complained at, for this idea, and i have thought of a way to make it work.
In arcaunum you could see you npcs character menu, but had no control over their development. This makes sense becuase you can tell what they can do, what weapons they can use etc.
 
Did you know that Fallout originally didn't plan to include any followers until one of the programmers hacked the code to allow it?

Fallout without followers wouldn't be so different from the original as you say it would. They WERE mules and a general pain in the ass, after all.

Except Dogmeat. Because he was a stupid dog.
 
the only reason fallout 1 npcs were useless was because they were made that way. You could hardly tell them anything to do and thus they did nothing. Fallout 2 npcs were well made and they were truely useful in combat. I don't know if i could survive without them, and rightly, i dont think i would want to survive without them.

I don't know if full control over your npcs skill development should be allowed but perhaps the ability to advise them (so pretty much have full control) would make sense. Obviously, your character should be able to tell say vic, hey I am pretty good with heavy guns but we need a sniper to be a well rounded party. Why dont you buff up your small guns?
 
APTYP said:
Did you know that Fallout originally didn't plan to include any followers until one of the programmers hacked the code to allow it?

Fallout without followers wouldn't be so different from the original as you say it would. They WERE mules and a general pain in the ass, after all.

Except Dogmeat. Because he was a stupid dog.

Dog meat was the shit i had to keep reloading my game so he would stay alive
 
lilfyffedawg said:
Fallout 2 npcs were well made and they were truely useful in combat. I don't know if i could survive without them, and rightly, i dont think i would want to survive without them.

That's great, but you can also do very well on your own. In fact, you don't have to worry about your mules dying and taking a hundred thousand coins worth of equipment you spent the whole game collecting with them to disappear in the desert.

lilfyffedawg said:
I don't know if full control over your npcs skill development should be allowed but perhaps the ability to advise them (so pretty much have full control) would make sense.

Ah, but could their answer be "look, you know I'm not good with the guns, do you really expect me to trust my life to this thing?", or a more evasive "if we need a sniper, I know a guy who hangs around in a bar who's good with a rifle, you can try to convince him to join up".
 
Join forces to survive in the wasteland?

If I were living in the Fallout universe, I would probably not trust anybody. It's the wasteland, where people do everything to survive, like kill their friends or steal their money when they are asleep.
 
I found its much easier to play without the aid of NPC's. As most have noted earlier you don't have to worry about them getting killed or shooting you. Theres no messing around making sure they have good armour and weapons.

I still take Sulik at the beginning because those rats are just plaain annoying and Vic to get to VC but once i reach Gecko which is usually whilst im at VC i just drop every one off in the bar and never talk to them again.

Or i would just recruit them all at one stage and then move them to a base like location.
 
I can see all points of yours but i think too that
there could be a better nbc training style,in sample, you can say to Sulik -Train your unarmed skill- or something like that.
 
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