Faction System in Fallout 3?

chaos_ocean said:
At least i hope in future there will be a dynamic system that can create or change its OWN scripts according to your behaviours in the game.

Oh, kinda like the monsters in Oblivion?
 
nope,
but it can create more imaginary quests, people, make them talk, but not routine.... a better dynamic system could create new towns, maybe. So, if we must proceed, we must be open to the new things. New things that can make the game better. But I want the game 2D!.... :arrow:
 
Sorrow said:
You mean a true AI?

Do I smell a government plot to make a computergame so sophisticated that it will infect servers all around the world and cause a global apocalypse?
 
Sorrow, i didn't "mentioned" a true AI. Perhaps my visions about the game made you think like that. But, if there was an AI, which (or must i say who) contols the gameplay, I wouldn't be playing the game. The game would play with me. So, I meant, a script creator program, that could create random events that you are likely to love. For example, if you became a healer in the game, or you used your doctor or first aid ability lots of times, the script editor would create some more events to use your skills so that you would feel "noticed" by the game. Or, you were like to play a lone wanderer, the script editor could smply leave you alone, could make NPCs less sensitive about you and could make you feel lone.... Just like that. But these were only examples..

Schuljunge wrote, die.
well, if there is a neccessity to death of me for a 2D fallout 3, kill me. I will not fight against you. Because I know that after a 3D fallout 3, everyone will miss the Fallout in 2D. Think about that.
Thinking, better than to want somebody die. In most cases. Believe me.
 
chaos_ocean said:
Sorrow, i didn't "mentioned" a true AI. Perhaps my visions about the game made you think like that. But, if there was an AI, which (or must i say who) contols the gameplay, I wouldn't be playing the game. The game would play with me.
So, people who are players in PnP games don't play the game, but a gamemaster plays with them?

On the other hand a thought of a true AI whose only goal in life is to provide an interesting gameplay is kinda creepy...

chaos_ocean said:
So, I meant, a script creator program, that could create random events that you are likely to love. For example, if you became a healer in the game, or you used your doctor or first aid ability lots of times, the script editor would create some more events to use your skills so that you would feel "noticed" by the game. Or, you were like to play a lone wanderer, the script editor could smply leave you alone, could make NPCs less sensitive about you and could make you feel lone.... Just like that. But these were only examples.
How about just roleplaying a lonely wanderer by picking low charisma score and not recruiting NPCs?
 
If the AI would be able to upgrade graphics by itself, it could make game developers obsolete.
The games would evolve by itself. :matrix:
 
That's about as unlikely as it gets. Kind of like waiting until the first robot paints a work of art.
 
Wooz said:
That's about as unlikely as it gets. Kind of like waiting until the first robot paints a work of art.

But then we'd first have to agree on what exactly art is? If art is expressing your emotions, than it is very unlikely to happen. Unless the robot is played by Robin Williams.

Isn't random computer art also a robot making a work of art? :P
 
well,

are we discussing the ancient question "what is art?" now, well, I'm here to talk about much more than a random map or quest generator. I'm here to talk about a program, or whatever you call, that writes new scenarios according to your use of the game. For example, you are man whose lockpick ability is perfect. The program will take that into consideration and write or change the existing scenarios according to your gameplay, for example putting traps to doors to make you learn new things, just to make the game better. This means, the "Luck" stat in characters can affect much more things in the game.
 
Re: well,

chaos_ocean said:
For example, you are man whose lockpick ability is perfect. The program will take that into consideration and write or change the existing scenarios according to your gameplay, for example putting traps to doors to make you learn new things, just to make the game better.

Pray tell, what's the difference between creatures levelling up with you and traps levelling up with you?

You're suggesting that a melee character should have more arenas to fight in, and a barter skill should affect the number of merchants throughout the game.

Why overrate your best skills when you can bring in more opportunities to the previously underrated skills? Just give uses to all the skills to balance the game.

Oh, and by the way lockpick skill has no effect over traps throughout the game. :roll:
 
I have already been saying what you are saying, void. When a lockpicking character realizes that he has to improve other talents, then become a perfect thief maybe. Putting traps was for the improvement also.
 
Ow sorry my mistake there... But still *why* would anyone ever want to become a perfect thief in a world that already tore itself apart?

Your suggestion then carries out to a whole new point. Why not categorize Lockpicks and Traps as Mechanics? or Sneak and Steal into Thieving? The game should define similar skills and open up new opportunities am I wrong?

And pray tell *what* would be so special about SPECIAL then?

EDIT:
chaos_ocean said:
When a lockpicking character realizes that he has to improve other talents, then become a perfect thief maybe.

A lockpicking character should already realise when there's not a single lock on earth he/she can not open with right tools. And it's still the same thing as levelling up creatures in Oblivion.
 
the *special* would be you, yourself, think about that, everytime you start a new game, different situations in different places would occur, according to your character stats and tags. So there will be a gang instead of a locked door, when you are a sniper instead of a lockpicker.
Of course, as I mentioned in the main topic, that could affect the factions, like, when you are a sniper, you could take quests much easier from BOS or like, and when you are a thief, you could get quests from the Ghost farm residents (these are only examples).

And, categorization would be a disaster, I still want to save Fallout 2 system in this point.
 
Please don't take the Bethsoda method of application for these things "Hey my idea about autoleveling stuff is a great idea lets have it EVERYWHERE"

A system that alters the gameworld based on the character sheet could be used, but not as written. and USE IT LESS two maybe three times MAXIMUM. Less is more sometimes, use something like that to add depth not drown it.

Think nastier, making everything easily beatable is more camp than a row of pink satin tents full of gay people having sex. Mentioning no names here Cough *obliveroil* Cough.

This type of coding may control the contents of the (supposed to be difficult) secret tunnel to the bad guys lair.

"Select from character WEAKEST skill"
If skill = Traps then run add_nasty_trap
If skill = persuasion then run Add_intercom_door
If skill = Doctor then add Run_dying_guard_with_code
etc.

Use this type of thing to surprise the re-player
 
Wait-I think i see his point. Let's look at an example.

Currently, you're passing through a town-New Reno, say. You decide to see what this place has to offer, and you get a job. Kill a rival Mafioso of your employer. You have a specialty skill that will decide how this job is performed.

Small Guns: Because of your skill with long-range and scoped small weapons, your job is to take him out from a distance with a sniper's rifle or a scoped hunting gun after he is critically wounded in an ambush set up by the Mafia. You can't run, you can't be seen, you have to be a certain distance away and you have only one shot to kill him. Aid the ambushers by taking out the gaurds and then kill the Mafioso himself.

Big Guns: Because of your skill with larger weapons, you and the Mafioso's men ARE the ambush. Kill everyone, raid everything. Show no mercy.

Energy: Maybe killing him prevents further oppertunity. Show them what your boss has to kill his ass if he fucks with your boss. Kill a few of his gaurds and fry his truck.

Unarmed: He's in a bar, having fun at a party. Rough him up and make him shit his pants.

Unarmed AND Speech: Convince him that it's not a good idea to fuck with your boss, then beat the snot out of a Bouncer for trying to get you to leave.

Throwing: You're good at throwing shit. Toss a brick into his window at night to let him know who's boss, or throw a grenade in his truck to kill him as he tries to escape after an ambush.

So it's less of the quest itself, and more of HOW the quest goes about. It's the same situation with different circumstances depending on your skill profession. Then there would be situations that makes you rely on your worst skills to get out of, but I think you get the point.
 
E said:
This type of coding may control the contents of the (supposed to be difficult) secret tunnel to the bad guys lair.

"Select from character WEAKEST skill"
If skill = Traps then run add_nasty_trap
If skill = persuasion then run Add_intercom_door
If skill = Doctor then add Run_dying_guard_with_code
etc.

Use this type of thing to surprise the re-player

Oooh, I like this idea. I think I have some new codes to write... :twisted:
 
Finally you see my point. It also provides hours of extra gameplay and even Bethesda could love this stuff. Just think about the possibilities. Maybe you would play thirty different character and each one would get different paths along the game.
 
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