Fallout 1/2 inspired combat and VATS revisions

Uaine

First time out of the vault
In considering improvements to the combat system to Fallout 3, I've read several full turn-based proposals that seem like they would be difficult to implement. Besides that, something about waiting for an enemy to take their turn just wrecks immersion for me in a full 3D world.

Because full turn-based doesn't appeal to me, the next best thing seems to be a KOTOR-type pausable real-time system, with a combat action queue. Now, I know that Fallout and KOTOR combat are a long way from each other, but I try to stay faithful to Fallout's system with my suggestion for action points. Read on for details.

VATS revised
  • Action points are not spendable, but the duration of every combat action is determined by action points.
    Adds the ability to shoot at enemies center of mass (non-aimed shot), which takes less time than aimed shots. This should not be selectable if the center of mass is hidden by cover.
    Adds the ability to queue up both burst and single-fire shots from VATS with automatic weapons.
    Upon queuing up a combat action, the player loses control while these combat actions are carried out. Time proceeds in real time, with no special damage resistances.
    The player may interrupt queued combat actions at any time by pressing the VATS key again. The may choose to abort combat actions that have not yet been executed, or add more combat actions to the queue.
    Optional slow-mo on kills/crippling shots.
    Use of stimpacks and some drugs are queueable combat actions.
    The backpack can be accessed in combat, but only for switching weapons. Consumables, repairs, etc. are not allowed.

Action points
The action point statistic is not eliminated, but rather, determines how much time combat actions take. All combat actions have a base duration, which is how long they take to execute for a character with AG=5, 15AP. Combat actions take more or less time proportionate to your AP. That is, if you have 18AP, your combat actions take 20% less time to execute than a character with 15AP.

Alternatively, APs could be worth a fixed (say 5%) speed increase rather than proportional. So 16AP is 5% faster than base, 20AP is 25% faster than base.

I derived an AP table from their values in the original Fallout games, but I doubled the AP scale to make up for the problem that AG of both 8 and 9 had the same base action points.
  • AG=10: 20AP
    AG=9: 19AP
    AG=8: 18AP
    AG=7: 17AP
    AG=6: 16AP
    AG=5: 15AP
    AG=4: 14AP
    AG=3: 13AP
    AG=2: 12AP
    AG=1: 11AP

Movement
Movement would still be done outside of VATS, because I can't think of any nice way to queue up actions as complex as movement. Since action points could be spent on movement in the original Fallout games, I am inclined to have action points contribute to running speed, but they should not be the only factor. I would like for carry weight and strength/endurance to also factor into this calculation, but I haven't pinned down a precise formula yet.

Auto-pause system
Auto-pause allows you to queue up a combat action in response to a variety of factors.
  • optional auto-pause when enemy detected (perception check)
    optional auto-pause when first hit by an enemy
    optional auto-pause when crippled
    optional auto-pause when health at XX%
    (others?)

If you've taken the time to read all this, I'd really like to hear what you think of the idea. Does it sound any easier/harder to implement than some other combat overhauls that have been suggested? If this sounds worthwhile, please help me improve/expand on the idea.
 
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