Fallout 2 mod Fallout 2 Restoration Project Discussion (ideas/suggestions)

Kwiatmen666 said:
I have thought a bit about the expantion and have some suggestions:

- There is far too little 9mm ,.45 and 7,62mm ammo in the game so maybe something could be done about it? F.e. Grease Gun is very good weapon but because of almost no ammo for it, it's useless.

- And maybe Stealth Boy could be applied to Fallout 2. I always use it in Fallout and always wondered why to hell there is no SB in Fallout 2.

I want to just give a random fallout fan's opinion: ammo can be and is used as a balancing agent; I wouldn't be in favor of adding a lot more of these types of ammunition as it makes an already powerful gun (grease gun) all the more powerful if you never have to worry about ammo for it. plus it's fun to regard certain items as special and only use them occasionally.

same argument for just having one stealth boy in the abbey.. the SB is a very special item. having one in the entire game is cool, scarcity is a good thing sometimes.
 
Just a upgrade actually, how about adding Robot Encounters in the Wastelands in FO2, for example:

Robots in the Encounters may Include:
Sentry Bots
Floating Eyes
RoboBrains
Mr. Handies

Or can someone just help me with the Critter Maker
 
agris said:
I want to just give a random fallout fan's opinion: ammo can be and is used as a balancing agent; I wouldn't be in favor of adding a lot more of these types of ammunition as it makes an already powerful gun (grease gun) all the more powerful if you never have to worry about ammo for it.

But there are many powerful weapons to which you don't have to worry about the ammo. F.e. Light Support Weapon (I know that Big Guns suck but whatever...) and HK P90c.

Besides it doesn't have to be available at every gun shop. Just in some particular shops, maybe 3-5 more shopkeepers could sell those rare ammo types. And maybe some traders in random encounters could have some.
 
Robot encounters wouldn't make sense. They fit in a high-tech facility such as the SAD, but there's no reason to find groups of them wandering around in the middle of nowhere.
 
There should be enclave patrol vs (insert enemy) kind of encounters. Enclave patrol vs Remnants of the Master's Army would be interesting to watch.
 
Kanhef said:
Robot encounters wouldn't make sense. They fit in a high-tech facility such as the SAD, but there's no reason to find groups of them wandering around in the middle of nowhere.

Then why did they give so many Pulse Grenades for a PC.Also how about making them appear randomly anywhere and when you encounter them it would be like this:
You have encountered some Rogue Robots fighting some -
Some Wandering Robots
A Robot Caravan
(This Caravan sells MFC,SEC & Energy-Powered Weapons & Powered Armor)
 
Skynet said:
There should be enclave patrol vs (insert enemy) kind of encounters.

Good idea if you ask me. Would be really cool if this could be applied to the game. Maybe Enclave Troopers could fight just everyone they encounter - including 'neutral' and 'good' critters (don't know however if this kind of encounters can even spawn in the coast area, except for some tribals maybe).

Haimerej said:
Then why did they give so many Pulse Grenades for a PC.

There's maybe 20 Pulse Grenades in the game before going to Enclave, most of them in SAD so...
 
Big Guns/Cookie

But there are many powerful weapons to which you don't have to worry about the ammo. F.e. Light Support Weapon (I know that Big Guns suck but whatever...) and HK P90c.
Actualy big guns are unbalanced... Have you ever fired a avenger minigun (or vindicator) with the sniper perk?
Some days ago i created a new char with tag on BG... later in the game with a sniper perk and in the enclave, i killed Frank Horrigan with 4/5 bursts, killed 1/2 enclave soldier with 1 burst and cleared all enclave with no problem.... Viva la Vindicator Minigun!



Also, i think that the rocket launcher damage must be severely raised (who the hell without PA survives to a direct rocket impact !?).
Also (again) when i was in Navarro, i noticed if you use doctor skill in Cookie (the cook) it doesn't work... If you use paramedics bag/ doctors bag it work, heal his eye but he still says he's blind! A fail that i think that was not yet noticed.
Then why did they give so many Pulse Grenades for a PC.
Because of the many auto turrets in Enclave/Navarro (if you are a crazy trowing tag player) so you can save your plasma grenades and use your pulse grenades.
 
Not to take this thread too far off topic, but balance of the weapons, ammo, associated perks is not possible without:
1- modding the F2 exe
2- modding the various associated proto files for weapons, ammo, and maybe even armor
3- (and maybe) modding/writing scripts to adjust how certain weapons and ammo may affect certain armor (not so sure this is needed)
4- modding all maps to take step 2 into affect (maps store their own version of proto files)

So given the scope of the undertaking, I do not foresee changes occurring.
 
Regarding random encounters (not specials):

I don't know how the encounter mechanics work in F2, but I believe that in F1 certain encounters are impossible with a luck of 7 or more. To me this almost seems like a punishment for having a high luck (nothing but radscorpions and mole rats gets old fast - I'd happily take a devastating hot spot or getting mauled by mutants just for a little variation).

If this is also the case in F2, a (possibly optional) tweak that doesn't completely disallow some of the nastier encounters would be welcome for me.

Robert Czarwolski said:
Also, i think that the rocket launcher damage must be severely raised (who the hell without PA survives to a direct rocket impact !?).

I agree that an explosive rocket to the kisser should be just a wee bit more devastating. :) But that leads back to the ammo balancing issue that I don't think anyone wants to hear about anymore.
 
Rocket Launcher

I agree that an explosive rocket to the kisser should be just a wee bit more devastating. But that leads back to the ammo balancing issue that I don't think anyone wants to hear about anymore.
Yep, but the RL ammo is the only one that 1 shot= 3pounds... Its impossible to have enough RL ammo to clear MB/Enclave if you carry any other thing...
This remember of a thing called fatman... Scarce ammo, high damage, i shot one kill... OK, better i shut up before anyone kills me...
 
Nimrod said:
Regarding random encounters (not specials):

I don't know how the encounter mechanics work in F2, but I believe that in F1 certain encounters are impossible with a luck of 7 or more. To me this almost seems like a punishment for having a high luck (nothing but radscorpions and mole rats gets old fast - I'd happily take a devastating hot spot or getting mauled by mutants just for a little variation).

If this is also the case in F2, a (possibly optional) tweak that doesn't completely disallow some of the nastier encounters would be welcome for me.
Having high luck giving you a better chance to avoid the less pleasant encounters, rather than preventing you from running into them at all, would be a good way to have it work. Of course, that would probably require some engine tweaking.
 
Kanhef said:
Having high luck giving you a better chance to avoid the less pleasant encounters, rather than preventing you from running into them at all, would be a good way to have it work. Of course, that would probably require some engine tweaking.

I agree, but I think random encounters are actually controlled by scripts. Could be wrong but I don't think so. I can say for certain that F1 encounters are scripted. Using a character with 7 luck, I've gone through several complete games without running into Hot Spots, coyotes, or regular (non-caravan) mantis encounters. I didn't even know that coyotes existed until I took a look at some files. Never once encountered them since... what 1997?
 
Actually killap wrote that the list of bugs was very long and the holidays different than expected so it'll be most probably the first week of january, but no certain date was specified.
 
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