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

Here's my game mechanic change suggestion:

I was never happy with the way the armour
progression in FO2 is so linear. They just get
better without any penalty so once you've
moved from, say metal to combat, you'll
never go back. Now, in most games these
things have advantages and disadvantages
to make the player choose the right tool for
the right job.

So - why no put an action point penalty on
the more powerful - and bulky - armours.

Combat armour -1 action point
Power armor -2 action points

Now i know power armour is supposed to
be servo-powered and all that. But i just
cant imagine a person being as quick and
nimble as they would be without.....
 
There is a small disadvantage associated to armor, as you progress to better armor the weight increases. However, this penalty is virtually removed as Power armor and better increase your strength which in turn increases your ability to carry more weight. :(

But I do like your idea. :)
 
It is an interesting idea, but it sort of falls outside the scope of material that was "originally intended" to be in the game, which seems to be the subject of his mod.
 
Not sure if this was already suggested but here is my 5 cents on Marcus and Myron:

I know, originally Marcus cant wear any armor because none implemented in the game but later on the game that renders him virtually useless. Having said that, I was wondering if its possible in implement mutant's armors from Fall Tactics? And maybe add one more muttie for the party pool?

On Myron's side: It was always puzzling me that such smart kid learns so damn slow. I mean he is aching to stay with the chosen one, but he sucks so bad at combat that the only thing he can really do is to amuse the player. I can see him staying low health and mediocre at best with hand to hand or mettle weapons, but the kid would be fast on foot and eventually a good sniper with energy weaponry.
 
Dark_Art said:
I was wondering if its possible in implement mutant's armors from Fall Tactics?
I could make it a module in the installer like the b-team mod is. I believe the megamod has something like this implemented. I shall consider it.
 
are we talking in the context of killap's restoration project? if so, then marcus armor feature fits the project only if developers considered to implement such thing - aren't they?

another idea, which is out of the restoration project scope is diminishing patrols of fully or partly wiped cities. Trade with such cities/locations should also consider current population size
 
Here's another idea:

Crippled limbs. Great idea already implemented
in FO2. But way too easy to cure immediately.
Even with Doctor 40% you can instantly 'heal'
a broken limb. To me, this is very unrealistic.
I think once a broken limb is healed (with the
skill or a doc in town, it shouldnt be restored
for - say - a week, or longer depending on the
injury.

I know this is a 'restoration' project, but i dont
see the need to limit ourselves when there are
some really simple, cool ways to improve the
game. Hell, who knows - maybe the devs.
wanted to do these things but were forced
to simplify due to time constraints?
 
Guest said:
are we talking in the context of killap's restoration project? if so, then marcus armor feature fits the project only if developers considered to implement such thing - aren't they?
Yes, true. This is why I have the extras section of the installer. If you want different mods (like the b-team, improved mysterious stranger, etc) then you can pick them. I'm pretty certain none of the mods that come as extras were intended by the original devs; hence why the are optional.
 
There is no proof whether the designers intended it, but how about making the match against Masticator take place in the basement of Bishop's casino? It would fit the fame that comes with the prizefighter title. A bunch of spectators would be a nice touch as well.
 
Hey Killap

I was reading thought the topic with vic and his other armors types and rememberd that Big jesus had the same FRMs as Vic.

Maybe it would be nice to include the proto files of Gizmo and replace Big jesus by Gizmo's. Maybe this might fits more into the MIB megamod but I would like hear your thoughts.
 
You know, I like the idea of adding in the Gizmo critter. I'll consider this.
 
I'd like to be able to un-install B-team mod, but currently the only way seems to be by doing a complete F2 re-install. Having the original files included in a .rar with the installer would be great.

Oh, and please remove the spray and add a single-shot capability to Bozar (spelling?) rifle, as it's indicated to be a sniper rifle. not a restoration bug, but it's always been there and nagging :)
 
A couple more ideas: I would love it if the stairs down to the printing room in the Abbey were easier to see. Continuing about the Abbey, I noticed that Gizmo's empty desk is used in the abbot's (or whatever the head honcho is called) room, complete with a bloody hole in the chair. It would be nice to have this cleaned up. Heck, I could edit the .frm myself.
 
Which extras?

Killap your mod is awesome. So awesome, it has inspired me to try and pickup my gEck mod (it gives you a house (which will upgrade) and either the black dude or red headed chick in vault suits) to finish it.

Which mods are you including with your release? So far I have seen the Mysterious Stranger Improvement and the B-Team mod. It would be nice to include the infinite party members mod (where you can have all NPCs at the same time) and the Miria upgrade mod.
 
Others have said that the EPA contains some too powerful weaponry too easily accessible. I have to agree with that. I would suggest putting some of the rarely seen weapons in there, since it would make some sense to see for example needlers in the place. As I recall, the solar scorcher was also supposed to be found in the EPA originally. Maybe it still is, since I haven't managed to explore the whole place yet. Another thing I would enjoy seeing there is the XL70E, though it may not fit into the theme of the place. Moving that stealth gadget from Abbey to EPA might also fit better.
 
Crowley said:
A couple more ideas: I would love it if the stairs down to the printing room in the Abbey were easier to see. Continuing about the Abbey, I noticed that Gizmo's empty desk is used in the abbot's (or whatever the head honcho is called) room, complete with a bloody hole in the chair. It would be nice to have this cleaned up. Heck, I could edit the .frm myself.
Yes, I did use that frm. If you could edit it, that would be cool. I don't do graphics. 8-)
 
killap said:
Crowley said:
A couple more ideas: I would love it if the stairs down to the printing room in the Abbey were easier to see. Continuing about the Abbey, I noticed that Gizmo's empty desk is used in the abbot's (or whatever the head honcho is called) room, complete with a bloody hole in the chair. It would be nice to have this cleaned up. Heck, I could edit the .frm myself.
Yes, I did use that frm. If you could edit it, that would be cool. I don't do graphics. 8-)

All right, I've sent the .frm to you by email.
 
Could you add ability to do something (anything!), with all the slaves you can 'liberate' in various random encounters? Setting them free or selling them to Metzger maybe? (It just feels so wrong when they act like I'm their new master for my 1500+ karma defender of wastes :x ).

Could you also add reactions to various NPC's involved in quests or at least remove various rumours/news and what not from NPC's when quests are done? (some seem to do this but there are lot of NPC's that don't).

You probably should put some monster in the EPA manhole as it's too easy to get those items otherwise (would explain bones in the floor). Alien or large tough Deathclaw would do the trick nicely.

And for your own sanity (because seemingly limitless number of people installing official patch before your expansion :mrgreen: ) you could pack add installation readme to expansion folder, your sig and pack (zip, rar what ever) the installer with the installation readme. (Even mention that you need winrar, 7zip other such program to unrar the file first :P).

edit : Oh and how hard it would be to code something like the DungeonbeGone mod from Baldur's gate 2 for FO2 (skipping the temple of trials stuff, still giving you items and exp you could have gotten)? Probably most annoying dungeon ever :P
 
There's a mod in the downloads section of NMA (I think, it's on the Internet somewhere anyway :P) that replaces the Temple of Trials with a straight corridor with no enemies. So you can basically run straight through it.
 
AGA said:
There's a mod in the downloads section of NMA (I think, it's on the Internet somewhere anyway :P) that replaces the Temple of Trials with a straight corridor with no enemies. So you can basically run straight through it.

But I assume you won't get the exp or stuff by using it and it's probably incomaptible with this expansion. Ideal solution would be to add a dialog line to the guard where you say something like 'I've done this a thousand times so let me get over it already!' :P and start the after temple movie.

Why don't any of the cRPG's that have indroduction areas have this kind of option from start is beyond me. (Or just have separate turorial areas).
 
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