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

Discussion in 'Fallout General Modding' started by killap, Mar 22, 2006.

  1. Josan12

    Josan12 Vault Senior Citizen

    Oct 15, 2007
    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.....
     
  2. Glovz

    Glovz Vault Dweller
    Modder

    737
    Sep 16, 2005
    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. :)
     
  3. IEatPillowTags

    IEatPillowTags First time out of the vault

    7
    Jan 12, 2008
    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.
     
  4. Dark_Art

    Dark_Art First time out of the vault

    12
    Jan 13, 2008
    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.
     
  5. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    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.
     
  6. Guest

    Guest First time out of the vault

    33
    Aug 3, 2007
    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
     
  7. Josan12

    Josan12 Vault Senior Citizen

    Oct 15, 2007
    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?
     
  8. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    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.
     
  9. Crowley

    Crowley It Wandered In From the Wastes

    180
    Dec 12, 2003
    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.
     
  10. Oracle

    Oracle Vault Senior Citizen

    May 19, 2003
    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.
     
  11. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
    You know, I like the idea of adding in the Gizmo critter. I'll consider this.
     
  12. ddong

    ddong First time out of the vault

    10
    Jan 10, 2008
    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 :)
     
  13. Crowley

    Crowley It Wandered In From the Wastes

    180
    Dec 12, 2003
    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.
     
  14. SkynetV4

    SkynetV4 Mildly Dipped

    595
    Jan 25, 2005
    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.
     
  15. Crowley

    Crowley It Wandered In From the Wastes

    180
    Dec 12, 2003
    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.
     
  16. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Yes, I did use that frm. If you could edit it, that would be cool. I don't do graphics. 8-)
     
  17. Crowley

    Crowley It Wandered In From the Wastes

    180
    Dec 12, 2003
    All right, I've sent the .frm to you by email.
     
  18. Petrell

    Petrell First time out of the vault

    94
    May 22, 2006
    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
     
  19. AGA

    AGA First time out of the vault

    21
    Jun 22, 2007
    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.
     
  20. Petrell

    Petrell First time out of the vault

    94
    May 22, 2006
    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).