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

Radar E 33 said:
It would be nice to have your car travel with you when you go on caravan runs. Its annoying when i do a Redding run from NCR and have to walk back to get my car.

As well, i posted on the F2RP technical that when you attempt to fulfill your duties as a Ranger in Vault City, you get negative karma. I am sure this is a moral bug. The bug aside, I think it should be possible to pull a "501st" and perform a radical destabilization of Vault City's government (by exiling/killing pro-slavers).

We could quietly turn guards who do not condone slavery to the Ranger's side in the inevitable conflict to come. When the day to remove the Pro-slavery persons comes, we could confront Lynette with our "friends" (should we have enough support) and exile her for condoning slavery. Or we could have an all out war break out between the pro and anti-slavery factions.

Depending on how we handle the situation, we could install Mclure as First Citizen, an NCR representative, or a high ranking Ranger.

I think that sub plot you presented about Rangers taking over Vault City in a potential civil war sounds bad ass, but at the same time does it have anything with what the orginal devs wanted in the first place?
 
BarbadosSlim said:
Radar E 33 said:
It would be nice to have your car travel with you when you go on caravan runs. Its annoying when i do a Redding run from NCR and have to walk back to get my car.

As well, i posted on the F2RP technical that when you attempt to fulfill your duties as a Ranger in Vault City, you get negative karma. I am sure this is a moral bug. The bug aside, I think it should be possible to pull a "501st" and perform a radical destabilization of Vault City's government (by exiling/killing pro-slavers).

We could quietly turn guards who do not condone slavery to the Ranger's side in the inevitable conflict to come. When the day to remove the Pro-slavery persons comes, we could confront Lynette with our "friends" (should we have enough support) and exile her for condoning slavery. Or we could have an all out war break out between the pro and anti-slavery factions.

Depending on how we handle the situation, we could install Mclure as First Citizen, an NCR representative, or a high ranking Ranger.

I think that sub plot you presented about Rangers taking over Vault City in a potential civil war sounds bad ass, but at the same time does it have anything with what the orginal devs wanted in the first place?

probably not. perhaps i'm dissapointed that I get bad karma for killing Pro slavers there :p
 
I know it's not original Fallout 2 canon, but would it be a whole lot of effort to just add a few scummy body guards for each ofthe merchants in The Den and New Reno? It would make the game more fun...... Just saying.

And thank you for releasing the RP, you truly deserve recognition within the Fallout archives (Are there?)
 
I think there needs to be some scripting in place that will allow NPC's to see what kind of armor they are going up against and change their ammo accordingly. As well, I think the improved flamer should have a blue jet of fire. That would be awesome!
 
Radar E 33 said:
I think the improved flamer should have a blue jet of fire. That would be awesome!

Its very doable…it would require some time and effort, but if someone is willing to script it, then why not…
 
I have a problem with the mod,its cool and all,and its not really a problem,but an inconvenience, when i save a game while in combat and then load that save,whatever i hit and whatever hits me does no damage,anyway to fix this?
 
SerbianWarrior said:
I have a problem with the mod,its cool and all,and its not really a problem,but an inconvenience, when i save a game while in combat and then load that save,whatever i hit and whatever hits me does no damage,anyway to fix this?

Its a widely documented problem with the engine.

Don't save in combat.
 
BarbadosSlim said:
Radar E 33 said:
It would be nice to have your car travel with you when you go on caravan runs. Its annoying when i do a Redding run from NCR and have to walk back to get my car.

As well, i posted on the F2RP technical that when you attempt to fulfill your duties as a Ranger in Vault City, you get negative karma. I am sure this is a moral bug. The bug aside, I think it should be possible to pull a "501st" and perform a radical destabilization of Vault City's government (by exiling/killing pro-slavers).

We could quietly turn guards who do not condone slavery to the Ranger's side in the inevitable conflict to come. When the day to remove the Pro-slavery persons comes, we could confront Lynette with our "friends" (should we have enough support) and exile her for condoning slavery. Or we could have an all out war break out between the pro and anti-slavery factions.

Depending on how we handle the situation, we could install Mclure as First Citizen, an NCR representative, or a high ranking Ranger.

I think that sub plot you presented about Rangers taking over Vault City in a potential civil war sounds bad ass, but at the same time does it have anything with what the orginal devs wanted in the first place?

Uh... I don't think RP's objective is to simply add stuff out of nowhere, just to bring back what was suposed to happen but Interplay didn't had time or didn't bothered to fnish it.


Sure we have some nice optional bonuses like goris de-robe, cassidy head etc but nothing that changes the game story.
 
lucas. said:
BarbadosSlim said:
Radar E 33 said:
It would be nice to have your car travel with you when you go on caravan runs. Its annoying when i do a Redding run from NCR and have to walk back to get my car.

As well, i posted on the F2RP technical that when you attempt to fulfill your duties as a Ranger in Vault City, you get negative karma. I am sure this is a moral bug. The bug aside, I think it should be possible to pull a "501st" and perform a radical destabilization of Vault City's government (by exiling/killing pro-slavers).

We could quietly turn guards who do not condone slavery to the Ranger's side in the inevitable conflict to come. When the day to remove the Pro-slavery persons comes, we could confront Lynette with our "friends" (should we have enough support) and exile her for condoning slavery. Or we could have an all out war break out between the pro and anti-slavery factions.

Depending on how we handle the situation, we could install Mclure as First Citizen, an NCR representative, or a high ranking Ranger.

I think that sub plot you presented about Rangers taking over Vault City in a potential civil war sounds bad ass, but at the same time does it have anything with what the orginal devs wanted in the first place?

Uh... I don't think RP's objective is to simply add stuff out of nowhere, just to bring back what was suposed to happen but Interplay didn't had time or didn't bothered to fnish it.


Sure we have some nice optional bonuses like goris de-robe, cassidy head etc but nothing that changes the game story.

But i believe it would fit VERY WELL into the MIB megapack? ;)
 
One of the things that I've noticed in FO2 in general is that the random encounters tend to become rather predictable over time. That is, you can expect five or six or some creature, or two sets of some creatures that are fighting each other, then you. The random cave creatures always seem to be rather weak after you've leveled up past 20. Even the deathclaws in the caves are a watered down version, with minimal HPs. I'm not saying that the RP should change the game entirely, but is there any way to up the ante a bit? That is, in addition to the above, have more of the tough bandit cave hideout encounters? Or perhaps have real regular 300 HP deathclaws in the caves as well? Further, it seems rather ridiculous that in those bandit caves, you can kill a dozen combat armored bandits; and not be able to get at least one set of combat armor?

As I was walking into the umpteenth random cave, undergoing my leveling up exercise, I suddenly wished for a text pop up that read: "As you walk into a cave like the countless others that you've entered before, you get the strange feeling that this encounter will be a bit different..."

I had hoped for a hidden BOS weapons and ammunition cache; an underground slave den or super mutant hide out with housing like the Modoc slags layout. Or, how about a religious temple of some sort; remnants from the Cathedral? I mean, these are things that won't really change the story line, and in fact, are consistent with how many of the post FO1 story elements supposedly played out. I know that for the RP there is this almost religious adherence to what "the developers" intended; IMHO, fleshing out elements from the original story line would be perfectly in line with this.
 
I wish RP had a hunger system optional.


Too bad FO2 doesn't have much food... mostly iguana, nuka or the rare chese boxes... :/


You're about to pass out at any moment, you need to stop and eat something to nourish yourself.


Hmm... Sounds annoying while travelling.



@Elitech:

Never played Mega Mod and probably never will.
 
lucas. said:
I wish RP had a hunger system optional.


I'm sure that if "the developers" wanted a fuel replenishment system for the player, they would have put one in. They probably didn't for good reason. It's already bad enough carrying ammo.
 
ralphrepo said:
I'm sure that if "the developers" wanted a fuel replenishment system for the player, they would have put one in. They probably didn't for good reason. It's already bad enough carrying ammo.
They did have plans for that and there is some code they made.
I don't know why it never got finished, maybe they just ran out of time, or maybe they figured it wouldn't be such a good idea after all. Who knows...
 
It was a time thing – Fallout 1 = 3.5 years – Fallout 2 = 12 months. People complaining about carry ammo – that’s a new one, imagine if they changed that design so that the more you carry the less AP in combat you have…I hope one day some smart cookie implements it… :whistle:
 
.Pixote. said:
.. imagine if they changed that design so that the more you carry the less AP in combat you have.
Or combined with some penalty to the accuracy, depending on carry weight. It's role-playing game after all, not some damn arcade shooter.
 
lucas. said:
I wish RP had a hunger system optional.
Optional - sure. But it's a lame idea if you ask me. It's not 'The Sims' after all... I just can't see how adding hunger would improve game play in any way. Just imagine having to carry numerous boring items like Iguana-on-a-stick just so that when the game asks you, you can click on them to eat them up. Pointless and boring. That's a degree of realism I'd rather not see in a computer game. By the same logic you could start implementing sleep patterns ('You feel tired and cranky, you should have a nap soon') and other 'boring' biological needs ('You're bursting for a piss and can't run until you've gone behind a bush').


ralphrepo said:
It's already bad enough carrying ammo.
Carrying ammo is a different thing, as it forces the player to choose between carrying loads of ammo (at the cost of more weight) or carrying less (at the cost of having to conserve more). Limited ammo also forces you to think about what guns you're using (keep firing that gatling laser and you won't have fuel for the car).
 
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