Fallout 2 Restoration Project Gameplay Thread

Does Skynet ever help out with science tasks?
Looking at his skills and their progress, the science skill follows suit with his small guns skill, which makes me believe he was planned to.
But as small guns comes before science that may be considered as the main skill only (it is in the combat settings window). Maybe should raise science with 1 % for each of his protos?
There also seems to be a bug where Myron won't do science if Skynet is in the party (and neither will Skynet). Maybe cause Skynet's skill is higher but not counted as his main skill?
 
That sounds good, but wouldn't a player who got the best Skynet already have a good enough Science skill? You have to hack a computer to get him, and Myron can't help with that.
Edit: That's assuming you got the best one of course, I've never bothered using the other ones.
 
@Darek

I've never seen (nor attempted ) to have Skynet help with science tasks, only Myron. Maybe they intended for Skynet to be the science NPC, but then went with Myron...? The only rationale I currently see for Skynet having such high science is because of it having INT 10. Myron only has INT 8.

We could lower Skynet's science to always be 1% lower than Myron is for that level. Thoughts?
 
Are you considering this
killap said:
We could lower Skynet's science to always be 1% lower than Myron is for that level. Thoughts?

to solve this?
Darek said:
There also seems to be a bug where Myron won't do science if Skynet is in the party (and neither will Skynet). Maybe cause Skynet's skill is higher but not counted as his main skill?

If so, there is still the issue of having Skynet at a higher level than Myron.
 
@General Patton

I'm suggesting to make Skynet always have lower science than Myron, so that Myron is always the one in your party to aid in science checks. I'm not concerned that science is not Skynet's main skill, since it is no longer being considered as a party member to aid in a science check.
 
Wait, so you can have Skynet's science skill be fixed relative to that of Myron, regardless of their actual levels? I thought you meant you'd make (Skynet's science at level x)=(Myron's science at level x)-1%. Or am I completely wrong and their science never changes, making level ups a non-issue here?
 
Skynet starts with science 110 and and finishes with 155, that's 10 more than Myron. IN 10 over IN 8 is only 8 % so that's really irrelevant. Besides, Myron finishes with IN 9 so it's only a matter of 4 %.
Skynet was definitely supposed to be good at science, if he was supposed to be able to help you is the question here I suppose.
I think he was and whoever made him knew it had to be the highest skill, but failed to realize that you can't have two highest skills.
When you talk to Skynet and ask if he has any other skills he answers "Skynet's primary purpose is research. Skynet would do well with any problem requiring a scientific approach."
That seems pretty clear to me. And him being an AI, it's reasonable that he is smarter than Myron.
 
OK, so I just tried to get Skynet to do some science for me by upping his skill. It don't fully work. He says he'll do it but refuses to move an inch.
I wonder if he even has the "magic hands" animation? Might be what breaks it. So it looks like you were right killap, they scrapped Skynet helping with science (or at least didn't finish it). So yeah, just fix it so he doesn't interfere with Myron. By the way, I did try to have them both in my party, Myron with the highest skill this time. That worked just fine.
 
Darek said:
OK, so I just tried to get Skynet to do some science for me by upping his skill. It don't fully work. He says he'll do it but refuses to move an inch.
Thanks for testing.

Darek said:
So yeah, just fix it so he doesn't interfere with Myron. By the way, I did try to have them both in my party, Myron with the highest skill this time. That worked just fine.
Alright, that's what I plan to do. Whose science should I alter? Increase Myron for each of his levels, so that it is always lower than Skynet's or make Skynet have lower science than Myron for each level?

@General Patton
I can alter each npc's skill level regardless of their main stats and current level. So even if Skynet (according to all his SPECIAL stats) would technically have higher science than Mryon, I can always make him have science of say 110.
 
killap said:
Whose science should I alter? Increase Myron for each of his levels, so that it is always lower than Skynet's or make Skynet have lower science than Myron for each level?
Just lower Skynet's science a bit to 70 % or so. He shouldn't really need any as he can't use it for anything, can he? He says he's good at it but since the player can't actually see his skills it don't matter if he only has 20 % (which is what his first proto is set to, it's the second that is 110 %).
I know this isn't all that important but a bug is a bug. :P
Besides, even if you must have high science yourself to even get Skynet, and Myron is not really needed anymore, it's still nice to see the NPCs trying to help out. It kinda makes them more alive and adds to the game so to speak.
 
Does anyone in here actually use Skynet?


I always thought the 121% science req wasn't worth it since we can have Marcus, cassidy and etc before Skynet.
 
Dravean said:
I use Skynet. I just like the idea of a robot with artificial intelligence traveling with me.

This. Plus, reasonably high strength character that's not laden with 50 pounds of power armor and that doesn't have a propensity for running off and getting themselves killed? Sweet.
 
Dravean said:
I use Skynet. I just like the idea of a robot with artificial intelligence traveling with me.

That's pretty much why I use the new NPCs, because I like them :D
Otherwise, I would definitely only pick powerful NPCs in every playthrough, which would get boring really fast.

Speaking of the new NPCs, has anyone else thought of an "explicit change" that we can suggest to Killap for improvement? We got Kitsune lockpicking and increased critical chance on all of them so far. Maybe faster leveling? I recall getting Dex after the game ended (level 28 or so), and he's only leveled three times in like 13-15 levels since.
If that's consistent no matter what level you get them at, then you'd need to get one of them pretty early for them to reach full potential by the end.
 
I changed their leveling progression to be every three player levels rather than every four. I did this per Darek's suggestion during the 2.1 beta run.

@Darek
That's what I planned to go with, but I thought I would ask.
 
Jet and Cookies said:
Speaking of the new NPCs, has anyone else thought of an "explicit change" that we can suggest to Killap for improvement? We got Kitsune lockpicking and increased critical chance on all of them so far. Maybe faster leveling?

Faster leveling for the new NPCs would be a great idea if it's possible. It'd make sense too, as it's simply them regaining the status they had before being put on ice for so long.
 
Every 3 levels sounds good. They level 4 times, right? So nine times out of ten they'd be maximum level by the time you got to the Enclave.

So that'd leave us with these factors depending on whether killap wants to still change the way they progress in level or not:

Maximum Health
SPECIAL
Melee Damage
Action Points
DR

To me, I guess it makes sense for the NPCs to start out all relatively the same, since as Dravean pointed out, their level progression is basically due to returning to peak condition from being human ice cubes. So they all start out much the same, and their stat progression reflects their specialties?
 
Jet and Cookies said:
To me, I guess it makes sense for the NPCs to start out all relatively the same, since as Dravean pointed out, their level progression is basically due to returning to peak condition from being human ice cubes. So they all start out much the same, and their stat progression reflects their specialties?
Works for me.

I think the next important change is maximum health, since they currently all end up with the same amount, and that really shouldn't be the case. As has been said, differentiation is good.

I don't see a real need to modify their SPECIAL, since they are different from one another. We can choose to increase one of their stats towards the end of their level progression though.

Melee damage has already been increased for the npcs but they don't change as they level up. I'm open to suggestions.

I've made the new npcs all have 8 AP when you get them. The first level up for Kitsune and Cat Jules brings them to 9. Dex will obtain AP 9 when he reaches his final level.

I haven't modified DR from what I originally set. I'm open to suggestions.

And yes, they originally leveled up every 4 player levels.
 
I mulled over the issue of Max Health and came up with a load of nothing. I have no idea why any of them would come out with more or less health than the rest.
Dex has the highest crit by a longshot, so all I can suggest is that he be ruled out for highest health for the sake of balance.
 
Let's see...

If you're going to differentiate the highest max health, then I'd say give that to Cat.

It'd be cool if Kitsune could get some martial arts perks as she levels up (if that's possible, I have no clue).

Oh man, max level Dex getting the Slayer perk would be amazing.
 
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