Josan12 said:
@ Magnus: i liked your earlier ideas for improving laser and thrown weapons but it seems to me you're getting a bit carried away:
Ammo: IMO There is already too much ammo in the game. Adding more will create more of an imbalance. You mentioned yourself the FO world is supposed to be a wasteland: arms manufacturing stopped long ago, and the idea is that the player has to scavenge and trade for what little is left. Why then add 7.62 just because you like the guns that use it? In the interest of game balance i would put aside your preferences in weapons and ammo and if anything increase the challenge in finding ammo. Then the player will appreciate it all the more when he finds it.
Shivs and Switchblades: 9 AP is the maximum cost for an action in FO2 (piercing kick) some good points have been made against a 10 AP. 9 is better, i would suggest 8 or less and make the attack a little less 'massive'. These weapons are, as has been pointed out, simply just concealable knives.
Throwing: I agree the main weakness of throwing weapons is in them disapearing under a pile of dead mole-rats and not being able to pick them up again. Is there no way to solve this?
Spear: Check out this thread for some ideas we threw around on adding a new, advanced spear to bring spears back into the later stages of the game:
http://www.nma-fallout.com/forum/viewtopic.php?t=41346&highlight=spear+swing
*sigh* (note to self - stop making weapon mods)
The shiv assassination is controversial, I know, but I still like it. It will be 9AP in the next version and have no Penetrate. I will probably take the Penetrate away from the Switchblade and make it do around 6-12 damage. See, the penetration depth does matter, but so does hit location. The blade might hit only flesh. Or it might hit your liver. Or it might pierce your gall bladder or your stomach, leaking battery acid or Whatever into your body, eventually killing you. It might get stuck in a rib, or it might go between them and pierce a lung. This all makes me sick to talk about, anyway.
I just realised that I powered up the already powerful Combat Shotgun without reducing its damage. That will be done in v0.6.
The game does have much ammo, but not until you get to San Francisco. And there are never big enough quantities of 7.62, 9mm, Needler ammo or 9mmBall, and when you finally get some, you are already using Bozars, Plasma Rifles and Mega Power Fists, effectively taking the weapons that use those kinds of ammo out of the game.
I will never ever add new weapons to the game, period.
You will have to ask someone super-skilled to edit the way items are being shown on the ground, so that knives and thrown weapons appear on top of everything else. I can't do it.
Cubik2k:
Scratch the ammo amounts that I've mentioned so far, people don't like it. The values below are the ones I really want, sorry to change my mind like this:
I would like a few clips of .45 in various Golgotha graves.
I would like there to be around 100x 7.62 in Vault 15
I would like there to be a Mauser pistol, 2 clips of 9mmBall and 3 of 9mm in a locked locker in Vegeir's room in the Ghost Farm, or perhaps Vegeir could carry it.
I would like there to be 4 clips of both types of Needler ammo in the Vault City armoury.
EDIT:
For v0.6 I've given the sucky AP ammo a boost:
All AP ammo including rockets gets a negative AC modifier equal to their negative DR modifier +15, for example:
14mmAP: -50 DR and now also -35 AC
All AP ammo base damage is 3/4 instead of 1/2, including rockets.
In addition, I've edited Explosive Rockets to behave just like 10mmJHP in terms of damage calculation.
The AP ammos are now more efficient, though for the damage to be calculated correctly you also need a patch to the fallout engine. Killap's patch comes bundled with one made by Glovz, though you must switch it on in the ddraw.ini. I highly recommend doing this, as it will finally allow the AP ammo to act like it should.