Spoonfeed said:Dubby; the below mod might prove very usefull for you, replace the shack with a vault location or some other framing device, and you got yourself a greatly enhanced ROLEPLAYING experience.
IMHO
I will try combining this with F3C to see if that makes it a bit more bearable as a RPG
http://fallout3nexus.com/downloads/file.php?id=1784
Spoonfeed said:Dubby; the below mod might prove very usefull for you, replace the shack with a vault location or some other framing device, and you got yourself a greatly enhanced ROLEPLAYING experience.
IMHO
I will try combining this with F3C to see if that makes it a bit more bearable as a RPG
http://fallout3nexus.com/downloads/file.php?id=1784
JayTheGay said:@ evil twin: there are already mods that set your damage in VATS to normal (included within my new version of realtime vats), and also the thing with "enemy and player speed is diffrent in vats" is as well fixed in both realtimVATS and fastVATS mods.
this night i been working on slow mo for dramatic deaths, but didnt come too far yet :-/ im still on it though
Dubby said:My my, lots of debate since yesterday. I'll clear up a few things about the next release of F3C.
1) Damage from conventional firearms are going to be based solely on the mechanics of the cartridges being fired. This includes things like armor penetration, hollow-point mushrooming, and high velocity fragmentation.
2) The accuracy of conventional firearms, and thusly the effective range, is based on both the cartridge being fired, and the specifics of the firearm's barrel. Such as how tightly the bore matches the caliber, the degree of spin imparted on the round, and the length of the barrel.
3) There won't be a "DAM" display under the weapon in the pipboy anymore. Instead the weapon statistics are going to be under the "Effects" panel below it. For example, you would see something like this with the N99 10mm pistol: "KE 10, Rng 50, Mod 20/5". The first number is the kinetic energy - or the base damage of each round. The second number is the effective range. The third number, the first one in the 'Mod' parameter, identifies how much extra damage the weapon can do versus soft unarmored tissue. The last number, the second one in the 'Mod' parameter, identifies how much extra damage that can penetrate rigid armor.
4) Changes to dialogue and quests are coming after the core mechanics are finished. The Van Buren plot is being worked into the fallout 3 plot by several experienced writers.
5) The AI is going to be forcefed an Action Point based routine. Enemies will base their behavior on their primary behavioral statistics, but also on their available Action Points.
6) NPCs will expend ammo when firing a weapon, and will often carry one or more backup weapons.
7) Repairing a weapon will mean breaking down an existing firearm with tools, and using the parts to fix something else.
8) You'll have the option to switch ammo when equipping a weapon, as will the AI. If you're in power armor, and the raider has FMJ and JHP, they're going to use the FMJ against you.
9) A majority (80-90%) of the perks that are going to be in F3C are already in F3C, they're just disabled because they're incomplete (do nothing). You can view them with FOMM or the GECK.
Dubby said:My my, lots of debate since yesterday. I'll clear up a few things about the next release of F3C.
1) Damage from conventional firearms are going to be based solely on the mechanics of the cartridges being fired. This includes things like armor penetration, hollow-point mushrooming, and high velocity fragmentation.
2) The accuracy of conventional firearms, and thusly the effective range, is based on both the cartridge being fired, and the specifics of the firearm's barrel. Such as how tightly the bore matches the caliber, the degree of spin imparted on the round, and the length of the barrel.
3) There won't be a "DAM" display under the weapon in the pipboy anymore. Instead the weapon statistics are going to be under the "Effects" panel below it. For example, you would see something like this with the N99 10mm pistol: "KE 10, Rng 50, Mod 20/5". The first number is the kinetic energy - or the base damage of each round. The second number is the effective range. The third number, the first one in the 'Mod' parameter, identifies how much extra damage the weapon can do versus soft unarmored tissue. The last number, the second one in the 'Mod' parameter, identifies how much extra damage that can penetrate rigid armor.
4) Changes to dialogue and quests are coming after the core mechanics are finished. The Van Buren plot is being worked into the fallout 3 plot by several experienced writers.
5) The AI is going to be forcefed an Action Point based routine. Enemies will base their behavior on their primary behavioral statistics, but also on their available Action Points.
6) NPCs will expend ammo when firing a weapon, and will often carry one or more backup weapons.
7) Repairing a weapon will mean breaking down an existing firearm with tools, and using the parts to fix something else.
8) You'll have the option to switch ammo when equipping a weapon, as will the AI. If you're in power armor, and the raider has FMJ and JHP, they're going to use the FMJ against you.
9) A majority (80-90%) of the perks that are going to be in F3C are already in F3C, they're just disabled because they're incomplete (do nothing). You can view them with FOMM or the GECK.
Dubby said:AP Regeneration can be modulated with FOSE. I could technically work a script to simulate the same thing, but you'd never be able to tell what your maximum AP was... which is kind of bad, so I'd rather use extended functions of FOSE to adjust the game setting in real time based on your Agility.
your evil twin said:Ah. I think I may have now lost interest in this mod. Most of this stuff sounds very impressive - especially working the Van Buren stuff into the plot - but I have no interest in making enemies use action points to make Fallout 3 turn based.
Imagine a bit of any other first-person-shooter. Let's take Half-Life 2. The epic bit by the lighthouse where multiple Combine drop ships land and drop off squads of soldiers, pulse rifles blazing. Now imagine the soldiers only get to run a few paces, fire three shots each, and then slowly WALK while you shoot at them. It's absurd. It would seem like the Combine AI had suddenly stopped working, they are just standing there waiting to get shot, why aren't they shooting at me anymore? It would seem to be a bug, not a feature.
Imagine if the game had been sold that way, and marketed as "a turn-based first-person-shooter". People who have said "well, the story is great, the characters are great, the graphics and physics are impressive. The action is OK, but, but it would have been rather more convincing if everyone didn't spend two thirds of their time standing around doing nothing. Why do we take turns shooting at each other? What's the point of that?"
It's not that I minded the turn-based nature of the old Fallout games. I found the games very enjoyable. But the fact that they were turn-based was never a selling point for me, it wasn't a favourite feature. For me, what made Fallout fantastic was the great setting, the story, the characters, the weapons, the violence.
I'd have been just as happy - in fact, perhaps even happier - if the game had been real-time. Like the classic DOS game Crusader: No Remorse, and Crusader: No Regret. Those were awesome isometric third-person shooters. Alas, back then the people that did exciting shooters weren't much into story or characers or plot, while the people that were into those things enjoyed pen-and-paper Dungeons and Dragons style games rather than "shallow" shooters.
When I heard that Bethesda were making Fallout 3, I was downhearted because I knew the story wouldn't be a "proper" Fallout story from the original creators, and chances are it was going to be a dumbed down modern console game. But I was NOT sad about the fact that it was a first person shooter rather than a turn-based isometric game.
Other than Fallout, my other most favourite games of all time are Half-Life, Deus Ex and System Shock 2. Deus Ex and System Shock 2 are fantastic examples of how to do first-person RPGs. Neither are turn-based. Both are most definately RPGs. Both have great stories and characters.
The way I see it, the fact that Fallout 3 is a real-time shooter rather than a turn-based game is one of its strengths. Its weakness are its story and its gameplay balance problems.
When it comes to fixing up the story, fixing balance issues, etc, I feel that mods are improving upon Bethesda's work and making Fallout 3 the game it should have been. But making Fallout 3 a turn-based first-person-shooter... that's just a mod for die-hard Fallout fans obsessed with making the game turn-based. Why? What's the reason for making it turn-based? "Cause the old games were turn-based." Well, the old games were isometric, are going to turn Fallout 3 isometric? If you want an isometric turn-based Van Buren do it as a Fallout 2 mod, that would be awesome.
Is it that you specifically don't like real time games? Do you play Half-Life or Deus Ex or Mass Effect or STALKER and think "I wish this were turn based?"
Turn-based first-person Fallout 3 will be absolutely daft, and will be played by a total of... ooh, twenty people. In the whole world. I expect you'll get far higher downloads - I'm sure lots of people will down the mod to try it, out of a sort of morbid curiousity. They'll play it for about 15 minutes, fight a few raiders or critters in the wasteland, go "heh," and then go back to playing regular Fallout 3.
I thought the intention of the Fallout 3 Compendium was to "fix" Fallout 3, to solve Fallout 3's problems. To 99.9% of people, the fact that the game is real-time is NOT a problem. Fallout 3's problems are its daft quests, dodgy dialogue, silly karma system, silly food, sleep and radiation systems, an unsatisfying main quest, and VATS-mode being a supernatural bullet-time God mode. That's the kind of thing that needs fixing.
Fallout 3 should have been the new Deus Ex or System Shock. The detailed, mature setting of the Fallout universe crossed with modern graphics and a sophisticated physics engine should have resulted in the ultimate immersive first-person RPG. The Fallout 3 Compendium should be trying to bring the game closer to that goal. Turn-based gameplay completely shatters that immersion because it turns battles between Raiders, Super Mutants, the Brotherhood of Steel and the Enclave into flintlock pistol duels of 17th century gentlemen.
Dubby said:You sir make offensive and unwarranted assumptions.
The utmost and foremost reasoning for turn-based in any sort of game is to allow for preemptive planning and strategy making. Soldiers and officers spend many months and even years training themselves so they can make the right move at the right time without hesitation or contemplation. A game, in this case a role-playing game where one immerses oneself in the concept of being another individual, must take into account this fundamental law of reasoning. You see where this goes, yes? Furthermore, there are numerous methods of which such a mechanism can be unwittingly endured by a great many of players without any impairment to the enjoyability or thrill of playing.