Heanlomal: AWESOME. I've been waiting for level 6 fix for years. Each time I started a new fallout session, this stupid issue was annoying me. it's like using a race car on a race track and never being able to shift to last gear.
For those who don't care: well, actually there is a huge gap between level 5 and level 6 NPC in terms of power. This may mean +2 APs and +10% critical chance, for instance. Which may mean another shot with a carried weapon, or, if you prefer, another aimed shot with, say, a gauss rifle if you're controlling party members manually. Which pretty much doubles damage per turn. And NPCs are all about damage per turn.
For those who completely don't care about NPCs: well actually, despite lame AI controlling them, they are worth more than any perk because of the damage they do. Level 6 Sulik with a HK 90c is pretty much OHKO for every enemy there is if you set him to charge, for instance. Recruiting him (which possibly means rising your CH by 2) equals to, say, getting 2 more shots with gauss pistol with better criticals. Who wouldn't want such a perk?
And that is JUST for 2 CH points & will benefit you through ALL the game, unlike Sniper perk and whatever you have.
The problem with this game is that it is too easy to make use of that. yeah, save 9-man enclave patrols, you are untouchable as long as you take proper positioning. The casino fights in New Reno are a good example: the enemies will run into ol' Big J Mordino's room and get slaughtered one by one by you and your team at relatively low levels/bad gear. This isn't possible without a party, afaik, unless you want to exploit bugs or simply farm exploits which shouldn't be there aka San Fran speedrun.
Timeslip said:
There's no bug in the code that accidentally prevents npcs from getting their last level. It's a deliberately cut feature, and for some npc's, the 6'th level proto was never created in the first place, so it's not a last minute cut either.
For some there is no Stage 5 either - Cassidy, for instance. Does it mean anything other that he wasn't intended to have more levels than 4 - contrary to other NPCs?
I can barely see it as feature, seeing that everything is left in place, save the issue Heanlomal described. It doesn't even make any sense for the game creators to deliberately cut such a "feature" after implementing EVERYTHING in the game. And if they wanted to, wouldn't it be better to simply erase the PID and proto files with one click rather than making a buggy check in the engine? What for?
Just because something was originally intended doesn't make its absence a bug, or the whole RP should be merged into the unofficial patch. (Of course, killap might want to have it default on for the RP, for exactly that reason.)
The problem here is that pretty much EVERYTHING seems to imply it is some sort of underlooked development rather than deliberate planning. I'm pretty sure it would look different otherwise. Unless you want to call it something else than a bug, maybe lame design or something else. Still, bugs aren't limited to misplaced variables or typos in code if you ask me. Something like a formula that isn't optimized to work properly, like the case of level 6 issue, is also a bug imho.
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