Jackalmonkey asked five interesting question over in this thread at the Interplay boards, and got five equally interesting answers from JE Sawyer:
Q: Will the player be able to see the related modifiers of having, say, the Unarmed skill (or any other), at a certain level? For instance, will modifiers to damage, chance to hit, crit. chance, crit. hit table, and so on, be displayed to the player? <blockquote>Yes. </blockquote>Q: Awareness perk still in? Will the "awareness" status be default?<blockquote>For a future Fallout title, I think a character's ability to see the equipped items and general health of a character should be based off of distance, lighting, and straight PE. For purposes of seeing how wounded a character is, I think along similar lines, however, I believe that extremely detailed information should still be related to a Perk with Medic skill and PE prerequisites. Something like...
Triage
Prerequisites: Medic 100 and PE 7
Ranks: 1
Benefit: You see the exact hit points, fatigue, natural damage thresholds, primary statistics, and special health status (broken limbs, using chems, etc.) of any living creature you examine.</blockquote>Q: When sneaking, will there be any feedback as to the level of risk involved? <blockquote>Potentially. We're still working out the feedback that the cursor gives on objects when using skills.</blockquote>Q: Will there be feedback when an event is caused by a specific perk or trait? For instance, if the Jinxed trait pushes a to-hit roll into the critical failure zone, will the player be notified that the the Jinxed trait was responsible for this particular outcome?<blockquote>There are no specific plans for this. I'm sure it's possible, but there are a lot of things that potentially contribute to any given skill check or crit check. Assigning responsibility for success or failure to any given element is akin to lauding a basketball player for making a shot in the last second of a game that helps their team win by a point; it ignores all of the things that came before that event.</blockquote>Quring conversations, will the player be notified when a skill or stat check is being made? If so, will there be a pre-emptive notification? And will the player be informed of what skill/stat is being checked? <blockquote>I'd like it to, but there's some "tricky" stuff involved in it. It's fairly easy to make our dialogue scripts give feedback when you've successfully made a check. We can do this by placing a token at the end of the string. If the reply string gets displayed, the token could appear and notify the player. E.g.:
Reply Text: Of course I'm the prince of Wallachia! Can't you see my noble bearing and the line of impaled people behind me? [D]
Condition: GetTotalSkill(PCSpeaker(),SKILL_DECEPTION) > 74;
If the condition is met, the string is displayed and the [D] token becomes [DECEPTION]. Thus, it would appear as:
Of course I'm the prince of Wallachia! Can't you see my noble bearing and the line of impaled people behind me? [DECEPTION]
However, if the reply conditions are not met, the entire reply function is skipped, so there isn't currently a logical way for the dialogue script to tell the player that they missed out on something because they didn't meet the requirements of one or multiple checks within the reply function.</blockquote>A lot of info there...
Richard Akari Taylor Talked about combining weapons in this thread:<blockquote>Support for combination type weapons like described is in the code.
As well as support for using firearms to whack someone up close and personal like.
Basically, with how I designed the weapon code, any one weapon can be made to do any kind of attack mode. I don't know what exactly the designers will be doing with this though.</blockquote>
Q: Will the player be able to see the related modifiers of having, say, the Unarmed skill (or any other), at a certain level? For instance, will modifiers to damage, chance to hit, crit. chance, crit. hit table, and so on, be displayed to the player? <blockquote>Yes. </blockquote>Q: Awareness perk still in? Will the "awareness" status be default?<blockquote>For a future Fallout title, I think a character's ability to see the equipped items and general health of a character should be based off of distance, lighting, and straight PE. For purposes of seeing how wounded a character is, I think along similar lines, however, I believe that extremely detailed information should still be related to a Perk with Medic skill and PE prerequisites. Something like...
Triage
Prerequisites: Medic 100 and PE 7
Ranks: 1
Benefit: You see the exact hit points, fatigue, natural damage thresholds, primary statistics, and special health status (broken limbs, using chems, etc.) of any living creature you examine.</blockquote>Q: When sneaking, will there be any feedback as to the level of risk involved? <blockquote>Potentially. We're still working out the feedback that the cursor gives on objects when using skills.</blockquote>Q: Will there be feedback when an event is caused by a specific perk or trait? For instance, if the Jinxed trait pushes a to-hit roll into the critical failure zone, will the player be notified that the the Jinxed trait was responsible for this particular outcome?<blockquote>There are no specific plans for this. I'm sure it's possible, but there are a lot of things that potentially contribute to any given skill check or crit check. Assigning responsibility for success or failure to any given element is akin to lauding a basketball player for making a shot in the last second of a game that helps their team win by a point; it ignores all of the things that came before that event.</blockquote>Quring conversations, will the player be notified when a skill or stat check is being made? If so, will there be a pre-emptive notification? And will the player be informed of what skill/stat is being checked? <blockquote>I'd like it to, but there's some "tricky" stuff involved in it. It's fairly easy to make our dialogue scripts give feedback when you've successfully made a check. We can do this by placing a token at the end of the string. If the reply string gets displayed, the token could appear and notify the player. E.g.:
Reply Text: Of course I'm the prince of Wallachia! Can't you see my noble bearing and the line of impaled people behind me? [D]
Condition: GetTotalSkill(PCSpeaker(),SKILL_DECEPTION) > 74;
If the condition is met, the string is displayed and the [D] token becomes [DECEPTION]. Thus, it would appear as:
Of course I'm the prince of Wallachia! Can't you see my noble bearing and the line of impaled people behind me? [DECEPTION]
However, if the reply conditions are not met, the entire reply function is skipped, so there isn't currently a logical way for the dialogue script to tell the player that they missed out on something because they didn't meet the requirements of one or multiple checks within the reply function.</blockquote>A lot of info there...
Richard Akari Taylor Talked about combining weapons in this thread:<blockquote>Support for combination type weapons like described is in the code.
As well as support for using firearms to whack someone up close and personal like.
Basically, with how I designed the weapon code, any one weapon can be made to do any kind of attack mode. I don't know what exactly the designers will be doing with this though.</blockquote>