Generic NPCs - Fallout 3 Thoughts

RadioActiveAnarchy

First time out of the vault
:idea: I think it would be awesome if there were more NPC's. Like maybe just generic ones. Like in Fallout: Tactics there was a recruitment center. There could be mercenaries you could hire to take along on your journey. Another new subject should be new perks....
 
Yea, and we really want another Fallout Tactics, right?

A couple mercs would be fine, but not a recruitment station. Horrible.
 
No, that's not what I'm trying to say... I just think that might have actually been a good idea from that game... It's not like NPC's are necessary but hell... generic ones would be easy enough. I also think there should be bounty hunting quests and the sheriffs pay off.
 
There should also be a lot more missions to go evil with.. I liked the family war in New Reno.... They should have more places like that..... and not so many like Redding....
 
Generic NPC's are unimaginative, pointless, and not fun. Why were the NPC's in Fallout 1 and 2 cool? Because they were uniqe, and not just in their stats.


And don't double post, just edit your previous post.
 
:evil: Generic NPC's let you use your imagination more, instead of everything being right there shoveled to you.. You should be able to pick perks and train them up... Use them to your advantage for different quests and/or missions. I'm not saying to get rid of unique NPC's but add more ones so it doesn't matter when they die. Different "unique" NPC's are specialized in different categories. But they don't have everything. With more you can use them to your benefit.
 
Nice Double post again.

Different "unique" NPC's are specialized in different categories. But they don't have everything.

So you want a NPC with everything? Why not just HAX0R a perfect char a few times, eh? IT SHOULDNT BE A BAULDER'S GATE GAME. You shouldn't have control over their stats and perks, etc.
 
If "generic" NPCs are implemented, chances are that most players will just overlook them. From what I understand, you want NPCs who have a chance to be good but you really have to work them up to be good. The two Icewind Dales had a system like that. You can create a new NPC from scratch whenever you want if you've got a free slot open but he'll be hard to level up and protect once you get far into the game. And you know, that worked perfectly fine for Icewind Dale. But in Fallout, with unique characters, you're option to make new NPCs from scratch will just be time consuming since a unique character will obviously be better.

Example:
Starting off, Cassidy has got 80 HP and he's a damn good shooter. And that's just his starting off point. When compared to, say, Tom the Town Crier whom you've recruited from off the corner of the street. Being a first level NPC, he's got maybe 30 HP and you can give him a gun if you want to be shot from the back.

Only use I can see of "generic" NPCs would be for cannon fodder. And I highly doubt the developers would waste time and resource to program in cannon fodder.

Besides, if Black Isle mirrors Troika Games (which it really should considering the success of Arcanum) there'll be enough NPCs to keep you sated. The Temple of Elemental Evil will have dozens of followers to recruit.
 
Generic followers (I don't why people keep calling followers NPC's), are not a good idea in a role playing game.

Generic followers will of course mean you will have the skills you want, but that's not the role of followers. The followers are there mainly to help the setting, they need to help your charecter, but in a blind way. They need to be people with their agenda and thoughts, or else there is no point for followers at all.
 
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