Health, Wounds, Disease

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There have been a few posts saying that health should be better simulated. I completely agree. Add fatigue, colds, hyperalgesia, hunger, and others. While we'r at it, rename it Robinson's Requiem. There, doesnt that sound like a great game? ;->

Tk-421
 
>There have been a few posts saying that health should be better simulated. I completely agree. Add fatigue, colds, hyperalgesia, hunger, and others. While we'r at it, rename it Robinson's Requiem. There, doesnt that sound like a great game? ;->
>
>Tk-421


The more I think about it, the more I think they could make it using a *bit* of Daggerfall, in how it was so vast in all the little peculiarities and skill advancement, but using the complex and involving storyline of Fallout.
 
Yeah there must be those wounds,bone crashes and even real time day-night efect and so on..But dont start with hunker,toilet,or confort.Fallout3 is not SIMS!
 
Actually. I was being a tad sarcastic. Anyone familiar with Robinson's Requim or it sequal Deus would understand.

Tk-421

But i do think that a bit more realism is needed.
 
Deus...was that a very horrible First Person Shooter?????? If so then that game sucked royal chocolate salty donkey balls.

Disease and hunger I can understand but let's not get too micro-managerial here...if there's anything that kills a game is too much damn realism. If there was that much realism in the first two Fallouts then I bet some of us would still be finishing it only for the first time. Why?? Lets examine this step by step...

1. Every time you travel the Wasteland between towns, the computer stops you to remind you oh so cheerfuckly that you are thirsty/hungry/horny. And there's no town nearby so you starve to death because of lack of food...Can't use a create food spell since this is Fallout.

2. Same thing with disease.

3. Same thing with horniness :-).

Personally, I like the way BIS/Interplay handled the hunger/thirst thing. They made it seem as if you "scrounged the land" for food and water but without you having to micromanage such. Reality can be great in a game but we have enough of it in the "real world" already. Ideas...???
 
I have mixed feelings about Daggerfall's level advancement. In some ways it seemed logical...if you, as a thief type char, used your skills enough you advanced in level. But sometimes you had to advance some weird skills in order to move up..For example, I had run a marathon(improve my Run skill....and that wasnt a primary skill...) just to move up...Then again I could be wrong ..it's been a while since I played Daggerfall...I got sick and tired of all the damn bugs ..even after the patches...
 
>I have mixed feelings about Daggerfall's
>level advancement. In some ways
>it seemed logical...if you, as
>a thief type char, used
>your skills enough you advanced
>in level. But sometimes you
>had to advance some weird
>skills in order to move
>up..For example, I had run
>a marathon(improve my Run skill....and
>that wasnt a primary skill...)
>just to move up...Then again
>I could be wrong ..it's
>been a while since I
>played Daggerfall...I got sick and
>tired of all the damn
>bugs ..even after the patches...
>


I could go on forever explaining how the level system is, because I have managed to get the highest level possible. Which is hard.

You need to raise various skills depending on the "tag skills" of the game.

Let me explain it in the easiest way I can, and why it is so logical, in a way. Though, for Fallout, it could be more 'open-ended' in how it operates, but first let me show you how Daggerfall works, so that how it could be used for Fallout.

Primary Skills +
2 Highest Major Skills +
Highest Secondary Skill

(Current total - starting total + 28) /15

The best way of playing Daggerfall, is to make a custom class on the skills that you are going to use OCCASIONALLY. Running is a bad one to pick, unless you put it into a Secondary slot. Secondary and Misc don't go above 90. So, like skills with Lockpicking that don't go up too much, or an accessory weapon skill (one that you use besides your main weapon), would go into your main slots. Your main weapon would go into a Secondary or Major slot. OR, you can have a skill that you use all the time in the Primary slots, but it must be one that you have a choice in NOT using.

This soulds kind of odd, and is a pain in the ass to advance in, but you can get to the max level. Once one skill goes to 100, you do not gain any more levels and do not gain any more hit points.

Another note, to train up magic easily, become a fighter's guild member, and just use the mage's guild spellmaker to make cheap spells of various
sections of magic. Go to the fighter's guild and blow all of your magic points. Then just rest for free.


Now, for the system to be used in Fallout, I was thinking the same kind of system may be used, but with a twist. You don't spend Skill Points at levels up, but your tag (Primary) skills will advance much faster than the others. And of course, like Daggerfall, the more you use it, the more it grows. HOWEVER, and the only fault I se with this, is that you don't gain EXP at all. Though, there could be rewards of skill advancement/training, or money, and the skills you use along the quest completion are experience enough. Whether just by talking, or by fighting or using thiefly skills, what you use will advance.
 
>Deus...was that a very horrible First
>Person Shooter?????? If so then
>that game sucked royal chocolate
>salty donkey balls.
>
>Disease and hunger I can understand
>but let's not get too
>micro-managerial here...if there's anything that
>kills a game is too
>much damn realism. If there
>was that much realism in
>the first two Fallouts then
>I bet some of us
>would still be finishing it
>only for the first time.
>Why?? Lets examine this step
>by step...
>
>1. Every time you travel the
>Wasteland between towns, the computer
>stops you to remind you
>oh so cheerfuckly that you
>are thirsty/hungry/horny. And there's no
>town nearby so you starve
>to death because of lack
>of food...Can't use a create
>food spell since this is
>Fallout.
>
>2. Same thing with disease.
>
>3. Same thing with horniness :-).
>
>
>Personally, I like the way BIS/Interplay
>handled the hunger/thirst thing. They
>made it seem as if
>you "scrounged the land" for
>food and water but without
>you having to micromanage such.
>Reality can be great in
>a game but we have
>enough of it in the
>"real world" already. Ideas...???


Instead of that kind of "micromanagement", you could just have it where you have to buy supplies in town, or if your outdoorsman skill was high enough (plus traps skill), you could possibly forage. Or you could eat geckos for food....mmm....I think there was a recipe for them in the manual....
 
I read your post three times and while some light has crawled into my thick skull I am still sort of confused. So skills that one uses OCCASIONALLY are the ones that make or break whether you level up??? Most RPG's I have played in my lifetime were the ones where you get experience points for killing monsters and nothing else...Pool of Radiance for the PC is on example.

But if one were to combine Fallout's and Daggerfall's level systems maybe they could work better but the player should at least have some sort of knowledge of when they are going to advance...In Daggerfall I couldnt tell if I was close to going up in level or if I had a long ways to go. Although leveling up is still second banan to the STORY of the game...and I want a good story above all else...
 
If one were to forage in the next FO, knowing that the distance between towns is a considerably LONG one, then we would end up foraging every damn minute. Ever see how many days go by as you traveled from, lets say, the BOS to the Boneyard or even from the BOS to the Glow?...I would go insane having the game stop me so that I should forage.
 
>I read your post three times
>and while some light has
>crawled into my thick skull
>I am still sort of
>confused. So skills that one
>uses OCCASIONALLY are the ones
>that make or break whether
>you level up??? Most RPG's
>I have played in my
>lifetime were the ones where
>you get experience points for
>killing monsters and nothing else...Pool
>of Radiance for the PC
>is on example.
>

Actually, the skills you use OCCASIONALLY are best for the top spots. As the ones you use all the time are more likely to max out, and thus leave you at an early level for the rest of the game.

The skills in those slots I said that are used to determine how you level up should not be like a skill you use all the time. Running I use all the time. With how I become a werewolf every game, and running as a Misc skill, it gets to 120+ extremely quickly, but the wolf bonus is not calculated into level up or Mastery.

Daggerfall was perhaps the best one with that ki of system, where what you do takes place over killing things.
 
>If one were to forage in
>the next FO, knowing that
>the distance between towns is
>a considerably LONG one, then
>we would end up foraging
>every damn minute. Ever see
>how many days go by
>as you traveled from, lets
>say, the BOS to the
>Boneyard or even from the
>BOS to the Glow?...I would
>go insane having the game
>stop me so that I
>should forage.


Not like in an event or an encounter.

Say like your Outdoorsman and Traps skill was of a low amount, you would have to carry more food (addning more weight to your inventory, etc.). If it was high enough, you could "live off the land" with no worry of buying food. Not having food or being able to forage would possibly result in hunger damage, etc. like the thirst event in Fo1 (and possibly Fo2?).
 
But when one Primary skill maxed out at 100 that was the end of going up in levels...Personally , I think that is the most restrictive thing about D-fall's level system. I like the way Fallout handled the advancement of skills: if you went over 100% it took more and more skill points to boost that skill. Therefore, a smart player would spend those hard earned skill points on skills where he/she is lacking ...
 
If the hunger/thirst thing is going to be like the FO1 thirst event then I could go along with that. Also, the buying of supplies appears to have logic to it as well...I only wish, in the sequel, that we could keep the car or some sort of mode of transportation other than walking. Maybe a brahmin powered wagong of sorts to travel in and store our extra junk???
 
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