>Crashing? What crashing? FOT never crashes
>on me, and it's unpatched.
>
>
Than you are the lucky one. I don't like to save (because it takes forever on my system) and when the game crashes as I am nearly finishing a mission.... AAAARRGGHH!!!!!
>I'd love it to have a
>tree-based campaign.
Could you image a "free-basing' campaign where everyone is high. "Holy Shit man, that fucking Deathclaw is talking!"
>FOT's campaign system
>is linear. If you lose
>a mission, reload and start
>again.
>
>I would much prefer, say, you
>lose a mission, the BOS
>gets thrown out of the
>area, you are possibly demoted
>a rank, you have to
>fight rearguard actions. Or you
>are ordered to try and
>retake the area next mission.
>Course, if it was a
>stealth mission, you're fucked, enemy
>reinforcements will be all over
>the place. If you lose
>a mission, you shift onto
>a different branch of the
>campaign tree. You succeed remarkably,
>shift.
>
I think this would be interested, even if there were missions. For instance, if your mission were to recon a given area, or secure a route to a particular area, that would offer lots of independence and different values for success or failure depending on the choices you make.
If your mission were to pacify a village, you could do that either by making the village friendly by helping resolve what ever issues the village has or by razing it to the ground.
The problem would still be the linearity and the broad definitions of what a mission is. I mean even in the RPG fallouts, once you do everything there is to do in a given locality, you can still go back but there is really little payoff. Some localities are interconnected (Gecko-Vault City, or NCR-New Reno-Redding- Vaultu City), but not many. But even a mission like "recover a lost artifact" might be specific but offer lots of opportunities for completion.
>In larger battles, a 4-soldier reserve
>squad would be so useful.
>
I think this would be a good mix. In some campaigns you might be only about 4-6 soldiers and have a lot more freedom. In other battles you might control more. Say for instance you have a turn-based squad level batter over a town, and then individual squads engage, it becomes more turnbased, or even CTB. This way you might be using more soldiers but can do both squad level and company level battles. However these battles would have to be linear- predestined- but that would be fine because you don't necessarily have to control the other players. The problem would be in the non-linear game play.
>
>Also, psychology should come into play.
>Soldiers, enemy and friendly, even
>in your squad (your character
>would be exempt, of course),
>could when under fire become
>panicked (scramble for nearest cover),
>could flee (just run away
>screaming), or become pinned (stay
>where they are, get down).
>
I agree and this couild make better use of leadership factors, such as charisma, reputation, even perks.
>
>This would make pinning and covering
>fire useful. You would have
>to be able to force
>fire for longer than one
>burst to do this.
That could be part of better AI. I know comparisons are bad, but I was really knocked out in Half-Life the first time through when the badguys would hide and and try to manuever around me, or when I tried to hide in a tunnel and they threw in grenades.
>
>Also, spray weapons should have MUCH
>less chance of hitting friendlies,
>and the cone would have
>to be tightened. I have
>had cases of MG fire
>hitting friendlies a wee bit
>in front of, and way
>to the side of, the
>guy firing the MG. It's
>ridiculous.
>
That depends on the weapon. For instance a submachine gun or a shotgun would have a large cone than an assault rife.
>By increasing weapon range, I mean
>rifles have ridiculously short ranges.
>IRL, they have sniper rifles
>that can fire at targets
>several kilometres away. In FOT,
>the sniper rifle can fire
>at a target maybe 50
>or so metres away. Ridiculous.
>All single shot rifles should
>fire farther, and do a
>bit more damage (why the
>hell does the hunting rifle
>on single do less damage
>than the AK or FN-FAL
>on single? This is even
>before taking into effect the
>fact that the AK uses
>a weaker bullet, which WASN'T
>PUT IN THE GAME DAMMIT
>DAMMIT DAMMIT.
>
I responded to this further down. However, with a rifle like the Ak and FN-Fal, the bullet tumbles more in the air, doing greater damage on impact. From what I understand, the more tumble, the less range, the more damage. On the otherhand a rifle, like a hunting rifle, is longer ranger, more accurate, less damage. But that assumes that hunter is taking his time to shoot well to bring down Bambi, while the assault rifle is being used to hose down badguys. Also, I think the AK and FAL fire pretty big bullets.
>They should make queueable actions, so
>you could actually storm a
>building with more than one
>soldier. If there is a
>way of doing this already,
>I can't get it to
>work.
Yep, To be honest I like FOT in CTB because its more realistic, fast and dangerous. However, its a pain in the ass to have people do two things at the same time.