Howdy all, I'm a new poster, but not new to fallout by a longshot.
So, I thought my little contribution here would touch on F3's h to h system. Before I get into it, I've noticed a tendency for many regulars to use the "slippery slope" arguement to defend their ideas. Like saying that beefing up the fighting engine would morph our beloved F3 into Mortal Kombat. Or that using 2 guns would John Woo this thing to hell.
Does anyone who posts here really feel that adding a veriety of punch animations and dmg mods will lead directly to Mortal Kombat? Do you think that the artists and designers are so out of touch as to still feel MK is even HALF WAY cool?
Here's the score. Unarmed in Fallout is okay at best, numbingly shallow at worst. The most complex I've seen unarmed in the fallout universe was in the combo drug cocktails/advanced weapon-limb breaking/ knockdown games in FOT. I know bringing up the ole FOT is trouble, but I strongly feel it handled unarmed the best of the 3 existing games. But being the best of 3 bads isn't much. I still has to watch that goddamn punch animation like 7000 times over the course of my fallout career.
It's plain to see J.E. isn't going for OMG SNAKE KICK HADUKEN, but rather an
a.more cinimatic/realistic presentation of unarmed combat.
b.approach allowing visual variety to the gamer, thus increasing fun.
c.Allowing the player choice
d.Balancing unarmed, so that the few of us that like scrappers still have a reason to scrap lategame. (If I have a hig sneak, with high disarm and crippling skills, maybe I might just jump on the miinigun guy)
So I've defended the current team's ideas, but what of my own?
Well, most involve too much work/animations to implement properly, but ones that seem doable that I'd like to see include:
Being able to leave AP at the end of a turn as to use an evade or block. I like giving the player a choice "I can hit mongo 4 times about the nose and mouth and go for the ko... but mongo looks tuff, maybe I should stickem' twice and try to evaid the worst of his next attack, just in case I can't bring'em down this turn".
BUT, it would be TOO easy for the player to allways leave 4 AP in the bank and autoblock the shit out of everything. SO, instead of leaving 4 AP in the bank and hitting END TURN, why not choose between Gaurd HEAD, Gaurd ARMS, Gaurd LEGS. That way, the player will still take dmg from body shots, but have at least a fighting chance of defending against crippling/ko strategy. Also, with the computer using this strategy, fighting don't morph into the "Punch EYES" show. And if you choose "Gaurd Arms" it wouldn't mean a total wiff if the enemy hits it, rather it would be a "Save vs. Cripple" or "Vs. K.O." with increaced AC for the Gaurded area. And in a Rock Paper Sissors fashion, if player chose head, their legs would be vulnerable to criticle dmg. So, in keeping with our "choice" theme, some unarmed guys would aviod the gaurding all together, rather than risk extra dmg.
Something else I'd like to add is "Go for the Ko!". At higher unarmed skills one should be able to decide if this next punch will killem' or knockem' out. If an enemy is down to say, 20 hp, and the player is hittin' for at least 30, we know the fight will end in a bloody death, which can be bad if the player wants to be a "good guy that only fights when he's gotta". As of now, fallout unarmed players are "good guy that beats you untill blood comes out and you explode and also die". I guess alls I'm saying here is if the player has all but finished off the enemy, letem choose how he does it. An intentional KO that leaves sleeping enemy at 1 hp would be good for everything from "leaving that bastard merchant that talked crap alive so we can leave without the whole damn town screaming murder" to "I'm almost done with F3 and I'm bored and let's go ko somebody and plant C4 or drug the hell out of them."
So, thats two ideas. I'm sorry if I'm long winded, I just wanted to make clear I'm a huge fallout fan, but think the unarmed system needs modification for balance, fun, visual variety and player choice.
Hell, WHY NOT GIVE THE PLAYER FULL EXP FOR 1hp KO's? It's the same as killing them, but would allow the player to fight with honor and discression, if thats how they wanted to play.
Obviously, this couldn't work for Bosses, Endgame baddies, and plot advancing baddies that need to die. But shouldn't I be able to Knock some punk behind a building out for talking crap? I don't wanna kill him and have the town hate me forever, I just wanna role play a character that doesn't take crap and yet isn't chaotic evil.
Thanks for this forum, and I can't wait to hear what you guys think.
OO OOOO! Before I go, anyone here read Starman's Sun by Andrea Norton? It's where DEATHCLAWS were ripped off from. Really amazing post WW3 book seriously ahead of its time.
Also, for those that would say "But Manco. this is FALLOUT, not kickman 10'000. Why should the unarmed be as deep as guns?". Well I say if you can't do unarmed justice, leave it out, rather than make me as a player do "punch eyes" 7 million times. Why even have a skill if noone plays it, or must play it begrudgingly?
Manco
So, I thought my little contribution here would touch on F3's h to h system. Before I get into it, I've noticed a tendency for many regulars to use the "slippery slope" arguement to defend their ideas. Like saying that beefing up the fighting engine would morph our beloved F3 into Mortal Kombat. Or that using 2 guns would John Woo this thing to hell.
Does anyone who posts here really feel that adding a veriety of punch animations and dmg mods will lead directly to Mortal Kombat? Do you think that the artists and designers are so out of touch as to still feel MK is even HALF WAY cool?
Here's the score. Unarmed in Fallout is okay at best, numbingly shallow at worst. The most complex I've seen unarmed in the fallout universe was in the combo drug cocktails/advanced weapon-limb breaking/ knockdown games in FOT. I know bringing up the ole FOT is trouble, but I strongly feel it handled unarmed the best of the 3 existing games. But being the best of 3 bads isn't much. I still has to watch that goddamn punch animation like 7000 times over the course of my fallout career.
It's plain to see J.E. isn't going for OMG SNAKE KICK HADUKEN, but rather an
a.more cinimatic/realistic presentation of unarmed combat.
b.approach allowing visual variety to the gamer, thus increasing fun.
c.Allowing the player choice
d.Balancing unarmed, so that the few of us that like scrappers still have a reason to scrap lategame. (If I have a hig sneak, with high disarm and crippling skills, maybe I might just jump on the miinigun guy)
So I've defended the current team's ideas, but what of my own?
Well, most involve too much work/animations to implement properly, but ones that seem doable that I'd like to see include:
Being able to leave AP at the end of a turn as to use an evade or block. I like giving the player a choice "I can hit mongo 4 times about the nose and mouth and go for the ko... but mongo looks tuff, maybe I should stickem' twice and try to evaid the worst of his next attack, just in case I can't bring'em down this turn".
BUT, it would be TOO easy for the player to allways leave 4 AP in the bank and autoblock the shit out of everything. SO, instead of leaving 4 AP in the bank and hitting END TURN, why not choose between Gaurd HEAD, Gaurd ARMS, Gaurd LEGS. That way, the player will still take dmg from body shots, but have at least a fighting chance of defending against crippling/ko strategy. Also, with the computer using this strategy, fighting don't morph into the "Punch EYES" show. And if you choose "Gaurd Arms" it wouldn't mean a total wiff if the enemy hits it, rather it would be a "Save vs. Cripple" or "Vs. K.O." with increaced AC for the Gaurded area. And in a Rock Paper Sissors fashion, if player chose head, their legs would be vulnerable to criticle dmg. So, in keeping with our "choice" theme, some unarmed guys would aviod the gaurding all together, rather than risk extra dmg.
Something else I'd like to add is "Go for the Ko!". At higher unarmed skills one should be able to decide if this next punch will killem' or knockem' out. If an enemy is down to say, 20 hp, and the player is hittin' for at least 30, we know the fight will end in a bloody death, which can be bad if the player wants to be a "good guy that only fights when he's gotta". As of now, fallout unarmed players are "good guy that beats you untill blood comes out and you explode and also die". I guess alls I'm saying here is if the player has all but finished off the enemy, letem choose how he does it. An intentional KO that leaves sleeping enemy at 1 hp would be good for everything from "leaving that bastard merchant that talked crap alive so we can leave without the whole damn town screaming murder" to "I'm almost done with F3 and I'm bored and let's go ko somebody and plant C4 or drug the hell out of them."
So, thats two ideas. I'm sorry if I'm long winded, I just wanted to make clear I'm a huge fallout fan, but think the unarmed system needs modification for balance, fun, visual variety and player choice.
Hell, WHY NOT GIVE THE PLAYER FULL EXP FOR 1hp KO's? It's the same as killing them, but would allow the player to fight with honor and discression, if thats how they wanted to play.
Obviously, this couldn't work for Bosses, Endgame baddies, and plot advancing baddies that need to die. But shouldn't I be able to Knock some punk behind a building out for talking crap? I don't wanna kill him and have the town hate me forever, I just wanna role play a character that doesn't take crap and yet isn't chaotic evil.
Thanks for this forum, and I can't wait to hear what you guys think.
OO OOOO! Before I go, anyone here read Starman's Sun by Andrea Norton? It's where DEATHCLAWS were ripped off from. Really amazing post WW3 book seriously ahead of its time.
Also, for those that would say "But Manco. this is FALLOUT, not kickman 10'000. Why should the unarmed be as deep as guns?". Well I say if you can't do unarmed justice, leave it out, rather than make me as a player do "punch eyes" 7 million times. Why even have a skill if noone plays it, or must play it begrudgingly?
Manco