Increasing skills

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One thing I just noticed about both Fallouts is that even though you have no big guns or whatever, you can still increase your skill at big guns...

I mean, you can be sitting in the middle of the wasteland, with only a knife and a bag of healing powder to your name, and you can still become proficient at using large weapons.
On the other hand, if you had a minigun, even without ammunition for it, you could practice holding it, loading it, aiming it etc.

What I am trying to say is that maybe in Fallout 3 you could only increase a skill if you had implements to practice it.

It's just an idea.


"I am become death. The destroyer of worlds."
 
Good idea. A la Daggerfall. I've always liked the "more you use it, the better you get". Of course, it would make sense that people could train you in things, and I always thought that being able to tag "Energy Weapons" was a bit ridiculous since the Chosen One likely didn't have a single clue as to what one was.

If anything, progressive tag skills might work, at certain levels. Beginner, work on one tag skill, later on, get another - as you found out about them and were trained in it. All up to a balanced max number of perhaps four in the high levels.

Skill-checks would be a bit more complex, but a skill difficulty/skill level ratio of addition to the skill before actual points are added...that would work.
 
That would make a lot more sense. Good idea. It would be great, because you would know exactly what kind of skills you wanted instead of taking a guess early on in the game.
 
[font size=1" color="#FF0000]LAST EDITED ON Jul-31-01 AT 08:11AM (GMT)[p]Since we're on the topic of skills, i personally think that the Fallout games were to strength orietated. They give you all those other skills, but as being discussed, making energy weapons a tagged skill is quite common. Why is this? Because most people understand that in the long run, tests of strength is the most common. This really makes the game shallow. I've tried playing fallout 2 as a theif... and it shows that weapon and physical strength is whats really important. I was relying on my NPC's to compensate for my lack of strength and since i can't control them, this became a problem. And even further, i have no idea how i'm going to stop Frank at the end without being a powerhouse char myself.

In Fallout 3 I really hope the incorporate the Fallout Tactics battle system for the NPC's because this will help. However, seeing as how there will be a lack of multiplayer support, playing as a support character can be quite troublesome.

Fallout 3 should put more weight in characters skills, almost more then their weapons. Example: If you attack while your in your Sneak mode, you get a benefit to critical hit. The higher your Sneak %, the more critical hit chance, and damage mod you get. With the combination of high chance critical hit and the targeting of a specific part, your character can be a force on the field, under the correct circumstances. Basically, you can be a walking tank, or a small ninja. Both kill especcially well, but they do so completely different.
 
>[font size=1" color="#FF0000]LAST EDITED ON Jul-31-01
>AT 08:11 AM (GMT)
>
>Since we're on the topic of
>skills, i personally think that
>the Fallout games were to
>strength orietated. They give
>you all those other skills,
>but as being discussed, making
>energy weapons a tagged skill
>is quite common. Why
>is this? Because most
>people understand that in the
>long run, tests of strength
>is the most common.
>This really makes the game
>shallow. I've tried playing
>fallout 2 as a theif...
>and it shows that weapon
>and physical strength is whats
>really important. I was
>relying on my NPC's to
>compensate for my lack of
>strength and since i can't
>control them, this became a
>problem. And even further,
>i have no idea how
>i'm going to stop Frank
>at the end without being
>a powerhouse char myself.

Fallout 1 did a lot better job of letting the user choose their own path than Fallout 2 did. I mean hell, my friend just told me that he was able to blow up the entrance to the Scorpion caves in FO1 when I didn't even think about it. There was a ton of detail in Fallout 1 that Fallout 2 didn't live up to. It just had a bigger map than Fallout 1, but with less detail in the maps themselves.

-Xotor-

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>Since we're on the topic of
>skills, i personally think that
>the Fallout games were to
>strength orietated. They give
>you all those other skills,
>but as being discussed, making
>energy weapons a tagged skill
>is quite common. Why
>is this? Because most
>people understand that in the
>long run, tests of strength
>is the most common.

Yup.

>This really makes the game
>shallow. I've tried playing
>fallout 2 as a theif...
>and it shows that weapon
>and physical strength is whats
>really important. I was
>relying on my NPC's to
>compensate for my lack of
>strength and since i can't
>control them, this became a
>problem. And even further,

Yup. And traveling with the caravans (which in theory should be safer than traveling alone) does not help you either.

>i have no idea how
>i'm going to stop Frank
>at the end without being
>a powerhouse char myself.

The solution is always violent, but you can cut some corners by activating defense system and convincing the marines to help you out.

>In Fallout 3 I really hope
>the incorporate the Fallout Tactics
>battle system for the NPC's
>because this will help.

I don't know... Usually I am suspicious about whatever Chris Taylor says, but I agree with him that squad-based system is good for strategy games, and party system is good for RPG games. After all, I wouldn't want to sacrifice the individual style of each party member for total control - it's too fun to take out from the game! Of course, more options would be great, as well as in-battle commands like "cover me!" or "attack this target!"

>Fallout 3 should put more weight
>in characters skills, almost more
>then their weapons. Example:
>If you attack while your
>in your Sneak mode, you
>get a benefit to critical
>hit. The higher your

There is a perk that does that. And I think you get more damage by attacking while sneaking, but generally I agree with you. Criticals make sense.

>Sneak %, the more critical
>hit chance, and damage mod
>you get. With the
>combination of high chance critical
>hit and the targeting of
>a specific part, your character
>can be a force on
>the field, under the correct
>circumstances. Basically, you can
>be a walking tank, or
>a small ninja. Both
>kill especcially well, but they
>do so completely different.

Yep. Sounds yummy, isn't it? :)




http://www.nma-fallout.com/cgi-bin/forum/ForumID5/786.shtml#11

zero-x's bitter words after his encounter with roshambo:

"I agree with you but there comes a fuckin point i dont know who roquirbo thinks he is but I at least you didnt really criticize me and i appreciate that i hate people who fuck with my ideas when i didnt say shit to em and yes he is the kind of guy i would take a scalpel tear his head open the take an hammer use the end to samsh through the medulla and use the nail pull as a pry to pull back the top of the skull revealing a brain (small but brain nontheless)and take desert eagle magnum and blow it through his fucking spine as he still breath and then rip out his heart and show him how black it is before he dies but as you said thats illegal well cya"
 
>There was a ton of
>detail in Fallout 1 that
>Fallout 2 didn't live up
>to. It just had
>a bigger map than Fallout
>1, but with less detail
>in the maps themselves.

Yup. Just think of all the curtains in the houses of Shady Sands and the "Gizmo"-neon sign in Junktown and all the other stuff.


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http://fallout.gamestats.com/forum/User_files/3a73d53c60e9b786.jpg

"The frogurt is also cursed."

"Call me a vagabond, and I'll smile. Call me a thief, and I'll laugh. Call me a liar, and I feed you your liver."
 
APTYP: If you look at the actual progression of the games in terms of refining systems, there is barely any of this in fallout 2. The only modified part of Fallout 2 was the NPC control's that were created, so you could control the NPC a little bit more. However, Fallout Tactics got rid of this system with control over all chars.

Fallout Tactics refined the battle system completely, and quite frankly, i think that the battle system was great cos it created more interaction with the enviornment. But since the origanal two fallouts were turn based combat, it shows that a turn based system can be used in a RPG and that the probablity of future fallout games using turn based is quite high. So its just a matter of deciding wether or not to use a combat system that is old, or one that is significantly refined. Personally, i thought the combat system for Fallout 1 & 2 was pretty weak... i just stood there with a burst weapon and waited for a critical hit.
 
[font size=1" color="#FF0000]LAST EDITED ON Aug-01-01 AT 01:06PM (GMT)[p]My biggest problem with Fallout Tactics is its squad orientation. Sure, it's more efficient, but I still think the squad system is bad for Fallout (unless you start the game with more than one character, of course).




http://www.nma-fallout.com/cgi-bin/forum/ForumID5/786.shtml#11

zero-x's bitter words after his encounter with roshambo:

"I agree with you but there comes a fuckin point i dont know who roquirbo thinks he is but I at least you didnt really criticize me and i appreciate that i hate people who fuck with my ideas when i didnt say shit to em and yes he is the kind of guy i would take a scalpel tear his head open the take an hammer use the end to samsh through the medulla and use the nail pull as a pry to pull back the top of the skull revealing a brain (small but brain nontheless)and take desert eagle magnum and blow it through his fucking spine as he still breath and then rip out his heart and show him how black it is before he dies but as you said thats illegal well cya"
 
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