Join the F3C team; read the official design plans

If I may I'd like to point out that humans generally don't like being near rotting bodies. Yet every single raider camp is covered in them.

Now, bones, skulls and skeletons I can understand. But living with rotting flesh all around? Unless every single raider out there is a completely fucked up, and not just bastards out to kill you and take your shit. It makes no sense to have bodies piled all throughout every raider hangout.

*two caps*
 
I've been using a lot of mods, like the one adding the Solar Scorcher, and I've poked a bit with the scripting there... so I think I could try and help with some things here. I'm also gone through a few programming languages, so if there's anything I can try to do, just say it
 
Hello!
I have been a fan and follower of fallout for a long long time and am ridiculously excited to find these forums and this project in particular.

I have a good amount of experience with creative writing and editing and would love to volunteer my services for the project. Writing interesting dialogue and conversations that keep the dark humor and the gritty wit of the Fallout series is something I think I could help do well.

I am also and avid gamer and am more than happy to work as a beta tester for anything required by the project. Also I have a fair amount of time available every working day of the week.

Please let me know what I can do to help.

My main email address is drbirchett@yahoo.com in addition to the work email I used to create my user account.
 
Dubby said:
1) Conventional map-travel with random encounters, including special encounters
2) Robust dialogue limitations based on the player's intelligence score
3) Improving and expanding the main quest
4) The addition of many more weapons
5) Ability to upgrade weapons with schematics, parts & a workbench
6) Improving the quality of textures and graphics
7) Improving the musical repitoire of the GNR radio station
8) Enhancing the combat AI for better targeting & real time decision making
9) Follower UI allowing the player to modify the follower's combat behavior
10) Among other things - finishing traits & perks!
11) Overhauling combat damage & defense to take into account armor penetration among other things
12) Overhauling projectile ballistics to be realistic, and take into account effects like muzzle velocity, wind speed, ricochet, and more
13) Adding more targetable regions to VATs for all weapons, especially Melee & Unarmed
14) Strength requirements for all weapons, for the player & the AI
15) Weapons that can use different types of ammunition for different effects
16) Improving the range of statistics, such as Luck affecting random encounters & loot
17) Improving the range of various skills, such as Science
18) Implementing the Outdoorsman, Gambling, Throwing, Doctor, & Traps skills
19) Revamping addictions & withdrawal behaviors
20) Adding unique/original content
21) Revamping how the player needs to handle crippled injuries
22) Combat Reflexes for the player, alters the flow of time based on what's happening

Overall a great although ambitious list. I might as well throw a few of my own suggestions into the mix. Some have been mentioned before but I figure I might as well put them up again.


23) Fix weights - Ammunition is not weightless, A full soda and an empty soda do not weigh the same, etc.

24) Factions - Every action/interaction can change how each group views you and your group(followers). Generally this would break down into 5 categories:Shoot-on-site, Unfriendly, Neutral, Friendly, One of the Group

25) Clothing matters - Having a weapon out and having a rival/evil/unwelcome armor on means getting shot at until you are close enough that you can be identified such as wearing Enclave Armor near the BoS. This would also open up the option of infiltrating camps and groups.

26) Change Little Lamplight and Big Town to normal towns - Lord of the flies for 200 years? I doubt it.

27) No invulnerable characters - Will require fleshing out new branches on the plot tree to allow for the death of certain characters.
 
Except, the MQ and all succeeding scripts are voided if you kill essential characters.

I'd say...

...4, 6, 7, 9, 10, 11, 12, 15, 19, 20, 21, 22 are completed or well underway in the modding community.

All solid suggestions, pk1. Imagine if the raiders were divided into different gangs and all gangs were recognized by emblems on their armor. Wearing the armor of one gang and outright attacking another would be a declaration of war. Ohhh, manipulating factions would be so much fun...
 
pk1 said:
25) Clothing matters - Having a weapon out and having a rival/evil/unwelcome armor on means getting shot at until you are close enough that you can be identified such as wearing Enclave Armor near the BoS. This would also open up the option of infiltrating camps and groups.

Pnutmaster said:
Imagine if the raiders were divided into different gangs and all gangs were recognized by emblems on their armor. Wearing the armor of one gang and outright attacking another would be a declaration of war. Ohhh, manipulating factions would be so much fun...

This is part of how the new AI works.
 
pk1 said:
23) Fix weights - Ammunition is not weightless, A full soda and an empty soda do not weigh the same, etc.

As I remember fallout 1 and 2. Ammo, stimpacks, drugs and caps were weightless.

And from what I can figure out from fallout 3, anything under 1 is considered weightless in inventory. I have 70 tin cans in my inventory (that I changed to a weight of .3) and it didn't do anything when I dumped them.

It goes toward playability. It really is a pain in the ass for the player to have to worry about carrying too many stimpacks if he wants to go loot something.

On a tangent, I've been playing the current release and I like how you it stops you when you run out, but my big guns are all sorts of lame only being able to get off one or two extremely wild shots before getting tucked away. It's so useless that I just stick to hand to hand and explosives rather than play the character the way I want it played.

It wouldn't be bad if I could actually use my big gun skill, but as it is it starts off too low for a tag skill that I tried to create a character around.
 
From what I've played in the mod so far I would have to say that certain weapons reign supreme just based on their low AP use. In 101 I picked up the baseball bat since it hits for a nice solid 14 dmg. when I took out Biff I switched to his switchblade and found that I could almost nonstop attack(with the switchblade) whereas the baseball bat was 2 or 3 swings and then I needed to wait for my AP to fill back up.

I have to say it does add a bit of realism. It'll take some getting used to after running through the game on the vanilla system.



There are some objects in F3 that are under 1 pound in weight like grenades although it doesn't seem like they really wanted to support anything but integers.
 
A little idea i had while visiting Tenpenny's Tower, i dunno if it's manageable:

It thought it was pretty silly that the tower residents talk to you when you show up in your dusty, desert worn armor. Especially after the security chief asks you to stay away from them, since they like their tranquility and such. Since it's a rich bigot community, it would make more sense to have to wear some sort of decent civilian outfit so they accept to consider you as an equal, not as some ugly wastelander who badly needs a bath (not wearing the right clothes could lead to funny dialogues on how those enclaved people in their tower would despise you based on your look. Plus there is a clothes shop in the tower, so it's not much of a hassle to get dressed decently. I think it would benefit to the mood of the place.

Is it possible to trigger dialogues depending on clothes you equip?

Also do something about the dialogs of the named residents, that are limited to what they think of the ghouls and how you could help them (apart from the old "Daring" guy). But that's probably discussed elsewhere. (and of course the lobby music^^)
 
pk1 said:
Dubby said:
1) Conventional map-travel with random encounters, including special encounters
2) Robust dialogue limitations based on the player's intelligence score
3) Improving and expanding the main quest
4) The addition of many more weapons
5) Ability to upgrade weapons with schematics, parts & a workbench
6) Improving the quality of textures and graphics
7) Improving the musical repitoire of the GNR radio station
8) Enhancing the combat AI for better targeting & real time decision making
9) Follower UI allowing the player to modify the follower's combat behavior
10) Among other things - finishing traits & perks!
11) Overhauling combat damage & defense to take into account armor penetration among other things
12) Overhauling projectile ballistics to be realistic, and take into account effects like muzzle velocity, wind speed, ricochet, and more
13) Adding more targetable regions to VATs for all weapons, especially Melee & Unarmed
14) Strength requirements for all weapons, for the player & the AI
15) Weapons that can use different types of ammunition for different effects
16) Improving the range of statistics, such as Luck affecting random encounters & loot
17) Improving the range of various skills, such as Science
18) Implementing the Outdoorsman, Gambling, Throwing, Doctor, & Traps skills
19) Revamping addictions & withdrawal behaviors
20) Adding unique/original content
21) Revamping how the player needs to handle crippled injuries
22) Combat Reflexes for the player, alters the flow of time based on what's happening

Overall a great although ambitious list. I might as well throw a few of my own suggestions into the mix. Some have been mentioned before but I figure I might as well put them up again.


23) Fix weights - Ammunition is not weightless, A full soda and an empty soda do not weigh the same, etc.

24) Factions - Every action/interaction can change how each group views you and your group(followers). Generally this would break down into 5 categories:Shoot-on-site, Unfriendly, Neutral, Friendly, One of the Group

25) Clothing matters - Having a weapon out and having a rival/evil/unwelcome armor on means getting shot at until you are close enough that you can be identified such as wearing Enclave Armor near the BoS. This would also open up the option of infiltrating camps and groups.

26) Change Little Lamplight and Big Town to normal towns - Lord of the flies for 200 years? I doubt it.

27) No invulnerable characters - Will require fleshing out new branches on the plot tree to allow for the death of certain characters.

Few suggestions:

28) Overall lower density: Less NPCs in the wastes. In F3 if you walk few hundred meters in any direction you will have to kill at least 5 NPCs and each one can be an enclave trooper, mutant, raider, you name it, this is ridiculous and the removal of this type of situation should be priority in any serious mod. However some types of NPC population would concentrate around its "habitat" areas. Raiders should only be seen patrolling in small groups around the raider's town. Mutants only in DC or the original vault or something. Low level creatures like mole rats should populate the entire wasteland but with low density. Powerful NPCs (mutants and enclave troopers) should only be found in their base or patrolling the terrain around it. Robots, only inside old military installations and enclave bases.

29) Bigger towns, Megaton should have 2-3 times its ingame size. Rivet city should be several times larger and feel like a city, not some small condominium. Bigtown, Little Lamplight and Tenpenny Tower should be removed from the game or undergo radical change.
 
It would be an honor to be a part of this project. No idea as to what I can do in the way of actual modding, but I can help structure lists and write texts. I can also have an opinion on anything, and I'll google the rest.

Dubby said:
..snip..
7) Improving the musical repitoire of the GNR radio station
..snip..
This is one where I've had an idea for as long as I've been playing and listening to the ingame radio stations..
But I won't post any topics until I know someone wants me to. :mrgreen:


Noob==Humble==#1 board survival traite
 
Ah-Teen said:
pk1 said:
23) Fix weights - Ammunition is not weightless, A full soda and an empty soda do not weigh the same, etc.

As I remember fallout 1 and 2. Ammo, stimpacks, drugs and caps were weightless.

Ammo was not weightless.
 
You're damn right it wasn't. By the endgame it took up the bulk of most of my character's carry weight.

damn bb's are heavy.
 
If that is one thing I would be looking forward to (well for me the most important anyway):

Better worked out, more realistic looking settlements. No 5-men-communities somewhere in the wasteland please. That really kills the feeling of the game for me. I dont have any issues with farmers somewhere "close" to a village but they should also look at least like they try or can defend them self. Rivet City was probably the bigest City-like place in F3 and that already feelt way to small.

I guess its hard to make a good town. But thats in my eyes what the game lacks really.
 
Is this dead or what? If it's alive, I suggest giving some background, plot and goal to those Talon Comp Merc guys.

Also, change supermutant canibals attacking big town for something that makes sense and is adequate for low level characters to deal with, like raiders (could even be rider canibals, if nothing better, but supermutants that early is just too fucked up and imbalanced).

And finally, I strongly endorse Crni Vuk's sugestion.


Edit: damn almost forgot! get those crops from New Vegas to add some farms into these DC comunities and edible plants (fruits, seeds, etc) in the wastes.
 
Are you guys restructuring xp giveouts? Right now it seems way too easy to "farm xp" from Bighorns. (plus they should be a lot tougher than they are to take down)
 
you kill big horners for xp? evil, evil alex!

i only kill them for food, but since food is so abundant and easy to get, i almost never kill them; for them to attack, you gotta get real close, so it's no big deal to avoid them.
 
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