Mod Proposal: FOT 2077

Doc-Morbid

First time out of the vault
Hello all, warning, probable tl;dr ahoy!

Recently I got back into playing my old Fallout games and eventually worked my way through to Fallout Tactics, the black sheep of the "classic" Fallout games.

I remember only playing through it once with vanilla pre-patch, entirely in CTB, some years back an being less than impressed (as I gather many here at NMA were). After playing it through again about halfway with a patch and TB mode, I was pleased to find a decent yet flawed game. I took a look at some of the mods kicking around (less than hoped for), yet none of them address what I see as the most annoying (for me anyway) yet easily addressable flaw in the game, the weapons. Specifically speaking, the misplaced arsenal of WW2/Modern firearms, that for me at least makes it feel less like Fallout than anything else. Not to mention the poor progression and balancing of these weapons, so that whenever you start getting them they typically become obsolete.

Yeah sure, the campaign is limited, the levels and gameplay provide few tactical options, and there are some questionable (to say the least) art and thematic choices, but those are all quite large issues to tackle and considering the prospective fanbase just not worth the effort.

So I've decided to limit my modding efforts to what I alone can and will tackle, in effort to make the existing game more enjoyable for myself and (hopefully) others.

So as I said before I'll be making a mod to deal with the weapons, and eventually the items in the FOT campaign. Replacing the out-of- theme weapons with the original Fallout/Fallout 2 arsenal and adding in some of the other items that didn't make it in, like stealthboys etc, as well as rebalancing the weapons and the weapon/item progression throughout the campaign.

First off what I'd like to know is whether anyone would even care to play the finished mod and thinks it's a worthy endeavor, or if if I'd be better off just making it a personal modification and continued talk would be a waste of boardspace.

If I do proceed with making a public mod, I would like to post in this thread what I'm doing as go (Mods willing that is..) so as to allow input on the design decisions to be made.

Cheers, and thanks for your time.
 
It think that recreating the real PA and CA animations would do a lot to improve FoT.
 
requiem_for_a_starfury said:
Build on this, already adds the rpg weapons. Could do with some tuning and removing the duplicates.

I tried out Retlaw's mod a while ago , and while I loved the general idea I wanted to do more than just replace sprites and tweak stats, which as you noted gives rise to duplicate weapons and IMO worsened gameplay. Replacing all AKs etc with hunting rifles and all small pistols and smgs with the 10mm made the early game feel a bit homogeneous, while screwing with the game balance. In a Fallout game with little roleplaying about all you have is equipment choices and I'd like to preserve as much variety as possible.

I will be using OnTheBounce's wonderful sprites though which I just noticed when I took a second look at the mod, thanks for reminding me.

Though I don't want to bother with making new ammo types, I think I'll just make all the FO weapons from scratch in the entity editor for this, it actually seems pretty easy. I've already gotten some small guns done.

As of right now the only general weapon tweak I'm considering is upping the damage of all the original weapons by 50%. Since in Fallout, combat usually took place at short ranges, in the open with few combatants, rather than larger areas with the ability to hide behind cover and control 6 characters.


It think that recreating the real PA and CA animations would do a lot to improve FoT.

Yeah it would, especially the Combat Armor seeing as how the Environmental Armor never really became useful (as far as I remember) and actually hindered your perception.

If I had the time, help, and know-how I would make a whole new tactics campaign that was based more on the Fallout universe and played out more like you'd expect being part of the Brotherhood would.

Instead I may just edit the item descriptions to try to resolve the visual discrepancy. :|
 
Radiation and poison protection aside, environmental has better damage resistance and damage thresholds than most armours (other than pa) and only the mk2 has a perception penalty. It's a useful mid game armour for some characters.
 
requiem_for_a_starfury said:
Radiation and poison protection aside, environmental has better damage resistance and damage thresholds than most armours (other than pa) and only the mk2 has a perception penalty. It's a useful mid game armour for some characters.

Right, it just seemed like it should have been more of a specialty armor, rather than a replacement for combat armor. Though given the Fallout Universe history (which I doubt played much of a role in the design decision) it would make sense that NBC type armors would become common place.

Still gotta wonder what the rationale is for the MK II costing you PE, when the MK I and PA don't.
 
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