More improvised firearms

fillmore

First time out of the vault
Like the pipe rifle, and whatever that pistol was in FOT. It would be nice if peeps with science/repair could make such things, and of varying quality.

And ammunition. Take the spent casings and make new ammo, once again with varying quality. And not just damage, but extra chance to fumble/damage weapon. Or just old stockpiles that are no longer stable. Jury-rigged powercells for energy weapons and homemade rockets for rocket launchers and such.

In the early days of firearms there were alot of firearm/HtH combos. Axepistol, Canegun. These would be especially useful with oneshot weapons.

One thing about FO2 was that the weapon progression wasn't so well thought out. There was really no time at which the piperifle was any good, you got a 10mm pistol very early. There were a lot of weapons that were obsolete by the time you got them/they became available (assault rifle/FN Fal/most pistols). And the period of time during which firearms were useful was screwy too, the great majority of the game was hunting rifle and shotguns.

-more depth to the early weapons

-more variety to the midgame weapons, so that something is useful other than shotguns/hunting rifles.

-early heavy-weapons and energy-weapons, like refurbished laser pistols/oneshot plasma rifle, improvised heavy weapons (like 7 pipe rifles mounted together).
 
http://www.nma-fallout.com/fallout3/faq.shtml

Fallout 3 FAQ said:
How do you plan on enhancing the science skill?
One of the big "new things" intended for a Fallout sequel is the creation of a viable Science Boy path through the game. Item assembly is a significant component of that gameplay path. The idea is that items can be made at certain "labs" (conventional weapons and armor at a Mechanics Lab, ammunition and energy weapons at a Science Lab, drugs and medkits at a Medical Lab, etc.) with a high enough skill and the right found inventory items.

Hope that answers your suggestion, so to speak.
 
I think the ability to handle combi-weapons is highly desirable in the game engine; this would allow the use of weapons such as the OICW, Assault Rifles with Grenade Launchers, Survival combi-guns (rifle and smoothbore), etc. Also the option to use the weapon to bash your opponent would be cool.
Ability to improvise weapons with attachments would be awesome; some attachments that could be included are:
-Night Sights and Thermal Imaging Devices
-Scopes, Laser Scopes
-Miscellaneous items such as flashlights, forward grips
-Bayonets
-Underslung Grenade Launchers and shotguns
-Silencers
-Bipods for Light Machine Guns and Sniper Rifles
-Tripods for Medium and Heavy Machine Guns
-Duckbills and other chokes for shotguns
-Conversion Kits (changes weapon to other configurations, ie: Assault Rifle to Carbine/LMG, etc)

Also I think the damage type should be assigned to the ammunition rather than the weapon; this would allow the use of different special cartridges such as buckshot, explosive shells, etc.

Different grenade types such as flashbang, concussion, tear gas, mustard gas, thermite, smoke, white-phos, etc. Also different fuse types (proximity, airburst, impact, time-delayed, etc)

Crewed weapons that can be deployed on the ground or mounted on vehicles would be awesome; some weapons that would fall in this category are:
-Heavy Anti-Materiel rifles and light cannons such as the IWS2000, RT-20, Mechem NTW.
-Medium and Heavy Machine Guns (Tripod Mounted).
-Tripod or vehicle mounted Miniguns
-Mortars
-Automatic Grenade Launchers
-Anti-Tank Rockets such as Milans and TOW missiles for vehicle mounting.
-Recoiless Rifles
-AT Guns and Howitzers
-Anti-Aircraft Guns
etc.
Other miscellaneous stuff such as piloted combat vehicles, remote controlled weapons platforms, RPVs, etc.
I know these ideas may seem a bit too much for a roleplaying game and more suited for a military combat sim but it would make the game a lot more interesting expanding its possibilities.
 
fillmore said:
Like the pipe rifle, and whatever that pistol was in FOT.

You probably mean a Zip Gun.

I definitely like the idea of being able to make basic weaponry (like a Zip Gun) if you have got the right skills and the right tools for the job. But energy weapons? Hm. I dunno. I think the manufacturing of weapons and drugs should be restricted somehow.

Someone with high Doctor/First Aid/Science Skills should be able to make Healing Powder, Voodoo (found in FOT), Stimpacks, Super Stimpacks and Antidote IF he has got the right stuff.

Someone with high Science/Repair Skills should be able to make some stuff too, but it should be dependant of another skill he tagged, like:

Tagged Small Guns: you can make a Zip Gun
Tagged Throwing: you can make Molotov Cocktails
Tagged Unarmed: you can make Lacerators (gloves with razor blades attached to it, found in FOT)
Tagged Outdoorsman: you can make tribal stuff, like Healing Powder, Voodoo, Powder Bags (from FOT, throwing weapon) and you know how to handle Boom Bugs (hehe, another FOT favourite of mine: "explodes when agitated, disturbed, angry or bored").
 
I would also say that we need to consider the nature of the time in which Fallout takes place. Remember its 1950s-60s, retro sci-fi.

While you might have some interesting weapons, like for instance some of the anti-tank rifles that were used in the early days of the second world war, you are not going to find a Barrett .50.
 
Yes. Remember kiddies that the Bozar (which is based on the Barret .50 rifle), while loved by munchkins, IS a bullshit weapon.
 
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