Mutations?

I really likes the idea of possibly turning into a ghoul. It would also be interesting to play as a super mutant if you get dipped, I allways hated it in fallout1 when I couldn't play further after letting them dip me :ugly:
 
Yes you can. When you're in the military base and you are talking to Lou, you can either tell them where your vault is or you can fight the mutant.
After you have said that comes a new question. That's when you answer if you will be dipped into a super mutant. Accept and a video appears, deny and get ready to fight him.
A shame really that you can't play afterwards as a mutant. :(
 
LazyGnome said:
What do you mean by scripted?

Basically, (in this instance, anyway) it means it will happen in the game, instead of it being an option for the player, like a sidequest.
That's not actually what I meant:
For instance, the "quest" in F2 where you get married is scripted. It's doesn't have to happen in the game, but someone wrote a script for the exact sequence of event to happen if it does.
On the other hand, marraige in a game like Fable in unscripted, you can do it do anyone, anytime (after you date them, ect).

Basically, what I mean by scripted is that the game decides when and where it will happen, by unscripted I mean that YOU decide when and where it will happen. For example, to be unscripted, you could come into contact with any source of FEV in the game and this would raise some FEV mutation level until you eventually mutated into a Supermutant. (I guess the FEV infection could spread on it's own, but be accelerated by exposure to more FEV) The same could happen to any NPC in the game, as the game would not treat you any differently than NPC for event like this.

The same thing could happen with radiation:
As you are exposed, long-term, to non-lethal levels of radiation and/or FEV (depending on how the ghouls actually came about), you would have a "ghoul mutation" level that would rise as the radiation took it's course over the long haul. You would slowly become more and more mutated, (Maybe your appearance could change as well if development permits.) you become more ghoul-like.

I'f someone has to write a script for it to happen, then it's scripted, if it's in the core code of the game, then it's unscripted.
 
calculon00 said:
I'f someone has to write a script for it to happen, then it's scripted, if it's in the core code of the game, then it's unscripted.

Not sure I buy into this delineation. What if the code could be identical inside or outside the engine? Where is the line between "core code" and scripting? The party member scripts for example do very basic things like allow you to access the party member options engine code. I'd say that's core code, but someone scripted it. In fact most of the game behavior is IN scripts, half of the core of the game is in there. The stuff in define.h and command.h look pretty core to me.
 
I mean that, for instance, when you get married in F2, it could only happen to one person and the the one person is defined in the script, as are all the other people involved. (The persons father, ect)
That's scripteding

By unscripting I mean that somewhere in the game engine, code exists for an avent like this to happen to anyone in the game if certain conditions are true, not only predefined person.

I supposed what I mean is that the characters involved, (PC or NPC, it doesn't matter, as the game should treat both types as if they were the same category) are variable, rather than hard-coded.
 
calculon00 said:
I supposed what I mean is that the characters involved, (PC or NPC, it doesn't matter, as the game should treat both types as if they were the same category) are variable, rather than hard-coded.

Okay I got it ... but still not sure what you want. If you do no scripting then you give up some cool surprises too. I cracked up laughing when I had to get married, and stuff like the cut scene where horrigan blows away those peasants is scripted event for building the story. Too many of of those and the game seems too fake/predictable, too little and it seems to generic/random.

But back to the topic of mutations, what do you want then wrt scripted or not? Doesn't the nature of this mean it must be mostly scripted? I would think its basically rules based. There are a number of rules that define the mutations, variations could be done several different ways. One is random selection, another is external event, another might involve player input.
 
I wouldn't want the mutation to depend on a scripted event, but just exposure to FEV or radiation. I think it's ok to have scripted events for this purpose, and it will probably make the game richer, but I just want there to be other ways to get mutated too.
 
"exposure to FEV or radiation" would then still TRIGGER a scripted event.

I think witht the word "script" you're currently running into a definition problem. The kind of "scripted" events you don't want are events that are scripted in the sense that a movie or play is scripted, not strictly in the programming sense.

I agree that such "staged" sequences of events can get boring.

A routine checking the radiation/FEV exposure level of a character and assigning random mutation traits to the character when the value reaches a certain range of values (fuzzy logic might be more fun than binary logic here) would be implemented as a script or hardcoded into the game engine.

There's a difference between design, implementation and result. If the result doesn't *feel* "scripted", it doesn't matter how the design was implemented.
 
You're welcome.

Ah, I guess I've just read too much about scripting lately.

I still wonder what the most sensible format for on-demand parsed and executed bytecode scripts would be. Especially considering I need to cache it a lot.

Hm....

Oh, btw, you don't mind if I consider incorporating your mutations idea into my online game project, do you? ;)
 
Well Ashmo if you'll do the work I'd love to see it implemented after seeing what everyone's said. I dont remember if I said this, but though this is in the Fallout 3 forum I really consider this something that could belong in any "Wasteland" themed game and really just like the idea.

Sincerely,
The Vault Dweller
 
What did the mutant whit three arms say :?:

´I could always use another hand here.

But no one gave it to me,
so, I had to made one on my own,
I put it into my armor,
and now I can use two miniguns at once.` :twisted:
 
I just found this site and i don't know if it has been brought up yet but what if you where able to modify yourself while in the game (like a mini-game). Such as you found some chemicals and mix them together in a certain pattern or ratio and they affect you in the afore-mentioned ways?
 
I was refering to the changes above. Taking buffout doesn't sprout a third arm that can use a stimpack. I am talking about finding chemicals that the pc would mess around with to make it into something that would mutate them, not alter them temporarily.
 
Hokian said:
I was refering to the changes above. Taking buffout doesn't sprout a third arm that can use a stimpack. I am talking about finding chemicals that the pc would mess around with to make it into something that would mutate them, not alter them temporarily.

And the purpose for adding this "mini-game" would be what? Since there are useful chemicals already in the game, and some not-so useful ones, exactly what are you talking about? What would be the in-game use of this?
 
enchance the role-playing experience maybe?

If you pay the price(Wether that's time or money) and be able to make or find drugs that permantly change your stats or give/take special abilities from you,wouldn't that add to the role-playing part?
At least,I think that this adds more to role-playing than the graphical customization (a-la Fable) of your character.

You decide to do this mutation on yourself,you gain the bonuses but also suffer the penalties of your action,whatever that is (People's response to you,stat lowering etc etc..).

Edit: I don't refer to the mini-game part.Anybody who wants mini-games of whatever type to be added to fallout,needs to be shot in the head immediately.I was just referring to a way of being able to obtain chemicals that cause mutations similar to the way you could get surgeries in Fo 1 in BoS to increase your stats.
 
Indeed, that would work a bit better, involving the science skill, without having to use a mini-game to represent the PC's skills instead. That was pretty much my point of inquiry, why take away from the character's skill by putting in a mini-game? That's Squaresoft design, there.
 
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