dude_obj said:Well FO2 was already severely tainted with stuff like the bridgekeeper's robe armor, HKG11, and many other things.
What I was really trying to do is gain replayability by removing these kinds of thought trains:
The combination of random loot, random store inventories, random weilded weapons on critters, new and tougher critters, and lots of weaponry makes it fun to play the game again. Also, my thinking was: if qwerty wants a goo gun, and if corpse wants a G3, let them play, that's what modding is about. I'm sure some people will enjoy the new stuff in the game.
We also knew that no matter what we do people will complain, so that's why I said up front, we don't care.
True true, but the fact that Fo2 messed it up doesn't mean that you guys have to. Still I'm just saying, as I'm sure there are people that would want some of the newer guns in certain mods.
All I'm saying is that if you're going to make a Fallouty mod, then think a little about Fallout 1 and go from there.
Also having too many weapons will only make it confusing, there's a reason why you mostly have 5-9 weapons is shooters. Sure you can have 2-3 weapons of the same sort, but I would prefer not to have 10 weapons of the same sort, same damage etc.. or minimal damage difference etc.
If I was to make a mod, I would limit the amount of guns, limit resources (as I feel this fits more with the fallout setting), make guns more expensive, ammo even more expensive etc.
Remember that in the case of a nuclear war, and lots of time go by not alot of people would have the know-how to maintain a gun, or even fix it. Less alone make ammo.
Resources in a post apocalyptic game should be limited, as it is more of a survivor game then a shoot-em all game.
I would also like to see hunger/water as a limiting factor, but now I'm getting more and more into what Fallout 3 should be....