New Vegas a bit rewritten and a bit redesigned

14.Centaurs from Fallout 1 and 2 are back, the ones in 3 are removed. Those things looked horryfing, unlike those in 3.
If someone were to create 3d version of the original centaurs that'd be amazing but I still think we should keep fo3's variation simply because when playing fo1 & 2 I never got the impression that the way the centaur looked was supposed to be the way every centaur looked. I got the impression that in concept these things were supposed to be uniquely mutated abominations each and every one. So maybe just keep Moe as the fo3 variant as iirc Tabitha says he's cuter or somehow preferable to all other centaurs.
 
Necro time!

Well, after playing a bit of New Vegas with mods, I have come to conclusion that Karma System is really broken.

Steal a ton of stuff, get to the devil rank. Then save 3 people from slavery, refuse reward for helping the refuges, help a girl with her life and familly? Still evil...

Has anybody got any idea how should we fix it?
 
Necro time!

Well, after playing a bit of New Vegas with mods, I have come to conclusion that Karma System is really broken.

Steal a ton of stuff, get to the devil rank. Then save 3 people from slavery, refuse reward for helping the refuges, help a girl with her life and familly? Still evil...

Has anybody got any idea how should we fix it?

I think its quite simple ? There should be more karma rewards in the dialogue and quest result box. Si for the example you said you return back to person who asked you too or the person you saved and then when you say something like your welcome or whatever it should give you some good karma. It kinda hard to mod the right levels of karma though as every situation has to be interlinked so they have to make sence with each other but I mean thats what is tough with open world games you have to get that interlinked feeling right though out every situation

God no wonder fallout 4 whent with just shoot everything and scap the karma system
 
Well, after playing a bit of New Vegas with mods, I have come to conclusion that Karma System is really broken.

Steal a ton of stuff, get to the devil rank. Then save 3 people from slavery, refuse reward for helping the refuges, help a girl with her life and familly? Still evil...

Has anybody got any idea how should we fix it?
I've had the exact opposite problem with New Vegas's Karma System. For me it's too easy to get good karma.

Like, if you kill Fiends, Powder Gangers or any other type of Raider, you get good karma, despite the fact that it could be in self defence, or for personal gain(Clearing them out now, so you don't have to deal with them once you've taken Vegas, or for the sakes of getting bounty money)

Similarly, faction specific actions very rarely award evil karma. You can call an orbital strike on an NCR base, or nuke both Legion and NCR, and yet still not get evil karma, because it's presumed your doing it to support your favourite faction.

Unless you resort to consistently murdering people on whims, or petty theft, it's ridiculously hard to be classed as evil.
 
About the OP, i would entirelly remove *fast travel* and would replace it by actual travel means.

About the Power Armor training, i think it is, in theory, on of the best ideas from Bethesda. The problem is the way they actually put it on the game. Not enough ways to get said training, and the fact you are the only one in the whole wasteland that needs training. If you need training to wear it, you shouldn't be able to put that armor on any random guy that you stumble across.
 
Well, after playing a bit of New Vegas with mods, I have come to conclusion that Karma System is really broken.
The karma system doesn't really play much of a role. I think karma and General Reputation should be two separate things. FO2 mixes the two together. I think karma playing less of a role in the game is good enough.

About the OP, i would entirelly remove *fast travel* and would replace it by actual travel means
It would be nice if fast travels to known locations can be interrupted with random encounters.

About the Power Armor training, i think it is, in theory, on of the best ideas from Bethesda. The problem is the way they actually put it on the game. Not enough ways to get said training, and the fact you are the only one in the whole wasteland that needs training. If you need training to wear it, you shouldn't be able to put that armor on any random guy that you stumble across.
There is appeal to being able to learn it without buddy-buddying with anyone. I would suggest just putting a Power Armour Technical Manual.
 
The karma system doesn't really play much of a role. I think karma and General Reputation should be two separate things. FO2 mixes the two together. I think karma playing less of a role in the game is good enough.
Personally I think they should cut karma entirely. It doesn't make sense to have an arbitrary good and bad system of judging you in the wasteland. General Reputation provides the exact same thing, with terrible acts in one community affecting the reputation of other communities that have good relations with it.
 
Personally I think they should cut karma entirely. It doesn't make sense to have an arbitrary good and bad system of judging you in the wasteland. General Reputation provides the exact same thing, with terrible acts in one community affecting the reputation of other communities that have good relations with it.

It is certainly not a bad solution.

I like the idea of karma myself but I prefer that it mattered little like in New Vegas.

I would be fine with it staying but I would make it hard to rise and to lower.

So let's say I steal 1000 things, then I become Devil, than I can just kill plenty of fiends and be a Saint. This is a problem I have got with karma.

Instead it should be like stole 1000 caps from a rich guy -1 karma. Stole 100 caps from poor familly -30 karma. Make it depend on the circumstances. Also if you free 3 innocent people from slavery it should give you at least 100 karma for each.

Or just scrap it completely, either works really. However I certainly miss karma in shitout 4.
 
Scrap karma. Use general reputation, as it acts as karma but for certain groups. If you do have to have karma then have a sanity meter. At the beginning decide the kind of character you're making (naive, scarred, etc) and depending on what you choose it goes up for certain acts. A naive guy slaughtering an entire camp of civilians would play havoc on his sanity, but it's just another day for the battle hardened mercenary.
 
Scrap karma. Use general reputation, as it acts as karma but for certain groups. If you do have to have karma then have a sanity meter. At the beginning decide the kind of character you're making (naive, scarred, etc) and depending on what you choose it goes up for certain acts. A naive guy slaughtering an entire camp of civilians would play havoc on his sanity, but it's just another day for the battle hardened mercenary.

Not sanity please. That thing annoyed me in dust like crazy.
I like the idea of general reputation and as long as you are not caught doing something evil it wouldn't affect it.
 
Not sanity please. That thing annoyed me in dust like crazy.
I like the idea of general reputation and as long as you are not caught doing something evil it wouldn't affect it.
It was handled really badly. It was merely another form of starvation or dehydration, without the option of choosing to see how your character responds to it. Frankly I like the theory. It's far too easy to be a cold blooded killer, no matter the character.
 
@Dr Fallout
General reputation and karma is the same thing. General reputaion is what it is called in FO1 and Karma is what it is called in FO2. Things like stealing doesn't reduce it. General reputation is more accurate name because things like backing out of a bar fight would reduce it. The karma in FO3 and FO:NV is purely moral and caps at 1000 in both sides. Unlike in FO1/2, it isn't something that you build up to. I thought that it should just be a hidden stat that only comes to play in rare situations.

With the civil war, a general reputation system might not work out. Why would the NCR care if you were a dick to the Legion or vice versa? I do think that your actions to one faction should affect the others. The Khans wouldn't like it if you were too much of a dick to the Followers of Apocalypse and certain actions should make people distrustful of you regardless if it directly affects their group. I think that they should have a system that keeps tract on the stance on the war whether you support the NCR, the Legion, reluctantly support one, or equally dislike both.

However I certainly miss karma in shitout 4.
Bethesda usual solution to a broken mechanic is to scrap it out altogether and replace it with nothing.
 
With the civil war, a general reputation system might not work out. Why would the NCR care if you were a dick to the Legion or vice versa? I do think that your actions to one faction should affect the others. The Khans wouldn't like it if you were too much of a dick to the Followers of Apocalypse and certain actions should make people distrustful of you regardless if it directly affects their group. I think that they should have a system that keeps tract on the stance on the war whether you support the NCR, the Legion, reluctantly support one, or equally dislike both.
No karma, no damn overall reputation. It should be a reputation for each group, with a group's reputation going up or down depending on the actions of another groups reputation.
 
No karma, no damn overall reputation. It should be a reputation for each group, with a group's reputation going up or down depending on the actions of another groups reputation.
What about people that don't belong to any particular faction?
 
What about people that don't belong to any particular faction?
You mean like travelling traders and such? Simple, make them a faction. Unless of course you mean the extreme fringes like a hermit living on the outskirts of nowhere... he's a hermit. Where did he hear of you?
 
You mean like travelling traders and such? Simple, make them a faction. Unless of course you mean the extreme fringes like a hermit living on the outskirts of nowhere... he's a hermit. Where did he hear of you?
That could work; but only if, you really flesh out how faction reputations affect each other. The faction armor system really needed to be reworked.
 
That could work; but only if, you really flesh out how faction reputations affect each other. The faction armor system really needed to be reworked.
Make it like... a seesaw? Reputation going down in the NCR causes reputation to go up in the Legion. It also makes reputation go down in all the NCR aligned factions and the opposite for the anti-NCR factions though not as much.
 
Make it like... a seesaw? Reputation going down in the NCR causes reputation to go up in the Legion. It also makes reputation go down in all the NCR aligned factions and the opposite for the anti-NCR factions though not as much.
I was thinking something like that but I want to be able to piss everyone off too. I also think reputation perks should also make a comeback. Here some of my ideas:
  • Goody-Two-Shoes - you are known do-gooder. Most people trust you but people know that you would let your conscience get in the way of a job.
  • The Professional - any job that you take you do. You respect the confidentiality of your clients but people knows that your loyalty ends after the job.
  • The Merc - you are known to take any job if the price is right. People don't trust you; they trust your greed.
 
I was thinking something like that but I want to be able to piss everyone off too.
That's... hmm, that's hard. If you assassinate the president the NCR will hate you. If you then assassinate Caesar (why would you?) that would make the Legion hate you... I mean, you can just make it so that unless you actively work for the group, if they're in a low relation they'll ignore positive things that are caused by messing around with their enemy.
 
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