Gizmojunk
Antediluvian as Feck
Brahmins (?)Maybe I am overthinking this, but don't you need horses or some sort of vehicle to run a ranch? How are the the Brahmin barons running their ranches?
Brahmins (?)Maybe I am overthinking this, but don't you need horses or some sort of vehicle to run a ranch? How are the the Brahmin barons running their ranches?
FO3 was a lot bigger than it was when it shipped. They cut it down ~ostensibly because the distance wasn't fun to walk in realtime FPP.I don't think Bethesda could create a world big enough for vehicles and at the same time keep it just as detailed
I didn't think of it like that though in my opinion for vehicles to even be worth it they would have to either take out the current fast travel entirely, make fast travel available but cost you resources (gas) and tell you how much rads you'll take and all that stuff (think of TES Daggerfall fast travel), or keep fast travel but make it to where you can only go to big citiesFO3 was a lot bigger than it was when it shipped. They cut it down ~ostensibly because the distance wasn't fun to walk in realtime FPP.
One way to achieve this larger world, is to design it as usual (for them), then design the engine to stream in procedural wasteland at a certain distance from town, and then make the map the size of Falliout 1 & 2. Effectively you get the map-travel of the originals, but instead of abstracting the journey with the overland map, it would be a first person walk, or drive. The important thing is that it remain abstracted if so wished. This would allow the player to leave town into the waste, just as in Fallout 1 or 2, and have the random encounters of the originals in realtime ~or not; if they choose abstraction [ie. the inaccurately named "Fast Travel"]; always able ~except in combat to so-called "Fast Travel" at any time during the trip, to resume pay once the PC has reached their destination... but always with the risk (as per Fallout 1 & 2) of getting ambushed, or having other encounters along the way.
Why?in my opinion for vehicles to even be worth it they would have to either take out the current fast travel entirely...
Good GOSH why? TES 'Fast Travel' is the silliest example I've yet seen in any game, by any developer. It doesn't even account for expiring drug and spell effects! Fallout [FO1 of course, and FO2] did account, and the PC even healed up on the trips, and could lose addictions during those many days or weeks traveling in the mountains and salt flats.make fast travel available but cost you resources (gas) and tell you how much rads you'll take and all that stuff (think of TES Daggerfall fast travel)
This makes it worse!or keep fast travel but make it to where you can only go to big cities
I know it is just an walk that you don't partake in. That's why if you have a car and you want to get from one place to another and you don't wanna do it yourself then you fast travel. Your car in Fallout would take gas and it takes gas to get from place to place. If you get from one place to another with or without you participating in the drive your car will consume gas. That is why if I want to fast travel from city A to city B it should not just be a teleportation but instead it should consume your resources like it normally would if you just took the time to drive.Why?
Good GOSH why? TES 'Fast Travel' is the silliest example I've yet seen in any game, by any developer.
This makes it worse!
**What is the [common?] perception of what "Fast Travel" literally is? It honestly seems like some players actually believe it's a teleport of some kind [?]. All it is (in Fallout, Fallout 2, FO:Tactics, Planescape, Baldur's Gate 1 & 2, Morrowind, Oblivion, FO3, FO4?) is an unattended walk*
*(or a drive in FO2 ~which does cost fuel ~because the vehicle hauls equipment, and it does shave time [Days or Weeks] off of the trip... and the car can run out of fuel, and becomes unusable until refueled).
Charging resources for an unattended walk makes no sense. It is the self-same thing as seen in New Vegas, when you are encumbered... The game [!?] disables the 'Fast Travel' option in the very time when its needed; [dumb]. Why should the player care how long it takes the PC to walk from the NCR outpost to Greenspring. Why [in hell] should they be forced to sit though it in realtime for being overloaded, instead of just advancing the game clock several hours? The PC is walking to Greensprings; an uneventful one at that. Overloaded, it should take several hours longer to make the trip; this should of course be entirely transparent to the player, aside from seeing the extra time passed on the clock when the game resumes.
In Fallout (and as should be in FO3/NV/ and the rest), the cost comes from any encounters that might or might not happen along the way. In Fallout 1 & 2, encounters can cost ammo and medical supplies by enemies that might not be worth fighting; but in all cases.
Honestly if Fallout just got more and more like the PNP version I couldn't ask for anything more. Not necessarily the dice aspect but the sheer size of the in depth roleplaying, vehicles, factions, weapons and all that crapMy idea for Fallout 5 would be 'FUCKHUGE MAP WHICH IS MOSTLY EMPTY' like Fallout 1-2.
Fast travel would be like the travel in Fallout 1-2, but you can leave and run around if you want to find hidden shit in the obscenely large map.
Cars/Bikes/Brahmin mounts/etc would improve map speed, but you'd need to maintain them.
Why do you believe this? (Honest question)I know it is just an walk that you don't partake in. That's why if you have a car and you want to get from one place to another and you don't wanna do it yourself then you fast travel. Your car in Fallout would take gas and it takes gas to get from place to place. If you get from one place to another with or without you participating in the drive your car will consume gas. That is why if I want to fast travel from city A to city B it should not just be a teleportation but instead it should consume your resources like it normally would if you just took the time to drive.
That's what I've been saying if you travel in a vehicle even if you fast travel it should cost you fuel. I never said it was teleportation I know that it isn't I know the PC actually travels from point a to point bWhy do you believe this? (Honest question)
There is no teleportation in any of these games ~except FO3 & TES, due to technical defect, not presentation (FO3 does account for travel time). A person walks to town when they cannot afford to drive. Walking to town doesn't consume money and resources; getting mugged on the way does.
The crux here is that traveling from point A to point B either in realtime FPP, and traveling via [so-called] Fast Travel ~are the same thing. If the PC encounters nothing on the trip, both should cost them nothing, but time. Traveling with a vehicle should incur fuel costs, but walking doesn't cost anything.
FT is not some kind of a PC service; it's a feature of the game menu.
Somehow I missed the gist when replying. This is not a bad idea ~per se; it's ostensibly what we see in Fallout 1 & 2 at a cursory glance; but actually Fallout let you go anywhere, and the distance you chose... and it did its best to represent the arbitrary environs one would see at ~wherever it was they went.or keep fast travel but make it to where you can only go to big cities
Fast travel would be a mixture of TES II and Fallout map travel
FO3 was a lot bigger than it was when it shipped. They cut it down ~ostensibly because the distance wasn't fun to walk in realtime FPP.
Any source for this? The way the engine works, you can't just start working on a gameworld and then mid-dev decide to scale it down. You'd have to rebuild the whole world for that.
That's because generally the first person Fallouts are geared more to kids and people that don't like the in-depth part of the old school Fallouts.This reminds me.
I hate how the FPS fallouts are so 'cramped'.
You can't walk three feet without something trying to maul you, or finding a new 'location' or miniature town.
Even NV had this to a degree, but I found that the 'roads' were basically 'safezones', while FO3 had enemies fucking everywhere.
It was lovely finding a deathclaw of all things in the middle of buttfuck nowhere near Megaton.
Although it did then glitch fifty feet into the air and die...
That's because generally the first person Fallouts are geared more to kids and people that don't like the in-depth part of the old school Fallouts.
And as an eleven year old I personally didn't understand any of that what I did understand though was that guns go boom and its fun. Now though I understand the darker side to itNV is a rather mature game, detailing rape, disease, slavery, etc...
And as an eleven year old I personally didn't understand any of that what I did understand though was that guns go boom and its fun. Now though I understand the darker side to it