NMA's Opinion On Vehicles

I fail to get your point, kids don't get many things.

A kid could go through Fallout 1-2 with not much issue (Kids at least know how numbers work), and never understand the finer details, or what it means to negotiate or talk your way out of issues.

Fallout 3 and 4 are childish because of their retarded plots, not because part of the gameplay is shooting stuff in the face and killing people.

NV especially is quite good when it comes to passing quests without firing a shot, hell, you can talk to every bad guy in the game, and they won't shoot you on sight.

*Cough, Fallout 4*
I get you I was talking more so about Fallout 4 though I used myself and NV as an example. NV is very good with the amount of options you have where as 4 you just got, Be nice, Be reluctant, shoot. Though more often then not no matter which option you choose you still end up shooting lol
 
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.
I can tell you that yes, parts of the city were cut off or never made. I have some friends that are working on a Fallout 3 cut content restorer and they tell me a large chunk of the map was shrunk and parts were cut off.
I will try to talk to them and see what information they have about what was cut off next time I see them on the chat. :ok:
 
I found FO2 to be the perfect mix of 'fast travel is not too fast, and not too slow'.

The idea of the Highwayman was to make fast travel really fast, convenient, and to store loads of shit.
 
Well, there is a game that combines both the fast traveling of Fallout 1/2 (Overworld map with only certain spots actually being detailed by the engine along with random encounters.) and the first-person perspective of 3/New Vegas.

Maybe we have a Mount and Blade style overworld? (With the difference of having much larger and interesting settlements/destinations.) Actually, it would fit especially with New Vegas's setting, which has raiding patrols and even a full-on war. Attention can be spent on the relevant parts of the game, while the boring expanses of desert and saltland can be simulated by random generation.

Vehicles can increase the speed of character, like horses do in Mount and Blade, but require fuel and the rare maintenance, unless you use it heavily in combat or damage it. Though, cars proper should be the vehicles of the wealthy, while most people get by with bicycles (probably with off-road tires), some sort of mount, carriages, and the occasional motorcycle. Van Buren also had some motorized "carriages", which can implemented, especially for Caesar's Legion.

I honestly wish there was a remake of Fallout New Vegas that has Red Orchestra-esque gunplay (The Guns skill can affect weapon sway and recoil as well as how much you can zoom in and hold your breath, as opposed to being pure damage increases.), Mount and Blade style overworld, and with a lot of the removed content added back in, allowing us to see more Legion lands. (And, the different overworld design would allow for this to be done more easily.)
 
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I never liked how FPS fallout's had skills linked to DAMAGE and not accuracy and shit (well, NV did decrease accuracy if you lacked the skill).
 
I never liked how FPS fallout's had skills linked to DAMAGE and not accuracy and shit (well, NV did decrease accuracy if you lacked the skill).
Lol Fallout 4 did it just perfect. If you are good with guns the bullets you fire are just better. Who cares about firing accurately when you can just get a million perks to do more damage?
 
Lol Fallout 4 did it just perfect. If you are good with guns the bullets you fire are just better. Who cares about firing accurately when you can just get a million perks to do more damage?

Don't get me started Mister!

Fallout 4 is fucking attrocious, its 'perks' are no better than Borderland's perks.
 
Don't get me started Mister!

Fallout 4 is fucking attrocious, its 'perks' are no better than Borderland's perks.
Yeah it was pretty bad. I don't wanna be a hypocrite though I did play it a shit ton but now I'm falling back into the old school games. Currently playing through 1, 3 and NV
 
I'm playing through 2 right now, but I'm mostly waiting for some of the mods to be translated or finished.
 
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.
IRRC ~somewhere in Todd's speech at George Mason University, he recounts [paraphrasing here] of how they had created a vast expanse of landscapes, but that during playtesting, they found that it just wasn't fun [in FPP?], so he cut it; and made some [harmless] jokes about having to tell the designer that he was erasing the last several months of their work.

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Fallout's setting is in abject desolation & ruin, with survivor perseverance, but not a lot of hope; this...seasoned with black humor to offset the excruciating oppressiveness. FO3 [mistakenly] tries to put the player personally into the world; one where I would say that they were never welcome, nor invited... nor should want to be.

The Fallouts' depicted a person born in that mess, poked (by great need) into embarking upon someone else's agenda ~their family's agenda..."Get this thing or we'll all die here!". We get to see that play out.

FO3 & 4 put the player in the world ~personally, and what pokes them into action is imminent death if they do nothing. In FO3 it comes at the hands of their backstabbing community. In FO3 & FO4 when they escape the vault, they don't really have much reason to go back. They are instead expected to enjoy the filth and despair of the outside world. We don't get to see that play out like in Fallout or Fallout 2. In the Bethesda games we're stuck in it, and forced to wallow through it like ants in a city dump.
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It's really interesting to me that for a detached game like Fallout, a big map is an incentive to explore; but in a 1:1 [or even 1:16] first person game, a big map is a chore; filled with busywork encounters. If playing both games, and having three fights while traveling from point A to B, in Fallout that's three back to back challenges; in FO3 & 4 that's three spaced apart intermissions during a long hike through trash.

The wasteland is an intentional hardship in Fallout, it's what you have to walk through [for days or weeks], to get to where you need to be; but in FO3 & 4 they want it to be a themed attraction, a shown off incentive... come experience the trash! Vehicles would make the trash heap [world] something seen only passing in the window, and not thought of again. Vehicles would also be a pain in the ass to handle debris in cramped and open areas alike. Presumably there could even be glitches that could send the driving player high into the clouds ~like those bugged deathclaws.

Also [and perhaps the biggest hurdle] is the NPC combat AI's treatment of a PC using a vehicle.

Here is a mod I did many years ago:
 
Well its not like you need to drive the vehicle, as others have said using the car would replace fast travel, you could still run around it would just take longer to get to certain places.
 
I would have preferred that FO3 use the car the same as using any door, or the map-travel menu option; just fade to black, and resume at the new location. The singular difference being the time adjustment to the game clock; what once took three hours [on foot], might instead be listed as 20 minutes.

Back then the idea that you would drive the vehicle was more of a concession to those Bethsoft players that apparently couldn't rationalize it, and always assumed it was teleporting.
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I would have preferred that FO3 use the car the same as using any door, or the map-travel menu option; just fade to black, and resume at the new location. The singular difference being the time adjustment to the game clock; what once took three hours [on foot], might instead be listed as 20 minutes.

Back then the idea that you would drive the vehicle was more of a concession to those Bethsoft players that apparently couldn't rationalize it, and always assumed it was teleporting.
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Yeah I heard of a mod that was similar to that. You had to find a certain motorcycle and fix it up and keep it fueled. It would fade to black and fast travel you between major settlements.
 
I honestly wish there was a remake of Fallout New Vegas that has Red Orchestra-esque gunplay (The Guns skill can affect weapon sway and recoil as well as how much you can zoom in and hold your breath, as opposed to being pure damage increases.), Mount and Blade style overworld, and with a lot of the removed content added back in, allowing us to see more Legion lands. (And, the different overworld design would allow for this to be done more easily.)
It already did that, though?
 
One problem for a car is that, a good map optimized for driving and a good map optimized for walking doesn't really match. Just use a map in FO3 as example: you driven the the DC outskirt, went through the subways, and now, you are on opposite side of the ruin, without your car. "Vehicle orientated" game like GTA usually walk-around this issue by making durgons accessible by vehicles, or making vehicle(s) easily available.

Another "issue" will be the "bumpy" ride because of those little things on the ground. There are game with makes good physics of car's suspension or even muddy ground (so wheels really sink into mud). But I wonder if Fallout's engine can handle that.

BTW, instead of a car, how about an airship that can also act as a player's home? It can "fast transport" anywhere even over the water, can stay in one place and can be as big as you want. IF you want to explore any place, just "sail" to the outskirt, winch yourself down and walk on foot. When exploration done, just radio the ship and she sail to you place to pick you up.

If your story requires you to "get stuck" on a place, just say the wind is too strong, mechanical failure ...... etc and then you are now "forced" to complete the quest.

Sounds like a convenient player home and plot device IMHO.
 
BTW, instead of a car, how about an airship that can also act as a player's home? It can "fast transport" anywhere even over the water, can stay in one place and can be as big as you want. IF you want to explore any place, just "sail" to the outskirt, winch yourself down and walk on foot. When exploration done, just radio the ship and she sail to you place to pick you up.
That still wouldn't work in Fallout 3 because the map is not all open, you have part of DC (or maybe more like 85%) being different small areas (cells) that are not part of the main map. Unless you mean just having a static airship that you can't drive around that just stays in the air that you can somehow activate to go "inside" or to pick where to fast travel next.
 
That still wouldn't work in Fallout 3 because the map is not all open, you have part of DC (or maybe more like 85%) being different small areas (cells) that are not part of the main map. Unless you mean just having a static airship that you can't drive around that just stays in the air that you can somehow activate to go "inside" or to pick where to fast travel next.
If they are unable to "open" those "suppose to be open" cells, then, yes, that's one way to do it (just like the car in FO2 or the mobile truck base mod in FNV/TTW).

However, even in the map of FO3/4 (or FNV) as is, we can "walk around" this issue by some very strong air defense(meat wall), strong wing (invisible wall) or high rise ruins that making navigation into those area too dangerous/impossible.

One side effect for an air ship is that, the open world now have a meaning to the game: a stunning view of the wasteland from high above.

Just imagine something similar to the Normandy in Mass effect 3. You can "navigate" to planets and systems, but the exploration is on foot.

And if we have a mobile player home, lots of NPC interaction can happens there. In my head canon, my team (Willow, niner, Cass, Veronica, Broone, and more) always exchange crack jokes, opinions about NCR/BOS or sing a song ....etc around the camp fire...........
 
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