NMA's Opinion On Vehicles

There's still the problem with fitting an airship with the canon/lore. So far, the only games to use an airship (that I know of) is Fallout: Tactics and Fallout 4. One is semi-canon, the other is total absolute shit that's absolutely must be kept away from the canon/lore and rot to fucking hell.

Unless..... we're talking about Mr. House ending of New Vegas being made canon, and make a new game somewhere around 50 years after the Second Battle of Hoover Dam, then maybe we can get an airship.
 
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.
That just remind me of another problem in Fallout 3, IIRC many buildings mesh do not have roof, what this means is that we would fly around and see inside the mesh and then see through the walls from inside it (if for example you use the tcl console command and walk inside a building wall or under a floor you can look and see outside of it like there was no wall/floor there).

Also I think many do not have collision on the roof, so if you tried to land the ship on a roof it would just pass through it and you would be inside the building mesh and the walls would be invisible (like I just mentioned first in this post).
It would work flying over the wasteland but I guess it wouldn't work flying over the DC ruins.
 
It already did that, though?

Actually not, weapon/player accuracy is modeled mostly by "spread", which simulates sway. There is no real recoil or weapon sway unless you mod the game.

There is a mod for New Vegas that actually implements weapon sway though. In fact, it even implements the exact idea I'm proposing, with sway being affected by skill.
 
Actually not, weapon/player accuracy is modeled mostly by "spread", which simulates sway. There is no real recoil or weapon sway unless you mod the game.
Really? I'm not entirely sure. Recoil I'm not exactly paying attention, but I remember in my first playthrough I tried using a gun with pretty low Guns skill (like 15-20ish) and it swayed a lot and noticeable even when I'm not aiming down the ironsights. But I'm no modder, so I guess you're right. Care to share the said mod?

Also @Risewild what do you think about this?
 
There's still the problem with fitting an airship with the canon/lore. So far, the only games to use an airship (that I know of) is Fallout: Tactics and Fallout 4. One is semi-canon, the other is total absolute shit that's absolutely must be kept away from the canon/lore and rot to fucking hell.

Unless..... we're talking about Mr. House ending of New Vegas being made canon, and make a new game somewhere around 50 years after the Second Battle of Hoover Dam, then maybe we can get an airship.
Or, the BoS outclass was building one (at that airport of broken steel) in order to go back to Chicago ....

That just remind me of another problem in Fallout 3, IIRC many buildings mesh do not have roof, what this means is that we would fly around and see inside the mesh and then see through the walls from inside it (if for example you use the tcl console command and walk inside a building wall or under a floor you can look and see outside of it like there was no wall/floor there).

Also I think many do not have collision on the roof, so if you tried to land the ship on a roof it would just pass through it and you would be inside the building mesh and the walls would be invisible (like I just mentioned first in this post).
It would work flying over the wasteland but I guess it wouldn't work flying over the DC ruins.
And settlements like Paradise fall and Megatown need to "open-up" as well. The "walk-around" I can think of (as a temporary measure) is a strong wind (a kind of invisible wall, airship are suppose to be light and slow, so it is not that ridiculous) around those buildings/areas so the airship cannot land onto them.

Regarding to the capability of the engine (and 4G memory limit), if the map is in "true scale" similar to ARMA, so settlements are really far apart, will that help making "big settlements" (such as the strip, diamond city, megatown or DC ruin) as an open area to the big map but still manageable within 4G limit?
 
Really? I'm not entirely sure. Recoil I'm not exactly paying attention, but I remember in my first playthrough I tried using a gun with pretty low Guns skill (like 15-20ish) and it swayed a lot and noticeable even when I'm not aiming down the ironsights. But I'm no modder, so I guess you're right. Care to share the said mod?

Also @Risewild what do you think about this?

http://www.nexusmods.com/newvegas/mods/40652/?

I think certain guns actually have increased sway if you are below a certain threshold, but those are more like a skill check than inherently part of the skill.

http://www.nexusmods.com/newvegas/mods/61750/? This mod is a bit newer and does the same thing.

Fallout 3 actually had weapon accuracy be based on skill, but it did it through curving bullets, which is plainly retarded.

New Vegas simply switched it from that to damage bonuses with some weapons having skill thresholds. (Also SPECIAL thresholds. Heavy weapons need strength, or else you get more sway.) This is better than the Fallout 3 system but hardly perfect.
 
Regarding to the capability of the engine (and 4G memory limit), if the map is in "true scale" similar to ARMA, so settlements are really far apart, will that help making "big settlements" (such as the strip, diamond city, megatown or DC ruin) as an open area to the big map but still manageable within 4G limit?
It doesn't really have to be true-scale. It's software, they should just stream procedural content indefinitely between points A & B. [Long enough to seem plausible]

*Wouldn't even need to keep track of it, just generate it on the fly using random landscape assets.

**But if they wanted to be really fancy with it, they could keep the RNG seeds for previously explored paths.
 
Nope, but it works. Isn't it?

Is that you Todd?

toddh.png
 
Even if procedurally generated, what would be the point of having those miles of fillers between relevant locations and points of interest ? Better focus more on the actual locations, and have a worldmap when you want to reach another location. So much ressource is spent on an overrated wallpaper...
 
I can answer your question with a question: Does Todd ever care about fans of original Fallout series at all?

Even if procedurally generated, what would be the point of having those miles of fillers between relevant locations and points of interest ? Better focus more on the actual locations, and have a worldmap when you want to reach another location. So much ressource is spent on an overrated wallpaper...
Probably for "immersion" ........I totally agree with you, most efforts should be on the settlements or quest areas. FO1/2 get away from the issue of world map too small by limiting player's view angle. FO3/4/NV have a much bigger map than that 2 but suffering from that because it is a first person POV. Yet I still prefer a bigger map because if it done right, it makes long range sniping possible.

In fallout world, ammo is so hard to get, sniping should be the norm. Yet, because of the engine and map limitations, everyone is spraying bullets from SMG or assault rifles...............

That's why I recommend the airship as a mobile player home rather than walk that distance on foot: You spent most of your transit time high above so there is no need to dot the area with "interesting" loots or features that doesn't make sense (eg. a scavenger's shop deep inside an area full or mutants).
 
Or, the BoS outclass was building one (at that airport of broken steel) in order to go back to Chicago ....
Why would they go back to Chicago? And if the BoS was really building one at Adams Air Force Base (which has been discussed quite a lot of times here), that would require some solid explanation, and also tweaking what we saw and what we can see in Fallout 4, because otherwise they would have to explain the infinite spawning of Vertibirds (and no, Vertibirds being pre-War is not an explanation).

Not to mention the outright moronic decision to destroy the Mobile Base Crawler (which, mind you, might actually where all the tech and information that might help explaining what we got in Fallout 4), and the fact they've also wasted quite a lot of resources on Liberty Prime..... I don't see how they would achieve an airship like the one we saw in Fallout 4.
 
Really? I'm not entirely sure. Recoil I'm not exactly paying attention, but I remember in my first playthrough I tried using a gun with pretty low Guns skill (like 15-20ish) and it swayed a lot and noticeable even when I'm not aiming down the ironsights. But I'm no modder, so I guess you're right. Care to share the said mod?

Also @Risewild what do you think about this?
Fallout New Vegas guns skill affects sway and damage, I am not sure if it affects spread or not (I mostly use melee or unarmed). I only know it affects sway and damage because of my work on TTW (I had to test FO3 weapons while they were being balanced so I had to test several weapons with several different guns skill values).
 
Even if procedurally generated, what would be the point of having those miles of fillers between relevant locations and points of interest ? Better focus more on the actual locations, and have a worldmap when you want to reach another location. So much ressource is spent on an overrated wallpaper...
It's just for the atmosphere. The end result is the same, while you could travel in real time from one town to the next, it's just boring and nobody does it. Daggerfall was the size of England or something like that, and while it was possible to walk between towns it would take a realistic amount of time (well, given that the average running speed of the player character was a whopping 30 km/h that time was still actually quite low) that nobody can be bothered to actually spend on just hiking. Maybe with a car or motorcycle. But while an isometric game works fine with just showing glimpses of the map, in a 3D world you see the horizon, and you have a much more direct sense of the gameworld. It's not a somewhat abstract representation anymore (despite what @CT Phipps might say), it's a much more direct representation. You see size relative to other characters and to what people say, and so shrinking the map weakens "immersion". It's a small price to pay, but I do think that going back to the Daggerfall style would be a nice fresh breath of air in open world games.
Fuel did it quite well, I think.
 
I think certain guns actually have increased sway if you are below a certain threshold, but those are more like a skill check than inherently part of the skill.
Nice mods, but I don't get what you mean by the bolded part. What does 'part of the skill' even mean? Isn't the sways (and damage increases) are the point of the skill?
 
In NV, there's a specific skill you need to surpass to not get the 'decreased accuracy' debuff IIRC.

Miniguns need 100 skill, for example.

A lever action rifle needs 25 IIRC.
 
Ah, yeah, I just remembered that now. Different weapons would have different number of skill requirement before player character can use them properly. That's much, much better than how Fallout 3 handled it though not perfect because mostly (iirc) weapon requirement numbers are 0-25-50-75-100, no different than Lockpicking and Science check threshold. Wonder if that's due to the engine limitation or short development cycle....

Damn I derailed the thread with this topic. Sorry guys!

As for opinions on vehicles, I think it's due time for a Fallout game to start having its plot (or just emphasize its theme) on oil. Both Fallout 1&2 were about surviving, whether it's water chip or the GECK and destroying the Big Bad from destroying and wiping out the world. To an extent, Fallout 2's theme also revolve around the source of power known as Redding (or rather, its gold mines) and New Vegas double down on that 'source of power' (or rather, energy) theme with Hoover Dam.

Next Fallout game that's a sequel taking place in West Coast should revolve around newfound oil (or whatever source of power/energy that could fit the setting ~200++ years after the Great War) and with that I can see vehicles becoming a thing in the game. Just as Redding gold mines allow the West Coast to start trading with proper monetary system in the form of coins, this new source of energy allow the denizens of the West Coast to start traversing the wastes with proper vehicles and much more common in comparison to that of Fallout 2.
 
Not an engine limitation IIRC.

Just more convenient and makes for a gradual and reasonable number set.
 
Why would they go back to Chicago? And if the BoS was really building one at Adams Air Force Base (which has been discussed quite a lot of times here), that would require some solid explanation, and also tweaking what we saw and what we can see in Fallout 4, because otherwise they would have to explain the infinite spawning of Vertibirds (and no, Vertibirds being pre-War is not an explanation).

Not to mention the outright moronic decision to destroy the Mobile Base Crawler (which, mind you, might actually where all the tech and information that might help explaining what we got in Fallout 4), and the fact they've also wasted quite a lot of resources on Liberty Prime..... I don't see how they would achieve an airship like the one we saw in Fallout 4.
That's just a suggestion, personally I don't want to consider FO3/4 as canon at all. But if anyone is building airship at the DC, BoS (or some remnants of US governmant/military) is the most likely one to have the tech and the need for that.

But even if they have the tech, they are extremely likely to stripped all useful resources from the neighbors like locus. If I am BoS, I would surely raid places like Rivet city and Megatown for parts like aluminum, nuclear reactor, steel and power cable...etc. I may have to even stripped-off many "dead" vaults for their nuclear fuel and electronics as well.

At the end, the local wasteland are all doomed and alienated by the efforts and BoS have to move-on to other places for more resources and survival. May be that's why they "conquered" (AKA raid) the whole east coast, and Boston is their next target.

But, hardcore BoS (or some enclave clones) don't give a shit about the local anyway, so if they need to build one, they would do it even if that mean hell to others.
 
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