NMA's Opinion On Vehicles

There is a group called fishermen in the table encounter for Fallout 2. They supposedly sell fishes. And there is a lot of fishes if you care to swim in FoNV lakes.

About the tons of extra-miles, i'll stick to my The Good, The Bad and the Ugly exemple. There is currently a huge loss of efficiency in current open-world trend. I don't think more filler is the solution.
 
There is a group called fishermen in the table encounter for Fallout 2. They supposedly sell fishes. And there is a lot of fishes if you care to swim in FoNV lakes.

About the tons of extra-miles, i'll stick to my The Good, The Bad and the Ugly exemple. There is currently a huge loss of efficiency in current open-world trend. I don't think more filler is the solution.

No fish are in vanilla FO2, although there was cut content of fish.

In FO1 there's a fisherman who talks about fish.

In NV there's fish.

In 4 there is, but that's after NV...

3 had no fish, checked.

;D
 
Still have fishermen tribals in Fo2 random encounters. Don't remember if they actually sold fishes to the PC.

Also, according to the wiki, Fo3 has one Potomac fisherman. Dunno if he gets fishes.
 
There is a group called fishermen in the table encounter for Fallout 2. They supposedly sell fishes. And there is a lot of fishes if you care to swim in FoNV lakes.

About the tons of extra-miles, i'll stick to my The Good, The Bad and the Ugly exemple. There is currently a huge loss of efficiency in current open-world trend. I don't think more filler is the solution.
And that example is actually a perfect point for why there should be longer distances (even though fast travel makes it quick, like a cut in The Good, The Bad and The Ugly): Imagine Italo Western without the wide panoramic shots. The open landscape is part of the distinctive style, and while they don't show each step on the road, distance is a common theme and very important to the atmosphere. You can't have a drifter ride into the sunset in the open plains or desert when there's another town right at the horizon.

Alright, how about this for an implementation of first/third person Fallout that is EXACTLY like Fallout 1/2 in terms of how the maps handle:
The game's main locations are made up of medium to large individual maps that include the location and an empty area around it that looks like it stretches to the horizon. If you go far enough from the location it takes you to the map screen where normal world map travel is done. Basically, hide the green and brown map borders in open landscape. World map travel can lead to random encounters, and for that, just like in Fallout 1, a procedural map section is generated depending on your location. Leaving this area works just like exiting settlements to the world map, just walk far enough.
This way you'd not get the option to explore the whole world on foot or by vehicle, but you'd at least get the feeling of a vast and unforgiving world while not taking up any development resources.
 
About landscape, as said before, i am not agains't bigger map, better viewpoints and sniper-friendly maps. I would like a not-continuous gameworld with each map the size of 5 or 10 times the size of the Pitt or the Strip. I just don't think it justifies having so much quantity of filler between locations. You can craft the right amoung with efficiency and remove what don'T bring anything to the table. A good work is when you have cut everything that should be cut.
 
Last edited:
Alright, how about this for an implementation of first/third person Fallout that is EXACTLY like Fallout 1/2 in terms of how the maps handle:
The game's main locations are made up of medium to large individual maps that include the location and an empty area around it that looks like it stretches to the horizon. If you go far enough from the location it takes you to the map screen where normal world map travel is done. Basically, hide the green and brown map borders in open landscape. World map travel can lead to random encounters, and for that, just like in Fallout 1, a procedural map section is generated depending on your location. Leaving this area works just like exiting settlements to the world map, just walk far enough.
This way you'd not get the option to explore the whole world on foot or by vehicle, but you'd at least get the feeling of a vast and unforgiving world while not taking up any development resources.
:cool: That's the exact premise I argued [on Bethsoft forums] many times both before and after FO3 was released.

Fallout 1 (2?) had an event at the coast...
The sad thing about Fallout 2 is that [afaik] the second team did not implement the changing environment maps that reflected the terrain, as done in the first game. :(
(Or at least I have not seen it in game, that I can recall.)

I just don't think it justifies having so much quantity of filler between locations.
If designed well, the content doesn't exist unless asked for. A player need never see it at all; unless they choose to walk over a mountain, or across a vast desert. But then if they chose that, and the arduous trek amounted to three minute walk in realtime... How is that better? How is that not terrible!? (How is that not silly?)

What if they find stranded people out there that are desperate for water, and at wits end for where to go, and they are a three minute walk from the nearest town?
[A town that you might actually be able to see from their location.]
 
Last edited:
FO2 has different terrain for different areas.

Near the forests there's trees.

Near cities there are broken up cities.

Near the caves/cliffsides there are cliffs and such.

Never been to the coast in FO2 though.
 
That is interesting to me [very]. All I recall seeing is the same flat desert map. Is it possible that one of the major mods unintentionally disables this feature?

There was a time that I was sure that it did indicate cities and other terrain; until one day (a few years ago) I checked, and didn't find that to be the case. Is it possibe that GoG messed up their edition? I know they tinkered with it. Right now I only have the GoG version, with the mod to restore all the kids they erased.
 
That is interesting to me [very]. All I recall seeing is the same flat desert map. Is it possible that one of the major mods unintentionally disables this feature?

That might be the case.

I only have SFall and Restoration Patch (and some other rebalance one) installed.
 
That is interesting to me [very]. All I recall seeing is the same flat desert map. Is it possible that one of the major mods unintentionally disables this feature?

There was a time that I was sure that it did indicate cities and other terrain; until one day (a few years ago) I checked, and didn't find that to be the case. Is it possibe that GoG messed up their edition? I know they tinkered with it. Right now I only have the GoG version, with the mod to restore all the kids they erased.
I play it using the GoG version and the RP and the terrain is all there.
 
Fo2 has lots of forest, especially in the northern half and to the west, which likely results in players thinking encounter maps are all the same.
 
You have a lot of replay in order Gizmo, with all those desert, forest, mountains, coast, cities, caves maps and their different layouts, to explore. And the RP add a bunch of mini-settlements.
 
I wouldn't say there is much to explore. Actually their only purpose is to allow you to fight random encounters.
He knows that.
clap.gif


* But actually it's true. I don't recall playing the Restoration mod through, or in earnest... I've never even seen the EPA map in game or in context.
 
EPA is a lovely place.

Red Dwarf reference, a syringe which boosts your agility by 1, and another god damned alien nest.

Solar scorcher too. ;D

There is also the 'cave' encounters, which can get you up against combat armoured dudes with gauss rifles and plasma rifles if you are a high level.
 
Back
Top