NPC control

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I think that the option to control NPCs in your party in combat, the ability to look at their stats, the ability to choose what weapons they're using (instead of crap like using one light weapon, but not another superior one) and the ability to allocate the points when they level up. NPCs should also have limited (maybe 1/4 or 1/5) access to perks, and should be able to level up farther, although a cap would still exist.

This would make NPCs more than just extra firepower and skills, it would make them important components of the party. Plus, when they have burst weapons, you'd be able to keep them from accidentally killing you and several other friendlies.
 
>I think that the option to
>control NPCs in your party
>in combat,

I think that shows you don't know what "NPC" means quite well.

>the ability to
>look at their stats,

No problem with that.

>the
>ability to choose what weapons
>they're using (instead of crap
>like using one light weapon,
>but not another superior one)

No, it's their decision what weapon to use.

>and the ability to allocate
>the points when they level
>up.

Again, learn what NPC means.

>This would make NPCs more than
>just extra firepower and skills,

They ARE meant to be substandard to the player.
 
If We could control the NPC, why we call it NPC?
I think the one that reasonable in your post are only "the ability to look at their stats".
 
Well, it really depends on the circumstance of how the NPC came to join your group. If, like Vic, you rescued them and they pledged their allegiance to you, you should be able to decide what weapons they use, what armor they wear and how t hey act in combat (this was touched on in Fallout 2).

In other situations where the party members are like 'equals' this level of control is not sensible, unless the personality of the NPC in question so states.

Of course, full on combat control would defeat the purpose of them being NPCs. While the concept of being able to control your party members (like in such games as Planescape: Torment) is an interesting one, it just doesn't sound Fallout to me. Every one is in your group for a reason, and it's not always just to serve you.

"If we cannot live proudly, we die so!"
-Eladamri, Lord of Leaves
 
Yeah... I was pretty tired when I posted that... Plus I'd just been torn to shreds by Marcus and his goddamn minigun...

The problem would be fixed if the AI was better. That would mean the NPCs would be able to A) Tell the difference between an enemy and a friend and B) Attack someone other than the player, if they're an enemy (Or Ian).
 
Pretty much like how a lot of Arcanum's AI handled things. The NPCs would even tell you to piss off if you told them to do something they wouldn't do. Whereas in Baldur's Garbage, you could have the paladin or another good character kill an innocent, and then have them bitch about it right afterwards.
 
Actually, that's a good point. They may not, and probably aren't, there just to serve you. I think it'd be great to have their stories still going on, and affecting the world that you live in. Sort of like how Goris left when he "Sensed" the complete annihilation of his "Family." But that seemed rather short sighted in that you went back, got him, and everyone was simply slaughtered by the time you got there. What if Marcus suddenly realized he left his oven on, he leaves the party, and depending on how far away you were from Broken Hills, the town is safe, or a smoldering crater that tastes like chicken. Obviously, that's a rather silly example, but I think it'd be good to see a higher level of personality and personal responsibility in the NPCs. And, once in a while, they may actually drag YOU around to do something they need to do out in the wastes.

-=ConcreteLobotomy=-
 
[font size=1" color="#FF0000]LAST EDITED ON Oct-31-02 AT 05:07PM (GMT)[p]Yeah improved AI would be nice. Frankly the AI in both Fallout and Arcanum seemed to consist of "run as close as you can to an enemy, beat them until they are dead, repeat". Normally this is okay, but why on earth do NPCs with ranged weapons INSIST on standing right next to the enemy they are attacking? And also, if they can't attack their chosen target, why on earth don't they just attack someone else?
 
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