Blade Runner said:
You basically want more realism, but that might harm the gameplay. What if you're standing in front of a horde of pissed off supermutants and all of a sudden your three friendly NPCs remember they have a kid brother who's been waiting for them? I like to see some more depth in the behaviour of NPCs but loyalty should be one of their basic traits.
I don't think that morale checks for NPCs would harm gameplay. I've played games on the table-top where the referee treated NPCs like expendable cannon-fodder and others where they were treated more like autonomous beings. I preferred the latter, even if it did mean that often things didn't go quite as planned because someone decided to run off at an unconvenient moment.
Getting more reliability out of one's NPCs would be a benefit that would make playing a charismatic character a bit more fun. A balancing action would be that the limit for NPCs might be waived or simply raised, so that you could take more people along w/less CH, but have their loyalty be significantly less.
Blade Runner said:
There was the Vic thing in FO2 where he would leave you if he got hit by too much friendly fire. That was a nice idea, but it never happened during one of my games.
Likewise here. I'm not burst-crazed so my experience of it is limited to having read about it.
To be fair, there are some good aspects to FO2's handling of NPCs such as them having conditions that they will not join you under, such as low levels of general Rep, or specific town Rep, Karmic titles, or if certain NPCs are attacked. Examples are Marcus will leave you if your Rep goes below -100; Sulik will leave you if you have a negative Rep in Klamath; Cassidy will not join you if you are a Slaver; and Vic will turn on you if his daughter is killed. (Funny thing about that last one is that I've had Vic kill his own daughter, then turn on me for it...)
However, I still maintain that CRPGs are not living up to their potential in this regard. Instead of harnassing the power of the microprocessor to slave away at the records keeping and innumberable die rolls that could bog a table top game down in short order, we're instead seeing the same old rule systems implemented in abbreviated form w/flashy visuals tacked on. Rather than seeing something like the old Iron Crown Enterprises combat system -- which was so damned complex it wasn't fun to play, although it was a very well done system -- we're still seeing the D&D ruleset dragged out for yet another whoring. To top it off we're still seeing lots of aspects of the simple rulesets ignored, e.g. mounted combat and NPC morale.
I understand that some of things are difficult to implement. Not only that, but they are time consuming, which means that developers don't want to do it because they're worried about financial statements, product cycles, etc., etc. That doesn't keep me from wanting CRPGs to live up to their potential, even if it does mean that they likely won't.
OTB