Proffesions

  • Thread starter Thread starter Stag
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Not in a "sims" way, but yeah, an RPG is meant to be a simulator of sorts.

I've done some thinking, and I do agree with Sander now, I don't think it belongs in the game to the extent I suggested, but I would still like to have more missions regarding certain things (e.g., more mob jobs.)
 
A decent way to have a job would be in a TES way - you join a guild, rise in rank, do quests, gain benefits, etc. Although I don't think that would fit Fallout.
 
I know, I already realized it wouldn't suit it. But, maybe a mission where you help out a shop when they get robbed akin to the protect Torr mission in Klamath.
 
Lumpy said:
A decent way to have a job would be in a TES way - you join a guild, rise in rank, do quests, gain benefits, etc. Although I don't think that would fit Fallout.
Oh christ no. That wasn't a profession system. Climbing an idiotic 2-dimensional rank ladder is a cop-out for a profession system, expecially the way it was instituted there, where your degrees of success or your manner of success meant nothing, only that the job was done. "Blah blah, you did the mission, sure we wanted everyone we sent with you alive, but if you did succeed fully, you'd have only gotten a pat on the back. No, you accomplished the main objective but in a horrible fashion that failed all secondary objectives and tarnished the reputation of the guild. Congradulations, you're now an Elder!"
 
TES, ie. The Elder Scrolls, ie. the series of which Oblivion and Morrowind are a part of.
 
Stag said:
Not in a "sims" way, but yeah, an RPG is meant to be a simulator of sorts.

I've done some thinking, and I do agree with Sander now, I don't think it belongs in the game to the extent I suggested, but I would still like to have more missions regarding certain things (e.g., more mob jobs.)

I'm not gonna argue about it pages long but first of all you must know that "MOB ISN'T FALLOUT"

Stag said:
I know, I already realized it wouldn't suit it. But, maybe a mission where you help out a shop when they get robbed akin to the protect Torr mission in Klamath.

Sorry for asking but did you have somekind of *ahem* relationship with a shopkeeper as a child?
 
Endless Void said:
Stag said:
Not in a "sims" way, but yeah, an RPG is meant to be a simulator of sorts.

I've done some thinking, and I do agree with Sander now, I don't think it belongs in the game to the extent I suggested, but I would still like to have more missions regarding certain things (e.g., more mob jobs.)

I'm not gonna argue about it pages long but first of all you must know that "MOB ISN'T FALLOUT"

Stag said:
I know, I already realized it wouldn't suit it. But, maybe a mission where you help out a shop when they get robbed akin to the protect Torr mission in Klamath.

Sorry for asking but did you have somekind of *ahem* relationship with a shopkeeper as a child?

Yes, I did. No, it's just that that was my original idea, and I was just sort of trying to defend it. But I know it's a shit idea.

TES sucks.
 
PhredBean said:
Lumpy said:
A decent way to have a job would be in a TES way - you join a guild, rise in rank, do quests, gain benefits, etc. Although I don't think that would fit Fallout.
Oh christ no. That wasn't a profession system. Climbing an idiotic 2-dimensional rank ladder is a cop-out for a profession system, expecially the way it was instituted there, where your degrees of success or your manner of success meant nothing, only that the job was done. "Blah blah, you did the mission, sure we wanted everyone we sent with you alive, but if you did succeed fully, you'd have only gotten a pat on the back. No, you accomplished the main objective but in a horrible fashion that failed all secondary objectives and tarnished the reputation of the guild. Congradulations, you're now an Elder!"
And a better solution would be? I am curious what a three dimensional ladder would be like.
Sander, Daggerfall too. In Daggerfall, you could fail quests, lose your rank for inactivity, etc.
 
Thank God this topic did not turn out to be Fallout on a deserted island with Palm trees and native women who shave using the Norelco/Philips shaver.
 
I think the idea has real merit. In F2 when you got the gecko skinning perk, that was a good way to earn some cash in the opening levels of the game. That was my profession for a while so to speak.

However in a full blown sequel there should be some chance at progression in a profession (i'm a poet and i didn't know it), i believe that there should be a sub-set of skills, maybe with their own tab in the character page.

Much like the way it was handled in Morrowind, you had Chemistry, Armourer, enchanter etc etc. Although those skills were useful for in game mechanics, potions and magic items and such, they became a profession of sorts. In a roleplaying sense, it's the job you might chose to do after you have settled down from the whole adventuring malarky.

I agree that setting up a shop is a bit much, especially in the story driven world of fallout, but having skills that produce something could be very interesting and a huge addition to both gameplay and character development. I'd love to be able to skin deathclaws and produce armour, or harvest pre-war electronic compenents and build stealthboys or whatever.

I think it important as well that they be progressive skills as opposed to perks. It seems more natural that the Hero's knowledge increases, so therefore so does his ability to produce ever more complex items.

A lot of this may be able to be tackled within the SPECIAL system as it stands at the moment (just a case of applying the electronics skill to several components), but for it to be as developed as it was in Morrowind it may need extra skills, or skill subsets added.

Cheers
Sven
 
So, Sven, basically you're saying that there are supposed to be skills that you can improve and can use to make some money.
How is this not covered currently? It's pretty ridiculous to start adding new skills for something already covered in the current system, only with the idea to make an unimportant part of the game more prominent.

Also, the system in Morrowind pretty much sucked.
 
Sander said:
So, Sven, basically you're saying that there are supposed to be skills that you can improve and can use to make some money.
How is this not covered currently? It's pretty ridiculous to start adding new skills for something already covered in the current system, only with the idea to make an unimportant part of the game more prominent.

Also, the system in Morrowind pretty much sucked.


All of Morrowind pretty much sucked.
 
sven said:
Much like the way it was handled in Morrowind, you had Chemistry, Armourer, enchanter etc etc. Although those skills were useful for in game mechanics, potions and magic items and such, they became a profession of sorts. In a roleplaying sense, it's the job you might chose to do after you have settled down from the whole adventuring malarky.
Armorer was only for repairing gear, and Enchanting didn't rise the price of the item. Alchemy was the only one which could have been a profession.
But how about a profession in the Brotherhood of Steel?
 
Lumpy said:
Armorer was only for repairing gear, and Enchanting didn't rise the price of the item. Alchemy was the only one which could have been a profession.
But how about a profession in the Brotherhood of Steel?
That could be interesting, but doesn't need to be implemented seperately at all. It could just be implemented via a few quests, there's no need to start adding to the character system for that.
 
Actually, I think working for the BOS should give you something on your character sheet, like shoveling crap and joining a Family in FO2.
 
DGT said:
Actually, I think working for the BOS should give you something on your character sheet, like shoveling crap and joining a Family in FO2.
That's still well within the limits of the character system (perks) and doesn't restrict the gameplay like real jobs would. So I don't see this conflicting what I just said.
 
Sander said:
Lumpy said:
Armorer was only for repairing gear, and Enchanting didn't rise the price of the item. Alchemy was the only one which could have been a profession.
But how about a profession in the Brotherhood of Steel?
That could be interesting, but doesn't need to be implemented seperately at all. It could just be implemented via a few quests, there's no need to start adding to the character system for that.
Of course not. But there could be a couple of quests which use the current skills.
The first quest would be for initiation, like the one in Fallout 1. There would be some more quests which you do as an initiate, after which you are promoted to Paladin and given a suit of Power Armor. Then, you have to get pre-war technology plans, use your science skill to build the items, etc.
 
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