Questionnaire for F3C's Weapon Features

Dubby

Where'd That 6th Toe Come From?
Feel free to PM me your answers, or (preferably) just post them in the thread.

*Please avoid discussion and/or unrelated comments in this thread.* If you have them, please forward them to my inbox as a private message.

All questions are either Yes/No or Multiple Choice. Please list the number of the question your response(s) are for. Example:
1) Yes
2) No
3) A
4) C, D
5) Yes

If you only want to answer a single question, or just a few, that is perfectly fine. Also, please accept apologies if any/a question(s) is not properly described (or confusing). Please note these questions are only for conventional weaponry!



Questions
1) Should NPCs be forced to expend Ammo just like the player?
... choices: Yes/No
2) If Yes to the above, should Ammo value and scarcity be left as is or lowered? Lowering value and scarcity would make ammo more common in the wastes, but still maintain a relative value to what it is now.
... choices: Yes/No
3) Should the Critical (bonus!) Damage a weapon does be based on one or more of the player's statistics instead of (just) a preset number on the weapon itself?
... choices: Yes/No
4) Without an attached Scope, should the "Zoom" magnitude of the weapon depend on the player's Perception *instead* of being a preset number? (Example: 1 Per = No Zooming, 5 Per = Standard, 6(+) Per = Increased depth of field)
... choices: Yes/No
5) For the Player *only*, should the Rate of Fire for the equipped weapon adjust itself in real time according to the Player's statistics? If so, which one(s)?
... choices: A) Keep as-is. ;B) Agility ;C) Action Points
6) Considering a weapon's lifespan and game balance, roughly how many rounds should a durable Pistol be able to fire before breaking (0% condition)? (*NOTE!*, In F3C, Weapon Damage will NOT decrease with the weapon's Condition!)
... choices: A) 100 or less ;B) 200 ;C) 500 ;D) 1000 ;E) 2000+
7) What about a durable bolt-action Rifle?
... choices: A) 100 or less ;B) 200 ;C) 500 ;D) 1000 ;E) 2000+
8) What about an automatic rifle?
... choices: A) 100 or less ;B) 200 ;C) 500 ;D) 1000 ;E) 2000+
9) Or a launcher? (missile launcher, grenade launcher, rock-it launcher, fatman, etc.)
... choices: A) 100 or less ;B) 200 ;C) 500 ;D) 1000 ;E) 2000+
10) Or an automatic pistol (SMG)?
... choices: A) 100 or less ;B) 200 ;C) 500 ;D) 1000 ;E) 2000+
11) Should the Effective Range (in meters) of a weapon be listed in the weapon's effect(s) when viewed in the pipboy? (This is the maximum range that the weapon can be fired at with VATS, and also helps to determine when the bullet begins losing velocity and altitude)
... choices: Yes/No


Thank you for your cooperation!
 
1. Yes (if more than one weapon in NPC inv excluding fists)
2.No
3.No
4.No (if 10 perceptions is to similar to scope zooming then thers no point in having scope)
5. A
6. A
7. A
8. A
9. A
10. A
11. No
 
1) Yes
2) Yes, lowered
3) Yes, it should be based on multiple player stats.
4) Yes, perception should be a factor.
5) A
 
1. Yes
2. As-is
3. Yes
4. sort-of - The weapon's natural zoom should be augmented by the player's Perception. As in a Per of 1 would add nothing to the weapon's zoom, a perception of 5 would be a moderate additional zoom, and a 10 would be a large gain however still it should not make a shotgun's sights a scope. In other words the bulk of the zoom should be based on the weapon but perception helps a bit.
5. A for semi/full auto weapons, B for bolt-actions and other non-automatic cycling system.
6. B-C*
7. C-D*
8. B-D*
9. A-C*
10. B-C*
11. Yes

*The game does not differentiate between worn parts/breakage and dirty. If these 2 concepts were split then things would make a lot more sense. This would also require adding cleaning kits to the game which I'm not sure you have any desire to do....
 
1) Yes
2) No, lower but make sure enemies have enough ammo on them to scavenge after a battle
3) Yes
4) No. I think "zoomed" shots should either be as inaccurate as regular or cost more Run&Gun AP however
5) A keep as is, but maybe have a perk

6) C-ish but tweak as you see it
7) B
8) D
9) A
10) D
Keep in mind we don't have much hard data/testing to go on with this group of decisions

11) Yes
 
One more thing, can you make weapon skill not be taken into account / temporary buff to 100 for the "Target Practice" at the birthday party? It's suuuuch a pain as it is now.
 
1) Should NPCs be forced to expend Ammo just like the player?

Yes, but the amount of ammunition should be relative to the faction of the NPC (ex. Enclave would have fuckloads while Raiders not a lot).

Except for hired NPCs of course, they buy their own ammo (TELL).

2) If Yes to the above, should Ammo value and scarcity be left as is or lowered? Lowering value and scarcity would make ammo more common in the wastes, but still maintain a relative value to what it is now.

Yes, left as it is.

3) Should the Critical (bonus!) Damage a weapon does be based on one or more of the player's statistics instead of (just) a preset number on the weapon itself?

Yes, based on player's statistics (Luck).

4) Without an attached Scope, should the "Zoom" magnitude of the weapon depend on the player's Perception *instead* of being a preset number? (Example: 1 Per = No Zooming, 5 Per = Standard, 6(+) Per = Increased depth of field)

YES, obviously

5) For the Player *only*, should the Rate of Fire for the equipped weapon adjust itself in real time according to the Player's statistics? If so, which one(s)?
... choices: A) Keep as-is. ;B) Agility ;C) Action Points

Agility, but only for semi-automatics. Otherwise, no.

6) Considering a weapon's lifespan and game balance, roughly how many rounds should a durable Pistol be able to fire before breaking (0% condition)? (*NOTE!*, In F3C, Weapon Damage will NOT decrease with the weapon's Condition!)
... choices: A) 100 or less ;B) 200 ;C) 500 ;D) 1000 ;E) 2000+

C

7) What about a durable bolt-action Rifle?
... choices: A) 100 or less ;B) 200 ;C) 500 ;D) 1000 ;E) 2000+

D

8) What about an automatic rifle?
... choices: A) 100 or less ;B) 200 ;C) 500 ;D) 1000 ;E) 2000+

C

9) Or a launcher? (missile launcher, grenade launcher, rock-it launcher, fatman, etc.)
... choices: A) 100 or less ;B) 200 ;C) 500 ;D) 1000 ;E) 2000+

A

10) Or an automatic pistol (SMG)?
... choices: A) 100 or less ;B) 200 ;C) 500 ;D) 1000 ;E) 2000+

C

11) Should the Effective Range (in meters) of a weapon be listed in the weapon's effect(s) when viewed in the pipboy? (This is the maximum range that the weapon can be fired at with VATS, and also helps to determine when the bullet begins losing velocity and altitude)
... choices: Yes/No

Yes.

Thank you for your cooperation!

My pleasure.
 
Questions
1) Yes,but only if ammo or armor is changed to make up for the huge loss of ammo.

2) Depends, if armor/mellee is made better then fist fights(with or without a weapon) would not be made of fail so you would not need a mega ton of ammo.


3)HELL YES!!Halve what the weapon can do then then quadruple the amount based on max luck.

4) Yes, it also should aid scope depth.

5) Yes the faster you are the faster you should be able to load,reload and re fire a non automatic weapon.

6)
6) Depends on pistol type and its general weaknesses, but 100-200 is about right.

7) 200-400

8) 100-200 more moving parts more issues, the better versions fo the weapons would have double the durability

9) 50-100 for the rockit and rocket,

10)100- 200 more moving parts more things to break.

11) YES.
 
1. Yes
2. No, Much Lower Ammo Availability (There is too much ammo in F3)
3. Yes
4. Yes, I like this Idea, nice one
5. B. But only for Semi-Automatic weapons
6. D
7. E
8. E
9. B - C
10. D
11. Yes
 
1. Yes
2. Make ammo more scarce
3. Yes, it should be based on luck and some perks (better criticals anyone?)
4. Yes, but only slightly
5.B, Agility, but not for automatics. It makes sense for semi-autos and bolt action rifles though.

...skip these cause I know nothing about guns

11. yes
 
1) Yes
2) No, imo it should almost be more common, even craftable (at least low quality stuff anyway)
3)No
4)Yes

5)not sure here, reload time should change, as with bolt action rifles, semi-full auto weapons should remain unchanged

6)depends on the pistol, revolvers should be able to fire loads, semi auto's less, and machine pistols not very many at all
7)1000
8)500
9)less than 100, hell, less than 20 for things like the missile launcher/fatboy
10)200-500

11)yes,
or, well no
is it possable to have it displayed if you have the skill?
a master marksman might have a fair idea of the range the moment he picks up a gun, a relative rookie wouldn't know without some trial and error
run off the gun nut perk maybee?
 
Hi guys, first time post. This seemed like the best place, so..
first off; alround cheerleading applause and Woot! Woot! for all the work being done :clap:

..and now the answers.

1 ) No

2 ) --

3 ) Yes and No, ie Both.

4 ) Yes and No, ie Both.

5 ) No.

6 ) C. 1000 rounds before being damaged

7 ) D. 2000 rounds before being damaged

8 ) B. 500 rounds

9 ) E. 200 rounds

10 ) B. 500 rounds

11 ) Yes.


..and now the clarifications (motivation seems important here, not to discuss, but to comment on related issues)
1 ) it's easier to just have the body[loot] spawn naturally, and then adapt those values as needed. Skipping question two because that's moot now, moving onto
3 ) It should be a combination algorithm so that the most unskilled character has a small chance of inflicting a critical (idiot with Vampires edge for example). A sharp weapon is still a sharp weapon..
4 ) The "zoom" function was always in my eyes also a function of how accurate the weapon is on a flat 1:1 ratios between the weapons. But making it that they're multiplied in some way to account for high Per should also be done
5 ) RoF is inherent to the weapon.

6-10 ) there should be a new item[weapon cleaning kit] that allows you to stay off weapon degradation buy performing some occassional weapons maintenance

11 ) just because

Hope I've been helpful.


Noob composes himself as his jaw drops to the floor while drool puddles around his feet :jawdrop:
 
Here you go:

1) Yes, depends on NPC state/faction.

2) Yes

3) Yup. Luck is the answer! :>

4) Yes :) Perception should give you more benefits. For example - you should see better at night.

5) A. I don't know why guy with more AGILLITY should have better rate of fire on automatic guns. Weapon is magical or what? ;\ But with semi-automatic, when you need to be faster, or with reloading - B

6) Durable? Something between C-D

7) D-E

8) D

9) A

10) B-C

11) Yup.
 
1) yes
2) same, or ammo should be even more scarce
3) maybe a perk like bonus ranged damage, better criticals, living anatomy (especially!) or whatever, hard to say. I can see Luck influencing it. In real life, the damage you do that depends on your own inherent attributes are mostly about shot placement, or your ability to identfy where to hit and your ability to hit that spot. In Fallout, perks and luck should influence damage in addition to those factors.
4) yes
5) ONLY if it is a manually-operated weapon (the ROF on a fully-automatic weapon will remain the same)

The funny thing is that weapon speed improves with weapon training, not so much inherent agility.

I had often considered a "Cowboy" perk that lets you fire manually-operated firearms faster. (e.g. pump action shotguns, revolvers, even lever-actions if available.) Another perk could allow you to operate bolt-actions more quickly. Maybe another for semi-autos.

Even semi-autos are limited by the speed of the gas manipulating the action. That means you can actually fire a manual action faster if you are fast enough. Did you know there are people who can fire a revolver faster than anyone can fire a semi-auto?

To make a long story short, I could see either player agility or action points affecting the operation of non-automatic weapons.

6-10) This is difficult because in real life, it's more complicated. You should be able to fire a service pistol in decent condition at least 200 times (more like 500 or even more if you are talking Glock here) before you experience stoppages from lack of maintenance. I don't know how many you would have to fire before a pistol reaches 0% (what does that even mean?), except that many pistols are overhauled every 8,000-10,0000 rounds since parts will break and render the pistol inoperable.

If you took a Glock into the wastes, you should be able to get thousands upon thousands of rounds out of it before it reaches "0%."

But with a Fallout 3 1950s era enhanced pistol, I don't know.

FWIW, it is recommended that you clean a 1950s era M-14 every 250 rounds or so, or 500 if you are lazy, so that is how long a battle rifle from that era should be able to go between preventive maintainance.

A 1911 in good condition should be able to fire at least 200 rounds without jamming even once.

11) yes
 
the_guy222 said:
If you took a Glock into the wastes, you should be able to get thousands upon thousands of rounds out of it before it reaches "0%."

A brand new, just manufactured & serviced one, yes. Finding a firearm in that kind of condition is going to be astronomically rare. Chances are, every single firearm you -would- find would have been tampered (inappropriately repaired) or modified in some way.
 
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