PSPSoldier534
First time out of the vault
Hey everyone. First, allow me to introduce myself since this is my first post; I have been lurking here for years and am a pretty big fan of all the fallout games. I've read many of the articles and forum posts here, and decided it may be time for a contribution.
Anyway, back to the topic, I have been thinking of a system of combat that won't force you back into a completely turn based/action point dependent mode, but still not as god awful as Fallout 3 and by extension New Vegas. Sadly, with the shooter style of gameplay permeating these games, combat skills are not particularly important. It is entirely possible to slaughter any enemy in both games with mid-level weapons and moderate skill investments. So to amend this, I propose a system that doesn't involve any mechanical involvement from the player for the actual acts of attacking.
So firstly, I would like a way of keeping the game in the player's view, making it look and feel like a shooter without being one, with a much greater emphasis on stats, skills, and character development. So my system would work something like this: combat has no traditional shooting. A cover system exists. All of this can take place in first person as well; instead of hitting a conventional "fire" or "attack" button, the player first selects a target or part of a target, with a given chance to hit, using a separate button, and the action is carried out in real time each time the "attack" key is used. Alternatively, you may queue actions and then carry them out immediately upon exit from the interface. Certain special abilities may be chosen with a given weapon and skill instead. Similar to VATS, only without the mandatory slow motion and action points. There is no actual aiming and shooting involved. the player merely selects the target and commands the attack. And the ability to move around through a "planning" type isometric overview is available, letting the player set a waypoint and then moving there in real time once the action is selected. Risk (chance to be intercepted by enemies) will be displayed of this movement and certain skills and stats can mitigate that. Weapons are very damaging and neither you nor enemies are bullet sponges unless enough difference exists between gear and levels (level 1 .22 vs level 50 T-51b.) Companions could be commanded through a similar interface.
Melee weapons and unarmed combat has a certain range where it may be attempted. The closer you are, the higher the chance of a successful hit. If a hit is successful, the calculated damage transfers over to the target, and the player is invulnerable during the attack period. If the attack fails, the player will inflict no damage to anything but will be vulnerable to return attacks from enemies. In the event that the enemy is also performing a successful attack against the player, and the player has a successful roll, the entity with the highest chance of success will be the victor of that particular exchange. If a successful attack doesn't kill the target, there is a short period in which the target is somewhat stunned and cannot return fire, but during this period the player also has a progressively and greatly reduced chance of a successful follow up attack. This period lasts longer than the period in which the enemy is stunned. If the follow up fails, the grace period of player invulnerability from that particular enemy is removed but the increased chance to fail remains. This is intended to result in a period where the both the player and his enemy can retreat into a safe position if they are evenly matched since there is no incentive to spam attacks from the player, and the practicality of melee attacks for the player still actually exists when ranged weapons are available. In the event that one side is more dangerous than the other, this would be a way to compound that difference. If the enemy is better than the player, the player is incentivized to retreat since the damage done wouldn't be worth the risk of an unsuccessful series of attacks, with chances of success being dependent on skills and stats; and if the player is better, then the attack will likely be lethal, but if not, follow up strikes carry reduced risk and are more likely to be successful, once again due to skills and stats. Of course, certain modifiers and abilities, especially through perks can change some of these rules a bit.
Anyway, back to the topic, I have been thinking of a system of combat that won't force you back into a completely turn based/action point dependent mode, but still not as god awful as Fallout 3 and by extension New Vegas. Sadly, with the shooter style of gameplay permeating these games, combat skills are not particularly important. It is entirely possible to slaughter any enemy in both games with mid-level weapons and moderate skill investments. So to amend this, I propose a system that doesn't involve any mechanical involvement from the player for the actual acts of attacking.
So firstly, I would like a way of keeping the game in the player's view, making it look and feel like a shooter without being one, with a much greater emphasis on stats, skills, and character development. So my system would work something like this: combat has no traditional shooting. A cover system exists. All of this can take place in first person as well; instead of hitting a conventional "fire" or "attack" button, the player first selects a target or part of a target, with a given chance to hit, using a separate button, and the action is carried out in real time each time the "attack" key is used. Alternatively, you may queue actions and then carry them out immediately upon exit from the interface. Certain special abilities may be chosen with a given weapon and skill instead. Similar to VATS, only without the mandatory slow motion and action points. There is no actual aiming and shooting involved. the player merely selects the target and commands the attack. And the ability to move around through a "planning" type isometric overview is available, letting the player set a waypoint and then moving there in real time once the action is selected. Risk (chance to be intercepted by enemies) will be displayed of this movement and certain skills and stats can mitigate that. Weapons are very damaging and neither you nor enemies are bullet sponges unless enough difference exists between gear and levels (level 1 .22 vs level 50 T-51b.) Companions could be commanded through a similar interface.
Melee weapons and unarmed combat has a certain range where it may be attempted. The closer you are, the higher the chance of a successful hit. If a hit is successful, the calculated damage transfers over to the target, and the player is invulnerable during the attack period. If the attack fails, the player will inflict no damage to anything but will be vulnerable to return attacks from enemies. In the event that the enemy is also performing a successful attack against the player, and the player has a successful roll, the entity with the highest chance of success will be the victor of that particular exchange. If a successful attack doesn't kill the target, there is a short period in which the target is somewhat stunned and cannot return fire, but during this period the player also has a progressively and greatly reduced chance of a successful follow up attack. This period lasts longer than the period in which the enemy is stunned. If the follow up fails, the grace period of player invulnerability from that particular enemy is removed but the increased chance to fail remains. This is intended to result in a period where the both the player and his enemy can retreat into a safe position if they are evenly matched since there is no incentive to spam attacks from the player, and the practicality of melee attacks for the player still actually exists when ranged weapons are available. In the event that one side is more dangerous than the other, this would be a way to compound that difference. If the enemy is better than the player, the player is incentivized to retreat since the damage done wouldn't be worth the risk of an unsuccessful series of attacks, with chances of success being dependent on skills and stats; and if the player is better, then the attack will likely be lethal, but if not, follow up strikes carry reduced risk and are more likely to be successful, once again due to skills and stats. Of course, certain modifiers and abilities, especially through perks can change some of these rules a bit.