Bradylama said:
While I recognize the roleplaying aspects of it, it's not exactly fun.
Exactly how is that denying the intent?
The intent of having NPCs. Again, they weren't packmules.
The NPC is a non-player character. As in a character in an environment that operates independant of the control of the player. They are both NPCs, and members of your "party." Your entourage. Your, whatever.
That monster? It's an NPC. So is that dwarf and that ghoul.
The distinction of a REAL NPC versus a BioWare NPC is that you do not control your NPC's actions aside for minor things like pushing them out of the door. This includes combat, equipment decisions, and more.
Therefore, why were you bitching about having to steal things back when they are NPCs? In a post-apocalyptic environment, you are what you hold and wear. I know some kids can't understand this concept, but it's one that those who have been through military training know quite well. You are what you can be and provide to the unit as a whole. Where the wasteland takes off from that is that your value is what you own and wear, or you might end up talking to Doc Morbid. To give someone something in a complete anarchy of an environment, you're giving it to them. You're not bartering with them and the item as a trade piece. If you willingly give them valuables and expect them back at a later time, that's your problem, again. As I said before, they weren't exactly designed to be packmules.
Of course, I doubt you've been through Sociology, so I had to dumb things down a little in the above.
Yes, it squanders an entire tactical aspect. It forces the player to use burst weapons only if they don't have NPCs, because otherwise they'll do something stupid and get themselves shot.
Having played JA2 and other real tactical games, I find the burst mode to be not much of a problem. In fact, my first move is to move to the rear of the party and snipe over shoulders. Or, I'll take a route to the enemy as a melee character that isn't (gasp)
in the line of fire. Silly concept, I know. APTYP and the others wonder what your problem in understanding that comes from.
I don't give a fuck who develops the game. I just don't want Absolute Realism. Then again, the game is in a FICTIONAL SETTING. Mimicking the real world becomes a moot point when the game's situation is unlike anything humans have ever had to endure.
But, if you lose the aspects of what makes it post-apocalyptic, and one of those is NPC behaviour, then what is the purpose of using the post-apocalyptic setting? Call it "future with junk".
The situation
is exactly like many other times in humankind's history.
Have you ever heard of the Dark Ages? Do they still bother to teach it to you in school? Or did you think the Dark Ages were like Forgotten Realms? If you did, then humanity deserves to be nuked out of existence if you're an example of the species. It appears today's society makes a few kids a little blind to basic history lessons. Oh, right off the top of my head. Cavemen! You were what you wore and could do. Did you seriously think people evolved from sheep? This society what allows fluff like you to live without having to deal with the real world and real physical contact with people.
Absolutely nothing. But if the NPC followed you for protection wouldn't it be logical that what you said goes? They're following you into the wastes. The absolute nothing. They recognize you as the leader, why shouldn't your commands dictate their actions?
It's funny you think this is your Counter-Strike clan or something. Leaders in the post-apocalyptic world...something important about them. Oh, yes. The predominant aspect of the post-apocalyptic setting....now only if I could just remember what it was. Dog eat something.
Now, I do like the considerations you're showing towards aspects like protection. I'll go out on a limb here and say that you really needed to structure what you're trying to say a bit better. Be more complete. Saying that the interface is poor because you have to steal from your team, despite their being NPCs and in a post-apocalyptic environment, is frankly quite amazing to have come up with.
However, instead of flailing around with a tangent, you can go onto something a bit better as said by others. There should be different roles the NPCs have in regards to your relationship to them. If you outright own them, then they would follow every command, etc. EDIT: I mean this in how they will follow your commands to them, depending upon what they are, but not outright control of them. I was honestly trying to steer you into coming to this conclusion.
I never said that they should be pack mules, I said that they shouldn't be how they were implemented in Fallout because it was TEDIOUS.
Well,
they weren't meant to be packmules. Therefore, yes, if you're going to be giving them the items, they will want to keep them.
An avatar is a representation of an entity in a world not it's own. In Ultima the avatar was a literal application of the word, as the player is assumed to have been sucked into Brittania through his computer screen. In Fallout the avatar was the Vault Dweller. Although the Vault Dweller is a pre-determined role, the Vault Dweller himself, is you.
And who was the Vault Dweller, initially? NOBODY.
I don't think a virtual social environment accurately mimicks social interaction in the post apocalypse. Seeing as how nobody is at risk of losing their lives. Or their worldly possessions. The entire world is an abstract.
That is a PATHETIC excuse as validation as to why post-apocalyptic themes shouldn't be used for a post-apocalyptic setting.
Minus the packmule portion, how exactly is that not like the NPCs in Fallout? All you've done is add packmule.
Not quite. The other characters were not packmules, and neither was those in Fallout.
Certain NPCs can disagree, others may not. But the charismatic can convince anybody to do anything, I don't see how my suggestion is so terrible. See, this entire discussion is based around conflicting matters of opinion.
I think it's because you're persisting in the conflicting loop of interest going on at the same time. You bitch about having to steal back from your teammates in Fallout, but then point out that they are supposed to be NPCs. I think Charisma isn't nearly enough, given the harshness of the wasteland. I believe more depth should be given towards the relationship between the NPC and the player, the different permissions, and THEN Charisma should take affect. It makes it then into an uber-stat that would be used exclusively Monty Hauling right through the game. Not a good thing at all for play balance.