Briosafreak
Lived Through the Heat Death
It`s time for J.E. Sawyer to comment on the ideas that members of NMA have been posting. Here`s a zip (Sawyer comments are in italics):<blockquote>
<blockquote>But there's many types of two-handed swords, just like there are many types of rifles. A katana is basically a two handed sword, as is a claymore. Very different swords, but both would fall under two handed swords just like the bozar and hunting rifle seem to fall under Big Guns under JE Sawyer's proposed idea.
<blockquote>Saint, you either don't understand how D&D weapon proficiencies work, or you're pretending you don't to prove some weird point. In D&D, if you take the greatsword martial weapon feat, you ONLY gain proficiency in that weapon. But -- this whole comparison is kind of ridiculous because in D&D, base weapon skill is based off of class levels, not skills that the player chooses.</blockquote>
It does when that new game is part three of an established series. Tweak it, sure.
<blockquote>All we're talking about is three skills. That's it. Three skills that have to do with combat alone. There are fifteen other skills in Fallout that have to do with combat and "all those other" paths through the game. If moving three skills down to two or, god forbid, one, is razing the village and sowing the fields with salt, I can't really imagine what you guys would think of a true system revision. The things I'm suggesting probably wouldn't even qualify for a new edition of a pen and paper system.
</blockquote>
You mean like 3rd Edition D&D has multiple speech skills?
<blockquote>No, actually, I mean like almost every pen and paper RPG system has multiple speech skills. GURPS Basic has about eight. Stormbringer has four. Vampire has four or five. Champions has five or six. Call of Cthulhu has four or five. Ars Magica has seven. Even In Nomine has four. In fact, D&D, with three, has one of the lowest ratios of social skills : other bought skills of all those games. People who want to play "Charisma Boys" in FO and FO2 don't really have to do jack other than tag Speech, have a decent cH and IN, and float through the game with whatever other tags they want. Even "Stealth Boys" have more decision making involved in their development. As a "path" of development, Charisma Boys are pretty shallow. They don't even have to make important tool usage decisions like Combat Boys do.
</blockquote>
As for the Science routes, good. In fact, I think all the skills in Fallout should have a non-scripted function as well as scripted ones. Doctor making drugs would be a side effect of a High Doctor skill. Making new trinkets or improving existing devices might be the result of a High Repair. Tracking enemies, finding plants and identifying them might be the result of High Outdoorsman. Things like that.
<blockquote>Yep, that's the general idea.</blockquote>
The problem with this would be piecemealing power armor. I prefer armor as a suit as well, just for things like power armor.
<blockquote>That's actually easily accomplished. In the Power Armor data, set that it is equipped in the torso slot, but occupies the head, arms, legs, etc. slots as well. If anyone wants to equip piecemeal armor, dropping the armor piece into any of the PA-occupied slots causes the PA to unequip.</blockquote>
EMP damage? Ummm.. Imagine a future where the transistor had never been invented. I wish I could remember which Fallout developer said that to describe Fallout's setting, but it's a fairly major concept! EMP really only works well on integrated circuits, re: transistor stuff, which aren't part of Fallout's setting.
<blockquote>Let me know if you found out which dev said that, because EMP grenades wreak utter havok on robots all over Fallout and Fallout 2. I walk into the Glow, throw an EMP grenade, and robots drop like flies in a blast furnace. It's pretty clear that ICs are used in robots all over the Fallout world. However, I think that a future Fallout title should take into account that some models of our traditional friends like Mr. Handy and Floating Eye Bot should be made with vaccuum tube tech to reflect the necessity of robots operating in the wake of atomic EMP blasts.</blockquote>
I think JE's major problem is that he wants to change the system, at all costs.
<blockquote>Three skills != SPECIAL. Combat subsystem != SPECIAL.</blockquote>
What gaming precedents are they basing these balance tweaks on?
Outside of streamlining the engine and locking in a LINEAR character path
to dun down the gameplay.
Are they fixing FO for Real Time?
<blockquote>What in the name of all the saints of the ancient world are you talking about? Did you play the same Fallout that I did? The one where the designers actually intended characters to move from Small Guns to Big Guns and then Energy Weapons? Is this not linear? How does what I am suggesting promote less flexibility than that?
And real time? What does the number of firearm skills have to do with turn based or real time? What possible effect could... Huh?</blockquote>
The funny thing is that Small Guns is still quite viable through end game for both Fallouts. A sniper rifle does a lot of damage, especially in the hands of a skilled person and with the right perks.
<blockquote>Even the best small guns (2mm EC) are inferior to the best plasma weapons except range, which is farely inconsequential more than halfway through the game in 90% of all combat situations. Something can be viable and still be inferior.
A sniper rifle does half the damage of a pulse rifle for 2 AP more with +15 range that's almost never practically useful. Basically, whatever damage a sniper rifle can do with a high skill and the right perks will be eclipsed by someone wielding a pulse rifle with equal skill and the same perks.</blockquote>
And he finishes with this statement:
<blockquote>I've addressed a few more firearm questions for the sake of our delayed-response satellite associates, but, as previously stated, I think we're just spinning our wheels discussing this more right now.</blockquote></blockquote>
So it`s time for us to comment on other issues, maybe NPC/PC control, or Real-Time/Turn-Based combat?
<blockquote>But there's many types of two-handed swords, just like there are many types of rifles. A katana is basically a two handed sword, as is a claymore. Very different swords, but both would fall under two handed swords just like the bozar and hunting rifle seem to fall under Big Guns under JE Sawyer's proposed idea.
<blockquote>Saint, you either don't understand how D&D weapon proficiencies work, or you're pretending you don't to prove some weird point. In D&D, if you take the greatsword martial weapon feat, you ONLY gain proficiency in that weapon. But -- this whole comparison is kind of ridiculous because in D&D, base weapon skill is based off of class levels, not skills that the player chooses.</blockquote>
It does when that new game is part three of an established series. Tweak it, sure.
<blockquote>All we're talking about is three skills. That's it. Three skills that have to do with combat alone. There are fifteen other skills in Fallout that have to do with combat and "all those other" paths through the game. If moving three skills down to two or, god forbid, one, is razing the village and sowing the fields with salt, I can't really imagine what you guys would think of a true system revision. The things I'm suggesting probably wouldn't even qualify for a new edition of a pen and paper system.
</blockquote>
You mean like 3rd Edition D&D has multiple speech skills?
<blockquote>No, actually, I mean like almost every pen and paper RPG system has multiple speech skills. GURPS Basic has about eight. Stormbringer has four. Vampire has four or five. Champions has five or six. Call of Cthulhu has four or five. Ars Magica has seven. Even In Nomine has four. In fact, D&D, with three, has one of the lowest ratios of social skills : other bought skills of all those games. People who want to play "Charisma Boys" in FO and FO2 don't really have to do jack other than tag Speech, have a decent cH and IN, and float through the game with whatever other tags they want. Even "Stealth Boys" have more decision making involved in their development. As a "path" of development, Charisma Boys are pretty shallow. They don't even have to make important tool usage decisions like Combat Boys do.
</blockquote>
As for the Science routes, good. In fact, I think all the skills in Fallout should have a non-scripted function as well as scripted ones. Doctor making drugs would be a side effect of a High Doctor skill. Making new trinkets or improving existing devices might be the result of a High Repair. Tracking enemies, finding plants and identifying them might be the result of High Outdoorsman. Things like that.
<blockquote>Yep, that's the general idea.</blockquote>
The problem with this would be piecemealing power armor. I prefer armor as a suit as well, just for things like power armor.
<blockquote>That's actually easily accomplished. In the Power Armor data, set that it is equipped in the torso slot, but occupies the head, arms, legs, etc. slots as well. If anyone wants to equip piecemeal armor, dropping the armor piece into any of the PA-occupied slots causes the PA to unequip.</blockquote>
EMP damage? Ummm.. Imagine a future where the transistor had never been invented. I wish I could remember which Fallout developer said that to describe Fallout's setting, but it's a fairly major concept! EMP really only works well on integrated circuits, re: transistor stuff, which aren't part of Fallout's setting.
<blockquote>Let me know if you found out which dev said that, because EMP grenades wreak utter havok on robots all over Fallout and Fallout 2. I walk into the Glow, throw an EMP grenade, and robots drop like flies in a blast furnace. It's pretty clear that ICs are used in robots all over the Fallout world. However, I think that a future Fallout title should take into account that some models of our traditional friends like Mr. Handy and Floating Eye Bot should be made with vaccuum tube tech to reflect the necessity of robots operating in the wake of atomic EMP blasts.</blockquote>
I think JE's major problem is that he wants to change the system, at all costs.
<blockquote>Three skills != SPECIAL. Combat subsystem != SPECIAL.</blockquote>
What gaming precedents are they basing these balance tweaks on?
Outside of streamlining the engine and locking in a LINEAR character path
to dun down the gameplay.
Are they fixing FO for Real Time?
<blockquote>What in the name of all the saints of the ancient world are you talking about? Did you play the same Fallout that I did? The one where the designers actually intended characters to move from Small Guns to Big Guns and then Energy Weapons? Is this not linear? How does what I am suggesting promote less flexibility than that?
And real time? What does the number of firearm skills have to do with turn based or real time? What possible effect could... Huh?</blockquote>
The funny thing is that Small Guns is still quite viable through end game for both Fallouts. A sniper rifle does a lot of damage, especially in the hands of a skilled person and with the right perks.
<blockquote>Even the best small guns (2mm EC) are inferior to the best plasma weapons except range, which is farely inconsequential more than halfway through the game in 90% of all combat situations. Something can be viable and still be inferior.
A sniper rifle does half the damage of a pulse rifle for 2 AP more with +15 range that's almost never practically useful. Basically, whatever damage a sniper rifle can do with a high skill and the right perks will be eclipsed by someone wielding a pulse rifle with equal skill and the same perks.</blockquote>
And he finishes with this statement:
<blockquote>I've addressed a few more firearm questions for the sake of our delayed-response satellite associates, but, as previously stated, I think we're just spinning our wheels discussing this more right now.</blockquote></blockquote>
So it`s time for us to comment on other issues, maybe NPC/PC control, or Real-Time/Turn-Based combat?