Briosafreak
Lived Through the Heat Death

Once again J.E. Sawyer took the time to reply to a few posts made here on NMA. The replies are in italics.<blockquote>Quote from Saint_Proverbius:
Well, okay, then I'll say that is how it is, not how it seems. Two handed sword profficiency, two handed gun skill, pretty much the same thought train there. Both are realistically based since pistols are different from rifles and long swords are different from claymores, but..<blockquote>A two-handed sword proficiency lets you skillfully use a two-handed sword, that's it. An appropriate analogy would be a skill just for Bozars.</blockquote>Quote from Saint_Proverbius:
To put it in a Fallout perspective, this would be like one character having pistol skills for SMG, and another having rifle for sniping. It takes two characters to make up for both ranged and devastating up close fire. The big problem now lies in that Fallout isn't a party game. Party game dynamics, even though they're based in realism, need to be tossed in favor of something that will allow a player to SMG the bad guys up close and switch to longer range if need be.<blockquote>I think you're assuming a lot to say that any combat character "needs to" be able to do both long-ranged sniping and close up heavy destruction. Short of chasing down wounded opponents, unarmed characters could do fairly well in FO2 with no ranged capability at all.</blockquote>Quote from Saint_Proverbius:
The way Fallout's gun skills are set up now actually works. The only problem with them is that there are no Big Guns and Energy Weapons for low level characters. Make a few low tech energy weapons and big guns for lower-mid level characters, and go from there. A blunderbus would be a great Big Gun for low levels, for example.<blockquote>It sorta works. Even with energy weapons and big guns available early on, you still run into strange inconsistencies that seem more implausible than even weird skill crossover between my proposed big/small guns categories. Sniper rifle vs. laser sniper rifle.
An important thing to remember in all of these discussions is that "it worked and you're messing it up" doesn't really apply in an entirely new engine and new game. We're not building off of any old data or assumptions about how things are placed in the world. It's not like changing any of these skill categories affects, for good or ill, how people play Fallout and Fallout 2. There's a lot of stuff in SPECIAL that doesn't need to be changed at all. But you and I and anyone else shouldn't balk at critically examining the system as though it's going to go into a game for the very first time. Because, from a literal standpoint, it is. We're working with a clean slate, code-wise.</blockquote>Quote from 4Too:
Certianly not to climb a rich and rewarding Speech tree, and sample the FORBIDDEN FRUITS [*] of untraveled pathes of new
Knowledge.
Well no evidence there, so too early to judge.<blockquote>Only if you discount me saying things like, "I think there should be more speech skills" and "I think that science skills should open a new 'science boy' path through the game and be useful all over the place."</blockquote>Quote from 4Too:
Do they anticipate a "third" slot for use of Stealth Boy device in combat? Or. Going to have a "paper doll" inventory screen to dress up like the fantasy RPG's?<blockquote>Piecemeal armor demands more inventory slots, as much as I hate to say it. To be honest, I like the fact that previous Fallout games only had three equip slots, but locational armor requires flexibility for the user or it kind of sucks, in my opinion.</blockquote>Quote from Dragon Warrior:
Please tell me what you all think of my idea, I'd like some feedback.<blockquote>In terms of your damage categories, I do think there needs to be a few more. EMP, in particular, is different from electricity in a way I believe is significant in a game with robotic enemies. I also think that ballistic damage and armor is different enough that it demands it's own category. I don't necessarily see the benefit for making a character right or left handed.</blockquote>Quote from papalegba:
I notice Fallout 2 wasn't mentioned in the discussion, but you might have heard of it. It's the one that everyone raved over and whose sales dwarfed its predecessor's. It included fun things like Bozars, Gauss Weapons and H&K G11s. With such advantages, energy weapons no longer had a huge advantage.<blockquote>I noticed you missed me talking about Fallout 2 weapons. As Saint_Proverbius wrote, the Bozar has no single-shot capability. Also, as I wrote, it eats through ammo really, really fast. .223 ammo, which is sort of plentiful, but nowhere near as much as, say 5mm. Standard miniguns kind of stink in Fallout 2, and the ammo for the Vindicator and G11 are really rare except for a few late game areas.</blockquote></blockquote>Thanks guys, keep them coming, you can see the rest on this thread.
Well, okay, then I'll say that is how it is, not how it seems. Two handed sword profficiency, two handed gun skill, pretty much the same thought train there. Both are realistically based since pistols are different from rifles and long swords are different from claymores, but..<blockquote>A two-handed sword proficiency lets you skillfully use a two-handed sword, that's it. An appropriate analogy would be a skill just for Bozars.</blockquote>Quote from Saint_Proverbius:
To put it in a Fallout perspective, this would be like one character having pistol skills for SMG, and another having rifle for sniping. It takes two characters to make up for both ranged and devastating up close fire. The big problem now lies in that Fallout isn't a party game. Party game dynamics, even though they're based in realism, need to be tossed in favor of something that will allow a player to SMG the bad guys up close and switch to longer range if need be.<blockquote>I think you're assuming a lot to say that any combat character "needs to" be able to do both long-ranged sniping and close up heavy destruction. Short of chasing down wounded opponents, unarmed characters could do fairly well in FO2 with no ranged capability at all.</blockquote>Quote from Saint_Proverbius:
The way Fallout's gun skills are set up now actually works. The only problem with them is that there are no Big Guns and Energy Weapons for low level characters. Make a few low tech energy weapons and big guns for lower-mid level characters, and go from there. A blunderbus would be a great Big Gun for low levels, for example.<blockquote>It sorta works. Even with energy weapons and big guns available early on, you still run into strange inconsistencies that seem more implausible than even weird skill crossover between my proposed big/small guns categories. Sniper rifle vs. laser sniper rifle.
An important thing to remember in all of these discussions is that "it worked and you're messing it up" doesn't really apply in an entirely new engine and new game. We're not building off of any old data or assumptions about how things are placed in the world. It's not like changing any of these skill categories affects, for good or ill, how people play Fallout and Fallout 2. There's a lot of stuff in SPECIAL that doesn't need to be changed at all. But you and I and anyone else shouldn't balk at critically examining the system as though it's going to go into a game for the very first time. Because, from a literal standpoint, it is. We're working with a clean slate, code-wise.</blockquote>Quote from 4Too:
Certianly not to climb a rich and rewarding Speech tree, and sample the FORBIDDEN FRUITS [*] of untraveled pathes of new
Knowledge.
Well no evidence there, so too early to judge.<blockquote>Only if you discount me saying things like, "I think there should be more speech skills" and "I think that science skills should open a new 'science boy' path through the game and be useful all over the place."</blockquote>Quote from 4Too:
Do they anticipate a "third" slot for use of Stealth Boy device in combat? Or. Going to have a "paper doll" inventory screen to dress up like the fantasy RPG's?<blockquote>Piecemeal armor demands more inventory slots, as much as I hate to say it. To be honest, I like the fact that previous Fallout games only had three equip slots, but locational armor requires flexibility for the user or it kind of sucks, in my opinion.</blockquote>Quote from Dragon Warrior:
Please tell me what you all think of my idea, I'd like some feedback.<blockquote>In terms of your damage categories, I do think there needs to be a few more. EMP, in particular, is different from electricity in a way I believe is significant in a game with robotic enemies. I also think that ballistic damage and armor is different enough that it demands it's own category. I don't necessarily see the benefit for making a character right or left handed.</blockquote>Quote from papalegba:
I notice Fallout 2 wasn't mentioned in the discussion, but you might have heard of it. It's the one that everyone raved over and whose sales dwarfed its predecessor's. It included fun things like Bozars, Gauss Weapons and H&K G11s. With such advantages, energy weapons no longer had a huge advantage.<blockquote>I noticed you missed me talking about Fallout 2 weapons. As Saint_Proverbius wrote, the Bozar has no single-shot capability. Also, as I wrote, it eats through ammo really, really fast. .223 ammo, which is sort of plentiful, but nowhere near as much as, say 5mm. Standard miniguns kind of stink in Fallout 2, and the ammo for the Vindicator and G11 are really rare except for a few late game areas.</blockquote></blockquote>Thanks guys, keep them coming, you can see the rest on this thread.