Briosafreak
Lived Through the Heat Death
Well time to move on for Black Isle Studios.
J.E. Sawyer has returned to the discussions on the upcoming Fallout3, er, i mean Project Van Buren, with a few ideas worth of a discussion:
<blockquote> The plasma rifle and turbo plasma rifle are, statistically speaking, far better than any other weapon in Fallout 1. Big guns are pretty powerful, but ammo weighs a ton, the weapons weigh a ton, and they chew ammo rapidly.
My general thoughts on the firearm issues are spread over a number of threads, but can be summarized as follows:
* Two firearm categories: small guns (1-handed) and big guns (2-handed). This means a laser pistol would be a small gun and a plasma rifle would be a big gun.
* Weapon categories should do different things, not be inherently "better" than each other. Thus, the following proposals:
* Big guns take up both item slots. If you want to switch to another weapon while using a big gun, you're spending 4 AP to go into inventory. Suck it up.
* Small guns, generally speaking, use lower caliber (and lower damage) rounds, but can be placed in one-hand. Though this doesn't mean OMG DUAL WIELD EVERY DAY, it means that you can switch back and forth between two types of guns, or a gun and grenades, etc. without needing to go into inventory.
* Allow people to use two identical small guns simultaneously at large penalties. Give access to a high small guns requirement perk that lowers these penalties.
* Let big guns be appropriately accurate at long ranges, but disallow the ability to make called shots with big guns when within one hex of an enemy.
* Do not make plasma > laser > conventional. Rather, make each weapon type fill a niche. Conventional weapons are good for shooting things at normal gun battle ranges, doing ballistic damage to unarmored, fleshy targets. Plasma weapons are shorter range weapons that do a high amount of heat damage and can be charged for more damaging single attacks (even without making a called shot), thereby blowing out thresholds on demand. Laser weapons are long range weapons with exceptional accuracy. They might even do less damage than a conventional weapon, but they are perfect for a sniper making targeted attacks.
* Make the chance of critical failure based off of the reliability/complexity of the weapon. Why do people still use revolvers today even though they can get a higher ROF from autoloaders?
I'm sure you guys can think of other ways to balance these elements out. The point is that I am not as concerned with how things seem as much as how things are. If you tell me that dual-wielding pistols "seems" unrealistic but I know that small guns "really" suck, I'm more concerned about the latter. </blockquote>
If you do know of other ways just join this discussion here.
J.E. Sawyer has returned to the discussions on the upcoming Fallout3, er, i mean Project Van Buren, with a few ideas worth of a discussion:
<blockquote> The plasma rifle and turbo plasma rifle are, statistically speaking, far better than any other weapon in Fallout 1. Big guns are pretty powerful, but ammo weighs a ton, the weapons weigh a ton, and they chew ammo rapidly.
My general thoughts on the firearm issues are spread over a number of threads, but can be summarized as follows:
* Two firearm categories: small guns (1-handed) and big guns (2-handed). This means a laser pistol would be a small gun and a plasma rifle would be a big gun.
* Weapon categories should do different things, not be inherently "better" than each other. Thus, the following proposals:
* Big guns take up both item slots. If you want to switch to another weapon while using a big gun, you're spending 4 AP to go into inventory. Suck it up.
* Small guns, generally speaking, use lower caliber (and lower damage) rounds, but can be placed in one-hand. Though this doesn't mean OMG DUAL WIELD EVERY DAY, it means that you can switch back and forth between two types of guns, or a gun and grenades, etc. without needing to go into inventory.
* Allow people to use two identical small guns simultaneously at large penalties. Give access to a high small guns requirement perk that lowers these penalties.
* Let big guns be appropriately accurate at long ranges, but disallow the ability to make called shots with big guns when within one hex of an enemy.
* Do not make plasma > laser > conventional. Rather, make each weapon type fill a niche. Conventional weapons are good for shooting things at normal gun battle ranges, doing ballistic damage to unarmored, fleshy targets. Plasma weapons are shorter range weapons that do a high amount of heat damage and can be charged for more damaging single attacks (even without making a called shot), thereby blowing out thresholds on demand. Laser weapons are long range weapons with exceptional accuracy. They might even do less damage than a conventional weapon, but they are perfect for a sniper making targeted attacks.
* Make the chance of critical failure based off of the reliability/complexity of the weapon. Why do people still use revolvers today even though they can get a higher ROF from autoloaders?
I'm sure you guys can think of other ways to balance these elements out. The point is that I am not as concerned with how things seem as much as how things are. If you tell me that dual-wielding pistols "seems" unrealistic but I know that small guns "really" suck, I'm more concerned about the latter. </blockquote>
If you do know of other ways just join this discussion here.