Briosafreak
Lived Through the Heat Death
Some thoughts by J.E. Sawyer on Armour in Fallout3:
<blockquote>I believe it should have its own weight since you get a ST bonus while wearing it. It should be very hard to Sneak in power armor. More and more, I like the slightly more detailed armor breakdown of body/head. That would allow a separate power armor helmet. However, if a character is wearing power armor without a helmet, I think it should still show the blue arming-cap style headwear.</blockquote>
Then Spider asked this about the "ayyyyyyy" (working title) Perk:
<blockquote> Doesn't this basically translate to a Skill++ perk that adds somewhere between 10-20 points to your Lockpick, depending on your luck? Or am I missing something (okey, so it has SOME added bonus in the fact that it won't make the skill more expensive when raising it with skill points)? That makes the skill requirement quite high. I think this perk would be WAY more useful at Lockpick 75 or maybe even 50 (but that could be taking it too far).</blockquote>
Sawyer replied:
<blockquote> It requires you to actually punch or kick the object, which makes noise. Fallout characters have a set hearing range, and it's relatively easy to assign sound levels to each action. If the radii of the sound level and the hearing range overlap, the action is heard by the character. If you're trying to be stealthy, this could be problematic. It also automatically opens the door/container (if successful), which could set off traps on them or put you face to face with some bad guy.
E.g.: Frank is sneaking through Vault 82 which is overrun by super mutants. He comes to a locked door, takes out his trusty lockpicks, and goes to work. The difficulty of the door's lock is 85. Frank's skill is 78. He can't open the door. Since this is a pass/fail system, no amount of reloading is going to solve the problem. However, he has Ayyyyyy!, so he targets the door with a punch. BAM! His Luck, 6, is multiplied by two and added to 78. His modified Lockpick skill of 90 opens the door. Ed the Super Mutant is six hexes away and hears the door being punched. He turns around to see a dopey looking human with his fist in the air.
But hey, at least the door is open.</blockquote>
And a more debatable proposition again from Sawyer:
<blockquote>I've suggested merging Throwing with Melee. Melee gets a variety of powered and un-powered weapons that can be used close or at range. Damage is the result of the weapon's inherent deadliness + wielder ST or the result of powered damage (explosions, electric shocks, etc.).
Melee is, not coincidentally, intended to be a middle ground between the "no-ammo", low damage, no maintenance, ultra flexible unarmed attacks and the ammo-driven, high damage, high maintenance, inflexible firearms.</blockquote>
Busy day at the BIS feedback forum
<blockquote>I believe it should have its own weight since you get a ST bonus while wearing it. It should be very hard to Sneak in power armor. More and more, I like the slightly more detailed armor breakdown of body/head. That would allow a separate power armor helmet. However, if a character is wearing power armor without a helmet, I think it should still show the blue arming-cap style headwear.</blockquote>
Then Spider asked this about the "ayyyyyyy" (working title) Perk:
<blockquote> Doesn't this basically translate to a Skill++ perk that adds somewhere between 10-20 points to your Lockpick, depending on your luck? Or am I missing something (okey, so it has SOME added bonus in the fact that it won't make the skill more expensive when raising it with skill points)? That makes the skill requirement quite high. I think this perk would be WAY more useful at Lockpick 75 or maybe even 50 (but that could be taking it too far).</blockquote>
Sawyer replied:
<blockquote> It requires you to actually punch or kick the object, which makes noise. Fallout characters have a set hearing range, and it's relatively easy to assign sound levels to each action. If the radii of the sound level and the hearing range overlap, the action is heard by the character. If you're trying to be stealthy, this could be problematic. It also automatically opens the door/container (if successful), which could set off traps on them or put you face to face with some bad guy.
E.g.: Frank is sneaking through Vault 82 which is overrun by super mutants. He comes to a locked door, takes out his trusty lockpicks, and goes to work. The difficulty of the door's lock is 85. Frank's skill is 78. He can't open the door. Since this is a pass/fail system, no amount of reloading is going to solve the problem. However, he has Ayyyyyy!, so he targets the door with a punch. BAM! His Luck, 6, is multiplied by two and added to 78. His modified Lockpick skill of 90 opens the door. Ed the Super Mutant is six hexes away and hears the door being punched. He turns around to see a dopey looking human with his fist in the air.
But hey, at least the door is open.</blockquote>
And a more debatable proposition again from Sawyer:
<blockquote>I've suggested merging Throwing with Melee. Melee gets a variety of powered and un-powered weapons that can be used close or at range. Damage is the result of the weapon's inherent deadliness + wielder ST or the result of powered damage (explosions, electric shocks, etc.).
Melee is, not coincidentally, intended to be a middle ground between the "no-ammo", low damage, no maintenance, ultra flexible unarmed attacks and the ammo-driven, high damage, high maintenance, inflexible firearms.</blockquote>
Busy day at the BIS feedback forum