Science Boy

Briosafreak

Lived Through the Heat Death
Now J.E. Sawyer has news on improving the Science heavy characters:
<blockquote>One of the big "new things" intended for a Fallout sequel is the creation of a viable Science Boy path through the game. Item assembly is a significant component of that gameplay path. The idea is that items can be made at certain "labs" (conventional weapons and armor at a Mechanics Lab, ammunition and energy weapons at a Science Lab, drugs and medkits at a Medical Lab, etc.) with a high enough skill and the right found inventory items. </blockquote>

A toned down Arcanum system is what he seems to think it`s the way to go.
What do you guys and girls think?
 
Straight Flush

The 'Inventory Management Sub Game' just got a new dimension.
Even with 20 mules it get's to be a sweat equity kind of tasking.

After all the FEDEX quests, one must consider hauling unknown "stuff"
hoping to turn lead into plutonium, when the skill level can exploit the lab
space.

Kind'a like holding your hearts, hopin' for a "flush"........ and prayin' for that straight.....


Puzzlin' Poker possibilites. Could be what the developers are staring at;
discard the "rug merchant" links for a tech tree for Science Boy.

4too
 
Well, Arcanum was a good game, and it had a good item creation system. I suppose J.E. is just copying from the best. :D

I do like the system in Arcanum and the ability to "create" items of need. I think it has the potential to work in Fallout, someone harvesting junk to create a GasBot of their very own... (I'll let just that one hang) or to mod up that Plasma Rifle into a Turbo puppy.

It all depends on the viability of the skill within the game though. In Arcanum, one of the benefits of "Tech Boy" was the ability to create weapons and items that you couldn't get any other way. In Fallout, it'd mean there'd have to be weapons that you couldn't buy, healing kits that you couldn't find for there to be a significant need. Otherwise, it's as First Aid or Doctor in Falllout. Why bother healing yourself with a skill when you've got 50 stimpaks in your inventory to use (IE: Why bother making even more stimpaks for yourself)?
 
I'm very happy about this. The science guy will draw his power from the improved weapons he has, even if he's not as good as a regular fighter. He should be able to create new items as well as improve them. Also, Jagged Alliance had a nice option to add elements to your weapons like a scope, laser pointer, tripod, etc. Maybe that kind of items could be added by low-level science people too...
 
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