Briosafreak
Lived Through the Heat Death
More ideas taken from the the BIS feedback forum, now J.E. Sawyer speaks about the interaction between resources and the characters archetypes:
<blockquote>Let's say you have N resources in a game. That's it. N. You will never naturally find more than N, and that N is divided up between a number of set locations. For most characters, N is all they will ever be able to find of that resource. One suit of power armor, two rocket launchers, five hundred .223 shells, 350 small energy cells.
For science-oriented characters, they can get more than N. How? By finding ingredients for N and building more. There's no reason why a building system needs to be exceptionally complicated. Find/get this list of ingredients, have X and Y in these two skills, pop up a building interface, select what you want to make, and spend the resources to make it.
What's the point of putting traps in the game? To reward a particular build of character. What's the point of putting broken limbs in the game and allowing certain characters to fix them? To reward a particular build of character. Combat boys destroy, diplomacy boys talk, stealth boys sneak, disarm and steal, and science boys build and fix. Each type of character has things built especially for them that other character types won't be able to deal with. This is no different.[...]
Let's say you can find two miniguns and 5,000 rounds of minigun ammo in the game through the natural course of exploration. You can use the miniguns pretty regularly, but not all the time, and the ammo is spread out a lot. Also, you have a third teammate who could really use a minigun. Finding the proper resources, you build a third minigun and create 3,000 more rounds of minigun ammo.
You had enough, now you have more than enough. The difference? You're probably not as skilled with weapons as the guy who doesn't bother with item creation and just dumps his points into combat skills. This is the trade off. What the combat boy can do with 10 bullets, the science boy does with 30. But 20 of those, he made.
BTW, these ideas are not particular to reloading. They include the ability to create armor, drugs, weapons ammunition, implants -- basically anything you might want to have more of in the game. The characters have to go out of their way to find the necessary parts, but they are rewarded with extra goodies that other characters can't have.
The idea is to give the science skills something above and beyond what they have had in the Fallout games (which was often not much). No character should feel obligated to make builder characters, but those that do should be rewarded in an appropriate way.
Want to build power armor? Get items A, B, C, and D. Go to a lab, open interface, select power armor recipe, make stuff, profit. Want to build a gauss rifle? Get items A, B, C, and D. Go to a lab, open interface, select gauss rifle recipe, make stuff profit.
Want to make super stims? Get items A, B, C, and D. Go to a lab, open interface, select super stim recipe, make stuff, profit. </blockquote>
Link: Thread on the BIS feedback forum
<blockquote>Let's say you have N resources in a game. That's it. N. You will never naturally find more than N, and that N is divided up between a number of set locations. For most characters, N is all they will ever be able to find of that resource. One suit of power armor, two rocket launchers, five hundred .223 shells, 350 small energy cells.
For science-oriented characters, they can get more than N. How? By finding ingredients for N and building more. There's no reason why a building system needs to be exceptionally complicated. Find/get this list of ingredients, have X and Y in these two skills, pop up a building interface, select what you want to make, and spend the resources to make it.
What's the point of putting traps in the game? To reward a particular build of character. What's the point of putting broken limbs in the game and allowing certain characters to fix them? To reward a particular build of character. Combat boys destroy, diplomacy boys talk, stealth boys sneak, disarm and steal, and science boys build and fix. Each type of character has things built especially for them that other character types won't be able to deal with. This is no different.[...]
Let's say you can find two miniguns and 5,000 rounds of minigun ammo in the game through the natural course of exploration. You can use the miniguns pretty regularly, but not all the time, and the ammo is spread out a lot. Also, you have a third teammate who could really use a minigun. Finding the proper resources, you build a third minigun and create 3,000 more rounds of minigun ammo.
You had enough, now you have more than enough. The difference? You're probably not as skilled with weapons as the guy who doesn't bother with item creation and just dumps his points into combat skills. This is the trade off. What the combat boy can do with 10 bullets, the science boy does with 30. But 20 of those, he made.
BTW, these ideas are not particular to reloading. They include the ability to create armor, drugs, weapons ammunition, implants -- basically anything you might want to have more of in the game. The characters have to go out of their way to find the necessary parts, but they are rewarded with extra goodies that other characters can't have.
The idea is to give the science skills something above and beyond what they have had in the Fallout games (which was often not much). No character should feel obligated to make builder characters, but those that do should be rewarded in an appropriate way.
Want to build power armor? Get items A, B, C, and D. Go to a lab, open interface, select power armor recipe, make stuff, profit. Want to build a gauss rifle? Get items A, B, C, and D. Go to a lab, open interface, select gauss rifle recipe, make stuff profit.
Want to make super stims? Get items A, B, C, and D. Go to a lab, open interface, select super stim recipe, make stuff, profit. </blockquote>
Link: Thread on the BIS feedback forum