Skillpoints? Fallout vs Arcanum

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I just curious about one thing?
Which one do you think better? Single universal skillpoint like Arcanum or Fallout style Skillpoints and Perks? Well Arcanum got a good suggestion and i think it's a good idea about single universal skillpoint for everything (Schematics, Char points, health, fatigue and Skillpoints) since you could spend your skill points anywhere you want. Also it makes your character a "specialist" not a Jack of all trade.
But if they put this in FO3 i doubt that it worked, probably ruin the all game. And perhaps a Hardcore Fallout fans were against this. I myself feel that this thing will ruin fallout but at least make it more RPG. Some guys suggest schematics here but i don't know how they could put that if we still used old style char management (should we treat a schematics a perk or something else.)
Anyone could suggest something about this?
 
I lack the time so I'll give a short response.

Arcanum's way was kinda dumb. Creating a 4 intelligence character wasn't easy. You needed to be an Ogre or pick a background to make you dumb. In Fallout, you just dropped intelligence points. Basically, dumb dialogue in Arcanum = not real option for most players.

I prefer the permanent "This is your character, live with it" approach. It makes playing the game more interesting, rather than upping stats as you go so you can get the right skill/whatever.

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Yeah....
Agree about that. I mean we took the middle way, Permanent basic skill point but general points for other (Skill points, schematics and, since there are no spell in FO, Perks...). But basic points (i.e. Perception, charm, etc) could be increased by other way. Like training or using some implants, etc....
But dumb dialogue in Arcanum is kinda good. Just like the dumb notebooks.... I think Fallout should have something like this.. (Maet funni peaople hir. named Myriion or sumthin.....)
 
It gets silly if you can up your 7 big stats just by levelling up... you could do that in Torment, but there are a couple big differences. 1) Torment uses D&D stats, not SPECIAL, and 18 is a lot bigger than 10. 2) The Nameless One was supposed to know all that stuff already, so it was easy for him to up his skills and abilities as he went along.

I realize this doesn't translate exactly to Fallout, but I think being able to up your SPECIAL stats should be very, well, special... those stats make such a huge difference in the game that even a single point can have great ramifications. Plus you already have the "Gain X" perks, which do pretty much the same thing, though on a more reasonable scale.

So I guess if you wanted to do something like that, you'd have to ditch SPECIAL... and that's one of the coolest things about Fallout, imo.
 
Generally, in the Fallouts, you build your character according to how you handle a situation and that's how you play. I like how you have vital statistics that never change because that is the way you were born and that you could increase your rudimentary skills as you go along. What makes more sense, benchpressing weights for a few hours each day to increase your strength or getting better at guns as you fight? What I mean is that I am in favor of increasing skills, not statistics.

Arcanum gave rise to the uber-fighter. You all know what I'm talking about, maxed out strength and dexterity. It was all too ridiculous. With a character with 20 dexterity and on real time combat, I was able to kill off an armored warrior with a mere Fine Dagger before he could land three blows. Increasing your statistics just wouldn't translate in the Fallout world.

Here's another scenario. If you're born with mental deficiency at birth, how is it possible that your intelligence bumps up to the maximum as you go along? And suppose that you level up by killing things with your fist and you boost your intelligence by one point. How does breaking things make you smarter?

I'd stick with the tried and tested Fallout system and leave Arcanum's skill raising system for Arcanum.

"Credo Ut Intelligam"- I believe so that I may understand.
 
Agree with you on this. I think in FO, you have to play it several times to get all the possible playing style. Perk style would be more convenient in this case.

What really bother me is about the schematics. Did we can "manufacture" things like we did in Arcanum (get yourself a explosive grenade schematics, buy gunpowder, seek for metal can in the garbage can, then 3000 or so gold in your pocket for selling them). Or it will be more like modifying/customizing items???

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