Slow it down

welsh

Junkmaster
I am replaying FO2 (using the Klamath-Arroyo Mod) and one of the faults I have with this is that its all so damn fast.

I think the best part of the game was probably the beginning, right up to the point where you are finishing up the Vault City quests and maybe have ventured to Redding or Broken Hills. This is when you are worried about running into a pack of thieves because they out number you and could defeat you in a battle.

By the end of the game you are worried more about how much crap you are carrying and how to make the best buck out of it, but by then money hasn't mattered much. But that happens pretty early.

The thing is that you should be more concerned about the story and not your inventory.

So FO3 should slow down, a lot.

I think giving the characters an SMG, shotguns and the like at the Den was probably too much, too soon. If your character doesn't get a hand gun until level 5 or 6, fine.

Better to slow it down and let the characters develop, have engaging stories. I liked that the Arroyo-Klamath Mod made Arroyo more interesting. Klamath and Modoc had some really good stuff. We need more of that and less of the "Go kill Bishop/Carlson" or "Go kill the raiders at Vault 15" stuff.
 
welsh said:
I think the best part of the game was probably the beginning, right up to the point where you are finishing up the Vault City quests and maybe have ventured to Redding or Broken Hills. This is when you are worried about running into a pack of thieves because they out number you and could defeat you in a battle. .

I really like that part of the game. Espesially in the Den, where you only got the desert eagle and have to aim at the eyes to do enough damage to kill someone. It would be really nice if this part of the game were longer in fallout 3.
 
Weaponry would be alot more balanced that way.

Fallout One kept your gun-fighting in check by partly limiting your ammo when you start. But then you just have to get to Vault 15, also known as "The Phat L33wt Dungeon". I mean, it hooks you up with armor, a rifle, ammo, a machine gun, some grenades, and stimpacks. And that's really close to the beginning.

Fallout Two jumped that hurdle by completely ignoring a gun to start off with. Then you get to Klamath. I always thought that the single shot Pipe Rifle would have been a really good starter weapon. It's single shot, cheap, and it's better than running into a horde of scorpions with just a spear. But then, in the rat caves, you can pick up a 10mm pistol off a dead corpse, making the inclusion of the Pipe Rifle unnecessary.

I don't know, but I feel that earning a good piece of weaponry should feel important, have some signifigance. If you get, say a 10mm Machine Gun with Burst capability, early on, it practically ruins balance and makes the inclusions of "lesser" weapons impractical. One of the ways I can see limiting too powerful weapons too early on would be if the dev team made preresequites (a la Diablo) in order to wield better weaponry. Example would be 100% in Small Guns in order to wield a Gauss Rifle. But then, that would seriously take away from the realistic element of Fallout and I wouldn't want to see that happen anyway. So it's up to the dev team to seriously give into consideration the weapon tier you can find during different stages of the game.

I want to see a gradual evolution like this:
Pipe Rifle, to 10mm Pistol, to Desert Eagle, to Hunting Rifle, to 10mm Machine Gun, to Combat Shotgun, to Sniper Rifle, to Gauss Rifle, etc.

Not, like in the past, this:
Rock, Pancor Jackhammer, Vindicator Minigun, Bozar.
 
Gunslinger said:
I want to see a gradual evolution like this:
Pipe Rifle, to 10mm Pistol, to Desert Eagle, to Hunting Rifle, to 10mm Machine Gun, to Combat Shotgun, to Sniper Rifle, to Gauss Rifle, etc.

This would be perfect! I hate it when you get the 10mmSMG early in the game, suddenly you realize that your other weapons haven't been used at all.
 
Or something like:
there are good weapons at the start, but there aren't much ammo for them, and you won't get much ammo, so you'll have to spare them and use smaller weapons...
 
Kain said:
or, some guns should have a minimal skill to use

Gunslinger said:
One of the ways I can see limiting too powerful weapons too early on would be if the dev team made preresequites (a la Diablo) in order to wield better weaponry. Example would be 100% in Small Guns in order to wield a Gauss Rifle.
 
sztupy said:
Or something like:
there are good weapons at the start, but there aren't much ammo for them, and you won't get much ammo, so you'll have to spare them and use smaller weapons...

Well, your inventory would be filled with guns you cant use. This would be less fortunate for the "not very strong" characters, like myself. And I would have problems with leaving a good gun behind.
 
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