Snipers in Fallout 3


lyuli :arrow: :arrow: :arrow: You have a point there( about skill points distribution).
The assumption that gained skill points should be attributed to the weapon type used to acquire them is /true/..But there is a lack of flexibility in this approach, on the other hand ""Why should you use your SP for some other type of weapon cept, the one you're currently wielding” ?
Consider an example. At the beginning of the game you’ll only be allowed to use a simple pistol or smth. Thus enabling you to advance in Small guns skill (according to your idea).Later on You’ll probably get a sample of energy weaponry, now..you’ll have to start from the scratch and upgrade your energy weapons skill. Now just think about it:: What is more efficient 150% in small arms or 20% energy, (I’d prefer my old rusty SMG or hunting for long range) So the outcome is that you won’t be able to use all that fancy weaponry as you get them. Therefore it is more flexible to give the player the ability to decide how to spend accumulated SP.(not realistic :cry:
But efficient :D )
 
Well, that problem could be solved by having trickle-down SP between gun skills... I mean, sure a big gun handles differently than a small gun or an energy weapon, but you still know how to aim, shoot, and hit what you aim at. They're a bit different, but still the same basic action, you know?
 
That's why you don't start off with 0% in Big Guns, Energy, or whatever - because you have some intuitive knowledge of how to use them. In real world, if you invest in training in one weapon, you WON'T be better off with entirely another one (in fact, you're probably gonna be more efficient with this particular model you trained on than with the rest of the guns from the same group), if for no reason other than your body's aiming positions.

Another thing to consider is that a flamethrower and a rocket launcher are very different from each other, yet they are in the same weapons group. It's a hint that game designers divided ranged weapons into 3 groups on purpose other than realism.
 
Wasn't we talking about sniping here :? ?

Whatever you say about realistic gaining of expirience in using of current weapons, such system :!: will not :!: be a fact. THAT is just NOT Fallout. Not to mention Globus and APTYP are right.
 
Chaos is right. The current skill distribution system for Fallout is good, except they need to replace/modify/merge some skills and give some of them more functionality.
 
I like the idea of getting more experienced with the weapon you use in most combats.Yeah that wont be S.P.E.C.I.A.L. but the world is changing...so does Fallout.
Chaos Scorpion is for and against changes at the same time.He wants the game do be changed so the snipers idea could work, but he dont want the Game System to be modified, so the getting-better-with-most-used-weapon could work.
I say:I like both the ideas :).
 
M-real said:
I like the idea of getting more experienced with the weapon you use in most combats.

That is so Secret of Manaish... The more you use a weapon the better you get and more damage you deal. You also learn some new tricks.
 
My opinion>> in order to apply “Sniper-Condition” the game should be seriously modified.
--Random encounters: Snipers should have higher outdoorsman and sneak. And the default position at random encounters should be adjusted (longer distance from enemy.)
--Equipment: heavy armor restrictions. Weight allowance. The ability to create “custom weapon”, which implies highly developed science skill, and could be treated as a perk. Strong characters should most obviously have low intelligence (bad for science), which does not apply for rangers.
--Close quarters: additional combat skill required. Combination (sneak + melee/throwing), or tough companion.
--Stats: High Perception (for good aiming) +Agility (to avoid enemy overwhelming)+Luck (for criticals). The game should provide a comparative advantage for those who wish to play /sniper/.
~EX: GAIN PE/AG/LU.X 2 or 3, instead of 1 for average.
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Sorry’ have to go!!>>>to be continued….
 
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