Solutions to some of the weapon problems...

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Kilroy

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*hrrmm* I've been checking the weapon threads on this board and I made some conclusions:

1: People want more weapons. Not necessarely bigger or more high tech, just more weapons. I think Xotor said "Especially when hunters have two or three rifles in their war chests" about increasing the amount of different rifles.
I agree. There should be different types of rifles. BUT, the problem (and Interplay knew it, I think...) was that most rifles are pretty similar (at least in the game tech point of wiew). So making 5 or 6 different rifles with the same stats would be a waste of time! The solution I made up would be (what many modders have already done): Make a few different descriptions and pictures for the same rifle-stats (or gun stats, or SMG-stats). I downloaded the AK47-mod just because I thought it was cooler than the Assault Rifle. This way you can have maybe 5 different rifles to choose from and it makes your character more "personal".
"I prefer Winchester instead of Colt."

2: People (well, smart people) don't want high tech super-duper-mega-destroyer guns.
Me neither. I think that laser and plasma guns would exist but not so many rifles. After all, is there ANY Sci-fi movie/TV-series without lasers? (Aliens perhaps) The same goes for robots.
Mr Handy and Brainbots that is.

3: People want more primitive weapons. Bows, axes, swords etc.
Again I agree. I mean, there are like 10 Plasma Rifles in Navarro alone (probably more), at least as many H&k G11e but not ONE Fire axe. And every angry Tribal encounter had tribals with spears and knives but not one of them had invented the bow in 160 years since the war. Hell, they should've invented the gun powder in that time.

Conclusion: Fire arms should be rare. Those fire arms that exists should be varied. More primitive weapons and less high tech.

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"The frogurt is also cursed."

"Call me a vagabond, and I'll smile. Call me a thief, and I'll laugh. Call me a liar, and I feed you your liver."
 
1. I think they're should be lots of weapons, but i have a slightly different way of going about it. I've mentioned this in other topics but, i think fallout is all ready too orientated on weapons. The characters arn't judged on their skills but the size of the weapons they carry. I proposed a skill based weapon system, you can choose to be a big muscular character who can wisk around the gatling laser guided plasma rocket launcher, or you can choose to be an agile ninja character who uses stealth to get the drop on unsuspecting foes. The big char relies soley on the effectiveness and damage of the weapon, but the ninja char could get a benefit to critical hits if he/she attacks from the the sneak skill. Another idea i had is to also include the science and repair skills into combat as well, but indirectly, and this also makes up for having tons of weapons. Have base items like a rifle or a handgun, and the science heavy chars can manipulate these items to create almost new weapons. For example, if you want a good sniper rifle, then the quality resides in how high a science skill the char who is making one has. So now you have 3 different ways to fight a battle.

a. Walk into the room and just gun down everything with your huge weapon.
b. Go for an attack with a high critical hit chance bonus obtained from the sneak ability, and its also targeted at the eyes, so it one well placed attack can cause significant damage.
c. A wimpy, but brainy charater that builds a handgun that fires a huge caliber round the explodes on contact.

2. I too don't really like the big energy weapons, but they should be in there for the "stupid" people who enjoy them. However if my science system is implemented it would create a whole new spin on those weapons as well.

3. As for the more primitive weapons idea i think this only becomes a suggestion with the who tribal idea of fallout 2, but since that was such a crappy idea to begin with, i think it should be scrapped. I don't think it really fits the game well. Up until the war the created the fallout world, guns were plentiful enough to carry over into a world where the technology has taken a serious hit. I don't think that it would cause a backwards trend.

Conclusion: Fire arms would be fairly common, but only for their different attributes, e.g. Handguns, SMGs, rifles, gattling weapons. Using my suggested skill based manipulation of inventory items it allows highly skilled chars to create better and more effective weapons, which will truely have an even more personalization touch that you have mentioned earlier. I think there should be some primitive weapons like the sledgehammers and knives, but don't go overboard and saturate the weapons with items that are out of context with the story line.
 
Kilroy,I agree with you on pretty much everything, although the only way I can see of implementing this is to have a prequel. I mean, we had plasma/laser/gauss/pulse rifles everywhere in FO2, so how could FO3 revert back to primitive weapons?

And CannibalKid, I can see what you are getting at, but think about this: The wimpy but brainy fellow you mentioned, he would have to have the skill to use the handgun wouldn't he?

-Smaug

"I am become death. The destroyer of worlds."
 
I think Xotor was referring to the real life, not necessarily expressing his opinion of what should be in FO3... But I'd refrain to put the words in his mouth, so I'll just shut up about that right now :)

Look, the wide variety of weapons is only good if
1) They all have their strengths and weaknesses, so that you will have doubts about tossing SMG away after finding Assault Rifle.
2) The weapons have limited life span.

#1 is very hard to implement, I mean - how many tools can you have to drive a nail into a woodplank? A Hammer and Slightly Heavier Hammer? There are many variations, but each one have to be able to do his job, to prove his right to exist. I didn't see that in FO2 with all its impressive armory.

#2 is the most interesting solution I have thought about a lot. That would require making the weapons to have a condition gauge like the one in Diablo or Jagged Alliance, so the chances of having them in FO3 are not high. But that would make the Repair skill very useful for combat characters plus some other interesting "side effects", so I think it's worth all the work to implement it.




http://www.nma-fallout.com/cgi-bin/forum/ForumID5/786.shtml#11

zero-x's bitter words after his encounter with roshambo:

"I agree with you but there comes a fuckin point i dont know who roquirbo thinks he is but I at least you didnt really criticize me and i appreciate that i hate people who fuck with my ideas when i didnt say shit to em and yes he is the kind of guy i would take a scalpel tear his head open the take an hammer use the end to samsh through the medulla and use the nail pull as a pry to pull back the top of the skull revealing a brain (small but brain nontheless)and take desert eagle magnum and blow it through his fucking spine as he still breath and then rip out his heart and show him how black it is before he dies but as you said thats illegal well cya"
 
>i never said he could use the hangun well...<

So he's created this amazing improvement to the weapon, but still couldn't hit the broadside of a barn with it! It's a very good idea, I'm just not sure how well it would work.

-Smaug

"I am become death. The destroyer of worlds."
 
well, if Fallout 3 incorporated a more party based combat system, like Fallout Tactics, where party members are fairly important in battle, then a science heavy char would help, but indirectly. In battle, the science char won't be much help, but his/her additions to battle in the form of weapons could be priceless. If fallout 3 had some multiplayer options (its a shame it won't), then they could be helpfull for other people.
 
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