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Guest
Guest
Some of the criticism leveled at Fallout Tactics aside from play revolve around the lack of Fallout's tradmark retro-tech feel, overly-shiny graphics and the lack of humor and funny floating text at least in the demo.
While I enjoyed the demo and am looking forward to the game I seriously hope BIS pays attention to these criticisms, and doesn't allow them to apply to Fallout3, because they are very important to what actually makes Fallout so unique.
It would be a pitty of the humor and feel fell by the way side.
Anyway my suggestions.
I was hyped when it looked like crossbows would be available in FO:T but they are not so no loss.
As to how they might be implemented in Fallout 3 they could do some 4-11 damage(if the old system is used) and require reloading after each shot. They could be made semi-worth while if they had a enhanced capacity to cripple limbs.
For instance a enemy in combat armor shruggs off most of a destant desert eagle blast but then has his leg crippled next round by a single (lucky)crossbow shot leaving an arrow stuck in his quad(which might require a higher doctor skill to fix).
A tranquilzer pistol or rifle would be a great weapon to for an secondary fighter or science guy hero. Particularly if it could be rigged up with the science skill to deliver different drugs like paralizers or halucinagens or pain wracking poisons and chemicals that could be discovered from computers at bases or slaying poisonous animals.
I think chem-suits and gasmasks would be cool and areas that require them would be a lot of fun.
For example say an Enclave base early in the game has recently been attacked by aliens and has left the entire above ground area a heavily radiated battle field. It could take a chem-suit and mask to enter and in the area you find an enclave containment team. You would have to battle with out compromising your suit and critical hits to the head would destroy or remove your mask, particularly in hand to hand as the enemy attempts to unmask you.
Outdoorsman characters could clean the alien hides for pelts or armor or something while science apt characters could learn from the dead aliens and humans to learn something or aquire a quest item. After defeating the containment team, the PC could explore an underground base in chaos from an enclave-ET battle.
Northern areas could be iced over with approaching glaciers hinting at a post nuclear ice age approaching. Some artic survival elements to quests in the north would be awesome.
The following assumes a background feature like Arcanum.
Something else I think is a good idea is the Chosen One arrising from the people next time; ie starting point depending on character creation. Like if you had a heavy science skill or chose a background in astronomy(if backgrounds are included) you would start in the FO3 equivalent of Vault City or a small town with a primative observatory. Say an astronomy background gave you excellent land navigation skills and night vision or effected your luck at certain times on the calender.
If you chose a anti-radiation hardiness background you would start the game as a human in a Ghoul town like Gecko or the Ghost Farm. The difficulties of the areas could be variable on wether you started in that location or not and some quests in each area could be come available only after a month of game time has passed.
Some NPCs I think would be a good idea are a one armed Ghoul who gets Torment style attachments and aparatus. Or just goes one armed like Oro of SF3 or Bhodidharma and is a melee type.
A "variable" type like the robot of FO2 except based on a clone of the PC with a variable imprint or brain.
Some type of "mage" class guy either with his own science weapons or powers or a mentalist of some sort. That might be out of bounds tho.
Some more weapons I would like to see are; chains for melee, a mag light, a bullwhip, a colt single action army, a one use prison shank that does damage over time. The Steyr-Aug but that is probably past the timeline.
Some enemy or PC trash talk; Somebody with a knife should threaten you with a columbian neck tie, a chain gunner should go "kibbles and bits, kibbles and bits" as he chunkifies you.
While I enjoyed the demo and am looking forward to the game I seriously hope BIS pays attention to these criticisms, and doesn't allow them to apply to Fallout3, because they are very important to what actually makes Fallout so unique.
It would be a pitty of the humor and feel fell by the way side.
Anyway my suggestions.
I was hyped when it looked like crossbows would be available in FO:T but they are not so no loss.
As to how they might be implemented in Fallout 3 they could do some 4-11 damage(if the old system is used) and require reloading after each shot. They could be made semi-worth while if they had a enhanced capacity to cripple limbs.
For instance a enemy in combat armor shruggs off most of a destant desert eagle blast but then has his leg crippled next round by a single (lucky)crossbow shot leaving an arrow stuck in his quad(which might require a higher doctor skill to fix).
A tranquilzer pistol or rifle would be a great weapon to for an secondary fighter or science guy hero. Particularly if it could be rigged up with the science skill to deliver different drugs like paralizers or halucinagens or pain wracking poisons and chemicals that could be discovered from computers at bases or slaying poisonous animals.
I think chem-suits and gasmasks would be cool and areas that require them would be a lot of fun.
For example say an Enclave base early in the game has recently been attacked by aliens and has left the entire above ground area a heavily radiated battle field. It could take a chem-suit and mask to enter and in the area you find an enclave containment team. You would have to battle with out compromising your suit and critical hits to the head would destroy or remove your mask, particularly in hand to hand as the enemy attempts to unmask you.
Outdoorsman characters could clean the alien hides for pelts or armor or something while science apt characters could learn from the dead aliens and humans to learn something or aquire a quest item. After defeating the containment team, the PC could explore an underground base in chaos from an enclave-ET battle.
Northern areas could be iced over with approaching glaciers hinting at a post nuclear ice age approaching. Some artic survival elements to quests in the north would be awesome.
The following assumes a background feature like Arcanum.
Something else I think is a good idea is the Chosen One arrising from the people next time; ie starting point depending on character creation. Like if you had a heavy science skill or chose a background in astronomy(if backgrounds are included) you would start in the FO3 equivalent of Vault City or a small town with a primative observatory. Say an astronomy background gave you excellent land navigation skills and night vision or effected your luck at certain times on the calender.
If you chose a anti-radiation hardiness background you would start the game as a human in a Ghoul town like Gecko or the Ghost Farm. The difficulties of the areas could be variable on wether you started in that location or not and some quests in each area could be come available only after a month of game time has passed.
Some NPCs I think would be a good idea are a one armed Ghoul who gets Torment style attachments and aparatus. Or just goes one armed like Oro of SF3 or Bhodidharma and is a melee type.
A "variable" type like the robot of FO2 except based on a clone of the PC with a variable imprint or brain.
Some type of "mage" class guy either with his own science weapons or powers or a mentalist of some sort. That might be out of bounds tho.
Some more weapons I would like to see are; chains for melee, a mag light, a bullwhip, a colt single action army, a one use prison shank that does damage over time. The Steyr-Aug but that is probably past the timeline.
Some enemy or PC trash talk; Somebody with a knife should threaten you with a columbian neck tie, a chain gunner should go "kibbles and bits, kibbles and bits" as he chunkifies you.