Something perhaps lacking in the wildlife of Fallout...

Vandori

First time out of the vault
Ever notice that all you really did was kill the rabid wolves, rad scorpions and rats then just move on?

My thought was somehow adding another layer to the 'survival' aspect of FO by adding a limited (or not so limited) crafting system that would let you skin, carve and actually use some resources from the creatures?

I liked being able to turn rad scorpion tails in and get anti-dotes back. Added a usefulness to killing the things.

Maybe rat would be good to eat (iguana on a stick style) for health regain if you don't have any stims handy.

Or scavenge for roots and flowers to mix up your own healing powders and whatnot.

Hunt down wild dogs/wolves for the pelts, or even tame one, stuff like that.

It could all be hooked into the outdoorsman skill (which I thought was a little under-used in the game). Maybe you're wandering through the wastes and your outdoorsman skill does a roll or something and you get a notification that there is a nest of gecko nearby or you've found a field with wild brock flowers growing.

I know it was said already that there would be a level of crafting already added into FO3, and that is excellent. However, I think the potential 'practical' uses for the random wildlife isn't being considered.

No real skill needed, but it might be pretty cool to setup a camp out in the waste, cook up some mantis or mole rat you killed earlier in the day and have dinner as the sun sets over the dead lands. :D
 
I'd like to see some of the above tied in with perks that you can learn from NPC's as well, like the gecko skinning perk from FO2. You do a favor for someone, and in return they teach you some useful skill - the perk gives you the ability, your outdoorsman skill determines whether you can successfully pull it off.
 
I'd like it so that you can harvest the corpse of your human enemies for cannibalic entrees, thus reducing the need for wasteland catering. Then craft their skins into a rudimentary suit of sewed flesh and prance in a necromantic fervor to my dark gods. And a good ol' femur bone would make a decent weapon or at least give the ol' bachelor pad an added decorative flair. Or just using the corpse for on-the-spot organ transplantation. With so many livers wasted, I could be drinking alot more.

(I'm just kidding. I *am*, dammit!..............stop looking at me like that.)
 
Haha, I think that would have to be reserved for the evil crowd.
Could you image the kind of karma hit you'd get for doing that? Heheh.
 
I agree, I don't think the outdoorsman skill was used quite enough in either Fallout.

It proved useful for avoiding most encounters, but otherwise didn't seem to offer much else. I think it improved your travel speed, right?

Ah well, I'd dig being able to setup camps, skin animals, track creatures and other various surivival type things.

Might be interesting to have food and water play a part is surviving out in the wasteland. Most people probably wouldn't like having to eat and drink all the time... but if it was along the lines of 'keep some food and drinking water in your pack and you'll eat it automatically' then it might be alright.

Would make foraging for food, and hunting worthwhile. Free food is always nice, plus it can take days to travel from town to town on foot.
 
I'd like to see them as abilities... Not necessarily level gains like perks but as skills or abilities you buy from a certain person. Like :

Gecko Skinning : 500creds
Rat Roasting 1 : 100creds
Rat Roasting 2 : 500creds
Antidote Making : 250creds
Taming of Creatures : 1000creds

Stuff like that. And the more advanced you get into them (like rat roasting) the better the things you make or get are. Like rats, a giant pig rat with RR1 would regen 20 pts of health over x amount of time with X% of poisoning because its mutated.

Now if you got RatRoast 2, you would get 0% poisoning chance and 35hp over a shorter amount of time because its more Deilicious than the previous gourmet rat.
 
Also, you could get the ability and ppl needed to create a well, where you could go get water, instead of having it whenever you need.
 
Vandori said:
I agree, I don't think the outdoorsman skill was used quite enough in either Fallout.

It proved useful for avoiding most encounters, but otherwise didn't seem to offer much else. I think it improved your travel speed, right?


Outdoorsman had an important rationality behind it in Fallout1:
I get to travel faster, avoid random encounters


This was very important on Fallout1 because of the time limit


and it could be helpfull in Fallout2:
The outdoorsmen skill is a perfectly viable skill that allows non-combat oriented characters to avoid combat


and helped me a lot on that regard in Fallout2.



Now it`s time to think what role may have on Fallout3, any ideas?
 
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