SPECIAL and Realtime

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Role-Player

A Smooth-Skin
Even with the prospect of Fallout 3 still not being in development (or being in the very beginnings), i thought i'd create a thread discussing the reasons why SPECIAL wouldn't work very well under realtime. Honestly, i know very few instances where it causes inconveniences or problems; i do not know the full extent of the problems, but would like to bring this up and discuss it with people who know them, so we could enumerate a fair amount of them; maybe the thread can generate enough good points so it becomes a stickied thread, or a reference for Bethesda (this, assuming the developers manage to take some medication for their headaches and resume reading the site).

Let's start by assuming Fallout is transposed into a first-person, realtime model.

If you're playing a game as a first-person shooter, then what happens to a character's agility? The character isn't in control, the player is. And in this case, it's useless, because you have the player's agility controlling it. If you're playing a game as a first-person shooter, then what happens to a character's Perception? Again, it's useless, because you have the player's own perception determining wheter he hits things or no. When you play any other first-person shooter, like Quake, you hit things because you aim yourself, not because the character has an 'X' value in a skill that determines his chances to hit. And if you have this happening, what happens to those two attributes? They become useless. At that point, it should be noticeable that if it goes the FPS route, its no longer SPECIAL, it's SECIL.

If you go outside character attributes, then you also have skills. What happens to your weapon skills in an FPS? Weapon handling skills in an FPS are handled by the player; again, not by the character. Small Weapons, Heavy Weapons, Energy Weapons - all working based on the player's skill to effectively use weapons, specially with Perception out of the picture.

You could try to make it like Deus Ex. You could have the character need to upgrade his weapon skills to better use them... but there was a reason why they were removed, it's because they removed the immediacy of real time, first person combat. FPSers are usually about twitch reflexes. If you have a system ruled by players' skill (FPS), and you try to place barriers to the players' skill (ie, the need to increase skills to use things), then like i've stated above, it crumbles, because the system combines two very different systems.

Even if you simply place it in realtime but do not change the PoV, again, this causes problems. What happens to things like Sequence and Action Points? In realtime, there is no place for a sequence, because everything is happening simultaneously. And action points are basically gone as well. Combat also ends up being hectic and will risk requiring the addition of pausing. Which begs the question: if it requires pausing, then why not just include turns and give the players options to speed up the process trough elements like, say, speed sliders and concurrent turns?

Now, the above was taken from a recent convo between me and AlanC9 at the Obsidian boards. My point is very streamlined (honestly i have no patience to expand on the matter, given current circumstances and the fact that i've written too much about this in the past and at one point it gets tiresome), but i think presents a few of the problems with the change.

If anyone wants to present more points as to why SPECIAL should not go realtime, post them. Hell, if you think it should go, post those points as well. I'm interested in knowing the full extent of the problems, along with any theories on how it might work.

Of further note, i have created the same thread at the Codex, also to gather some opinions. For those interested, i suggest reading that thread as it has some good points.
 
Yeah, you nailed it, though I'll add a few comments of my own which are similar, anyway. Besides Deus Ex, I can't think of a game that successfully combined a skill point system and player reflexes. Morrowind had it, but it was just too unrealistic: in DX, no matter what your skill if you shot someone point blank with a pistol you hit them - in Morrowind, you were lucky if 1 in 20 point-blank swings of an axe made contact. While it does improve as the game goes on (if you survive), for the first part of the game it makes combat ridiculous and frustrating. As you said, twitch gaming and skills don't seem to work together. Going by Deus Ex, I don't think it's impossible to make a game where the two do work together, but I think it would be similar to "improving" pause-based combat - it's a bad, compromised idea to begin with, so improving can never be as satisfactory as just doing away with it and choosing one side over the other.
 
It would be possible to implement effects of perception by introducing a "dancing crosshair", i.e. a crosshair that gradually becomes steadier as you increase your perception and weapon skills (kinda like sniper in Deus Ex). The concept of your crosshair dancing across the screen while you're desperately trying to hit the enemy sounds annoying and will likely repulse FPS players, but IMO it's more realistic than aiming at the enemy with dead-on accuracy, but missing the target because the shot didn't "register".
 
Well, firstly, I wouldnt like to see the SPECIAL system ruined, so I will give some suggestions, I am not entirely sure if it would wrork, but...

What if the screen was "blured up" when you had a low perception? wouldntthat be possible, I myself have a bad long-sight, so things far away are blured for me, I dont know if it is doable, but if it is, I think it would solve the problem.

As for agility, I can imagine that a lower or higher agility would increase or decrease the dancing crosshair that Ratty pointed out(Ive played a Half Life MOD with that in, it was a bit annoying, but...after all, it *is* realistic), allthough agility affects other things to...(err, cant think of any right now, but I'm tired)

And weapon skills, well, they could do two things, they could as well as agility, increase or decrease the dancing crosshair, and also, say you have a low small guns skill, then you would more often jam your weapon, or screw up with it in other ways...

Lastly, to the DEVs of FO3: please, dont make it FPS!! *cries*
 
Let's start by assuming Fallout is transposed into a first-person, realtime model.

If you're playing a game as a first-person shooter, then what happens to a character's agility? The character isn't in control, the player is. And in this case, it's useless, because you have the player's agility controlling it. If you're playing a game as a first-person shooter, then what happens to a character's Perception? Again, it's useless, because you have the player's own perception determining wheter he hits things or no. When you play any other first-person shooter, like Quake, you hit things because you aim yourself, not because the character has an 'X' value in a skill that determines his chances to hit. And if you have this happening, what happens to those two attributes? They become useless. At that point, it should be noticeable that if it goes the FPS route, its no longer SPECIAL, it's SECIL.

Perception could be tweaked so it also determines actual damage, the more skill you have with the weapon, the better your 'hits' actually turn out, another thing could be that when right mouse clicking you actually zoom in a bit with the gun, but the more perception you have, the more clearer the crosshair and the farther the zoom goes,
This of course effects the more ranged combats, which is what guns are meant to be anyway, its silly to use a rifle in the hectic of closed combat. so this really shouldn't be to much of an hassle.

If you go outside character attributes, then you also have skills. What happens to your weapon skills in an FPS? Weapon handling skills in an FPS are handled by the player; again, not by the character. Small Weapons, Heavy Weapons, Energy Weapons - all working based on the player's skill to effectively use weapons, specially with Perception out of the picture
Same as with perception, it could effect your zoom ability, clarity, crosshair wideness and damage, say someone with high perception, low Energy skill and High heavy weapon skill,
would be able to zoom in pretty far with all weapons but with the energy weapons he wouldn't get a clear crosshair.

Also would I like to point out that skill in weapons could also effect things like reload speed and such, as it makes sense if your good in handling a particular weapon you also reload the weapon faster.
This makes skill in weapons more important

You could try to make it like Deus Ex. You could have the character need to upgrade his weapon skills to better use them... but there was a reason why they were removed, it's because they removed the immediacy of real time, first person combat. FPSers are usually about twitch reflexes. If you have a system ruled by players' skill (FPS), and you try to place barriers to the players' skill (ie, the need to increase skills to use things), then like i've stated above, it crumbles, because the system combines two very different systems.

Not necesairely, take things as crosshair wideness and such, given the fact that a skilled player would still do better, but thats logical, as its the same in the originals, as the knowledge alone gives you a huge headstart compared to a freshbie

Even if you simply place it in realtime but do not change the PoV, again, this causes problems. What happens to things like Sequence and Action Points? In realtime, there is no place for a sequence, because everything is happening simultaneously. And action points are basically gone as well. Combat also ends up being hectic and will risk requiring the addition of pausing. Which begs the question: if it requires pausing, then why not just include turns and give the players options to speed up the process trough elements like, say, speed sliders and concurrent turns?

Well Action points can be translated to delays, and then the more action points you have the less delays you face when performing actions, like rate of fire, reload time drawing weapons etc, so thats not really that much of a problem,
Sequences are a bit trickyer, but those can be translated in reflexes (what they are meant to be anyway) for example : Getting up from the ground, dodging to the ground, drawing another weapon, accessing inventory

Now, the above was taken from a recent convo between me and AlanC9 at the Obsidian boards. My point is very streamlined (honestly i have no patience to expand on the matter, given current circumstances and the fact that i've written too much about this in the past and at one point it gets tiresome), but i think presents a few of the problems with the change.

I think most of the problems can be dealt with really, but thats just silly old me.

If anyone wants to present more points as to why SPECIAL should not go realtime, post them. Hell, if you think it should go, post those points as well. I'm interested in knowing the full extent of the problems, along with any theories on how it might work.

Of further note, i have created the same thread at the Codex, also to gather some opinions. For those interested, i suggest reading that thread as it has some good points.

Well I posted my thoughts on it, merely by how it could work, not saying its better or worse, just an option.
Ill go read the thread at codex later, to tired now.
Take care and feel free to reply/critize/argue you name it. ;)
 
With so many modifications it wouldn't be the actual special system anymore but rather a system with similiary named stats with completely different functions in order to be able to put the fallout tag on a FPS...

I mean, it does make a degree of sensen someone with good small weapons skill could reload faster, but in fallout, it doesn't do this. If you change what the stats and skills do it's a different system regardless of what you call it.
 
I think that the problem can actually be solved pretty easily.

• Perception: Aiming at a target gives you a wider crosshair as well with a % showing your chance to hit. The higher your perception, the longer range you can hit targets.

• Agility: Determines how quickly your character can move, reload, switch weapons etc. Let's say a character with an AGI of 2 can switch from his primary to secondary in 3.2 seconds and someone with 6 can switch in like 1 second.

• Intelligence: The less intelligence you have the more likely that you will miss using a weapon, or use it improperly. Weapon skills will also increase as you use them. For example every sucsessful hit with an INT with 2 will give you 0.1% to your Small Guns skill if you used an SMG. If your INT is 3 you'll get like 0.125%

• Strength: Ability to lift objects/weapons and carry weight. Space limitations will be provided by backpacks etc. Meaning you can't carry a minigun, a plasma rifle, and a rocket launcher on your back just because your max weight allows it. You will need to find slings and other accessorys to allow you to carry certain weapons. A gun holster will enable the "Secondary" weapon pistol slot. etc etc.

• Endurance: Less damage, more HP per level, need I say more?

• Turn Based: As for turns, the player will have an AP counter, and regenerates 1 AP for a set amount of time based on Agility. Let's say 10 agility, 1 AP per second. 2 Agility 1 AP per 5 seconds. This allows characters that are faster to attack more, and characters that have perks allow AP just decrease the AP needed for a ranged weapon.

» All is fair in DarkLegacy's mind.
 
Would anyone familiar with FOT like to point out the flaws in DarkLegacy's "logic", or do I have to bore everyone with the same explanation from 2001?

Actually, I have no idea where that Intelligence thing came from. Nor do I see how it makes any sense other than on a calculator, as the skill progression rate would almost insure that combined with the rest of the poorly-thought stat "conversion", max Int would be a must in character creation in order to do simple things like say...be able to move at any rate by mid-game, given Morrowind and Daggerfall's movement system.
 
I want tactical

I'm too old to play realtime... Brain don't work like it used to... Fingers all puffy from the ho-hos and beer.. :)
 
Roshambo said:
Would anyone familiar with FOT like to point out the flaws in DarkLegacy's "logic", or do I have to bore everyone with the same explanation from 2001?

Either that or a link would be nice, primarily on the Agility issue. I've never read the thread that goes over the flaws of real-time and SPECIAL.
 
while it dont believe that special can work in fps game i think it can be pulled of with a 3rd person real time (very much like fot, which i believe to have gotten it jsut right). At the same time i think both systems (turn based and realite - just like in fot) should be made avaliable to the players.
 
Look at the date of this thread. Old, thus, you should have left it alone. As well, don't post statemens that are sure to ge a reaction without a decent argumentation behind it.
 
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