Sander said:
SuaSide, your arguments are getting sillier every minute.
must be the heat frying my peabrain...
Sander said:
or just swerve around them, since you're much faster anyway
euhm, isnt that what happens when you succeed your outdoorsman & perception check? you swerve around the encounter...
Sander said:
you'd rather stay somewhat protected in your car and try to run them over.
somewhat protected? in truth the only protection a car offers is the engineblock & the fact that if you duck, they cant see you and hence makes it harder to aim (but they bloody well can guess where you are).
a car offers very little protection
you're also forgetting that the game offers you several chances of escaping anyway... one before the encounter & several once the encounter has been initiated.
Sander said:
Does it make sense to get out of a car to shoot or run over a couple of raiders
does it make sense to singlehandedly try to destroy the vats?
does it make sense to singlehandedly try to destroy the master?
does it make sense to singlehandedly try to destroy navarro?
does it make sense to singlehandedly try to destroy the enclave oilrig?
you're pretty much a superhero, sport...
Sander said:
That said, does Fallout need car combat? I really don't think so, it would make things unbalanced, and it would be pretty annoying to have the only car in the wastes break down.
unbalanced? hardly, but you'd have a very expensive heap of scrap metal after a few fights (if that many)
Sander said:
As for the TES4-esque travel, make that Arcanum-like travel, where that kind of thing *does* work.
And the simple reason why you could leave any combat via the exit-grid was a technical reason: they couldn't make maps infinitely big, so the cut-off was made into a real cut-off point.
well, the thing is that arcanum is pretty much a zoned game with exitgrids too.
the bigger part of the maps do not allow autotravel, unless you walk to an area outside (pretty much an invisible exitgrid, no?)
arcanum did offer the possibility to travel by hand, but that seems rather annoying to actually do that. i sure never bothered except when there are obvious gains (the wolves after the zep for xp, the shipwrecks near caladon for loot,...)
Lumpy said:
"thats assuming you want TES4-esk travel. which is something we usually dont even want to take in consideration."
You don't?
http://www.nma-fallout.com/forum/viewtopic.php?t=19564&postdays=0&postorder=asc&start=20
TES4 travel is not the same as Arcanum travel, Lumpy...
Lumpy said:
"but seriously, when ambushed & stopped, staying in your car means you're a sitting duck (& that your car is soon to be wrecked)"
Stopped? How?
*snip*
"yeah, i'm sure the badguys are waving big flags & shooting in the air to make their presence wellknown before you reach em... "
I didn't mean turning back when you see them, but just keeping on driving.
how do the iraqi rebels stop an US military convoi?
it doesnt really take a genius to figure out how to stop a car...
Lumpy said:
Besides, in Fallout 2, it was only a matter of getting back into the car.
thats a design problem. if you can make an escape by the exitgrid, the car should too.
but please do tell me, how many times did you escape with your car? once you get the car it pretty much means you can handle any threat... so why make it harder to run?
Lumpy said:
And do we need cars in Fallout 3 anyway?
that car is little more than a packmule anyway. speed is nice, but by the time you get it, you dont actually have a timer to worry about anymore anyway.
i'd say it's not needed.
Lumpy said:
Sander said:
And the simple reason why you could leave any combat via the exit-grid was a technical reason: they couldn't make maps infinitely big, so the cut-off was made into a real cut-off point.
Probably. But it was not a good feature, and if it can be avoided, they shouldn't keep it for nostalgia's sake.
i agree that dividing a city into sections with exit grids isnt a good thing, but i doubt the game really gains anything tangiable by making worldtravel by hand available.
it's a wasteland... traveling is hard, hot, dusty, LONG. there really isn't much of interest out there. some struggling dried out woods, some cacti, rocks, dried earth & sand. lots of sand.
remember how far the Glow was supposed to be? a
SIXTEEN DAY trip from the brotherhood the guard says. why exactly would you want to do that by hand, pray tell...