Things you *aren't* pleased to see

There's always the flashlight, you know.

Although, I never found the airport dark at all. Maybe you should check monitor/video settings?
 
Lord 342 said:
About the "magic" clothes, I said it about FO3 and I'll say it again; the item descriptions from the older games would have been perfect for this, instead of just having a jumpsuit that gives +x skill, you could write a little flavour text about how the lab coat's pockets are full of slide rules, refference tables, calculators, and things useful for scientific endeavors -like someone else said, it's a simple gameplay mechanic to not have to make the player carry around six seperate items that in the real world help you when you take on a scientific task.

Also those item descriptions were sometimes a hoot; i.e. the shotgun shells with their "not for children under 3" warning.

Nice. I've mentioned on other boards that item descriptions would be a big plus to have returned. Not only for the excellent reasons you presented, but also to give 'Perception' & 'Intelligence' something else to do besides make lines appear on a compass sooner or only being noticed when you level up.

High Perception: When reading the description of a paperweight you found in the Niptons mayors office, you notice the word 'rosebud' inscribed on the lower corner. This happens to be the password to his terminal that unlocks his previously 'LOCKED' safe.

High Intelligence (perhaps with a high Explosives/Science skill too): When carrying Isotope-239, your high intelligence character adds to the description that combining this material with (flamer fuel/C-4/dynamite) will make a much more potent explosive. If you did this, it would then allow you to 'mod' your 'item'with a 5- 10% increase in damage.
 
Innawerkz said:
Lord 342 said:
About the "magic" clothes, I said it about FO3 and I'll say it again; the item descriptions from the older games would have been perfect for this, instead of just having a jumpsuit that gives +x skill, you could write a little flavour text about how the lab coat's pockets are full of slide rules, refference tables, calculators, and things useful for scientific endeavors -like someone else said, it's a simple gameplay mechanic to not have to make the player carry around six seperate items that in the real world help you when you take on a scientific task.

Also those item descriptions were sometimes a hoot; i.e. the shotgun shells with their "not for children under 3" warning.

Nice. I've mentioned on other boards that item descriptions would be a big plus to have returned. Not only for the excellent reasons you presented, but also to give 'Perception' & 'Intelligence' something else to do besides make lines appear on a compass sooner or only being noticed when you level up.

High Perception: When reading the description of a paperweight you found in the Niptons mayors office, you notice the word 'rosebud' inscribed on the lower corner. This happens to be the password to his terminal that unlocks his previously 'LOCKED' safe.

High Intelligence (perhaps with a high Explosives/Science skill too): When carrying Isotope-239, your high intelligence character adds to the description that combining this material with (flamer fuel/C-4/dynamite) will make a much more potent explosive. If you did this, it would then allow you to 'mod' your 'item'with a 5- 10% increase in damage.

I love that idea
 
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