Arachnivore said:
Wow, I'm rather flattered that you consider my post "dangerous" Rosh. Even though you're convinced F3 is already doomed. Sometimes, you know, people like to role play instead of simply picking up the weapon with the biggest numbers associated with it's damage.
It's called "GAME BALANCE", moron. As in nothing to do with min/maxing.
It doesn't have to be some enormous, balance-swinging mechanic.
Then what's the point other than "cool" factor? There isn't. It would simply be a waste of time to put in that much data tracking on weapons for something so utterly useless.
If you think a sawed off shot gun fit's your style better than a shinny new combat shotgun then it's going to be a more difficult game for you. Period. That's the way it should be.
If you like to use a certain gun, then use it. Simple as that.
Why add useless shit that will only convolute the programming? Bethesda's programming, unless it's graphics or using AI in place of design, is sorely lacking.
Also, because you don't get the turbo plasma rifle until later in the game it would be difficult to use it enough to see a great difference.
As noted, the turbo plasma rifle is possible to get early on.
As can pretty much anything else.
Again, thanks for talking about that which you have little idea about.
Hell, it doesn't even have to apply to the turbo plasma rifle at all.
Keeping statistics on all your weapons is not hard. One integer gets incremented every time you use the weapon. When it gets to a certain point the "Trusty weapon" ability gets unlocked.
Hmmm, this would mean for every weapon you pick up, which would also have to make the weapons UNIQUE in the inventory space. Thanks for noticing where Fallout STACKS empty weapons. Your design would make it so that every weapon you use would end up being put aside for the simple sake of an integer count that really doesn't do a damn thing overall.
In other words, a waste of time to put that into the object code, and as noted, your idea encourages someone to get the best weapon they can and use it to a point where it would overpower other parts of the game, destroying the game progression and game balance.
In addition, ammo in Fallout is supposed to be generally scarce for any given weapon, and that you had to use different weapons depending upon the enemies you were facing at the time. Hence why a SMG, a shotgun, and a pistol are all considered "Small Guns", because they represent a group of weapons around the same complexity level and skill level. And so that someone playing through with Small Guns is able to swap out weapons when one runs dry.
Since you were too stupid to understand the explanationation detailing why it wasn't good for game balance, I will have to re-state in deference to you:
"It no werk doo two gmae blalancing!"