Trusty weapon

Arachnivore

First time out of the vault
I think it would be cool if your charactor could have his own "Trusty" weapon. For instance if you use a certain spear long enough it becomes your "lucky spear"(so to speak) and that particular spear has, I don't know, a better critical chance. I think that would add a little more character to, well your charater. If instead of always trading up to the bigger cooler weapons, there was some way to keep your old weapon and still hold your own in battle that would be sweet.
 
Something like that would be ok I'm sure. But if you were fighting people with a spear, and they had energy weapons, there would be no discernible way of even coming close to winning...
 
Yeah, it'd probably only extend the usefulness of the weapon to a limited degree. I was thinking something along the lines of Indiana Jones and his trusty whip. He can beat Nazis with pistols but he probably woldn't stand a chance against a rocket launcher. Although he did defeat a tank ;)
 
I think it would be cool...

Oh, for fuck's sake...

*Gets ready to read something incredibly stupid now that he's forewarned with the Decree of Stupidity.*

Wow, not disappointed at all.

So you'd have statistics tracking on all weapons, just to give a boost to skill that has limited usefulness, and by the time you've gotten "familiar" with a weapon, it would be useless to use further? Only a few people have the time and patience to use the Desert Eagle to the end of Fallout, and any foreseeable bonus would be made moot by a higher gun skill/Perks at later levels and the presence of much better guns.

In game terms, the bonus would be useful for lower levels, at higher levels it may become imbalancing and also ruin any reason for the character to find/use other weapons, even if they may be otherwise better suited towards the task at hand. Or it would result in just about everyone using the turbo plasma rifle so it's even more powerful than the gatling laser, when it's meant to be more accurate than a gatling laser, not more powerful.

That is why Fallout has the percent-skill and Perks system. If you want to be a pistol sniper (trick shot) instead of a gatling laser jockey, you can, you just have to take the right perks to give your character the apropos skill levels.

Developing such would only serve to be a giant waste of time given the progression in weapons with the Fallout setting, and with CRPGs in general. And quite likely a disaster, given how this suggestion might play with Bethesda's preferred styles of development.

Part of lurking is seeing what would suit a game, and in seeing what would be in fact dangerous to post, on multiple levels. So this means thinking before you post something in case a really stupid developer is listening. Like they did for every "cool" thing in Fallout 2.
 
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 doesn't have to be some enormous, balance-swinging mechanic. 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. 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. 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.
 
Arachnivore said:
Also, because you don't get the turbo plasma rifle until later in the game...
If you know anything about the game, then this is it, you can get a plasma rifle nearly at the start, you just have to know what you are doing, cause the game is non linear you can get it(plasma rifle) from navarro after you have just went to San Francisco right from the start, and in this the trouble starts, the game isn't balanced enough without your little fix, witch encourages cheating, witch is bad.
 
I understand where you are coming from with that idea with the 'trusty weapon', and it sounds reasonable. By creating a character who's specialty is small guns/pistols, he/she can grow throught the game with that weapon. A near true roleplaying kind of thing...

Although it does limit the other weapons he/she will/can use, it does create a sense of uniquiness to the character, with their individual weapons.

Say, that you were facing up to the remnants of some army/raider group and it was just you and your trusty sawn-off shotgun...
 
duckman said:
I understand where you are coming from with that idea with the 'trusty weapon', and it sounds reasonable. By creating a character who's specialty is small guns/pistols, he/she can grow throught the game with that weapon. A near true roleplaying kind of thing...

Although it does limit the other weapons he/she will/can use, it does create a sense of uniquiness to the character, with their individual weapons.

Say, that you were facing up to the remnants of some army/raider group and it was just you and your trusty sawn-off shotgun...

Unique but hopelessly defeated when facing 3 mutants with Mini-gun and rocket-launcher.. Unless you have a sniper rifle and the 'Bonus range damage' perk :lol:
 
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!"
 
Roshambo said:
Only a few people have the time and patience to use the Desert Eagle to the end of Fallout

Well, since I got the .223 Pistol in Fallout, I hardly used anything else. I used it against the Deathclaws, used it against the Regulators, and it works just fine for me...

But I can see your point in why his idea is not so bright. I mean, if you want to become better with a certain weapon, just spend all your skillpoints on the stat that goes with it...
 
Morpoggel said:
But I can see your point in why his idea is not so bright. I mean, if you want to become better with a certain weapon, just spend all your skillpoints on the stat that goes with it...

Including traits, PERKS, etc.

I mentioned that for a reason, because I was trying to nudge this into where it WOULD fit into P&P rules. Say, for instance, you DO want to become good with a shotgun, to a point that wouldn't imbalance anything else and make it feasable for later, while giving more effect. A bonus to one weapon type of pistol, rifle, shotgun, etc. would work far better as a Perk than as something that would just kick in like a stupid action game. Or two.

Keeping a counter for each weapon a weapon is used does NOT suit ANY P&P RPG ruleset I am familiar with. It is too much to keep track of in a P&P RPG for what it could offer, when P&P RPGs have been using better to represent weapon speclialization, not just D&D.

Another aspect of this I was saving until later, is that such an idea, unless incorporated into the character system, simply does not suit P&P CRPG development as suggested. As a Perk, you could increase the possibility that a shotgun would cripple on the critical results table when used against a limb, a pistol's shot speed, better burst control with a SMG, and perhaps faster reload with a rifle (which I think should be increased from 2 to 3 speed due to damage and accuracy at all ranges, so that the bonus perk would lessen it).
 
The only statistic tracking I'd want to see on a weapon might be a "notch" tracker.

Figure that out for youself.

(Yes, a little off-topic. Sorry.)
 
One could get a special weapon, by further options to improve/upgrade the weapon. By example of the sawed off "widowmaker" shotgun, one gould upgrade it with speedloader, better pistolgripping, a bayonet for ammoconserving combat, and possibly others. This way you could still have your favorite weapon futher into the game if you should so choose. ofcourse the cost of a skilled weaponsmith should be paid through the nose.
 
Arquebus said:
One could get a special weapon, by further options to improve/upgrade the weapon. By example of the sawed off "widowmaker" shotgun, one gould upgrade it with speedloader, better pistolgripping, a bayonet for ammoconserving combat, and possibly others. This way you could still have your favorite weapon futher into the game if you should so choose. ofcourse the cost of a skilled weaponsmith should be paid through the nose.
And how about adding a super turbo plasma sight.... oh, oh! And and a homing rocket that can attach to your shotgun, but is also strong enough to be attached to a car...

Oh! And hows about a flamethrower that shoots flames hundreds of kilometres, by activating a several other flamethrowers held by other people that are under your spell... This may affect your mana after a while coz I mean jeez, you can't seriously shoot a flamethrower that far.

OOOOOO!!! And how about a desert eagle, that expands out and his several chambers and can shoot bullets that expand out to have big bighty teeth on them too!!!


[\sarcasm]
 
And how about adding a super turbo plasma sight.... oh, oh! And and a homing rocket that can attach to your shotgun, but is also strong enough to be attached to a car...

Oh! And hows about a flamethrower that shoots flames hundreds of kilometres, by activating a several other flamethrowers held by other people that are under your spell... This may affect your mana after a while coz I mean jeez, you can't seriously shoot a flamethrower that far.

OOOOOO!!! And how about a desert eagle, that expands out and his several chambers and can shoot bullets that expand out to have big bighty teeth on them too!!!

Dont see any reason to go from my post to this outrage, my suggestions are based on real life gun adjustments, improvments, as would the upgrades for other weapons would be. the benefits should be minor adding just a couple of meters of range lowering the ap cost sligthly, reducing the reload time.

edit* left out a quote mark
 
Arquebus said:
Dont see any reason to go from my post to this outrage, my suggestions are based on real life gun adjustments, improvments, as would the upgrades for other weapons would be. the benefits should be minor adding just a couple of meters of range lowering the ap cost sligthly, reducing the reload time.

edit* left out a quote mark

If you had bothered to read the numerous gun threads here, you would know that the guns used in Fallout are not meant to be real-world weapons with upgrades like that.

Thanks for playing.
 
Jarno Mikkola said:
Arachnivore said:
Also, because you don't get the turbo plasma rifle until later in the game...
If you know anything about the game, then this is it, you can get a plasma rifle nearly at the start, you just have to know what you are doing, cause the game is non linear you can get it(plasma rifle) from navarro after you have just went to San Francisco right from the start, and in this the trouble starts, the game isn't balanced enough without your little fix, witch encourages cheating, witch is bad.

Pretty much any game is unbalanced if you start with fore-knowledge having read a spoiler guide or something, or if you are playing through it for the 10th time. No one new to the game is going to head to San Francisco right away... Anyone boosting up energy weapons will usually find their first in New Reno.

The Indiana Jones reference reminded me of MacGuyver for some reason, who would have had %100 in science and nothing in guns. Never found much use for science in the game.
 
Never said i wanted real life guns, Ro, just that my examples was more real life, and thus more likely to show up in a game, than the outlandish comments I received from my earlier post.
 
Stephen Amber said:
Pretty much any game is unbalanced if you start with fore-knowledge having read a spoiler guide or something, or if you are playing through it for the 10th time. No one new to the game is going to head to San Francisco right away...
Yes, it makes the game easier, but the suggestion would favour the ones that cheat right from the start, as if you get the TPla rifle at the start, the suggestion would give the player a bonus from killing so and so many creatures at times, the figures can't be huge, cause the not knowing player can't benefit from them, if the figure aren't low enough, and the cheater gets to kill the tenth thousand orc by the time the other gets the gun, he will get a huge bonus from cheating, not from playing honest, so the suggestion would favour the ones that cheat right from the start, and that's not a good thing, cause I don't want to replay the game over every time I get a better gun, cause I did it every time I didn't get the chat near the optimal, and I haven't finish it but one time so far...
 
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