Trusty weapon

Arquebus said:
We have differnt view of what the falloutsetting is, and can be.
Eh? Now that's just dumb. The Fallout setting has been explicitly explained by the developers, you should go read the dev profiles.

To put it simply: Fallout's setting is a post-apocalyptic setting based on fifties pulp and sci-fi. It was made to faithfully reproduce the PnP rules and feel in a computer game.
 
I know but still stand by my previous testament, I have a different opinion on how this, the pnp continual 50s pulp PA future, migth shine through in the fallout 3 game. Im not even saying its a big difference.
 
the pnp continual 50s pulp PA future, migth shine through in the fallout 3 game. Im not even saying its a big difference.

Huh? You're making some sick joke here, right? You're not really saying that an absence of the P'n'P and 50's sci fi wouldn't make a difference?
If so, I feel it's my duty as a hardcore to inform you that those made Fallout the game we still discuss so many years after production. Please, go play the game and PAY ATTENTION
 
No, I don't think that's what Arquebus is saying. He's saying that the difference in opinions may not be a big difference.

Although I'd sure like to know which part of the setting he thinks is different.
 
Arquebus said:
Correction: on this forum, I want to hear only "Fallout setting". Amazing coincidence since it's the Fallout 3 forum, huh?

We have differnt view of what the falloutsetting is, and can be.

Obviously, but I must note that my view is the correct one.

Since it was first obvious by playing through the game with my brain turned on. That helps, to understand the background information.

Then it became obvious by the art and mechanics styles used in and around the game.

Then it was even more obvious from what the developers have said themselves, repeatedly, for the last eight years. Eight years that has given us more of a clue than those who bastardized the game for a SLAM DUMP! sequel. They only had to work on it for a few months, and the Fallout developers worked on it for about three years. We've been covering the series' development for longer than they had developed the game, while offering what Interplay cannot - tech support, patch support, etc. etc. etc. Oh, and we also understand a lot more of the fiction than someone who later wrote a laughable "Fallout Bible".

Then some random newbie comes onto the forum and tried to tell me that their "opinion" fits because they can classify their garbage as an "opinion", which would infer what the developers have said themselves as a contrary "opinion" since said newbie has called my position in agreement with such an "opinion", while also misusing the concepts and mechanics of P&P as some kind of redemption for their upgrade munchkinfest brainshit that has jack shit to do with P&P mechanics or the setting. While also having no clue about the Master's Army remnants.

Well, it's my "opinion" that avatar with a "view" suits you.
 
I smell a banning. And yes, Fallout is 50's sci-fi with PnP mechanics. As if anyone else needed to confirm this. Hell, as if anyone needed to argue that point period.
 
Actyally it's the American 50's sci-fi with PnP mecanics.
Has anyone, questioned what kind of game it would be if it had a few cities from Japanese or Chinese 50's sci-fis for example, as it's proclamed to be A 50's sci-fi with PnP mecanics. :oops:
Well there is the Adv.Power Armor that looks kind of robotic ninja suit but still, there could be more, from different parts of the world
 
True, I do forget to emphasize an importance upon the "American 50's science fiction style with heavy Americana influences along with a Masonic scheme behind certain people, with an Art Deco city structure that is yet another dark irony to which Fallout also enjoys, since the hope of the Great War, the FEV, was turned into the biggest threat of mankind, and that which fucked the Earth is used as the greatest hope for mankind to end the threat, while also using fictional styles in an alternate universe that diverges from our own timeline in both technology base, there was no microchip, the world didn't resemble what it does today except in parody that mirrors today but also suits the chosen fiction style and darkness chosen upon for the setting".

But it is difficult to teach some idiots all of the particulars all at once. You can cure ignorant, but stupid is forever, and we're seeing which it is. So far, my vote is on stupid. Ignorance does take a bit of time, though.

Small, baby steps at first. :)
 
Keeping a counter for each weapon a weapon is used does NOT suit ANY P&P RPG rule set 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 specialization, not just D&D.
True. In a real p&p rpg the "trusty weapon" would be implemented by the GM (instead of any rule set) as a reward for good role-playing. A large draw back of Computer RPGs is there is no GM so anything that would otherwise be controlled by the GM has to be implemented via some mechanic. Weather it be AI scripting or dialogue trees or stat tracking on objects.

My original idea was to implement the idea with a perk, but I wanted to portray the notion that your character had used the weapon for a while. Then I considered that a "trusty weapon" perk could become available after the character uses a weapon X number of times. Ultimately I chose automatic activation for simplicity's sake.

It could work by having you name the weapon before any stats are tracked. If I pick up a magnum and name it "Black Thunder" (or something equally corny :wink: ) then you could do "notch" tracking or whatever. In fact, this may be the extent of the mechanic. Name the gun = get a notch tracker.

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).
I can understand being against weapon stat tracking (I would like to see some wear and tear from weather however). While your suggestion may not get the same feel across it is certainly helpful and would probably be good enough (although I don't see the point in "saving" your actually helpful comments for later).

I guess it would need to be something else than a weapon, or something that could be used for various purposes (in addition to the pip boy) - Indiana Jones's whip is not just a weapon - it's a tool and a fashion statement ...like the swiss army knife for McGyver, the katana for Blade, the walking stick for daredevil, and the crowbar for Gordon Freeman...

But to think what could be a useful gizmo in a post apocalyptic world is beyond me at the moment, but surely food for thought...
It's funny you mention that because the Idea was based on a P&P campaign I'm running. One of the PCs is particularly fond of his grappling hook and uses the thing every time he gets the chance.
 
My original idea was to implement the idea with a perk, but I wanted to portray the notion that your character had used the weapon for a while. Then I considered that a "trusty weapon" perk could become available after the character uses a weapon X number of times. Ultimately I chose automatic activation for simplicity's sake.

It could work by having you name the weapon before any stats are tracked. If I pick up a magnum and name it "Black Thunder" (or something equally corny ) then you could do "notch" tracking or whatever. In fact, this may be the extent of the mechanic. Name the gun = get a notch tracker.

Great, so now we can have tracking on all weapons with names, I can feel I have to name weapons to use them properly, and then, when scrolling through items, I can forget what's what! Thank you!
That system would be worse than stat tracking for all weapons, because you add another variable into the mix.

I can understand being against weapon stat tracking

Huh? But you just said you wanted stat tracking?
Can you make up your mind before you post please?
 
Arachnivore said:
It could work by having you name the weapon before any stats are tracked. If I pick up a magnum and name it "Black Thunder" (or something equally corny :wink: ) then you could do "notch" tracking or whatever. In fact, this may be the extent of the mechanic. Name the gun = get a notch tracker.

Did you just rephrase my idea as your own?

Really creative, kid. :roll:
 
Arachnivore wrote:
It could work by having you name the weapon before any stats are tracked. If I pick up a magnum and name it "Black Thunder" (or something equally corny ) then you could do "notch" tracking or whatever. In fact, this may be the extent of the mechanic. Name the gun = get a notch tracker.


Did you just rephrase my idea as your own?

Really creative, kid.
Sorry Lazarus. I like your idea alot, but I didn't mean to make it look like my own. I was using it as an example for turning on stat tracking by naming a gun. In retrospect, I should have quoted you. My bad.

I can understand being against weapon stat tracking


Huh? But you just said you wanted stat tracking?
Can you make up your mind before you post please?

Weapon spacific perks are probably the way to go. I expanded on my previous ideas mearly as food for thought. Just because I understand someones position doesnt mean I agree with it. There's a huge diffeance.
 
Weapon tracking would be a good idea for computer RPGs that aren't based on PnP-type rules. Having a 'trusty weapon' doesn't really fit into PnP games at all.

For example, let's say you are carrying two spears that are exactly the same, and you've been using one more than the other. By your judgement, you would do much better with the spear you've been using. Huh? That doesn't make any sense. Just like how in Morrowind, if you keep stabbing things, after a while you'll "level up" and suddenly start doing more damage doing the same stabbing motion. Of course, that could just be the fault of bad graphical representation.

If you were to implement something like this, the only way I can see it being a useful game machanic is if the game tracked how many creatures you've killed with a weapon set (e.g., small weapons), and increase your damage/hit % or something like that for that weapon set, therefore eliminating any weapon tracking crap.

The main problem with this method is that it could get very unbalanced. Overall, while interesting, it's just not practical.
Sorry for some of the off-topic stuff.

Edit: Morrowind analogy doesn't really make sense for this topic. Please ignore it (leaving it there anyways).
 
Maybe the generic idea presented in the dawn of this thread could be
translated into a new perk?
 
Have you even read the rest of this thread? Please go read it and then come up with some arguments for why it would work as a perk, and how such a perk would be implemented. Short posts like this are completely useless, so please put some more thought into your posts next time.
 
If it weren't for the fact that you often end up with 37 of a given weapon after a large battle, it would be cool to have the ability to track what you have killed with your particular weapon. That said there SHOULD be some more kill-stat recording in the Characther sheet, but kept seperate from the weapons, so you can see what type of weapon you favor, weather you use burst or aimed, or whatnot, how many bullets to a kill on average, that sort of thing. Don't want to see a list of 12 assault rifles in my pack with each one not stacking because each one has killed different people...
 
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