Unarmed Disarm

Claude Frollo

It Wandered In From the Wastes
I posted about this topic in some threads but it seemed to me that nobody was very interested about that or they were concentrated in different types of modifications.

Unarmed skill is really a lovely skill especially in Fallout 2.

What I thought about is this:

A "disarming" option would make this skill great. I think even Fallout 3 did not make this. A rpg game with unarmed skill should have this ability in itself. It can be made by a perk , a perk which will make it possible for you to disarm opponents. You sneak to an opponent for example who holds a combat shotgun. If you hit him and can not knock down him. He will divide you in pieces with his shotgun, so why not disarm first ? It would be very sweet.
I do not know how can you make it. But for example if you critically miss sometimes your weapon falls down. So maybe it could be possible to manage it that way ? Perhaps it is not so hard ? Don't know.
It would possibly be so for example: If you pick this perk, you will have an option in your unarmed attack like aimed shot and it should take good amount of AP, 6 AP perhaps and it would be hard to disarm, there could be a percentage.

I do not have scripting experience myself but if it such a mod could be included for example to the Restoration Project, it would be very nice. It could also be included combat skills&items modifications.

So what do you think about it ?
 
I think it's a good idea in principle. I agree that unarmed could use a little something else to bring it up to par with the gun skills. I also agree that it could work well as another one of the unarmed 'special' attacks that has maybe 2 different levels of sucess - partial success = force opponent to drop weapon and - full success - take opponents weapon away.

But i think there's two problems

- from my very limited experience of unarmed attacks - they're hardcoded into the .exe :(
- i doubt this falls within the scope of 'restoration'
 
Josan12 said:
I think it's a good idea in principle. I agree that unarmed could use a little something else to bring it up to par with the gun skills. I also agree that it could work well as another one of the unarmed 'special' attacks that has maybe 2 different levels of sucess - partial success = force opponent to drop weapon and - full success - take opponents weapon away.

But i think there's two problems

- from my very limited experience of unarmed attacks - they're hardcoded into the .exe :(
- i doubt this falls within the scope of 'restoration'

Of course this is not part of RP but i think that the RP should be the base of further increasing projects....
 
Josan12 said:
- from my very limited experience of unarmed attacks - they're hardcoded into the .exe :(
Something I always wondered - isn't it possible to mod unarmed attacks by modding the .exe?

Really sorry for going 95% offtopic, anyway better than start a new thread for this.
 
Wouldn't this just be a critical attack to to the arm resulting in a crippled limb? Or it this "too much"; you want the guy to be able to pick up his shotgun while you are kicking him in the nuts?
 
zenbitz said:
Wouldn't this just be a critical attack to to the arm resulting in a crippled limb? Or it this "too much"; you want the guy to be able to pick up his shotgun while you are kicking him in the nuts?

This is one of the possibilities which can happen but disarming is in its logic not offensive but defensive because you disarm not to be attacked by a weapon. But you can use it as offense like you think. Just if AI attends to take weapon back and loses action points. Disarm is fine tactical, like hitting head to cause concussion.
 
Claude Frollo said:
zenbitz said:
Wouldn't this just be a critical attack to to the arm resulting in a crippled limb? Or it this "too much"; you want the guy to be able to pick up his shotgun while you are kicking him in the nuts?

This is one of the possibilities which can happen but disarming is in its logic not offensive but defensive because you disarm not to be attacked by a weapon. But you can use it as offense like you think. Just if AI attends to take weapon back and loses action points. Disarm is fine tactical, like hitting head to cause concussion.

It doesn't matter, unless you change how NPCs/enemies act when they lose a weapon. They don't surrender; you can't tie them up. You can kill them, cripple them, knock them out in FO.

So effectivly, crippling arms is like forcing a disarm and kicking their weapon out of reach (although they sometimes have back up melee weapons... )
 
Claude Frollo said:
like hitting head to cause concussion.

It would be good if you could somehow limit attacks to the head to only cause unconciousness rather than death by critical or death by HP....
 
Josan12 said:
It would be good if you could somehow limit attacks to the head to only cause unconciousness rather than death by critical or death by HP....

You can. I almost always play an unarmed character (when I actually play). Unarmed attacks to the head lead to a lot of critters being knocked out (if critical chance is high, skill is high, and/or luck is high).
 
MIB88 said:
Josan12 said:
It would be good if you could somehow limit attacks to the head to only cause unconciousness rather than death by critical or death by HP....

You can. I almost always play an unarmed character (when I actually play). Unarmed attacks to the head lead to a lot of critters being knocked out (if critical chance is high, skill is high, and/or luck is high).

Yeah, but in my experience there's also a fair chance they'll be killed by the crit if you roll a better result on the crit table. Or they might be killed by HP from too many attempts ....
 
The critical hit tables are hardcoded into the engine and are documented here: http://falloutmods.wikia.com/wiki/Critical_hit_tables. In theory they can be modified (by hacking the .exe or as a possible future feature of sfall), so you could alter the headshot criticals so that they don't cause instant death. There is a 'weapon dropped' critical hit effect, which is used for ghoul arm hits, but it seems to be bugged and doesn't work. It would take some serious hacking to fix it, and make attacks cause a specific effect.
 
I just thought, critical miss and "weapon drops" could be used somehow in this. Because there is already something like that well that is something if modders are interested in this.

Because I like to play the game with unarmed skill but I always realised that some weaker opponents which hold burst weapons, if I can't kill them, they slay me, so first put their weapon away and punch them further turns or force them lose AP.

And like Josan said. You can take their weapon when it falls down to eleminate the threat but I think in fallout two you may take some weapons if you hit the head and they fall down for example in Klamath I want to have Dulton's spiked knuckles, I hit him and when he is on the ground I have access to his inventory, take the knuckles away from him. But this just does not work for on all NPC s. Disarm whould be just disarm.
 
I agree with this idea and I would love to see a good modder trying to do this. Disarming the enemy makes a lot of sense, even if it just forces them to waste some AP picking up the weapon and putting it on their slot. Attacks against the arm kinda work in this way, but a full-fledged disarm attack would be very interesting. I would like to see NPCs using it too, that would make unarmed enemies more dangerous, and friendly unarmed fighters a more interesting option.
 
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