Unique weapons

welsh

Junkmaster
I am sure this has been done before, but I think that in Fallout 3 there should be more unique weapons and fewer modern or sophisticated weapons.

Without manufacture, I can't see how they are producing modern weapons in a post apocalytic setting and with time, fewer weapons should be around due to wear and tear. People should be forced to improvise. Bullets should also be rarer to find.

In fact lets get rid of money and trade in bullets instead. To be honest the entire bottle caps thing in FO1 was a bit silly and I don't see that much use for gold coinage in Fallout 2. How much use is there in luxury items anyway?
 
I thought it was that the bottle caps were given currency value because they were honored at the Hub. The Water Merchants needed a means of exchange and didn't have the means to print money.

Regardless, I think the idea of money is far fetched, be it gold or bottle caps. There is no one that can guarantee the value of the currency. Gold coins works better because you can melt gold for luxury goods, but who the hell cares about luxury goods (jewelry) in the post-apocalypse. But people will be concerned about bullets, wire, and other means of exchange.

So no money. Just make it a barter system. It will complicate the system but it will also help you deal with issues of inventory a bit more. Especially if weapons and bullets are more rare.
 
I like the idea of a plain barter system. And if the different locations and NPC's value the offered items based on their needs, it would be even greater.

But one thing, if the economy is based on just bartering and no means of currenzy in form of bottle caps or gold coins, imagine how much stash you would drag around!

Late in Fallout 2 its not unusual to have several thousand gold coins in your inventory. If the same value is converted to high-value items, like power armor or the most expensive guns, you would be stuck to the ground, not able to move...

Of course the problem could be solved by beeing able to store all your stash in spesific locations, or rather your car. But still you would have to drag around lots of heavy items to buy something very expensive.
 
I dont think the value of the coins is the idea of cash. The idea is to have something you can use for credit that not everyone can make.

The Hub, i'm guessing here, had bottle caps, and since nobody knows how to make bottle caps, they would be a rare item and also be limited, so they gave them a credit value... like, for the united states, the Gold we have backs up the worth of your currency, in the wastes, the bottle caps back up the worth of anything that you can use to survive.

Its just a system, to make things simple and organized =) and also, i would had to have to carry around 80,000 worth of ammo... i wouldnt have room for any iguana on a stick!
 
Methidox said:
...the united states, the Gold we have backs up the worth of your currency, in the wastes, the bottle caps back up the worth of anything that you can use to survive.

Sorry, but the US abandoned the Gold Standard in '71. The US was the last power to do it, and the world came to rely completely on "floating currency" which is the idea that money has nothing backing it, except the promise of an institution that it will be honored. ("This note is legal tender for all debts, public and private.")

I'm not sure exactly how the Water Merchants backed their currency, i.e. w/a simple promise to pay, or by tying it to a commodity (probably water), but I'd say it's largely irrelevant. A barter-pure economy would be a pain in the ass, and that should be all the reason the devs need not to implement it.

OTB
 
Heh, i feel stupid for not know when the gold standard was shut down... but i dont think its my fault

I blame the pathetic quality of teaching in the united states =)

anyways, thanks for filling me in
 
I think there is an inconsistency here. For example in Fallout 2 I think gold coin weighed next to nothing. But in real life gold weighs a lot. At times my characters would care 20,000 in gold coin. Realistically, he probably would be so weighed down he couldn't walk.

Forcing this into a barter system would also add a benefit to the inventory problem. Near the end of both Fallout 1 and Fallout 2 you are probably carrying so much stuff, that your character looks more like a department store than a character. By forcing the character to make difficult choices about what to keep or not. So you would have to decide between .223 pistol, the magnum, the plasma pistol, the laser pistol, the desert eagle. I think this could also factor into any issue of weapon proficiency too.
 
Idea: Let NCR and other big goverments have a currency but the other less "culturized" settlements could have a regular barter system and those close to NCR or have a trade rout with them would accept there currency but it wouldent be worth as much as they can only use it when trading with the NCR
 
i love that idea, nice one Kex.

Also, i agree with the gold weighing at least something, but i hate being picky with my inventory =/ i'm a thief in every thing that is related to RPG, i mean geez, the only reason i have 10 strength is so i can carry more shit.

=)
 
I think money shouldn't be an 'inventory' object on the player, rather a counter. If you click it you'd get an option get/drop so much $. And when you do that, you'd get the option to select bottle caps or scripts (maybe).

So when you steal/find, you'd see it, but when it lands on your inventory, it goes into the counter.
 
Actually you did see a bit of that local currency stuff at Redding in FO2 where both the mines were offering their own script. But that made sense as Redding was basically a company town.
 
Kexpakki said:
Idea: Let NCR and other big goverments have a currency ...

...and drop "post-nuclear" from Fallout 3's title! Yay!

On pure barter vs. currency:
While currency is undeniably much more convenient than barter, I personally think use of currency is developers' failure to find a suitable solution to pure-barter system. Pure barter would give much to the whole "post-civilization" look of the game - provided developers completely remake Fallout's trade system from scratch.

As far as convenience goes, people need to stop being so anal counting every bottlecap and accept that you might lose (or gain) some here and there in transactions, as it would always happen in real barter economy.
 
How does giving currency systems to NCR and VaultCity have to do with the Post-Nuclear? It is futuristic... meaning that they did get a GECKo and it might includ some form of currency... so they wouldn't have to trade like that.

However there should be a limited total amout of $$$ to go around... like in Morrowind, you can have as much $ as you want. Just rest a 24 hours and the cash is back there...
 
"If it ain't broke, don't fix it."

I personally like the bottlecaps. The whole concept of trading caps goes well with the 50's theme since nowadays it's a rarity to find soda bottles anyways. The barter system would be cool in certain areas that don't believe in currency however.
 
Umm... I meant in real life... and the glass bottles with the little metal tops... not the plastic ones.

Just to be clear. :wink:

The main advantages of bottlecaps are that they are small, light, finite, and difficult to counterfeit because of the technology needed to process and manufacture them (don't know if they're made out of aluminum or some other metal, but if it's the first, then it would be even more difficult to process), so they would make ideal candidates for currency in the Fallout world.
 
APTYP said:
Kexpakki said:
Idea: Let NCR and other big goverments have a currency ...

...and drop "post-nuclear" from Fallout 3's title! Yay!

On pure barter vs. currency:
While currency is undeniably much more convenient than barter, I personally think use of currency is developers' failure to find a suitable solution to pure-barter system. Pure barter would give much to the whole "post-civilization" look of the game - provided developers completely remake Fallout's trade system from scratch.

As far as convenience goes, people need to stop being so anal counting every bottlecap and accept that you might lose (or gain) some here and there in transactions, as it would always happen in real barter economy.

You know, this could work, as long as a vague value tag is given in item descriptions (i.e. not Condom=1BC, Power Armor=9,500BC in the barter screen, but more like Condom -> Dirt cheap, Power Armor -> Worth its weight in gold).
 
Yeah, this guy's right... But what does all this currency talk have to do with Unique Weapons?
 
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