brfritos said:
But on those games your character is already defined for you, in FO you define your character.
No in those games your character is defined by the player's skill. Just like in FNV outside of vats.
brfritos said:
That's why the guns efficiency is attached to your skill, not to the guns or his proprieties itself.
Which doesn't work in first/third person or with real time combat.
Wintermind said:
Don't most games still use a sort of hit box system, and not simulate bullets flying through the air, and tearing holes into a chunks of meat and bone?
What they don't do is use a level/hitpoint system that allows characters to shrug off a .50 sniper round to the face. Playing New Vegas is like playing an early fps not a modern RPG.
Wintermind said:
Never mind that you'd also essentially have people (yourself included) dying after one or two bullets without immediate medical treatment.
What's wrong with that?
Wintermind said:
Then have all that running at the same time as the rest of the world, which is also handling the effects of everyone running around and breathing, bleeding, having their hearts pumping blood, and all the other shit that is happening at the same time?
Works well enough in Stalker Call of Pripyat and Just Cause 2.
Hassknecht said:
Simulating ballistics would be overkill.
Most games do simulate a correct trajectory with bullet drop and so on, but the damage done by it is calculated by hitboxes and hitpoinst.
It's the most reliable system and it works.
No the damage is calculated by hitboxes and healthpoints, there's a big difference. Also the health of a hitbox is small usually the equivalent of the damage done by one large caliber round and when destroyed the character is dead.
Hassknecht said:
There are some nice realism mods for the STALKER games. They make headshots deadly if you don't wear proper armour. It makes enemies easy to kill, but they can also kill you with ease, so it balances out ingame.
Headshots are deadly in the vanilla games anyway.
Hassknecht said:
However, that wouldn't work in New Vegas, as it would need a proper movement and control suitable for fast paced shooters, and the engine just can't deliver that.
Who said anything about using gamebryo? Or to put it another way if the engine couldn't handle playing like a modern shooter, why make it look like a shooter or use that engine?
Hassknecht said:
Also, it would mean a dependence on the players skill, which in turn would mean that people who are bad a shooters couldn't roleplay as a trigger-happy psychopath.
Which also means people who are good at shooters get to totally work the system. In Deus Ex I reduced my rifles and pistols skills to untrained and put all my points into environmental, swimming and lock picking and still played a sniper, in New Vegas my second character was a no vats good natured fast shooting sniper with strength 9, perception 1, endurance 9, charisma 1, intelligence 10, agility 3 (with intensive training and implant) and luck 9. The only skill points I put into guns and energy weapons were from books, I got bored with that character by the time I reached Vegas, it was too powerful.
If you want roleplaying where player skill doesn't matter you don't have real time combat. None of which takes away from the fact that computers can handle far more calculations far faster that most humans and don't need to be tied to dice rolls and simple formulas designed to be easy to calculate without a computer. Unless the developer is trying to simulate the experience of pen and paper gaming.