Why not use the Bioware INFINITY engine?

  • Thread starter Thread starter Guest
  • Start date Start date
G

Guest

Guest
why waste time creating a new engine when you can take the portraits from the character developement screen and stick'em onto the MAIN screen on the TABS..with health bars? huh? why not let us customize the portraits? why not? its the same thing..having your guy attack automatically.

I'm surprised they even granted us control of character options other than movement! dont blink..that might be gone too.

I'm still afraid of the fallout series' character control becoming limited by automaiton..(i.e. "sentry mode")

speaking of "sentry mode", i can see where that fits in as a nice feature in a tactical game, but i dont think that that kind of automation would belong in an RPG..whats scary is thats what i think is going to happen..Fallout 3 is going to become more like Planetscape or BG where you are not really in direct control of your character(SSSSSS)..all you do to attack is click on who to attack and sit there watching. i think thats GAY, im not sure how other people precieve the notion of your character being automated..its like having access to breaks and gas, but no steering.

i think Interplay shluld encourage the opposite concerning Fallout-they should grant the user MORE direct control instead of adding extra automatic actions.

one weak example of this fluff is the "smart-run" feature.
previously, if you were sneaking you got revealed if you had "always run" turned on..but of course you had to press shift in order to keep concealed. It added flavor to the game..little things like that mattered (at least to me). And yes, i know that you can still choose "always run".

now imagine playing through Fallout (2) with "sentry mode" in "CTB"

all these features, as I see it, are ALL RIGHT as long as they stay where they belong: in a TACTICAL MISSION-BASED combat game


My hopes lie in that Fallout 3 will be relatively independent, and they will look to Fallout and Fallout 2 instead of drawing from the Baldur's Gate-ish features of Fallout Tactics

I see NO POINT whatsoever in including character photos in the character screen ..NO POINT- except to help people who cant differentiate between characters and have the attention span of a goldfish

Imagine having a GAY portraits of characters to go with the Fallout2 NPC's that joined your party.. since portraits were wisely omitted, players could build their own image of the NPC's based on their dialogue and behavior..imagine having some lame-a$$ Mr.T-like portrait to characterize Vic for you to stare at throughout much of the game..how would you like that? having to stare at a lame picture..of course you could customize!..
(what i did when playing BG2 was to make a "blank" portrait of the brownish color to match the menu interface, and had that set to all of the characters-thus replacing the homosexual pictures of lameness). But, the game got so lame with the lack-of-direct-control interface, that i just tossed it away..dont want to look at BioWAre again. lame. Instead of having complete control of a single character's actions and developement, BiOWare granted you control of ALL your party members! and as an attempt to make that possible for gamers to control, they add "automation" so you only have to click once to keep attacking. I think its GAY.
As long as Fallout3's control follows that of its RPG predecessors, i am committed:) whis is by no means a rant about FO:T, I think the game is designed very well for its genre as a TACTICAL MISSION-BASED game.

and does any one know why they have those bright silver circles as empty-actoin points? why bright shiny silver? arent they supposed to look like light-bulbs?
 
>speaking of "sentry mode", i can
>see where that fits in
>as a nice feature in
>a tactical game, but i
>dont think that that kind
>of automation would belong in
>an RPG..whats scary is thats
>what i think is going
>to happen..Fallout 3 is going
>to become more like Planetscape
>or BG where you are
>not really in direct control
>of your character(SSSSSS)..all you do
>to attack is click on
>who to attack and sit
>there watching.

I think that basically sums up why I don't like the real time mode. Basically, you put everyone on aggressive, and just move your guys around. Every now and then, you make everyone sneak again.

Well, that and it ruins the character attribute balance.

>i think Interplay shluld encourage the
>opposite concerning Fallout-they should grant
>the user MORE direct control
>instead of adding extra automatic
>actions.

I think the deal is this, they're going the route that the original designers of Fallout knew were bad ideas. Fallout could have had real time, but it doesn't balance well with role playing. Fallout could have allowed direct control of NPC party members, but that would be slow and annoying.

Basically, they're making all the mistakes the original designers didn't make.

Baldur's Gate really isn't that good. If it didn't have the AD&D license to sit on, and they made the game with their own rules and statistics, it would have flopped bad because the game play is very crappy. However, it's an AD&D license game, so give it +10 to sales! ;)

>one weak example of this fluff
>is the "smart-run" feature.
>previously, if you were sneaking you
>got revealed if you had
>"always run" turned on..but of
>course you had to press
>shift in order to keep
>concealed. It added flavor
>to the game..little things like
>that mattered (at least to
>me). And yes, i know
>that you can still choose
>"always run".

Not to mention I *never* used sneak in Fallout. It wasn't my style of play. I either played a diplomat, a melee guy, or a flat out gun guy. I never played a scurrying little thief, because I didn't WANT to play that way.

FOT seems to put way too much emphasis on sneaking.

>now imagine playing through Fallout (2)
>with "sentry mode" in "CTB"

Combined with all the bugs, Fallout 2 would have gone back to the store if they'd done the real time combat.

>all these features, as I see
>it, are ALL RIGHT as
>long as they stay where
>they belong: in a TACTICAL
>MISSION-BASED combat game

I don't see them as "ALL RIGHT" because you're basically still a group of Fallout characters. That's something a lot of people seem to be missing. Instead of a wanderer, you're in the military, but you still have all the rules governing your characters as you did in Fallout.. With the exception of those rules breaking down in real time mode.

>My hopes lie in that Fallout
>3 will be relatively independent,
>and they will look to
>Fallout and Fallout 2
>instead of drawing from the
>Baldur's Gate-ish features of Fallout
>Tactics

I agree. I don't think I'd buy Fallout 3 if it were real time combat centered like FOT seems to be.

>I see NO POINT whatsoever in
>including character photos in the
>character screen ..NO POINT- except
>to help people who cant
>differentiate between characters and have
>the attention span of a
>goldfish

Yeah, I think that's silly too. There's no talking heads in the game due to disc space constraints, but there's going to be those silly portraits which server no purpose at all.

>and does any one know why
>they have those bright silver
>circles as empty-actoin points?
>why bright shiny silver?
>arent they supposed to look
>like light-bulbs?

LEDs actually.
 
Back
Top