Not to mention FT is about the ONLY tactical squad game in which you can be shot through a wall...
Do you even read what you are posting?Akudin said:Hmmm, in the ***REAL*** world 50 Caliber machine guns can puch through brick walls and hurt people, not to mention Vietnam War era armored personnel carriers and things that would provide cover from small arms. But we won't go there. FT Combat system had its strong points, including the lstrong line of sight effect. It even attempted fire by unseen enemies (remember the primitive trench?) I truly hope that the F3 wil have the combat system of the FT. Also, a sniper fire would be devastating in F2, where a single round from nowhere will kill the main character, but in Fallout Tactics, onwe will die from sniper fire, the others will take cover best they can, trr to suppress the sniper with the available machine guns and will use the terrain advantage to maneuver close to the viper and take him/her down, as in ***true*** life. Of course, a GAUSS Rifle, would be a real nightmare, BUT there will still be some sort of saound since the projectile will be traveling at least a couple of machs. That would all be possible had we a better terrain playing surface - 3 D modding with cover and concealment affecting the likelihood of the shot, but alas, it's all heading for the first eprson shooter type of thing...
Name one RPG which puts as great emphasis on combat realism as you suggest.Akudin said:Name one RPG where combat takes a third to role play and puzzle solving?
Oh hell yeah. And why should we stop here? Wouldn't it be awesome for the character to, like, develop cancer? Or osteoporosis? Or provide a challenging gaming experience by being born with an incurable genetic disease? Also the effects of radiation exposure were portrayed in a lame way - anything less than vomiting with blood, severe burns and hair falling off won't do. And wheelchairs. Fallout needs wheelchairs. Seriously.You just need to get the existing survey data, already digitized, and translate it into Fallout format for a maore challenging and realistic gaming experience.
Fallout, Fallout 2, Arcanum, Planescape: Torment, several of the Ultima games.Akudin said:Sander, every CRPG I've seen has a tactical band. What else do you consider a party of about six adventurers armed and equipped to crawl through whatever the game master throws at them in ANY role-playing game. Name one RPG where combat takes a third to role play and puzzle solving?
Cyberpunk 2020? The Riddle of Steel? Grim & Gritty?Name one RPG which puts as great emphasis on combat realism as you suggest.
Yeah, 'cause that's totally what you have to do in Fallout.Akudin said:Agreed, RPGs are GAMES and not reality, however, if you look at any CRPG, whether BG or the Fallout series, the only way to develop your charcater is through "experience points" and those get accumulated via COMBAT, not to mention all the loot and gear taken off the dead enemies.
Eh, no, they aren't. They are *role-playing games* at heart. Often, playing a role involves combat, and often this is solid tactical combat. This does not at all make it a combat-game, though, let alone a wargame.Akudin said:So, all popular RPGs are wargames at heart.
...Akudin said:This is emphasized in CRPGs due to the cyber medium's natural limitation of role play and interaction. That's why Fallout Tactics was more of a CRPG than people would think (based on the one-way interaction and character development and storyline) and Fallout 2 was weaker as an RPG, despite its strong emphasis on being non-linear.
...Akudin said:Fallout ONE had the best balance of RPG elements. Surviving combat was tougher, none of the areas for exploration seemed generic (the way some areas semed in Fallout 2). The element that made the difference was that character was pushed by the waterchip and later on by the supermutant threat.
I'll repeat this yet again: *what the fuck does this have to do with roleplaying*?Akudin said:Fallout two would have benefited if there was a timetable and the Enclavewould have actively pursued the chosen one. In THAT sense BG2 was stronger in that bad guys interfered with the player.
Yeah, that much is obvious alright.Akudin said:I am not a game designer or a computer programmer,
That's a design choice. Again: this has nothing to do with how much of a roleplaying game it is. Also, your statements that stuff like that doesn't happen is also false. There were the bounty hunters coming after you if you killed children in Fallout 1, or the pals of the bandits you could kill in Fallout 2.Akudin said:but given all other things that CRPGs can do, I don't think that it would be that hard to have the game respond more actively to the player - The player character shows up at the tavern and the bad guys know that he is in town and bad guys get encountered on the street. Also, you can have a more powerful party pursue the player, following the player's trail and if the player tarries about any one area for too long, he will end up encountering the bad guys next time s/he camps out. This is not 1000 yard ambushes or realistic combat, is it? So, why are CRPGs so passive when it comes to the opposing force?
No. Fallouts usually reward chosing peaceful solutions to problems with more XP than using violence.Akudin said:Agreed, RPGs are GAMES and not reality, however, if you look at any CRPG, whether BG or the Fallout series, the only way to develop your charcater is through "experience points" and those get accumulated via COMBAT, not to mention all the loot and gear taken off the dead enemies. So, all popular RPGs are wargames at heart. This is emphasized in CRPGs due to the cyber medium's natural limitation of role play and interaction. That's why Fallout Tactics was more of a CRPG than people would think (based on the one-way interaction and character development and storyline) and Fallout 2 was weaker as an RPG, despite its strong emphasis on being non-linear.
I partially agree here. IMO, there should be a time limit in F2 after which the Enclave would release the virus and everyone would die.Akudin said:Fallout ONE had the best balance of RPG elements. Surviving combat was tougher, none of the areas for exploration seemed generic (the way some areas semed in Fallout 2). The element that made the difference was that character was pushed by the waterchip and later on by the supermutant threat. Fallout two would have benefited if there was a timetable and the Enclavewould have actively pursued the chosen one.
Frankly, the implementation of active enemies in BG2 was horrible - enemy parties/guards popping out of nowhere, cutscenes, during which enemies attacked someone and PC could do nothing just because developers wanted someone killed/cursed. It was horrible, and annoying.Akudin said:In THAT sense BG2 was stronger in that bad guys interfered with the player. I am not a game designer or a computer programmer, but given all other things that CRPGs can do, I don't think that it would be that hard to have the game respond more actively to the player - The player character shows up at the tavern and the bad guys know that he is in town and bad guys get encountered on the street. Also, you can have a more powerful party pursue the player, following the player's trail and if the player tarries about any one area for too long, he will end up encountering the bad guys next time s/he camps out.
Because the "AI" is too dumb and scripters don't have enough time.Akudin said:So, why are CRPGs so passive when it comes to the opposing force?
Fo2 has a relaitvely poor storyline, but Tactics did as well. Tactics was just a series of throwing one hosilte group at you after another, with the variation coming only from the type of group. The very ending was somewhat better, though, but also clearly showed the complete lack of character choice consequences.Akudin said:Sander, as a conosseur I can appreciate a good RPG. Any RPG needs a story in which characters participate. Tactics had a stronger storyline than F2.
No, any good game has a conflict. Conflictless games are completely useless. And if you think Fallout 2 has no conflict...hah!Akudin said:Good RPG also needs conflict.
Bullshit. For one, Fallout 2 doesn't even have unlimited exploration and character development.Akudin said:Without pressure there is no motion forward in the story, and exploration and character development without limitation turns an RPG experience into a Sim City game where you accrue, build and customize your character.
*sigh*Akudin said:F2 was weak because it reduced conflict resolution to errands running between parties to make the deal happen.
Did you even read anything I wrote?Akudin said:Tactics may not have been considered a CRPG, but it was - players had a choice in their development and there were consequences to their action, granted, actions were restricted to combat patrols, but it still provided an RPG experience. Role Playing is about portraying a character, and you had plenty of opportunity to stay in character in Tactics as well, as much as a CRPG would allow. You tend to ovremphasize choice and consequences over conflict and storyline. You need a strong story before you can have a good RPG session.
Unlike, I don't know, Tactics or Baldur's Gate 2 (which had almost no peaceful solutions).Akudin said:Sorrow: I know that BG has limitations. I think that a good storyline will make the AI seem more proactrive and more intelligent and will give the players an illusuon of chopice and non-linearity, if you script it well enough. I think PLANESCAPE and F1 had strongest scripts (meaning sub plots, sideplots, and parallel plots). Not just throwing a map to explore, but tying everything into a story and making a coherent narrative of it. And, yes, I stand corrected, I recall F2 giving experience point awards for peaceful resolution.
'Realistic wilderness exploration' is hardly the same as what you were advocating.Akudin said:Yes, it was. I wanted more realistic wilderness exploration for F3,
Oh, for fuck's sake.Akudin said:and the almighty Sander here decreed that this is impossible given the state of modern technology, which I find hard to believe, with all the virtual reality first person shooter games and te humongous amounts of processing power that it takes up.
Interface? What the fuck does this have to do with an interface?Akudin said:All I was suggesting was a better interface design. If you have any ideas, do pitch in.
Oh, wait, you don't know what the word interface means. More proof of your lack of knowledge.Akudin said:In any event, if a more realistic travel interface is not possible,
AI? What does this have to do with this? Or do you again not know what this means?Akudin said:and the AI is too dumb,
...Akudin said:then storyline and scripting is the way to go.
That would be neat, but again, *completely unfeasible*. Especially with the scale that is Fallout.Akudin said:I still would LOVE to see realistic topography and exploration in any CRPG, esp Fallout.
That's a point of either difficulty, or your playing style.Akudin said:Sander: In the real world time and geography are the limiting factors. You can make them so in a CRPG as well. Fallout One did with the Waterchip. I completed F2 when it first came out and did not die once.
Yeah, that's not what an interface is.Akudin said:By the Interface I mean how the world is presented in the game -
Do you have any idea of...well....anything pertaining alogirhtms?Akudin said:what the map looks like, what you can do on it. If you have an available digital topographic survey for the area where F3 will take place. You can have the computer modify it to make it look post apocalyptic by sustituting one terrain type forn the other or making acertain percentage of buildings ruined etc. It's an algorithm function, not designer's elbow grease. And you can limit it only to certain areas of interest if the scale won't allow.
Here's a thought: AI is not a substitute for scripting or a storyline. AI is not some magical fix that makes things happen.Akudin said:Also in PNP gaming the human GM makes the decision and effectively runs the opposing force. In the CRPG that behavior of the opposing force is either enacted by the "AI" or the software OR with the scripting and storyline.
Ooh, here's a thought: that's a *conscious choice* on the part of the design. It has jack shit to do with 'AI'.Akudin said:In the F2 enclave waited until the Chosen One came to get the Geck.
Ehm, yeah, that's a scripted event designed to create urgency. That's neat, but, again: not a hallmark of an RPG.Akudin said:In the F1 the supermutants did not wait for the Vault Dweller to reach the vats but moved out and seized areas.
An AI can't just cook up a storyline on the fly. *Any* conflict in RPGs is scripted.Akudin said:And if you can't have the AI cook it up on the fly, you need to write it into the game's script.