Stanislao Moulinsky
Vault Fossil
Makenshi said:Actually, it's the other way around (at least in FO1 and 2). I very rarely use stimpacks, and only in battle (ocasional critical hit), because it was way more convenient to gain 225xp from healing skills, sleep for 24h, rinse repeat until the entire party was 100% recovered. Thus, I ended the game with 200+ stimpacks.
But I get your point, and the solution, imo, would not to make stims heal slowly, but to turn them into a sort of "only avaliable in battle-mode" asset. Lame, I know, but the only way to achieve what you ask for (focus on skill/etc); and that's if the food system is revamped, like I said in the post above - otherwise people will eat tons of bread and drink galons of water in order to heal...
I'm...not sure what that would accomplish exactly. :S What would be the difference? Even if I end up taking damage outside of battle the moment I face an enemy I instantly inject a stim and bam, problem solved. The moment I get shot in the face I inject a stim and bam, damage negated. Other than using slightly more stims to be sure to be at full health at the end of a battle it wouldn't change anything.
Insta-healing stims in a game with real time combat is a bad idea, turn based combat works differently. The system used in F:NV is good because it forces you to focus on stats/skills to achieve the desired result and/or change accordingly your style of play. You want to play a tank character? Pump Endurance, Medicine and Survival and when you take damage use two-three healing items at once. You are in deep sh!t? Take all the chems and healing items you have at once and run for cover.
This kind of things are negated with the system used in FO3, I was able to kill a Behemoth with a Power Fist because of that. I got hit, stim, stim. I got hit, stim, stim.
Nah. Bad, bad idea.