» Wed Jul 15, 2009 10:25 pm
Things that should be done to keep true with the original FOs:
1. Any weapon and armor usable at any level.
2. Your ability to use weapons effectively is determined by your SPECIAL and your skills.
3. Critical hits that are worth while. Those who played FO1+2 know what i'm talking about.
4. Critical misses. Again, those that played FO1+2 know what i'm talking about.
5. The best weapons and armor are nearly impossible to obtain. This is done by putting them in places that a level 1 character is going to have a very hard time getting to, either because of radiation, enemies, needing a specific skill high enough, or a specific SPECIAL high enough.
Things that should be added/changed to make FOOL feel more post-apocy
1. Degradation of weapons and armor that is easily repairable, but with permanent damage that will eventually, after a LOT of use wear out and cause problems unless a machinist/technician/whatever replaces worn out parts.
2. Ability to clean and maintain weapons and armor to remove temporary damage.
3. Ability to have a PC technician/machinist/whatever repair the appropriate weapon and armor for thier skills (a machinist could repair most small guns, big guns, and metal armors, while a technician is needed to repair most energy weapons and advanced armor such as power armor and combat armor, and a survival expert is needed to repair simple armor and weapons; most melee weapons, reusable thrown weapons, and leather armors for example).
5. No one player should be able to produce the most advanced gear. For example, with power armor, someone with the outdoorsman skill would have to provide various raw materials, while someone with the science skill would have to provide the blueprints, someone with medical would have to provide blueprints for the rebreathing/air purification system, someone with repair would have to assemble the armor, and someone with first aid would have to test the armor (just an idea of how it could work, but it could also be perk and/or SPECIAL related as opposed to skill related). This would encourage players to work together for more than just raiding a base. Trading of the various components should be limited to within a faction.
4. Inability to trade high end gear to other players, with a few exceptions. For example, power armor produced within a player faction should be bound to that faction, it can be traded/given to a member of that faction, but if that player leaves the faction he/she losses the power armor.
5. A "leveled" friends list and no instant player factions. When you add someone to your friends list, they would start at level 0 or 1, as you interact with, either through trade, conversation, or adventuring, they would gain "friend experience" over time they could go from Aquantance, to friend, to best friend, and once you gain enough friends and best friends you could then form a faction. It could also help determine what type of faction you can create, for example a small group of best friends could form the equivalent to the BoS, while a small group of aquantances could form a band of raiders. It would probably be difficult to impliment, and i'm sure some players would be against it, but i feel it would make a unique gaming experience that would help create strong ties between players.
Bleh, that's all i can think of for now, sorry for the long post, but i guess it's a force of habit.