Armor, How it Should Be in the Next Game?

Post » Sun May 13, 2012 5:54 pm

I agree with you actually. (Off topic) An inventory space managment system would sensible rp addition. Didn't NWN have this? Its been a while since I've played it.

(back on topic) ...
Never played the first one.
Deus Ex has space inventory though, and Dead Space has as well, though a lot more simplified.
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James Shaw
 
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Post » Mon May 14, 2012 3:08 am

I just read a few pages of Fallen Earth lore and it sounds like copy-pasted Fallout knock off. Well the factions - CHOTA, Techs, etc.
Thats becouse it is LOL the reason why i love it. Its a great game really.
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Rebecca Clare Smith
 
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Post » Sun May 13, 2012 4:58 pm

Never played the first one.
Deus Ex has space inventory though, and Dead Space has as well, though a lot more simplified.

NWN and Deus Ex's inventory system worked very similarly. STALKER is also a very good example of inventory use; especially as it doesn't pause the game when you go into it :P
I would love to see an inventory system like in these games getting into faullout.
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Spencey!
 
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Post » Sun May 13, 2012 9:02 pm

Wow, that's a tough one. I would personally like Fallout player characters to stop being demigods that can singlehandedly win a war without having to give enemies bullet-sponge HP. So I think the way to go is to make the player character a lot more vulnerable to enemy fire, and one way you can do that is to make armor more asthetic than practical (with exception to powered armor and armor that actually provide protection from bullets.) After playing the original Crysis, I'm really hoping for an increased emphasis on stealth reconnaissance as a way to approach combat situations in Fallout (you should have to play it when you're outnumbered heavily) but I digress. However, nerfing armor would take out a big aspect of RPG-styled combat, and would fan the flames of the diehard RPG purists.

- clothing and light armor should provide high skill bonuses and S.P.E.C.I.A.L bonuses but low DT and DR.
(for example, Merc grunt outfit: 2 DT, 2 DR, +10 guns, +10 hand to hand, weight: 4.50).

- medium armor should provide low or no skill and S.P.E.C.I.A.L bonuses but decent DT and DR.
( for example, Leather armor: 12 DT, 5 DR, weight: 12.00)

- heavy armor should provide low or no skill and S.P.E.C.I.A.L bonuses but high DT and DR, penalizes agility and movement speed.
(for example, Combat armor: 21 DT, 14 DR, -2 agility, weight: 20.00)

- very heavy armor (power armors) should provide exellent protection, but severe penalties to agility, fatigue and general speed (movement, attack, reload, ect...).
(for example, T-51b Power armor: 32 DT, 26 DR, +1 strength, -4 agility, -10% speed, - 10% fatigue, weight: 45.00)

DT is not capped, DR is capped at 40.

DT and DR may seem high, but this is to compensate for the fact guns and energy weapons should be more powerfull, indeed, all guns and energy weapons should deal MUCH more damage, but ammunition should be RARE exept in the case of bad-quality, low-power, inexpensive surplus ammo (like poor quality .22 rounds, for example). energy weapons should be incredibly rare (only the BoS should be using energy weapons, and that would make a great plotline in the next game)

examples: 9mm pistols should do 17 damage/ shot, .223 varmint rifles should do 28 damage/shot, .357 revolvers should do 21 damage/ shot, .223 3 round burst assault rifles should do 16 damage/shot, ect...

this would end up making armor fairly realistic, you could either focus on avoiding being hit by wearing light armor, moving quickly and taking cover when possible or try to survive being hit by wearing heavy armors, although doing so make movement difficult.

helmets would provide protection to the head by reducing headshot damage and increasing "head limb health". headgear only provides DR, not DT.

example: Combat helmet: 5 DR, increases head health by 80, reduces headshot damage by 20%, weight: 5.00.


all these effects should also be applied to enemies.
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Joey Bel
 
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Post » Mon May 14, 2012 5:47 am

UI kinda go back and forth.
I would like to have customazable armor in terms of what you can wear (not necessarily through upgrades- though some wouldnt be bad). I have always thought it silly that a particular armor set comes with a pre-determined pair of pants and shoes/boots.

Shoes that add to sneak makes sense.
Pants that make you have a more favoring chance with the opposite six.


But I dont really want it to be like skyrim where you have so much out there that isnt really worth much and is just to collect.
Like. I dont want armor in the next Fallout game to be what "unique" guns were to borderlands, if that makes any sense.





If we had inventory "space" then it could work with backpacks.
But with carry weight it makes no sense why a backpack would magically give you the strength to carry 40 pounds more equipment.

With wheels on the bottom, obviously. ;)
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sw1ss
 
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Post » Mon May 14, 2012 2:29 am

Wouldn't mind some unique Prototype Desert Power Armour, usual stats with Survival +5, but I like Power Armour and I am quite torn about making it rare or difficult to attain or plenty of it lying around, although the Elite Riot Gear and the Stealth Suit Mk2 are cool. As long as theres plenty of skill changing clothing I'm happy enough :smile: Being able to Customise your armour at the workshop would be great!!!!!!
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ezra
 
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Post » Mon May 14, 2012 3:00 am

Adding a bit of mix and match would be cool, the chances of finding a complete set of body armour that isn't damaged in some way would realistically be pretty low so yeah. Separate slots for different body parts ála Morrowind, basically.
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Amiee Kent
 
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Post » Sun May 13, 2012 8:36 pm

- clothing and light armor should provide high skill bonuses and S.P.E.C.I.A.L bonuses but low DT and DR.

More skill bonuses from clothes? Please... No more....

The magical skill bonuses given by clothes were bad enough in f3/fnv, they make absolutely no sense; how does wearing these clothes improve my aim? how does wearing an overall make me a better repairman? These skill bonuses represent an overflow from fantasy games such as TES, and have no place in fallout.

Next we'll have Daedric Assault Rifles of Mutant Slaying +10
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Lewis Morel
 
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Post » Mon May 14, 2012 6:10 am

- clothing and light armor should provide high skill bonuses and S.P.E.C.I.A.L bonuses but low DT and DR.

More skill bonuses from clothes? Please... No more....

The magical skill bonuses given by clothes were bad enough in f3/fnv, they make absolutely no sense; how does wearing these clothes improve my aim? how does wearing an overall make me a better repairman? These skill bonuses represent an overflow from fantasy games such as TES, and have no place in fallout.

Next we'll have Daedric Assault Rifles of Mutant Slaying +10


I couldn't agree more
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Jonny
 
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Post » Sun May 13, 2012 9:26 pm

I think that we should keep armour the way it is, but we should be able to add stuff to it with improvised materials like taping a flashlight onto a helmet, riveting larger larger pauldrons onto PA or adding gloves to a set of leather armour to make it more fire proof.

Wow. This, I feel, is a solid idea. Armor modding would be a great addition! And I also agree, I don't think there armor should change drastically, but I would like the developers to define and distinguish what the purpose of light, medium, and heavy armor should be; no medium power armor!
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Irmacuba
 
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Post » Sun May 13, 2012 4:57 pm

Wow. This, I feel, is a solid idea. Armor modding would be a great addition! And I also agree, I don't think there armor should change drastically, but I would like the developers to define and distinguish what the purpose of light, medium, and heavy armor should be; no medium power armor!

I'm for any weight class of power armor as long as they don't require more time than their worth to obtain training (assuming they require it). I loved the Ranger Power Armor, Chinese Stealth Suit, Mk II Stealth suit etc...

Power Armor with exoskeletal reinforcement, such as the T-45's and T-51's, need to have their weight excluded from your inventory when worn (since they obviously support themselves with said structure and hydrolics, but still include their additional Strength points as well.
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Sierra Ritsuka
 
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Post » Sun May 13, 2012 7:44 pm

More skill bonuses from clothes? Please... No more....

The magical skill bonuses given by clothes were bad enough in f3/fnv, they make absolutely no sense; how does wearing these clothes improve my aim? how does wearing an overall make me a better repairman? These skill bonuses represent an overflow from fantasy games such as TES, and have no place in fallout.

Next we'll have Daedric Assault Rifles of Mutant Slaying +10

Not all of them are necessarily unrealistic, for example it's logical that hats with brims (such as the baseball cap or the ladies sunhat) should increase perception as they block the sun from getting into your eyes (like when people put their hands above their eyes), similar thing with glasses (New Vegas Four Eyes style). There is also psychological theory that suits can affect posture and people's perception of you.
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Blackdrak
 
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Post » Sun May 13, 2012 10:58 pm

Power Armor with exoskeletal reinforcement, such as the T-45's and T-51's, need to have their weight excluded from your inventory when worn (since they obviously support themselves with said structure and hydrolics, but still include their additional Strength points as well.

Their systems don't magically make their weight go away. All those systems still way something. If anything 40lbs is light for something like Power Armour. Think about it, it is heavly armoured, has all kinds of systems in it, as well as nuclear power sources. It is a tank suit.

What power armour needs is to become the rare and yet totally kick ass armour that it is in Fallout and Fallout 2. The PA in Fallout 3 is a joke and it isn't much better in Fallout New Vegas. But in the Originals PA is the best :fallout:
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Darian Ennels
 
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Post » Mon May 14, 2012 6:11 am

Not all of them are necessarily unrealistic, for example it's logical that hats with brims (such as the baseball cap or the ladies sunhat) should increase perception as they block the sun from getting into your eyes (like when people put their hands above their eyes), similar thing with glasses (New Vegas Four Eyes style). There is also psychological theory that suits can affect posture and people's perception of you.

Not to mention the recon and stealth suits have instruments designed to fool Pip-Boy's and other devices.
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Mark Hepworth
 
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Post » Mon May 14, 2012 4:59 am

Their systems don't magically make their weight go away. All those systems still way something. If anything 40lbs is light for something like Power Armour. Think about it, it is heavly armoured, has all kinds of systems in it, as well as nuclear power sources. It is a tank suit.

Who said magic? I explained it has exoskeletal support that virtually balances the suit and releaves the user of the weight. Then I also mentioned hydrolics which would propel the system as you moved. That is what makes it "Powered Armour".

Wait... I said "exoskeletal reinforcement" when I meant exoskeletal "support". Sorry about that little mistake, but my point still stands valid.
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bonita mathews
 
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Post » Mon May 14, 2012 1:33 am

Who said magic? I explained it has exoskeletal support that virtually balances the suit and releaves the user of the weight. Then I also mentioned hydrolics which would propel the system as you moved. That is what makes it "Powered Armour".

Power Armour has always had weight while wearing it. The exoskeletal support system doesn't cancel out it's own weight. I have a feeling that really would be impossible, because when all is said and done it all has weight, and it all adds up and it is still on the ground.
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Krystal Wilson
 
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Post » Mon May 14, 2012 1:51 am

What power armour needs is to become the rare and yet totally kick ass armour that it is in Fallout and Fallout 2. The PA in Fallout 3 is a joke and it isn't much better in Fallout New Vegas. But in the Originals PA is the best :fallout:

Yeah I agree that the T-51's and T-45's and any other of the "Tank" power suits need serious upgrades.
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Rowena
 
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Post » Sun May 13, 2012 10:33 pm

Power Armour has always had weight while wearing it. The exoskeletal support system doesn't cancel out it's own weight. I have a feeling that really would be impossible, because when all is said and done it all has weight, and it all adds up and it is still on the ground.

Actually we already have that technology. It resembles the exo-suit in "Aliens" but more minimalist in design and is the size of a man or woman.

One example: http://www.youtube.com/watch?v=Qium3iCQZ10

If we already have that so quickly it isnt hard to imagine PA with exo-support and propulsion by the time of FA's setting.
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Flutterby
 
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Post » Sun May 13, 2012 6:22 pm

Actually we already have that technology. It resembles the exo-suit in "Aliens" but more minimalist in design and is the size of a man or woman.

One example: http://www.youtube.com/watch?v=Qium3iCQZ10

If we already have that so quickly it isnt hard to imagine a PA with exo-support and propulsion.

The thing with PA is it is more than just an exo-support system. It has alot of armour and other systems, and you wear it. The human body still has to take some of that weight. All the exoskeleton does is make it so you can walk around with something that should weigh insain amount. If anything we shouldn't be able to have PA in our inventory because it would just weight to much, easily over 800lbs.
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Sebrina Johnstone
 
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Post » Mon May 14, 2012 3:50 am

The thing with PA is it is more than just an exo-support system. It has alot of armour and other systems, and you wear it. The human body still has to take some of that weight. All the exoskeleton does is make it so you can walk around with something that should weigh insain amount. If anything we shouldn't be able to have PA in our inventory because it would just weight to much, easily over 800lbs.

Very true that we shouldn't be able to keep one in our little invisible backpack. lol

By the time the bombs fell in the "Great War" we would have improved that technology to the point where an armored combat design on that level would already be deployed.
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Joanne Crump
 
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Post » Sun May 13, 2012 5:43 pm

Very true that we shouldn't be able to keep one in our little invisible backpack. lol

By the time the bombs fell in the "Great War" we would have improved that technology to the point where an armored combat design on that level would already be deployed.

But PA was still new by the time of the Great War. T-51b was top of the line armour and it was only around for a year or so before the Great War.

Enclave PA is the improved versions of Pre-War armour and it still has weight when wearing it.
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JUan Martinez
 
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Post » Mon May 14, 2012 4:21 am

But PA was still new by the time of the Great War. T-51b was top of the line armour and it was only around for a year or so before the Great War.

Enclave PA is the improved versions of Pre-War armour and it still has weight when wearing it.

Sorry, I said "we" would by that time. Obviously the PA is the design of which I speak. Hydrolic propulsion and the exo-support frame are obviously present in the design of the suit. "It feels like you're carrying a brahmin on your back, but it can take a heck of a lot of punishment.” -Chief Hanlon's comments on the salvaged PA noting the additional weight due to the lack of propulsion and support.

Hopefully the provided evidence has rested the case...
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joseluis perez
 
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Post » Mon May 14, 2012 1:08 am

It doesn't change anything. PA has always had weight while wearing it. It isn't some machine you ride in, it is a machine that you wear. It is designed so the human body still has to take some of the weight.

The NCR gutted the systems and therefore all the weight of the suit is handled by the human body. The systems don't completely cancel out the weight of the suit. They make it much easier and lets you carry more weight.
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Tyrone Haywood
 
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Post » Sun May 13, 2012 8:42 pm

The thing with PA is it is more than just an exo-support system. It has alot of armour and other systems, and you wear it. The human body still has to take some of that weight. All the exoskeleton does is make it so you can walk around with something that should weigh insain amount. If anything we shouldn't be able to have PA in our inventory because it would just weight to much, easily over 800lbs.

Does the fallout bible explain how ones goes to the bathroom? It there a little hatch? Or do you just go in it like a space suit?
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rheanna bruining
 
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Post » Sun May 13, 2012 11:33 pm

It doesn't change anything. PA has always had weight while wearing it. It isn't some machine you ride in, it is a machine that you wear. It is designed so the human body still has to take some of the weight. The NCR gutted the systems and therefore all the weight of the suit is handled by the human body. The systems don't completely cancel out the weight of the suit. They make it much easier and lets you carry more weight.
Sorry to be persistent, but the exoskeletal-support frame shifts the weight from the user while the hydraulics, guided by your arms, move the joints to prevent resistance to your own movement. Sure it wouldn't be like jogging but you get my point. That is why they should remove the weight when you are currently wearing any of the Heavy PA's with the additional bonus to your carry weight.
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Solina971
 
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