Fallout and its repairing logic.

Post » Fri May 04, 2012 8:09 am

I agree once you get the weapon you like the most, you are pretty much set. Still ammo can be an issue with the orginals, there is also the weight issue. So you can't carry around alot of ammo of every gun and carry every gun. I find I have to abandon weapons along the way. I pretty much pick a main weapon, a secondary weapon and a back up like a pistol. What I like to do is have those weapons all use the same ammo. With the Highwayman in Fallout 2 you can pack the truck with alot of goodies so yeah you can stock up on weapons and sell them.

I didn't even know there was a highwayman in Fallout 2 until my fourth playthough, when a friend of mine watched me play and said "you know there is a car right?" I made the same mistake with Tactics lol

Anyways I do see the need for weapons to break down in the new games, but I would like future games to add a weapons devaluation system like Tactics has. If you flood the market with say 10 mm pistols, why would merchants keep giving you full value? They would say "I have hundreds of these" heres 5 caps.
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Jesus Duran
 
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Post » Fri May 04, 2012 8:33 am

makes sense to me i always pictured i was taking working parts off of things to replace the non working parts on mine. yeah some things like a bat dont make sense but its a game and i can let something that petty slide.
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Sophie Miller
 
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Post » Fri May 04, 2012 9:06 am

makes sense to me i always pictured i was taking working parts off of things to replace the non working parts on mine. yeah some things like a bat dont make sense but its a game and i can let something that petty slide.

I can let it slide too, but guns aren't going to break as much as melee weapons. I think there could be things fixed; I mean, everything you fix, you hear duct tape and other things going on. We might as well have work benches needed to fix items, like we have work benches for reloading and creating things. In real life you can create things without work benches, so why not fix stuff up?
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Crystal Clear
 
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Post » Fri May 04, 2012 10:14 am

makes sense to me i always pictured i was taking working parts off of things to replace the non working parts on mine. yeah some things like a bat dont make sense but its a game and i can let something that petty slide.

Yeah, the guns/ew/armor parts of the repair system is pretty logical. In an ideal world you wouldn't want to be swapping pins/bolts/etc. between firearms, but in a post apocalyptic wasteland cobbling together whatever you had to would be the essence of survival.
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Marie
 
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Post » Fri May 04, 2012 5:11 pm

Eh, this hasn't exactly been my experience. Good guns aren't there in quantity, but once you get one you were set. Stealing is very good for this. In the first game, it wasn't hard to get my hands on good guns, even the Turbo Plasma Rifle. I died less than 10 times in my first play through of Fallout, and maybe once after I got my hands on the TPR.

In Fallout 2 I got may hands on Advanced Power armor and a Bozar within a few hours of starting the game, and it's been pretty smooth sailing since. Once you acquire a good armor/weapon setup, you can just barter the rest of your loot to stock yourself with ammo. Other than at the very beginning, I've had very few issues with acquiring guns and ammo. And since they don't degrade, you have security once you get really good weapons and don't have much need of a bunch of inventory space.

true that first time I played fo2 I had a combat armor, sniper rifle and a .223 pistol by like lvl7 which are all you need as a small guns character. By the time I was lvl 10 I visited san fran n navarro after that and I had advanced power armor and a gauss rifle too after that I was pretty much set.. Ammo for the gauss rifle was an issue but never for other guns
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Charlotte Henderson
 
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Post » Fri May 04, 2012 5:44 am

There should've been a possibility to fail at repairing - depending on skill, item and cnd being repaired, and the item and cnd that is used for the repair, or something. I can bend my suspension of disbelief with fixing a baseball bat with a baseball bat, or ball cue with a ball cue, if the mechanics are interesting enough and the result is not to be taken for granted.
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Trish
 
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Post » Fri May 04, 2012 1:10 pm

There should've been a possibility to fail at repairing - depending on skill, item and cnd being repaired, and the item and cnd that is used for the repair, or something. I can bend my suspension of disbelief with fixing a baseball bat with a baseball bat, or ball cue with a ball cue, if the mechanics are interesting enough and the result is not to be taken for granted.

Or they make it real interesting and if you get a perk (like jury rigger) the two items (say baseball bat +Ball Cue) would mix, making an odd looking weapon. xD
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suniti
 
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Post » Fri May 04, 2012 6:56 am

Eh, melee weapons it doesn't make sense whatsoever as others have brought up, but repairing armours and weapons with other items of similar makeup (Within reason) via Jury rigging is a logical and very real world practice.
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James Wilson
 
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Post » Fri May 04, 2012 5:12 am

Have you ever fired or owned a gun? They do not "break" when firing. If you regularly maintain the weapon, it should work tip top, unless you say, try to use it as a club. It isn't like if I take my gun to the range and fire off 50 rounds, the barrel breaks and I need a replacement, just a good cleaning.

If you want to change name of weapon repair kit to weapon maintenance kit, ok.

If something actually broke on a gun, you would need a heck of a lot more time than a millisecond to fix it. Of course, some guns actually do make good clubs.
Nope, not owned of fired one - unless BB and paintball guns count :P
But I do see a gun just falling to pieces after a few hundred shots, I don't know how guns in RL work but I'd assume after 200+ years in the game world they'd have corroded slightly and actual breakages of certain smalls pieces would happen - like the trigger mechanism breaking or even the trigger falling off.
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Anna Watts
 
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Post » Fri May 04, 2012 12:35 pm


Nope, not owned of fired one - unless BB and paintball guns count :P
But I do see a gun just falling to pieces after a few hundred shots, I don't know how guns in RL work but I'd assume after 200+ years in the game world they'd have corroded slightly and actual breakages of certain smalls pieces would happen - like the trigger mechanism breaking or even the trigger falling off.

The Gun Runners make brand new sparkling shiny guns, that break down the same. Guns that we find in locked safes, would/should also be in tip top shape.
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Ezekiel Macallister
 
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Post » Fri May 04, 2012 9:14 am

I would still rather see the requirement of using a 'Repairing Bench' that lets you repair things, it would show hammers and stuff on it, this would make more since then just repairing it in your inventory.

Or just forget about repairing and follow Skyrim, which I'd bet a couple caps on might happen.
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Tiffany Carter
 
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Post » Fri May 04, 2012 9:42 am

I would still rather see the requirement of using a 'Repairing Bench' that lets you repair things, it would show hammers and stuff on it, this would make more since then just repairing it in your inventory.

Or just forget about repairing and follow Skyrim, which I'd bet a couple caps on might happen.

Please no, repairing in TES doesn't really matter much but it does (now) in Fallout.
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April
 
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Post » Fri May 04, 2012 12:37 pm

Using spare parts that can be superior than the current degraded parts that may be present in your fire arm. That logic is usually applied daily.

Now for melee weapons such as a machete, replacing the blade is the only thing that makes sense. Thus causing the magical sharpening fairy to appear & make the weapon sharper.
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Quick Draw III
 
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Post » Fri May 04, 2012 2:01 pm

In Fallout New Vegas, we have that little notch in equipment health that tells us when health is above it, it needs maintenance and when below it, it needs repairs. So, using Weapon Maintenance Kit(s) for... all weapons that are technical (plasma pistol, 10mm smg, power fist, thermic lance...) but not for things like a knife, axe, baseball bat etc. For bladed weapons, there could be the whetstone I guess, and you could use various junk for everything else like duct tape, scrap metal, hammer, whatever, to maintain the weapon but when it sinks below the notch so that it is damaged, then I dunno, you have to bring it to some repairman? Or you could use a workbench, depending on your repair skill, the item's health and whatever sparepart you maybe could use, then a few hours passes and you'll see if you managed to repair the weapon or damage it even more. Could be some related perk for that maybe. For guns, when they can't be maintained anymore and need repair, I guess you could do with the current system, but it wouldn't heal as much as it would if you did it by a workbench and the risk of failing the repair is greater.
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*Chloe*
 
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Post » Fri May 04, 2012 2:08 am

logically, you could split one of the bats in half and use the binding from the handle or duct tape to reinforce the intact bat like a brace on a leg.

Also most axes/sledgehammers have 3 components. The axe/hammer head, the handle, and a wedge that gets hammered into the handle to fit the handle into the axe/hammer head extra tight. So you could theoretically use 3 pieces from 3 different axes to make one axe.
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Ricky Meehan
 
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Post » Fri May 04, 2012 10:39 am

logically, you could split one of the bats in half and use the binding from the handle or duct tape to reinforce the intact bat like a brace on a leg.

Also most axes/sledgehammers have 3 components. The axe/hammer head, the handle, and a wedge that gets hammered into the handle to fit the handle into the axe/hammer head extra tight. So you could theoretically use 3 pieces from 3 different axes to make one axe.

yes but its only the axe/hammer head that is a vital part, the rest is just a visit to the woodcarver or something.
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Code Affinity
 
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Post » Fri May 04, 2012 3:02 pm

yes but its only the axe/hammer head that is a vital part, the rest is just a visit to the woodcarver or something.

the wedge is pretty vital if you dont wan the axe head to come flying off after a few hard swings.
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Danny Blight
 
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Post » Fri May 04, 2012 1:30 pm

the wedge is pretty vital if you dont wan the axe head to come flying off after a few hard swings.

yes its still woodcarving or simple blacksmithing to mack it. but yes is understnd youre point, the wegge is an important part yes.
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Kelly James
 
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Post » Fri May 04, 2012 1:57 pm

Finding pieces around the Wasteland would be cool in repairing items. I would actually like to see this, and maybe even some things un-repairable, for example, Baseball Bats.

I just want to see the game get more realistic ^^
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FITTAS
 
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Post » Fri May 04, 2012 8:56 am

I love how a weapon "breaks" but when you drop it it's in 100% condition.
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Ella Loapaga
 
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Post » Fri May 04, 2012 11:06 am

You guy forget the weapon are from the 2050s they might trade the reliability of the gun in exchange to being able to go through bullet proof armor and power

Melee weapon should not be repaired ( unless it something like a themo lancer or shock sword)
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Yama Pi
 
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Post » Fri May 04, 2012 11:44 am

You guy forget the weapon are from the 2050s they might trade the reliability of the gun in exchange to being able to go through bullet proof armor and power

Melee weapon should not be repaired ( unless it something like a themo lancer or shock sword)

yes most of em are old and pre war made, that macks it more where to for just one person consume guns in a rate of one year 2030 production in the hole USA!
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Lisa
 
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Post » Fri May 04, 2012 9:43 am

After reading some of these post i came up with the idea of having the repair system work like this:

As you use a gun its suffers the wear and tear of use and will slowly become less effective this can be fix by using a repair kit/maintenance kit/workbench to clean and maintain the gun. Also the longer the gun goes without maintenance the greater the chance of a part of it breaking (making it so you could no longer use the gun untill its fixed) which then would require you to use the part/parts from another gun to replace the broken parts thus fixing the gun and allowing you to once agian use it.
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Jade Barnes-Mackey
 
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Post » Fri May 04, 2012 11:28 am

How come no mechanics survived the apocalypse?
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phil walsh
 
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Post » Fri May 04, 2012 6:40 am

yes most of em are old and pre war made, that macks it more where to for just one person consume guns in a rate of one year 2030 production in the hole USA!

they made repair kit but everyone use them until they ran out in F3 so you can take less jammed parts of the gun into the other less jammed parts
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Max Van Morrison
 
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