Fallout: New Vegas, New Rules

Post » Tue Dec 30, 2014 1:54 am

"Fallout: New Vegas, New Rules"

  • hardcoe MODE MUST BE ON

  • THE HARDEST DIFFICULTY MUST BE ON

  • YOU MAY NOT CARRY A WEAPON WITHOUT MEETING STRENGTH/SKILL REQUIREMENT

  • YOU MAY NOT FAST TRAVEL AT ANY TIME (Unless it solves a bug or something)

  • YOU MAY NOT RE-LOAD SAVES AT ANY TIME (Unless it solves a bug or something)

  • YOU MAY NOT CONSUME RAW MEATS, DIRTY WATER, OR FIXER AT ANY TIME

  • NO HEALING DURING COMBAT

  • NO HUD (OPTIONAL)

  • NO V.A.T.S. (OPTIONAL)

  • IF YOU DIE, YOU DELETE YOUR SAVE (OPTIONAL)

  • NO LOADING COMPANIONS WITH ITEMS

    • Give each of your companions a class relative to them and load them with items they can hold accordingly. Rex and ED-E cannot carry any items whatsoever.

  • Weapon Rules - You essentially have weapon locations on your person corresponding to the class you choose. Each class carries their advantages and disadvantages. I've put together 4 well-rounded classes here that are essentially pulled from other games and lore. Just a few general classes that I tweaked to favor Fallout's playing style. NOTE: These are simply guidelines. You can make whatever class you want. These are a blueprint to further elaborate how many weapons and gear you can realistically carry and why. There are 4 as follows:

    • Ranged Specialist -

      • (1) One-handed Gun

      • (1) One-handed Melee Weapon OR (5x) Explosives

      • (2x) Small Ammo Belt [10lb.] OR (10x) Explosives

      • (1) Two-handed Gun OR (2) One-handed Guns

      • (1) Two-handed Gun OR (1) Large Ammo Belt [20lb.]
        CLASS PERK: (3x) Weapon Repair Kit

    • Melee Specialist -

      • (1) One-handed Gun

      • (2) Two-handed Melee Weapons

      • (1) One-handed Melee Weapons, (10x) Explosives OR (15x) Explosives

      • (1) Unarmed Weapon

      • (2x) Carrying Capacity for Stimpacks
        CLASS PERK: (2x) Set of Body Armor**

**Theoretically, you could replace that lack of ammunition in your pockets for the various pieces of another set of armor. This also makes up for the obvious massive increase in damage that will be taken both to the player and the set of armor alike due to Melee Combat. Rather than forcing a player to be a Repair God and obtain Jury Rigging Perk to upkeep their armor, I think carrying a second set of armor available for wear while finding repairables for your primary armor is a much better way of going about this.

  • Ranged/Melee Hybrid -

    • (1) One-handed Gun

    • (1) One-handed Melee Weapon OR (5x) Explosives OR (1) Unarmed Weapon

    • (1) Two-handed Gun OR (1) Large Ammo Belt [20lbs.] OR (2) One-handed Guns

    • (1) Two-handed Gun OR (1) Two-handed Melee Weapon

    • (1) Small Ammo Belt [10lb.] OR (1) One-Handed Gun OR (5x) Explosives
      CLASS PERK: (2x) Carrying Capacity for Stimpacks OR (3x) Weapon Repair Kits

  • Survivalist’s Son -

    • (1) One-handed Gun

    • (1) One-handed Melee Weapon OR (5x) Explosives OR (1) Unarmed Weapon

    • (1) Large Ammo Belt [20lb.] OR (10x) Explosives OR (1) Two-handed Gun

    • (1) Two-handed Melee Weapon OR (2x) Headgear

    • (2x) Carrying Capacity for Stimpacks AND Chems
      CLASS PERK: (3x) Carrying Capacity for Bottled Water AND Soda AND Alcohol

  • For Large Guns - If you have a large gun, (usually weapons that weigh >12lb. such as incinerators, mini-guns, thermic lances, etc.) it is the ONLY weapon you can carry besides the base One-Handed Gun provided to every class, followed by a bonus weapon corresponding to your relative class. Furthermore, the Stimpack bonus relative to the Melee and Survivalist Classes is negated if using a Large Gun. The only weapons weighing more than 12lb. that are excluded from this rule are Euclid’s C-Finder, Recharger Rifle, and Grenade Rifle. Each class’s bonus weapon are as follows:

    • Ranged Specialist - (1) Two-handed Gun OR (1) One-handed Gun

    • Melee Specialist - (1) Two-handed Melee Weapon OR (1) One-handed Melee Weapon

    • Ranged/Melee Hybrid - (1) Weapon of any handedness or class

    • Survivalist’s Son - (2x) Headgear AND Body Armor

  • Armor Rules - The only armor you’re allowed to have in your inventory is the armor that you’re wearing, excluding glasses or goggles. That designates (1) clothing equipped to the body and (1) other article equipped to the head. So that means those of you who've acquired the Ultimate edition or have any of the Weapons/Clothing DLC when you first start up your journey, you'll need to sell (or drop for a more “hardcoe” approach) the excess gear IMMEDIATELY after leaving Doc Mitchell's home unless you have a class allowing more gear to be held.

  • Aid Rules - Amount of aid allowed pertaining to each type of item is as follows. You may only exceed any of these amounts if you consume items until going below or equal to their limit before travelling again:

I haven't been able to come up with much in terms of what to do with the MISCELLANEOUS POCKET. Any ideas?

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