» Sat May 28, 2011 5:36 am
I was just thinking of a few suggestions and stuff I had brewing in my brain for the next Fallout - I came up with these (this is compared with FONV);
Guns, Explosives & Energy Weapons VS. Big Guns, Tactical & Small Guns
So, at the moment the former little list in that heading is what we have in FONV. Guns skill determines your effectiveness with anything that fires conventional munitions, energy weapons determines effectiveness with anything that uses energy munitions, and explosives skill determines your effectiveness with anything that goes BOOM. In theory it's a pretty good system. Managing huge varieties of ammo is a waste of time and on top of that it's a waste of caps. Since ammo has weight in hardcoe mode, you wouldn't want to be carrying around a bunch of kinds either. A lot of explosive weapons have weight in either mode (I.E. Dynamite) so it counts towards both modes.
However, when you actually have these skills in practice (at least in non-hardcoe), it breaks down. In my experience, and the friends who have the game which I've asked, we don't manage our ammo, and we hardly ever purchase it as you can just loot it off virtually every corpse. Because we end up with favourite weapons, such as the YCS or Oh Baby!, we only carry around a few ammo types in hardcoe mode, or none at all in the case of melee weapons. If we have a variety of weapons, we can store them and their ammo in our companions. Thrown explosive weapons generally have little weight and you don't need to carry vast quantities of them to get the job done, and in some cases you only need to carry <10 ammo in your inventory.
Another problem with this is strength requirements and how these skills mesh with other combat-oriented skills such as sneak. A friend of mine wanted to play as a sniper, low strength, low charisma, high agility, high luck - he wanted to get max out sneak and guns. Early on he did fine of course, he sniped pretty much everything with the Ratslayer unless it was close, in which case he used a sub-machinegun. He started to find problems later in the game. His lack of strength - the thing which allowed him to get decent agility, prevented him from reaching the requisite for the anti-material rifle and the sniper rifle. The massive drop in accuracy ruined his playstyle.
What I suggest is changing these three skills to something closer to Fallout 3's system, but not without it's differences. Energy Weapons, Guns and Explosives that you launch or shoot are broken down into two types, Big Guns and Small Guns. Big Guns are anything with a strength requirement of 6-10, while Small Guns are anything with a requirement of 1-5. For example, Mercy becomes a Big Gun and a gauss rifle or a varmint rifle becomes a Small Gun. If you really wanted to take this to the extreme you could even have perks such as Weapon Handling change the type of the weapon.
The Tactical skill involves many things which aren't included in the other two skills, but aren't melee or using fists. This includes mines and other placed explosives, thrown weapons such as grenades, spears and throwing knives. One-handed melee weapons are also considered tactical weapons for the purpose of the tactical weapon slot (although their effectivesness is still determined by the melee skill, and they can still be used as melee weapons). But now I suppose you're wondering what the idea of a Tactical Weapon slot is?
The Tactical weapon slot is basically a secondary arm, similar to the grenade button of many FPSs ( I'll refer to it as the T. Button for simplicity's sake). When inside your pip-boy, you can select one tactical weapon, and when the T. Button is pressed, you'd use it. A bunch of super mutants chasing you down? Drop a plasma mine. Want to spear that guy in the back of the head? Go ahead. Is that ghoul who's chasing you about to tear your face off, but you've only managed to whittle him down to ~10% hp? Knife him. Weapon attachments could also serve as a tactical weapon. A bayonet for a bit of range, or perhaps the ability to drop an armed, timed rocket with your missile launcher (think of that video where the French Canadians shot a Javelin which ended up landing 3 feet away from them, then imagine them running, a horde of ghouls chasing them, and then the ghouls getting exploded by said Javelin).
A few changes would need to be implemented to make Tactical Weapons sound though, otherwise it would quickly become over/underpowered. One of the problems I noticed with thrown weapons is that they often svck. I snuck up behind a Legion explorer and got a sneak attack critical with a spear on him, in his brain and it hardly injured him for 30% of his life. Improving the damage of this would easily fix this kind of problem.
Tactical weapons are, however, not suppose to be the same as having an extra weapon available. You're probably thinking 'Knives AND guns? Talk about overpowered.' This is why there would be alterations to base damage and and attack speed. If you're knifing that ghoul while you have your rifle out, it's going to deal 200% normal damage of that weapon, BUT, it's also going to attack 500% slower. This allows you to wear enemies down from afar, and get a last-chance effort to take them out while they are about to kill you. Bayonets, being purely tactical weapons, would deal 300% damage of a similar melee weapon.
If you have no Tactical weapon out, then all you're going to do with the T. Button will be to perform a rifle-butt or a pistol whip (or in the case of a missile launcher/fat man/minigun, nothing at all).