Also, since the current version is pretty stable, I'd like to get some general feedback on balance and difficulty. So . . .
* Are people finding FWE too challenging or not challenging enough?
Overall things feel just about right. I'm currently at level 19 with my latest character and still find that I have to very cautious about how I engage the enemy.
I agree that BT makes things a bit to easy. A few alternatives to remedy this come to mind. First and foremost, albeit the most labor intensive to implement, is the idea that your character wouldn't start out with the BT ability; Or if they did, it would only slow things down ever so slightly. I'd like to see either a quest-line devoted to acquiring/enhancing BT, or a set of perks (perhaps with a science skill prerequisite) that enhance BT from a much milder base state. Oddly enough, with all the fuss over moving Fast-VATS into a seperate esp, once I started using BT as a primary means of targeting, I find it much easier than VATS in its vanilla form. As an initial "quick-fix" I'd suggest not only increasing AP use slightly, but also increasing the play-speed while BT is running.
OK, but remember, you asked for it
As you know, I'm setting up a merger (FWE+CFW+WMK) that tweaks the weapons to be more in-line with my own preferences. But the tweaks I'm making are based on the damages currently used in FWE, so they are relevant to this discussion. My changes basically hinge around the idea that ammo caliber/cartridge type is more closely related to damage dealt. For the stock weapons, the 10mm pistols are rediculously under-powered. These are comparable to .40 caliber handguns, compared to the .32 caliber revolver that currently does considerably more damage. The .32 is a pea-shooter compared to the 10mm. After all, the 10mm didn't become the standard sidearm of the military because it did the LEAST amount of damage of all handguns. As far as the CFW weapons are concerned, I've revamped the lot. Currently, the .223 does more damage than any other handgun aside from the .44 revolver. Granted it's based on a rifle bullet (5.56mm), but with the avialability of 5.56 ammo, the usefulness of ALL the other handguns including the "big-boys", e.g. the Deagle, the .44 Revolver and the 14mm, becomes nil as ammo is scarce and there are major weight considerations to carrying multiple calibered guns. Using the base damage of 60 for the .44 as a reference for maximum damage, I'd suggest the 14mm take on this value. Equivalent to a .55 caliber, this thing a bloody handcannon! I'm also considering adding the effect present on the
I haven't gotten to the rifles yet, but I intend to balance these after the same fashion. An automatic weapon should be FEARED. I don't intend to dumb-down per shot damage just because the weapon is an automatic. Take the Chinese Assault Rifle as an example. Its base damage is currently 16, while the .223 using the same cartridge deals a whopping 55! Perhaps a compromise of 35? With the weighted ammo system in place and the balance between autos and semi-autos hinging on damage stats, there's no good reason to carry an auto. I've tried, but the way FWE's weapons are currently balanced, all you end up doing is adding a boat-load of extra weight to your character while going through huge quantities of scarce ammunition to take more time (requires multiple hits) to do the same damage to your opponent. This imbalance needs to be rectified IMHO.
Energy weapons are flat out too weak. They need a major boost across the board with the possible exception of the uniques which deal what I would consider a fair amount of damage. These are the weapons of science-fiction; The death-rays of tomorrow. But not according to the current implementation. As it sits, unless I acquire a unique version, which do VASTLY more damage than their common counterparts, I'm being asked to put skill points into a specialized skill that yields a net loss in investment. They do far less damage than comparable ballistics weapons and ammo costs twice as much. Not much of an incentive to use these. The way I intend to implement EWs is to give the least of these comparable damage to the greatest of the ballistic weapons. This, coupled with a 2.5x critical multiplier for the laser weapons and 4x for the plasma weapons along with a low max health to provide balance through the need for constant maintainance. The plasma weapons should do greater damage than any ballastics based weapon, as their projectile speed is slow and spread is greater, providing adequate balance as a result. The pulse weapons are rare and could potentially do a massive amount of damage with the caveat that their repair list is quite limited, perhaps requiring laser/plasma/pulse weapons to repair.
I haven't taken a close look at big guns at all, but I get the feeling that I'd find many of the same issues with these. In fact, a couple of things that I have noticed are one, the weights of these "big guns" (particularly those added by CFW) seem too light and two, I have no way of telling if the gun is classed small or big other than picking it up and seeing the sway (my big gun skill is very low).
One last yarf. Although I appreciate the concept of ammo rarity, I don't see the necessity to extend this to the vendors. These guys MUST be making the stuff. Let me give you example using my current character. When I started her, I made a few adjustments; One of which was to rechamber the Deagle to take .45 ACP ammo and adjust its base damage to 55. Experience has shown that I don't want to take a weapon I intend to use as a primary with less than 200 rounds of ammo. This, again, is limited to semi-auto/single shot weapons as autos consume vastly more ammo. Between the .45 ACP found and buying as much as I could (half the time vendors don't even have it) I was able to use the Deagle once for every 5-6 excursions. Considering that the .45 ACP is only used in the Tommy Gun and the Greasegun, both automatics which require much more ammo than my Deagle (and have pretty lousy stats), they become utterly useless. So, now at level 19, she has 60,000 caps sitting in her safe with nothing to spend it on. The major vendors should have ammo in abundance. Let the player decide which weapons to use, not the game. The PC is still limited by the ammo's weight factor and the caps they have to spend. Let these be the deciding factors as to which ammo/gun suits their situation.
The summary is this; As is, the weapons of choice are the .223 pistol and the hunting rifle (scoped w/extended magazine if running WMK). Ammo is cheap/easy to find and damage is very high. You can use these consistently unlike any other guns in-game (other than the 10mm which is currently not worth its weight in scrap). Unless you're a masochist, the other guns are all just curios that the AI can use to its heart's content, but the player is limited to using on the very odd occassion due to poor performance/lack of available ammo/unjustifiable skill point expenditure.
One thing that really sticks out is the rewards earned for completing a dungeon/tracing a clue. Here are a few examples off the top of my head:
Places/scenarios like these deserve hand placed unique items and leveled list that are guaranteed to generate quality/rare items. Not the run-of-the-mill next to nothing stuff found everywhere else in the wastes.
I would also encourage you to take a closer look at placing better LLs on containers found in spots considered "caches". These are generally the areas you come to towards the end of a dungeon crawl that make the effort worthwhile, like finding a bobblehead. If you're interested in tackling some of these areas, I'd be willing to work with you to develop a script that would randomize the placement of certain (or even most?) unique items to increase replay value.
My perspective on WMK has changed over the course of my latest character's development. Although I really like most of modded weapons, I feel they are too easily acquired and often serve little purpose. After all, a POS 10mm is still a POS with a bigger clip (although this too could change depending on your take on my weapon-balancing suggestions). I'd like to see the "better" combinations used as unique items, perhaps fulfilling the role of the rewards mentioned above. For those still interested in using WMK as is, I say let this still be an option, with the understanding that the "rewards" will seem less valuable. With specific variants in mind, it wouldn't be nearly as difficult to add in some more unique variations of the CFW weapons either. Now throw in a few new quality armor mods and some distinctly well-done retextures; The list of possible rewards could then be considerably larger than the number of rewards available. This would further enhance the concept of unique play-through, often building a character around the type of equipment found. Since, as you say, FWE is in a fairly stable state, perhaps this is next direction it could take?
We had talked about this some time ago and I had all but completely forgotten about it. This would be a great addition. I'll look at what it would take to implement this; I have a few ideas but I'm not that familiar with how the zones work, so a bit of research will be necessary.
Last point. Remember that these are all intended as constructive criticisms. If I had to tell you about the things I liked, I could write enough to get this thread closed for reaching its page limit. You're doing a splendid job Mez. Keep up the GREAT work :thumbsup:
Cheers!
FritZ