Item Desintergration

Post » Fri Nov 12, 2010 3:42 am

There's no "realism" mode.

There's hardcoe mode, which adds several complications to provide more challenge.


well i ment that
User avatar
Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Thu Nov 11, 2010 11:46 am

Item degradation was a bit out of control in Fallout III. I mean, I could actually see the health bar of the weapon get lower with each round fired with some weapons... I'm not buying that, sorry..
User avatar
John Moore
 
Posts: 3294
Joined: Sun Jun 10, 2007 8:18 am

Post » Thu Nov 11, 2010 6:27 pm

weapons will last longer but if you dont care to them then it breaks not like in FO3
User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Thu Nov 11, 2010 6:05 pm

Well I kind of look at it from a detailed imagination point, whatever mechanism is broken in your gun, may not be broken in a scavenged gun. Thats how I saw it in F3, you're not melting the two magically, I imagined you're just carefully changing pieces out, you know?


Exactly. I always thought of it as just taking out the ''broken parts'', and replacing them with scavenged ones. Always thought it was weird though that the npc's could repair something just like magic. I thought they might have been using like scrap metal and a workbench to repair the item (i.e. for a gun, they actually make a replacement part to replace the broken one), but then I thought "Why can't we?"

But I say that in F: NV a 0% item should still be repairable, just unusable. i.e. if you have one broken 10mm pistol, and scavenge another one, you take parts from the broken one and swap them out with parts that are worse off in the scavenged one.


Might make some sense though if we could repair guns (and maybe armor too) at a workbench with ''scrap metal'' and other misc items like that.
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Thu Nov 11, 2010 10:37 pm

Exactly. I always thought of it as just taking out the ''broken parts'', and replacing them with scavenged ones. Always thought it was weird though that the npc's could repair something just like magic. I thought they might have been using like scrap metal and a workbench to repair the item (i.e. for a gun, they actually make a replacement part to replace the broken one), but then I thought "Why can't we?"

But I say that in F: NV a 0% item should still be repairable, just unusable. i.e. if you have one broken 10mm pistol, and scavenge another one, you take parts from the broken one and swap them out with parts that are worse off in the scavenged one.


Might make some sense though if we could repair guns (and maybe armor too) at a workbench with ''scrap metal'' and other misc items like that.


FONV will have "Repair Kits" which will be used for the same purpose.

If you had the MZ expansion, you could use Alien Epoxy to repair weapons in FO3.

As for repair in general, I just thought it was weird that one weapon would just "disappear" after repairing. I think it would have been cooler if you have some "leftover" [Name of Gun or Armor] repair parts, provided of course you had extra percentage points left over. I mean it's a violation of the conservation of mass! :P

Still, it did come in handy when you just cleaned out a raider camp and were able to make room in your inventory by merging 10 badly repaired Raider Armor into 3-4 100% condition Raider Armor...
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Thu Nov 11, 2010 7:04 pm

On note on repair.. remember in this game repair skill slows down weapo and armor deterioration... so we might not be repairing stuff anywhere near as often as some did in fo3.

Also in fo3 I often didnt ever need to repair my weapons because I always had others of near the same effectiveness from my numberous victems..
User avatar
sara OMAR
 
Posts: 3451
Joined: Wed Jul 05, 2006 11:18 pm

Previous

Return to Fallout: New Vegas