Bold and underlined are questions, quotations are his answers:
http://www.formspring.me/JESawyer/q/321678483560345663
I think the Legion camps east of the Colorado would be the first thing, then supporting post-Hoover play, then more work on dungeons/secondary locations. I don't think I'd want to add any more faction content, honestly.
http://www.formspring.me/JESawyer/q/321813718004411609
We always wanted to support post-Hoover play. A few milestones prior to being content complete, it was obvious that we weren't going to be able to support it to the extent that it deserved (robust reactivity to the choices the player made). Because we didn't have time to do it correctly, I made the decision to cut it.
http://www.formspring.me/JESawyer/q/321417031163327592
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And finally a small explanation on how he approaches weapon balancing:
http://www.formspring.me/JESawyer/q/322025789396627624
It's not a stupid question, since it's a question I had to deal with a lot on the DLCs. Here's what I would say about balancing any new weapons with existing weapons: first you find a conceptual place for them, then you stat, test, and iterate to hit that concept.
A weapon's balance is interpreted relative to weapons that are a) like it in function (e.g. a 9mm SMG is like a 10mm SMG) like it in cost/availability (e.g. you find 10mm SMGs around the same time that you find .44 Magnum Revolvers).
When considering the "conceptual place" for the weapon, you should really be answering these questions:
* Why will this weapon be fun to use? The first and most important question.
* What weapons should this weapon be similar to in role/function? This can help you establish statistics that make sense relative to other weapons that are similar.
* What weapons should this weapon be comparable to in overall power? When you answer this, you know what the player is likely choosing between for available weapons at any given point in their development.
* In what situations will I want to use this weapon instead of another weapon of similar power? If there is not a circumstance in which a weapon shines, players likely won't use it.
* In what situations will I want to use other weapons of similar power INSTEAD of this weapon? If a weapon dominates every situation, they will have no motive to use anything else.
* If there are less powerful weapons that are similar to this weapon, in what way will they still be valuable once I get this weapon? In some cases, this may be as simple as mod availability. E.g. Trail Carbines can take scopes; Brush Guns cannot.
* If there are more powerful weapons that are similar to this weapon, in what way will THIS weapon still be valuable when I find the more powerful version? Same idea.
Let's take two weapons that pose challenges: the Combat Shotgun and the Assault Rifle. There are a lot of shotguns and automatic Guns in F:NV, especially with all of the DLCs installed -- but I still think there's room for these two.
Combat Shotgun:
* Why will this weapon be fun to use? High rate of fire shotgun with high DPS, available earlier than the Riot Shotgun. It will also make use of 20 Ga. shells (16 per drum, 4 higher than the Riot), which stop being used in F:NV after the Lever-Action Shotgun.
* What weapons should this weapon be similar to in role/function? Most similar to the Riot Shotgun, distinguished by lower DAM, higher accuracy, and a higher RoF.
* What weapons should this weapon be comparable to in overall power? Tier 4 Guns (Hunting Shotgun, Trail Carbine, Sniper Rifle, 12.7mm Pistol)
* In what situations will I want to use this weapon instead of another weapon of similar power? Close range (closer than the Hunting Shotgun), when volume of fire is more important than raw damage (Trail Carbine, Sniper Rifle), and when reload speed is important (Trail Carbine).
* In what situations will I want to use other weapons of similar power INSTEAD of this weapon? When accuracy or high DAM are important. Slugs can mitigate the DAM and accuracy concerns somewhat, but even the lower-DAM 12.7mm pistol will still have higher accuracy.
* If there are less powerful weapons that are similar to this weapon, in what way will they still be valuable once I get this weapon? The Lever-Action Shotgun still has a higher DAM and accuracy, though the Combat Shotgun destroys it in DPS, RoF, capacity, and reload speed.
* If there are more powerful weapons that are similar to this weapon, in what way will THIS weapon still be valuable when I find the more powerful version? The Combat Shotgun has lower spread, higher magazine capacity, and higher durability than the Riot Shotgun. The Riot Shotgun kills the Combat Shotgun in DAM and DPS.
Assault Rifle:
* Why will this weapon be fun to use? Solid DAM automatic weapon with reasonable accuracy, high RoF, and plenty of ammo availability.
* What weapons should this weapon be similar to in role/function? Most similar to the Assault Carbine.
* What weapons should this weapon be comparable to in overall power? Tier 4 Guns (Hunting Shotgun, Assault Carbine, Trail Carbine, Sniper Rifle, 12.7mm Pistol)
* In what situations will I want to use this weapon instead of another weapon of similar power? Close range, when raw DAM is a concern but accuracy is less of a concern.
* In what situations will I want to use other weapons of similar power INSTEAD of this weapon? Long range, or when armor is more of a concern than total health (cf. Assault Carbine).
* If there are less powerful weapons that are similar to this weapon, in what way will they still be valuable once I get this weapon? The 10mm SMG edges the Assault Rifle out in weight and ammo capacity.
* If there are more powerful weapons that are similar to this weapon, in what way will THIS weapon still be valuable when I find the more powerful version? The Automatic Rifle destroys the Assault Rifle in raw DAM and DPS, but weighs much more and uses rarer, heavier ammo. The Assault Rifle also has a Recoil Compensator mod that brings its accuracy down below even the Assault Carbine.
These are just two approaches to tuning weapons. You could make completely different choices than I did. The point of the exercise is to find a place for the weapons so that their use becomes a choice that the player has to think about.
A weapon's balance is interpreted relative to weapons that are a) like it in function (e.g. a 9mm SMG is like a 10mm SMG) like it in cost/availability (e.g. you find 10mm SMGs around the same time that you find .44 Magnum Revolvers).
When considering the "conceptual place" for the weapon, you should really be answering these questions:
* Why will this weapon be fun to use? The first and most important question.
* What weapons should this weapon be similar to in role/function? This can help you establish statistics that make sense relative to other weapons that are similar.
* What weapons should this weapon be comparable to in overall power? When you answer this, you know what the player is likely choosing between for available weapons at any given point in their development.
* In what situations will I want to use this weapon instead of another weapon of similar power? If there is not a circumstance in which a weapon shines, players likely won't use it.
* In what situations will I want to use other weapons of similar power INSTEAD of this weapon? If a weapon dominates every situation, they will have no motive to use anything else.
* If there are less powerful weapons that are similar to this weapon, in what way will they still be valuable once I get this weapon? In some cases, this may be as simple as mod availability. E.g. Trail Carbines can take scopes; Brush Guns cannot.
* If there are more powerful weapons that are similar to this weapon, in what way will THIS weapon still be valuable when I find the more powerful version? Same idea.
Let's take two weapons that pose challenges: the Combat Shotgun and the Assault Rifle. There are a lot of shotguns and automatic Guns in F:NV, especially with all of the DLCs installed -- but I still think there's room for these two.
Combat Shotgun:
* Why will this weapon be fun to use? High rate of fire shotgun with high DPS, available earlier than the Riot Shotgun. It will also make use of 20 Ga. shells (16 per drum, 4 higher than the Riot), which stop being used in F:NV after the Lever-Action Shotgun.
* What weapons should this weapon be similar to in role/function? Most similar to the Riot Shotgun, distinguished by lower DAM, higher accuracy, and a higher RoF.
* What weapons should this weapon be comparable to in overall power? Tier 4 Guns (Hunting Shotgun, Trail Carbine, Sniper Rifle, 12.7mm Pistol)
* In what situations will I want to use this weapon instead of another weapon of similar power? Close range (closer than the Hunting Shotgun), when volume of fire is more important than raw damage (Trail Carbine, Sniper Rifle), and when reload speed is important (Trail Carbine).
* In what situations will I want to use other weapons of similar power INSTEAD of this weapon? When accuracy or high DAM are important. Slugs can mitigate the DAM and accuracy concerns somewhat, but even the lower-DAM 12.7mm pistol will still have higher accuracy.
* If there are less powerful weapons that are similar to this weapon, in what way will they still be valuable once I get this weapon? The Lever-Action Shotgun still has a higher DAM and accuracy, though the Combat Shotgun destroys it in DPS, RoF, capacity, and reload speed.
* If there are more powerful weapons that are similar to this weapon, in what way will THIS weapon still be valuable when I find the more powerful version? The Combat Shotgun has lower spread, higher magazine capacity, and higher durability than the Riot Shotgun. The Riot Shotgun kills the Combat Shotgun in DAM and DPS.
Assault Rifle:
* Why will this weapon be fun to use? Solid DAM automatic weapon with reasonable accuracy, high RoF, and plenty of ammo availability.
* What weapons should this weapon be similar to in role/function? Most similar to the Assault Carbine.
* What weapons should this weapon be comparable to in overall power? Tier 4 Guns (Hunting Shotgun, Assault Carbine, Trail Carbine, Sniper Rifle, 12.7mm Pistol)
* In what situations will I want to use this weapon instead of another weapon of similar power? Close range, when raw DAM is a concern but accuracy is less of a concern.
* In what situations will I want to use other weapons of similar power INSTEAD of this weapon? Long range, or when armor is more of a concern than total health (cf. Assault Carbine).
* If there are less powerful weapons that are similar to this weapon, in what way will they still be valuable once I get this weapon? The 10mm SMG edges the Assault Rifle out in weight and ammo capacity.
* If there are more powerful weapons that are similar to this weapon, in what way will THIS weapon still be valuable when I find the more powerful version? The Automatic Rifle destroys the Assault Rifle in raw DAM and DPS, but weighs much more and uses rarer, heavier ammo. The Assault Rifle also has a Recoil Compensator mod that brings its accuracy down below even the Assault Carbine.
These are just two approaches to tuning weapons. You could make completely different choices than I did. The point of the exercise is to find a place for the weapons so that their use becomes a choice that the player has to think about.