Mourning the lack of craftable weapons

Post » Tue Apr 20, 2010 6:19 am

For the 13 millionth time, I saw a thread that reminded me of the colossally wasted opportunity Obsidian missed when they left the dart gun out of the game. What a wonderful, wonderful way that would have been to deliver poisons. And it made me wonder, once again, just why the craftable weapons were limited to a few explosive items? Has anyone ever come up with a rational explaination for why the old (or even newly designed) craftable weapons weren't in FO:NV? Or maybe heard an explaination from one of the Devs? I know schematics were in the game for one of them, that they were inoperable, and removed by patch, but I don't think I've ever heard any reasonable explaination for the decision to not include such weapons. Anybody got any ideas?

-Gunny out.
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Del Arte
 
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Post » Tue Apr 20, 2010 1:33 am

Dart gun would be the only one I would want to make. For the reason you talk about, poison. Still I have a feeling it would not work as well as I would like it to. If they could make it so if I am in stealth and shoot someone, they would not become hostile. Then it would be awesome way to kill people.

The rest of them svck.

Would be great to make teddy bear, suitcase, briefcase, mail box bombs along with other object and be able to place them next to a target without out them freaking out.
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Deon Knight
 
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Post » Tue Apr 20, 2010 6:42 am

Are there many mailbox bombs in the game? I've only ever bumped into one, as soon as I did though I wanted to make one..
Not really sure why, don't think any enemies hang out near mailboxes. But still it scared the bejeesus out of me. Awesome.
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Alister Scott
 
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Post » Tue Apr 20, 2010 2:20 am


Would be great to make teddy bear, suitcase, briefcase, mail box bombs along with other object and be able to place them next to a target without out them freaking out.



Are there many mailbox bombs in the game? I've only ever bumped into one, as soon as I did though I wanted to make one..
Not really sure why, don't think any enemies hang out near mailboxes. But still it scared the bejeesus out of me. Awesome.

Both are great ideas. Maybe we could open up a thread (or maybe perform CPR on an old one) over in the DLC section to lobby for this stuff. But the thing I really want to know is was there some fundamental mechanical issue trying to implement weapons like these, or was it a considered design decision? I can see a point of view whereby including the dart gun to fire poisons would make using poisoned melee (and thrown melee) weapons less attractive. Was this a contributing factor?

-gunny out.
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Lily Something
 
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Post » Tue Apr 20, 2010 10:49 am

The rock'it launcher would certainly make a lot of the 'clutter' a bit more usefull... Not really sure what milk bottles are for? and I know there is the junk rounds perk for the tin cans, but it's not really very good is it..
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Spooky Angel
 
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Post » Mon Apr 19, 2010 8:14 pm

Yeah, they probably didn't think crafted weapons had a place in their game. Dart Gun, Nuka Grenade (using Nuka Cola Victory or Quartz), and Shishkebab (both as a craftable and regular weapon) would have been great. The Rock-It Launcher could have been a great Wild Wasteland weapon. Also, while the Railway Rifle itself is nothing special, the idea of using railway spikes as improvised flechette shotgun rounds for armor piercing would be pretty good. Plenty of Melee and Unarmed weapons could be crafted ones. Hell, with a high enough science skill, the schematic, and the parts (they'd have to be pretty rare), maybe even craftable Energy Weapons. Technically, the Tesla Cannon was crafted.
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Michelle Smith
 
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Post » Mon Apr 19, 2010 9:37 pm

The rest of them svck.


I always like the Railway Rifle. In Fallout 3 it was a good, easy to maintain and with plenty of ammo.

Then again, every gun had plenty of ammo in Fallout 3 :hehe:
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Olga Xx
 
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Post » Mon Apr 19, 2010 7:43 pm

ALL the weapons in Fallout should be crafted ones. I've said it time and again. OK, in Vegas you have the gunrunners etc making weapons, but as we go further east then weapons should be VERY hard to come by, forcing the next vault/courier/farmer/go-go dancer to make weapons from whatever is lying around.

Come on Bethesda/Obsidian. Put 100 different "parts" to find, making 30 or so unique DIY scrapyard weapons. It would be awesome.
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Stephanie I
 
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Post » Mon Apr 19, 2010 8:15 pm

Yeah, they probably didn't think crafted weapons had a place in their game. Dart Gun, Nuka Grenade (using Nuka Cola Victory or Quartz), and Shishkebab (both as a craftable and regular weapon) would have been great. The Rock-It Launcher could have been a great Wild Wasteland weapon. Also, while the Railway Rifle itself is nothing special, the idea of using railway spikes as improvised flechette shotgun rounds for armor piercing would be pretty good. Plenty of Melee and Unarmed weapons could be crafted ones. Hell, with a high enough science skill, the schematic, and the parts (they'd have to be pretty rare), maybe even craftable Energy Weapons. Technically, the Tesla Cannon was crafted.

Technically, all weapons but sticks and stones are crafted. :hubbahubba: But seriously, there are even weapons in NV that could easily been craftable weapons, eg: the machete. It's just a lawnmower blade, something for the handle (maybe a tanned hide leather handle) and something to hold it all together like duct tape. I'm sure if we thought about it, we'd find lots of weapons that it would not be unreasonalbe to suggest could be crafted. But again, the question that begs is: Why not? Were some planned, but not implemented because of time constraints? Including all of the old FO3 ones seemingly would have been easy, a simple job of placing schematics and raw materials around the worldspace, unless there was something that prevented the use of them ie: some change to the game mechanics we aren't aware of.
Come on Bethesda/Obsidian. Put 100 different "parts" to find, making 30 or so unique DIY scrapyard weapons. It would be awesome.

This is where I think the real missed opportunity is. Look how we all obediently labor from vendor to vendor, just to garner all the mods for our weapons. Or any other limited item compulsion we display, like quantum hunting. We just seem to eat that stuff up. We collect all the weapons and mods, the uniques, the rare items, and we love to craft. Combining all those elements: the hunting; the collecting; the crafting; all into one pursuit would have provided countless more hours of fun each playthrough.

-Gunny out.
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sexy zara
 
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Post » Mon Apr 19, 2010 8:39 pm

I don't personally use them much, how ever I think it is a very cool and necessary feature of the game. It just kind of makes sense to have it in a game like this where resources are limited.
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Jinx Sykes
 
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Post » Tue Apr 20, 2010 2:36 am

Technically, all weapons but sticks and stones are crafted. :hubbahubba: But seriously, there are even weapons in NV that could easily been craftable weapons, eg: the machete. It's just a lawnmower blade, something for the handle (maybe a tanned hide leather handle) and something to hold it all together like duct tape. I'm sure if we thought about it, we'd find lots of weapons that it would not be unreasonalbe to suggest could be crafted. But again, the question that begs is: Why not? Were some planned, but not implemented because of time constraints? Including all of the old FO3 ones seemingly would have been easy, a simple job of placing schematics and raw materials around the worldspace, unless there was something that prevented the use of them ie: some change to the game mechanics we aren't aware of.

This is where I think the real missed opportunity is. Look how we all obediently labor from vendor to vendor, just to garner all the mods for our weapons. Or any other limited item compulsion we display, like quantum hunting. We just seem to eat that stuff up. We collect all the weapons and mods, the uniques, the rare items, and we love to craft. Combining all those elements: the hunting; the collecting; the crafting; all into one pursuit would have provided countless more hours of fun each playthrough.

-Gunny out.


I'm guessing time constraints had a lot to do with it. I believe there was even an unused schematic for the Rock-It Launcher that they forgot to remove.
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Maeva
 
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Post » Tue Apr 20, 2010 11:30 am

I'm guessing time constraints had a lot to do with it. I believe there was even an unused schematic for the Rock-It Launcher that they forgot to remove.

I could see this for *new* weapons, but the already *done and in the geck* ones? Unless some miscommunication occured, something along the lines of:

"OK, thanks for coming to the progress meeting, folks. Now just an update on the craftable weapons. I've got all the meshes, textures and scripts done for the weapons, so we're ready to put them in the build and test 'em. Now you area designers got plenty of the required parts scattered in your world spaces, right? What? Whadda mean? You NEVER GOT THE MEMO?"

The possible reasons fall into these catagories:
1. Design decision to not have them.
2. Intended to have them, but had problems with implementing them mechanically (engine).
3. Intended to have them, but had problems with implementing them organically (someone screwed the pooch).
4. Intended to have them, but had problems with implementing them chronologically (time).

-Gunny out.
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James Shaw
 
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Post » Tue Apr 20, 2010 12:26 pm

A little of all probably. They probably thought most of the crafted weapons were a bit silly. It was probably low priority, and in the end, they must have decided not to waste time implementing it properly.
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Sista Sila
 
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Post » Tue Apr 20, 2010 2:48 am

I have asked myself this many times. Why would Obsidian remove the craftable weapons already in place? The worst they could have done was leave them in place since they were already there, but instead they remove them all (except the bottlecap mine)? This makes no sense to me and is what I consider: "freaking stupid" :banghead:

Also the idea of crafting all the weapons is very cool! Imagine that. You could buy weapons like you normally do from vendors, but you could also build your own from spare parts (breaking down guns!). I think this is a very cool idea for someone to mod in (shouldn't be to difficult in its most basic form).
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Jodie Bardgett
 
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Post » Tue Apr 20, 2010 4:58 am

I think it is decided not to have them in design as most craftable in FO3 are rather late to obtain yet they are mostly design as early game weapon.

I also thinks it also implies that the Courier is a McGuyver type character which put a stain on the blank paper.

It would be nice to craft throwing weapons (like turn kitchen knife into throwing knife, or throwing spear with pool cue.) And put the poisoning into crafting manual instead.
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ShOrty
 
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Post » Mon Apr 19, 2010 11:44 pm

More assassin like weapons would have been nice. The assassin suit should give you like the ability to sneak better weapons into casinos.
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Tikarma Vodicka-McPherson
 
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