questions on the old rules and how they will work on the new

Post » Sat Mar 28, 2009 3:10 pm

been looking back through my fallout manuals and i gotta ask: how are you gonna handle aimed shots?
(please dont say something like FO3,please dont say something like FO3,please dont say something like FO3.)

every other aspect of the basic fallout ruleset wouldnt seem to have any problems translating to a "real time" environment from the old turn based. ( IMO at least ) hay, "OC" ..... i got something for ya right here! _|_ (^.^) _|_

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"MMO-RPG" = "Mass Market Oriented - Repetitive Profit Genera"
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Amie Mccubbing
 
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Post » Sat Mar 28, 2009 8:53 pm

I think it should be worked out to be a scope or iron sights, skills (to assist), negatives if you are taking fire, and the almighty computer generated transparent dice roll instead of vats or any other previous versions. You have to compensate for being real time instead of turn based.
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MatthewJontully
 
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Post » Sat Mar 28, 2009 7:58 am

No information about aimshots for now.We dont know if they will be in the game.Probably we will have random critical strikes that come from your abilities and stats. Image

I am the Formless in all forms.Strenght si the only measure ,all things can be resolved with violence and blood share.
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^~LIL B0NE5~^
 
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Post » Sat Mar 28, 2009 7:39 pm

Lucky criticals will be based off luck skill like when firing an assault rifle. Your first shot and maybe your second or third shot will be your most accurate - after that it goes way down hill. That is why the M-16A2 service rifle does not fire more than a 3 round burst with one trigger pull. Targeting should succeed more than lucky criticals. Also with certain sniper rifles in the game and those certain rifles should be in the game, we can reach out and touch someone up to a mile away.

My friends, meet Barrett. Barrett meet Fallout MMO. Of course, the real name can not be used but in game models should be built close to real life specs.

http://www.barrettrifles.com/

Another two possibilities maybe one -

http://www.alexanderarms.com/

Beowulf would be nice in city combat.

For CQB, maybe Kriss Super V or something better since it is 100+/- years later after the bomb.

http://www.bbindoorthai.com/phpbb2/files/kriss_super_v_162.jpg

Let Mack explain...

http://www.youtube.com/watch?v=9kjkcrjCvNQ

This would be nice for CQB too...

http://www.defensereview.com/exclusive-video-aa12-machine-shotgunfrag-12-grenade-weapon-system-test-fired/

Or a 6+ tube auto grenade launcher (not the MK-19 but the portable hand held) with 40mm room clearing grenades filled with .00 buck.

http://en.wikipedia.org/wiki/Milkor_MGL
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Jonny
 
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Post » Sun Mar 29, 2009 12:07 am

Criticals will be trigered by your skills i think.A high agility with a sharpshoter skill can increase the critical chance and damage Image

I am the Formless in all forms.Strenght si the only measure ,all things can be resolved with violence and blood share.
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Kortniie Dumont
 
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Post » Sat Mar 28, 2009 2:38 pm

Aimed shots could be handled pretty simply in real time. Instead of "calling" the shot as you make it, they could incorporate aimed shots into the firing mode of a weapon. You could set your attacks to aim for the eyes / head / balls prior to going into combat and switch to other targeted areas or uncalled shots at a button press in mid-combat much the same way as you could change from semi-auto to burst fire on a weapon. All other calculations based on increased critical chance for targeted shots could be handled the same way as the originals.
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Rodney C
 
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Post » Sat Mar 28, 2009 9:24 am

Actually, isn't it pretty much how it worked in Fallout Tactics' real-time mode? The Vault - Fallout Wiki * Fallout Online * Fallout IRC Channel * Fallout: New Vegas
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Jaylene Brower
 
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Post » Sat Mar 28, 2009 6:20 pm

You know I should go check that out, I only played the first few missions of tactics and even then only in turn-based, so I've no clue how they adapted special for real time in that.
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Ron
 
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Post » Sat Mar 28, 2009 9:39 am



Which brings up a good point actually.. assuming aimed shots ARE in the game at all.. will you be able to shoot people in the groin again? FO3 you couldn't, but in FO3 if you aren't aiming for the head every time really why are you using VATS at all?
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Charles Mckinna
 
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Post » Sat Mar 28, 2009 9:56 am

If I was coding, anything is fair game -

Eye, forehead, temple (side profile shots), neck (jugular and windpipe), body (lungs, heart, stomach (very painful and Sulfuric acid leaking into body), Kidneys (waste material leaking into the body), intestines (wastes leaking into body), groin (painful for most normal humans), arms\hands to disarm, legs\feet for movement (shoot the kneecaps for *torturing\extracting information from NPCs).

Of course explosions is a whole other concept.

Maybe for certain creatures - vulnerable area would be different. For example, maybe a groin shot to a robot would not be as effective as on a human (sarcastically stated and probably the truth).



* - It is Fallout don't you know?
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Queen
 
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Post » Sat Mar 28, 2009 8:43 pm

I'm a huge fan of groin shots.

Just sayin'

pax,
-Chris
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Kelly Osbourne Kelly
 
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Post » Sat Mar 28, 2009 6:35 pm

Hells yes.

*Toaster Bacon takes it like a man, which is to say he collapses like a wet rag*

Resurrect the text box and balance shall return to the universe.
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Taylah Illies
 
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Post » Sat Mar 28, 2009 9:45 pm



And either screams like a girl or an opera singer (joking of course)... :lol: ;)
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Lily
 
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Post » Sat Mar 28, 2009 11:28 pm


You know it is. Tactics handled it fine, though a hotbutton to bring up the aimed shot menu instead of having to click would be nice for improved usability. You could also allow players to choose where to aim at when the make the shot so when they click on the enemy to attack the aimed shot window pops up and they choose there (think somewhat like VATS only with the original aimed shot interface [wireframe instead of overlays]). I'd rather have the first system than the second but I'm all for options :D .
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Charlotte X
 
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Post » Sat Mar 28, 2009 8:37 am

I agree, it has to be fast because it is in real time and you may be under fire too.

When taking aim, you should still have access to stimpaks unless you are knocked out by concussive explosions or being hit in the head by a non-fatal hit (bottle, shot, foot, fist, 2x4, etc) after a check of course.

Perhaps a crafted item could include an automatic stimpaks that automatically heals you when you reach a certain amount of hit-points or infected/afflicted with something?
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Kelly Upshall
 
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Post » Sat Mar 28, 2009 8:24 pm

One time I tried to see if I could tame a mole-rat. It charged me, so I targeted and crippled it's legs. So the mole-rat tried to escape, and I left combat (after which it just milled around), I then used my doctor skill on it and fixed it's legs, and it tried to attack me again, so I broke it's legs again and fed it some iguana on a stick. After second time I fixed it's legs, it stopped trying to attack me and I could get real close without initiating combat. I doubt the molerat was actually programmed to become docile, but deep down I feel that I scared the poop out of that mole-rat and he knows who not to mess with anymore.

Aimed Shots= Yes, Healing crippled monster's even though it might be a bad idea=Yes

I don't know if companions NPC's will be available in V13, but if they are: Once they are killed, they should remain dead, and you'll have to go find another NPC to be your friend. Personally, I always like to have a dog by my side, so I'll probably be frequenting the Dog-Meat Farms.
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Robert Garcia
 
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