I don't agree on a sudden change happening at a certain distance, at the same time I'm not sure how I'd do it.
I have missed something... What sudden change do you mean?
In a dice game you state your business, and let the dice determine your success. Isn't this precisely what VATS does in FO3/FONV?
Sort of... But did you notice that in Fallout 1 the targets were of a linear difficulty, and "paid off" more, the more difficult the target was to hit... While In FO3 the target percentages were proximity based, and you simply had a higher chance of hitting what was closest.
The dice are 'weighted' by character skill (and perks, stats & traits); Its not a purely random roll like on a dice table. FO1 Aimed shots added a Critical bonus (if you hit) and a negative penalty to each target (-60% to hit the eye; You had to have more than a 60% chance at that range ~to have any chance at all.)
FO3's VATS calculates the chance to hit based on distance, and weapon skill, but also (says the Wiki) strangely degrades your guns 4x faster; (For taking your time and carefully squeezing the trigger
![Surprised :eek:](http://gamesas.com/images/smilies/icon_e_surprised.gif)
).
Fallout's dice method added a good dose of probability, good luck, and misfortune to everything in the game. In Fallout guns could jam during combat and not just during reloads (as in FO3 IIRC). In Fallout there was no VATS (except the location you visited called "The Vats"). In Fallout their was aiming (and there is a difference between them)... An Aimed shot cost more (in time) than shooting from the hip; and it was really a risky gamble (that could pay off, but could also leave you very vulnerable) ~In FO3 [IMO] VATS is a cheat button and that vulnerability that careful aiming brought upon the PC, was replaced with increased damage resistance while aiming. :bonk:
The very thing that put in some balance and restraint to "power attacks" (as they could be called), was removed, and APs made to regenerate ~basically devaluing them. Unlike Aimed shots in the rest of the series, (where most PCs can usually only manage one carefully aimed shot)... VATS lets you get in several shots for free at a preternaturally high speed, and with near impunity, every so often. :shrug:
VATS in FO3 just does not seem as 'double edged' as Fallout was with its 'aimed shot' option ~dice or no dice.
![Sad :(](http://gamesas.com/images/smilies/icon_e_sad.gif)
Is TES doomed into a life driven completely by the FPS approach? Only solution I see to this madness is to actually show misses clearly. Like some sensing system that makes AI "react" and dodge your blow, hands shaking to show bad aiming with bow (even Arma2/OA doesn't do this well enough), or arrows not going straight depending on dice roll? No matter what is chosen, it will "feel wrong" for those who thinks crosshair position is the only thing that matter. In "classical roleplay" systems, crosshair position would be where you attempted to hit, what is what VATS does.
I would love it if they could manage something like 'target nodes' where Havok plays a part in deforming the [melee] attack animation (towards the target); and if the NPC would attempt to dodge. (I don't know if that's even possible to implement in the engine though).
Was "Arkania: Blade of Destiny" the last true computer based dice RPGs?
There were two sequels.. I have them installed on my Desktop.
What [exactly] do you mean by "true"? Fallout used dice, and so did Baldur's Gate, Icewind Dale & Planescape; and many many others... Unless I miss a distinction.
... attributes are still there but in the background.
That... just that, alone, and by itself ~Is pretty bad IMO; It speaks volumes.