fallout and vats

Post » Wed Dec 14, 2011 11:36 pm

Basicailly what do you think could be done to improve vats?I had a thought *lightbulb* that there could be an option to just have all vats gameplay giving fallout a turn based combat again but still keeping the real time exploration like the originals and agility would be a lot more useful again with all actions im.combat costing ap like access inventory .please don't flame me i don't wanna look like Joshua Gragham.
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James Wilson
 
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Post » Thu Dec 15, 2011 11:42 am

I don't use Vats Often but I do want this.

Some sort of slow motion that you can use with Ap. Like in falllout 3 mod.
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Kaylee Campbell
 
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Post » Thu Dec 15, 2011 10:12 am

http://www.youtube.com/watch?v=oFABEnF7b6I
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Mrs. Patton
 
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Post » Thu Dec 15, 2011 10:07 am

How to improve VATS you say?
Take the VATS-related perks.
Oh, and I don't see how optionally making the whole combat system based on VATS is going to improve VATS.
Maybe less VATS glitches, that would make it better.
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Niisha
 
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Post » Thu Dec 15, 2011 1:34 pm

http://www.youtube.com/watch?v=oFABEnF7b6I

Yeah i forgot to say i meant this to be optional lol.
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MarilĂș
 
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Post » Thu Dec 15, 2011 9:40 am

http://www.youtube.com/watch?v=oFABEnF7b6I

That is beyond tedious. I don't use VATS myself. The shooter part is poor but still better than that.
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Umpyre Records
 
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Post » Thu Dec 15, 2011 6:54 am

That's your opinion, you're welcome to it. I don't share it, so you can shove it :thumbsup:
I said "optional" for a reason, because there are people who want to play the new Fallout games like the old Fallout games.
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James Smart
 
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Post » Thu Dec 15, 2011 3:52 pm

Hey no fighting fellow forum dwellers.
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Michael Korkia
 
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Post » Thu Dec 15, 2011 7:31 am

Basicailly what do you think could be done to improve vats?
Visually its decent as is (though restoring the series groin target would help). Mechanically... The proximity based percentages should be replaced with the original linear difficulty progression (making certain high value targets permanently more difficult to hit ~put it back like it was in FO2).

Discard the current methods for VATS, and replace them with conceptually accurate ones. Make the VATS key drop the time scale of the game to about -? for the duration of the PCs APs; Remove the VATS invulnerability protection ~if you get hit, you get hit. Have it play out like this... Player presses the VATS key, and time slows to about 75% (or less ~tweak to perfection). In this mode the PCs APs are a count down clock, when they reach zero the time scale resumes to normal; any time they click the mouse to attack during this 'slowed time' the VATS menu pops up, they pick their limb target (here it really should be real-time VATS highlighting of the limb targets as they are moving, but I don't know if that's possible ~I think not; but I wish it were). The PC shoots, Vats ends.

Option:VATS could end with APs in reserve, or keep counting down until there are not enough APs to use the weapon.
Option 2: Pipboy access could be made only accessible during VATS at an AP cost while in combat. This would mean that during a fight, the PC cannot use the pipboy for healing or item access, or weapon switching ~except during VATS (as described above), and at a cost of APs (quite possibly instead of an attack; if they don't have enough APs for both).
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Eve(G)
 
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