Medicine Skill Minigame

Post » Fri May 27, 2011 6:10 pm

Been playing blitz, and I thought, "Why not?"

I'm normally not a big proponent of minigames.

You could treat yourself and others like this. It would have to go hand in hand with a slightly more severe cripple/injury system though.

http://www.youtube.com/watch?v=n2Ms2TKmAdQ&feature=related
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Vicky Keeler
 
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Post » Fri May 27, 2011 9:41 pm

I always like mini-games if it brings something interesting to the game. I'd be all for it.
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Shelby Huffman
 
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Post » Sat May 28, 2011 5:59 am

Actually, FO3 initially had one, but it was taken out in the final version.

I dislike minigames, though, so the fewer, the better.
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Mel E
 
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Post » Sat May 28, 2011 3:59 am

Same. They're gimmicks. Gimmicks are bad.
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Kathryn Medows
 
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Post » Sat May 28, 2011 1:33 am

I love minigames, I find they only add to the immersion. I actually feel like I'm doing the lockpicking, rather than just relying on some stat test.
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Lisa
 
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Post » Sat May 28, 2011 12:15 am

I'd rather rely on my character's stats than on my own dexterity in an RPG.
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Jessica Lloyd
 
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Post » Sat May 28, 2011 9:59 am

I find these kindof 'minigames' more of a gimick than anything else. I'm happy enough passing checks on a skill roll, a wing and a prayer :P For a game to say "NO! You must have AT LEAST 50 lockpick skill before you can even CONSIDER twisting around a little metal pin in this lock! GO AWAY!" isn't the way I like to play my post-apocalyptic RPGs.
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Princess Johnson
 
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Post » Fri May 27, 2011 10:59 pm

I was being sarcastic, I hope people noticed. :P
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MarilĂș
 
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Post » Fri May 27, 2011 5:49 pm

I find these kindof 'minigames' more of a gimick than anything else. I'm happy enough passing checks on a skill roll, a wing and a prayer :P For a game to say "NO! You must have AT LEAST 50 lockpick skill before you can even CONSIDER twisting around a little metal pin in this lock! GO AWAY!" isn't the way I like to play my post-apocalyptic RPGs.

Yeah, I'd like to have at least of chance of attempting a skill roll even if I'm under the requirement - I mean even if I have a 5 in Small Guns, I can at least attempt to shoot the frakkin gun.

This came up in another topic dealing with minigames in general, but I'd like to see something where your chance of success/fail was determined by your character skill, but where a minigame could help mitigate some of the penalties (ie, a mini-game that only creates the illusion that you're really affecting the outcome.)

Like if Hacking a terminal was more about trying to reconstruct the damaged code, dragging information out of corrupted sections, etc. Success or fail would be determined at the beginning of the mini-game without the player knowing the outcome (and possibly a countdown timer set with respect to what degree you passed or failed.) Doing very well in the mini-game while failing the skill roll might not grant you access to any options (like controlling turrets) but could give some garbled segments of any information contained in the terminal (with how garbled the information is corresponding to how well you did in the mini-game, as well as your skill level.)

Character skill would still be the primary factor for determining success, with the minigame just being for mitigating some of the penalties if anything.

Or more on-topic: how well you perform the "Medicine" mini-game helps with adding extra hitpoints to your success (with the range of hit points possible being determined by your Medicine skill and how well you passed the skill check.) Failing the skill check means that even doing incredibly well in the mini-game would only give you a couple hitpoints at best, while doing terrible at the mini-game could give you a critical failure.

(For example, if I have 100 Medicine, then the hitpoints I could recover from the mini-game would be, I don't know, 75-100 - with the maximum result being if I did perfect at the mini-game, and 75 if I completely messed up as bad as I could. Performing the same task with 5 Medicine would give me at max 5 or 10 hitpoints if I did it perfectly, and subtracting hit points from the target if I couldn't manage to do at least moderately well at the game. Or have that range of possible outcomes dependant on to what degree you succeeded or failed - ie, even with 5 Medicine I might get a lucky roll once in a while and be able to heal a lot of hitpoints that one time, and even with 100 Medicine I could get an unlucky skill check and I'd get a lesser result regardless of what I did in the mini-game.)

The point would be that character skill still actually determines your success at the skill check, and player skill would just take the place of the random element there. (It's not a new concept to have a first aid roll add say, 5-10 hit points on a succesfull roll - the success at the minigame would determine exactly how many points you recovered - character skill would still determine the success rate, however.)
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Laura-Lee Gerwing
 
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Post » Fri May 27, 2011 8:02 pm

I think the whole 'Medicine' skill is one big gimmick in Fallout 3.

I like how they have merged both, but seriously, being able to heal your wounds with a stimpack just makes it utterly useless.
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Susan Elizabeth
 
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Post » Fri May 27, 2011 10:53 pm

I think the whole 'Medicine' skill is one big gimmick in Fallout 3.

I like how they have merged both, but seriously, being able to heal your wounds with a stimpack just makes it utterly useless.

That could be deduced also :P

Not meaning to turn this into a 'what gets my goat' thread. But yes 150hp replenishing stims are an extreme overkill, even if you're a medical genius. There's only so much a stim would be able to do, crippling is trivial because of stims, and all that not so good stuff.
/offtopic
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James Potter
 
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Post » Sat May 28, 2011 3:54 am

That could be deduced also :P

Not meaning to turn this into a 'what gets my goat' thread. But yes 150hp replenishing stims are an extreme overkill, even if you're a medical genius. There's only so much a stim would be able to do, crippling is trivial because of stims, and all that not so good stuff.
/offtopic


Minigames is something I dislike generally in Beth games, although I liked the lockpicking game in Oblivion.

If there was a bypass button I could push, which would then calculate my chances of success using my stats, then I wouldn't have any problem with any minigame.
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Janeth Valenzuela Castelo
 
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Post » Sat May 28, 2011 4:20 am

Minigames is something I dislike generally in Beth games, although I liked the lockpicking game in Oblivion.

If there was a bypass button I could push, which would then calculate my chances of success using my stats, then I wouldn't have any problem with any minigame.


That is actually a good suggestion. Althought I suspect most people would simply opt for the bypass button.
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anna ley
 
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Post » Sat May 28, 2011 1:44 am

It's choices like these that can please/provide greater satisfaction for a wider market, without people complaining about 'dumbing down' or 'prioratising for the hardcoe'

As the saying goes: Or is a bore.
And, lets you choose, have one, and another, have both, if you like ^_^

This post is insipired and (likely) endorsed by Honda :P
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Assumptah George
 
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Post » Sat May 28, 2011 6:00 am

If there was a bypass button I could push, which would then calculate my chances of success using my stats, then I wouldn't have any problem with any minigame.

Well, that's what the "F" (on the PC) is for lockpicking technically - a win/lose dice roll based on the stat and the difficulty of the lock.
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Laura Shipley
 
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Post » Sat May 28, 2011 2:02 am

Hmm if we are really stucked with a medicine mini-game, I hope it will be played like http://www.youtube.com/watch?v=TnjT1AloSNw. Really, no medicine mini-game can beat that!

But seriously, I hate mini-games with a passion. I prefer using your character's skills rather than the player's reflexes.
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Floor Punch
 
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Post » Fri May 27, 2011 11:44 pm

Hmm if we are really stucked with a medicine mini-game, I hope it will be played like http://www.youtube.com/watch?v=TnjT1AloSNw. Really, no medicine mini-game can beat that!

But seriously, I hate mini-games with a passion. I prefer using your character's skills rather than the player's reflexes.


Lol. That clip is hillarious.
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naomi
 
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Post » Sat May 28, 2011 12:39 am

No mini-games. I can imagine myself whacking the gamepad every time I am trying to heal myself.
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Bee Baby
 
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Post » Fri May 27, 2011 10:01 pm

I'd rather rely on my character's stats than on my own dexterity in an RPG.


This is why Oblivion went horribly, horribly wrong. :)
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+++CAZZY
 
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Post » Sat May 28, 2011 10:04 am

This is why Oblivion went horribly, horribly wrong. :)


Don't you think it would be fun if it worked like Operation? So much fun! :P ;)

Next thing we know they are going to make a "Reload your Magazine" mini-game where you must properly insert your magazine in your gun at the right place at the right time.
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Natasha Biss
 
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Post » Fri May 27, 2011 8:42 pm

Next thing we know they are going to make a "Reload your Magazine" mini-game where you must properly insert your magazine in your gun at the right place at the right time.

Hey, it worked for Gears of War... ;p
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Lakyn Ellery
 
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