Combat improvement

Post » Wed Jun 19, 2013 6:49 am

Hi so iwas thining about fallout a few dayts ago (in perticuler the combat) now I love fallout but i have a gripe with the real tiome combat. using the pip boy targeting is good don't get me wrong it's impressive but I would love to have aoptin to fight a bit like oen would fight ina FPS so for exapaela hit or miss is based on your real skill if you really wan't to leval up in a kind of gun shouly you could like decrease lode times and recoile and the tiem beween each shot so as to really drive it hiome ehre is an example

Player: leval 1

Gun: pistol

Relode time: 10 seconds

recoil: deflection 5%

time untl nect shot 1sec

now the players skill with the gun is down to him he could in theroy get 100% accurcy al leval 1 and as he used that gun his skill increases so as tiem progreeses he levals up so lets fast fored to leval 10

Player: leval 10

Gun: pistol

Relode time: 1 seconds

recoil: deflection 0%

time untl nexct shot 0.3 sec

the power of the gun is the same bullits do as much damage at leval 1 then at leval 10 so it's mire of an FPS stle combat but apart from that I love how the rest of the game works as an RPG it is sublime the only thing bringig it down is the combat in my eyes

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Hilm Music
 
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Post » Wed Jun 19, 2013 10:09 am

So, you want to take out the RPG elements from an RPG? Isn't that what Call of Duty is for?

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(G-yen)
 
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Post » Wed Jun 19, 2013 12:28 am

Dude find a spell check or type slower that was hard going. First you can do this prity much already just do not press your vats button and it stays in 1st / 3rd person view you can also look down your sights.
Second it's a rpg you know skills trees and stats. The hole point is to start off as weak as a kitten and work your way up to a god of war type
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Adam Baumgartner
 
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Post » Wed Jun 19, 2013 5:59 am

Before this gets locked.... Perhaps we can have a thread that is just dedicated to combat in the Fallout series going forward. Just suggestions, ideas, and possibilities that would go for both Fallout and ES lines going forward.

- I would like to see weapon malfunctions return and be determined by weapon type, weapon skill, weapon condition, ammunition used, and environmental factors.

- I would like HtH and melee revamped and made deadlier to make such builds a viable alternative to ranged builds with the caveat being Range. In CQB and when said builds get within striking range they should dominate untrained ranged NPCs

- Armor having hit points instead of PCs and when said armor is breached the PC getting crippled limbs, etc

More to come, just want to get the ball rolling in a productive direction
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ashleigh bryden
 
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Post » Wed Jun 19, 2013 9:24 am

it was just for the guns and stuff i still wan't skil trees for things like crafting and armour and stuff it was just an idea slso a skill tree for melee wold be a really good adation

with the guns was thinking a bit lke Deus Ex style of combat

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kelly thomson
 
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Post » Tue Jun 18, 2013 11:33 pm

I think combat is fine the way it is in new vegas. Not perfect mind you, but I feel no pressing need for an overhaul, or major changes.

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Matthew Barrows
 
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