I don't think making every locked door hackable and lock pickable is the answer. I'd prefer it if there were different paths as well as some areas closed off if you don't have the skill.
I don't think making every locked door hackable and lock pickable is the answer. I'd prefer it if there were different paths as well as some areas closed off if you don't have the skill.
In order to make the two skills balanced (each one has their pros and cons) you can't have everything be accessible. If you can lockpick electronic doors and safes then outside of crafting (that you don't need since supplies are abundant in the wasteland) and certain conversations, Science is useless. You're naturally going to tag Lockpicking instead of Science unless you're RPing.
Having electronic doors only be accessible by hacking would balance things out.
I really don't get that argument. You say that science is worth less as a skill then lockpocking, even though it has uses in speech challenges, crafting, and dealing with robots, and when all lockpicking does is lockpick......
If anything, lockpicking is the clearly useless skill between the two, and making certain things not able to be lockpcked only puts lockpicking at an even greater disadvantage compared to science.
Other uses for the Science skill could be hacking from within a terminal to access things. Like deciphering the self destruct codes in Mariposa to see what each one does rather than picking blindly and possibly killing yourself if your not careful. Also it could be used to reprogram turrets or other things that may be harmful to your enemies.
That still doesn't negate the fact that there should logically also be ways to open said lock through a means other then lockpicking. Like most vault doors should allow the player to pry open the door control panel, and use their science skill, possibly repair also, to tamper with the machine in there to open the lock.
The only thing I can conceivably think of that wouldn't have an alternate means of opening is some really big ass metal safe, and even then, given enough explodes, one could blow the lock without destroying everything in the safe. Beyond that, every type of door could, and should, allow for multiple means of opening it because, as you said it best, those situations do exist.
Seems to me that lockpicking should be at a disadvantage, because aside from the favorite weapon skill and perhaps sneaking, lockpicking adds more bank for the buck than just about any other skill. If you are going to powerlevel lockpicking, then maybe you should lose out on the greater utility provided by other skills, like science.
Well, not all doors had both kinds of locks, but many did. i suppose i could see forcing a door open using strength ala FO2, or lockpicking or science, but only if the story really required getting in there. I've noticed that in FO:NV there were several doors that required far higher LP skill than science.
I can't get beyond thinking though, that if we really want these skill choices to be meaningful, there has to be opportunity cost involved.
Both instances are true: hacking and science has its occasional uses but how many times do you come across a science speech challenge or actually need to craft a chem (since chems are so common throughout the game world)? How many times do you actually need to hack a turret?
My point isn't that Science on its own is useless. My point is that in comparison to lockpicking it isn't put to use as commonly as lockpicking is.
Making electronic door and safes only open by hacking is a way to make Science more viable.
I would like the ability to blast open a door rather than lock picking it.. Plus alternative entries for every facility..
Well OFC, and I agree with the risks you listed.
Although I would add that NPCs should be able to tell if a door was forced/blown open, and that if a enemy NPC passes by it, he yells an alarm which causes everyone to go on high alert. It would force the player to have to either silently eliminate everyone to prevent an alarm, or made a mad dash to w/e you are trying to get to once every caught wind that you are inside, or just make sneaking generally harder because everyone stays in CAUTION mode.
In total, I think I have hacked turrets/robots/door/containers three times more then I have simply lockpicked something.
At least in Fallout 3, New Vegas was..... lacking in terms of hacking. ha ha that rhymed.
I dont really know what you are talking about related to scratches, as I was talking about blowing/forcing a door open, which has nothing to do with scratches...... and neither of those need a "weighted" skill system. All it needs is some property on doors to where, if they are blown open, and a NPC walks within X feet of it, the NPC detects" it, and raises an alarm.
Well, given that Skyrim's animals growl at you, and give you a chance to back off, before they attack, I could see it happening in Fallout 4. But then again, Fallout's animals dont really seem to lean to that behavior. I can't really imagine a Deathclaw or Radscorpion threatening you to back off, before attacking.
As for "advlt content", I kinda hope they don't. Every game that has tried to be "advlt", such as the Wticher, has always come off as laughably childish. The moaning noises in Fallout New Vegas when you have six were pretty cringe worthy also.