Gun skill vs. perk

Post » Wed Dec 02, 2015 8:02 am

Yeah, that's really my main concern. I want to start out as a clueless new player struggling to kill a mole rat. Gun sway, huge reticle and recoil should all be factors that can be tightened up via perks.

This is in no way confirmed, and I don't think it's the case. I certainly don't hope so.

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Joey Bel
 
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Post » Tue Dec 01, 2015 6:49 pm

For gaming a character, two things need to be separated:

* The visual sway, acting as an indicator for the amount of sway you suffer from.

* The actual sway, forcing a bullet spread, to avoid solving it with "good timing".

If I were designing the system (for realism), I would use breath holding to reduce sway by percentage and fixed. So even a super experienced sniper would have to hold breath for maximum performance. Then consider factors for weapon length (would also affect inertia, but hard to "get right" in a game, although ArmA has it in some modes), weight, character strength, stance, weapons mods and rest, and finally skill. Having skill at 20% increments wouldn't be that bad if its impact factor was affected by many other factors. As a weakling, I would suffer horrible sway trying to dual wield a couple of M82's in a running fashion.

I would even consider two separate sway axis. Up/down for normal sway governed by mentioned factors, and erratic sideways sway if exhausted after sprinting (holding breath factor time/factor would be like 10% of its maximum capacity).

All that said, calling FO/FONV "sniping" is a joke considering the tiny distances. Considering being RPG a lot of factors could be taken into account, but I wouldn't go as extreme as Arma/ACE3 stuff. All we need now is velocity sensitive mouse buttons to measure and compensate for trigger discipline :D

As for what will actually happen, I guess we'll have to see. I personally don't expect it to score very high in the realism area, as older tabletop RPG games might do (never dealt with bullets though, but fairly complex rules for everything nonetheless).

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Laura Simmonds
 
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Post » Wed Dec 02, 2015 7:18 am


Well considering you are not some kid fresh from the vault whats the big deal?

You are a military vet, let's assume you passed your basic marksman training.



I just want to add as an avid marksman and fps player FO 3 had awful shooting mechanics. Some of the worst of any Game I have ever played. Loved the game but the shooting was miserable.

RPG skills not, if you have something in your crosshairs when you pull the trigger at under 100 yards with a rifle you should hit it.

There are 2 things that affect accuracy of shooting MOA of your firearm and your own steadiness. Thats it.

Your guns MOA has nothing to do with your skill. This is your unseen spread and can not be improved with shooting skill.

Your steadiness has nothing to do with random spread. This should be visually represented by sight sway.
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Alisha Clarke
 
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Post » Tue Dec 01, 2015 6:16 pm

Killing molerats and rad roaches gets a tad boring after a whole.

Its pretty sad to say that killing rodents is a fairly lore purist approach in the RPG genre as a whole and I really hope that its not a theme that is concrete present in this game. Otherwise gotta make a mod that gives the player the title of "ye Mighty Ratslayer."

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Robert Jr
 
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Post » Wed Dec 02, 2015 9:09 am

I'm assuming stats are still tied somewhat to "invisible" skills. Like a strength of 10 would still give you an advantage when wielding heavy weapons whether you had any perks associated with it or not. Someone with a perception of 10 will most likely be able to aim better than someone with a perception of 1.

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RAww DInsaww
 
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Post » Wed Dec 02, 2015 1:14 am

Thats a good concern...The one thing that sort of alleviates my worries about it is the fact that the player character has previous military training so it should make sense that they know how to handle a weapon, even at lower weapons

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Brian Newman
 
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Post » Tue Dec 01, 2015 9:06 pm

Let's call that your assumption, shall we? =)

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Jade Muggeridge
 
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