Power Armour Rules And Restrictions

Post » Wed Oct 27, 2010 11:42 pm

So... Start game, random encounter, BOS fighting deathclaws, one BOS dies, you loot, and there, now you don't need to look for another armor ever.
No thanks.

(this is of course if you're really lucky, but still, luck shouldn't be able to give you the most powerful armor of the game.)

Making the suit very heavy, like 1/3rd of your entire inventory, and not allowing you to repair it above a certain percentage are both excellent penalties for exactly this sort of advantage
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Sweets Sweets
 
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Post » Wed Oct 27, 2010 9:01 am

Making the suit very heavy, like 1/3rd of your entire inventory, and not allowing you to repair it above a certain percentage are both excellent penalties for exactly this sort of advantage
Only if hauling the suit ~wearing it is practically like riding in it, and you'd feel no weight.
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katie TWAVA
 
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Post » Wed Oct 27, 2010 7:11 pm

Only if hauling the suit ~wearing it is practically like riding in it, and you'd feel no weight.

But if you don't know how to wear it the right way you won't be able to use it. The servo-motors could be balanced for someone else, the fusion package could be operating at the wrong setting or the armor could be sized wrong. All things requiring knowledge acuired from some other source to fix them.
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Tinkerbells
 
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Post » Wed Oct 27, 2010 9:53 am

But if you don't know how to wear it the right way you won't be able to use it. The servo-motors could be balanced for someone else, the fusion package could be operating at the wrong setting or the armor could be sized wrong. All things requiring knowledge acuired from some other source to fix them.

Assuming you were average height and weight, and you loot it from someone that is basically the same... I don't think that would effect it much. Getting a "mothballed" suit from a storage locker, might make more sense to need a calibration before field use..... Look at this link, this is what RL Power armor will be based on. http://www.youtube.com/watch?v=IYWd2C3XVIk
Now I would think that anyone in this video could switch places with the wearer, and have few problems (if any).
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Jordyn Youngman
 
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Post » Wed Oct 27, 2010 11:55 am

this all seems too realistic

......continue
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Courtney Foren
 
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Post » Wed Oct 27, 2010 2:17 pm

this all seems too realistic

......continue

Well we can either have an overcomplicated Dungeons and Dragons system which benefits absoltutely no one proposed by people who dislike having any advantage in a game and love dying constantly or a very simple one.
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Damien Mulvenna
 
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Post » Wed Oct 27, 2010 2:25 pm

Well we can either have an overcomplicated Dungeons and Dragons system which benefits absoltutely no one proposed by people who dislike having any advantage in a game and love dying constantly or a very simple one.


The straw man says hello, he is happy to see you again.
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Shirley BEltran
 
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Post » Wed Oct 27, 2010 6:01 pm

The straw man says hello, he is happy to see you again.

:P
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Shiarra Curtis
 
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Post » Wed Oct 27, 2010 10:31 pm

The straw man says hello, he is happy to see you again.

By all means ask that guy who did a detailed statistical breakdown how much he liked Fallout 3. Go on.
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Milad Hajipour
 
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Post » Wed Oct 27, 2010 4:58 pm

By all means ask that guy who did a detailed statistical breakdown how much he liked Fallout 3. Go on.


He's not incorrect though, whenever you [censored] you use the strawman fallacy, it's really quite annoying.

Well we can either have an overcomplicated Dungeons and Dragons system which benefits absoltutely no one proposed by people who dislike having any advantage in a game and love dying constantly or a very simple one.


You also presented a false dichotomy.
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~Sylvia~
 
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Post » Wed Oct 27, 2010 3:23 pm

By all means ask that guy who did a detailed statistical breakdown how much he liked Fallout 3. Go on.


That has little impact on the illegitimacy of your statement.

Also, I'm pretty sure he can read your posts too, so you in effect just asked him.
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John N
 
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Post » Wed Oct 27, 2010 11:33 pm

Well we can either have an overcomplicated Dungeons and Dragons system which benefits absoltutely no one proposed by people who dislike having any advantage in a game and love dying constantly or a very simple one.
Would you expand on that with examples, and explain why a more complex system of checks and effects (when handled by a computer) is a bad thing?

No one here that I have read, who favors more complexity, dislikes having an advantage ~they dislike having a cheap advantage.
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Doniesha World
 
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Post » Wed Oct 27, 2010 10:11 pm

No one here that I have read, who favors more complexity, dislikes having an advantage ~they dislike having a cheap advantage.


Quite so.

I really enjoyed getting the PA late into Fallout 1 and Fallout 2. Each time it made me feel like a walking tank. It actually made me feel kind of bad when I was wiping out the towns who had given me crap. I was a walking suit of armor eating all these people up with my flamer...and they were just turds in leather clothing with pistols and rifles.

It was pretty brutal.




I'd like New Vegas to have the same kind of treatment. The new RT treatment means you can't have much exposure to it since one could most likely just kill that NPC as soon as he/she is seen and obtain the best armor ever early on.

I'd like to finally get it in the end, and have getting it at all not actually be part of the main quest, and thereafter whenever using it just feel like death incarnate. Like the feeling I got back in Fallout 2...returning to Gecko and NCR and Vault 13...and Modoc...oh Modoc.

Also, please revive the Funky Hamster fiery dance of death
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LittleMiss
 
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Post » Wed Oct 27, 2010 5:01 pm

Quite so.

I really enjoyed getting the PA late into Fallout 1 and Fallout 2. Each time it made me feel like a walking tank. It actually made me feel kind of bad when I was wiping out the towns who had given me crap. I was a walking suit of armor eating all these people up with my flamer...and they were just turds in leather clothing with pistols and rifles.

It was pretty brutal.

I'd like New Vegas to have the same kind of treatment. The new RT treatment means you can't have much exposure to it since one could most likely just kill that NPC as soon as he/she is seen and obtain the best armor ever early on.

I'd like to finally get it in the end, and have getting it at all not actually be part of the main quest, and thereafter whenever using it just feel like death incarnate. Like the feeling I got back in Fallout 2...returning to Gecko and NCR and Vault 13...and Modoc...oh Modoc.


Perhaps I should play devils advocate on this; don't you think making it the be-all, end-all armour kind of defeats the point of wearing any other armour? As it would mean your priorities were set on the power armour, and all others come up second best. Don't get me wrong, I'd like for PA to be good, but I'd also like a reason to be able to have it so there are some alternative armours that don't make you feel like you'll be going for the PA every play-through.

Also, please revive the Funky Hamster fiery dance of death


On the other hand, I fully advocate this. The flamer wasn't fun enough in FO3, especially when compared to FO1/2. :flamethrower:
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Alexis Estrada
 
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Post » Wed Oct 27, 2010 10:05 pm

Well we can either have an overcomplicated Dungeons and Dragons system which benefits absoltutely no one proposed by people who dislike having any advantage in a game and love dying constantly or a very simple one.



Well Fallout is supposed to be a cRPG with all the details that involves, and even an 'overcomplicated' D&D type can can benefit some people providing you know the system. A very simple game system would indicate that it is basically an Adventure/Action game and not the RPG style game that Fallout SHOULD be.

Back to the topic at hand. Personally I don't think that power armour should be easy to get as it was not a commonplace piece of military gear, the stocks of it were from what I understand were relatively limited. So tripping over people wearing it every time you turn around should NOT be the case (yes, I am deliberately overstating this to make a point).
For repairing it, I think that outwith a proper repair facility you should only be able to make minor superficial repairs to it, likes of bolting or welding on an armour patch to cover a hole blown into it (this would probably mainly just keep it's Damage Threshhold up but wouldn't do anything to repair the overall armour's condition), plus there could also be a perk which you can only be taught ingame to repair it more effectively. This would help it keep it's rarity value and also possibly tone down how much overpowering it would be if we could get our hands on it early on in the game.
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Miss Hayley
 
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Post » Wed Oct 27, 2010 9:49 am

It should be rare, and we should not be able to repair it, not without the knowledge to do so. PA is supposed to be so complicated BoS scribes spend their whole lives learning how to repair it. Only a small number of really smart people should have the know-how to fix it and it should cost alot. A wasteland junk dealer should not know how or have the tools to fix it.


I agree with this, but I feel that, at a certain point, you should be able to repair it. First, maybe you'd have to find someone who knows Power Armor extensively (after you get the perk [assuming you need a perk] to wear it). You would start out by just 'watching' the person repair it, then you would start to help in a few minor details, until you could do it all yourself. I.e. you would have to 'learn' how to repair it fully. After learning, you would only be able to repair it at a workbench. Possibly, if you continue to study, you might be able to figure out how to repair it in the field. But I think that after you are able to wear it and/or able to repair it you should be able to loot it off enemies.

And I'd love to see a system where you could 'add' items onto your PA, like additional armor (makes you tougher, but slower), or helmet mods or something.
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Courtney Foren
 
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Post » Wed Oct 27, 2010 10:55 am

I like how they did it in FO3 but replace DR with DT (which is what they are doing and is great) also make it harder to get

of course im probably the only guy who thinks this

nope DT all the way
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Harry Leon
 
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Post » Wed Oct 27, 2010 2:28 pm

If done realistically, powered armor is a game changer. It can't really coexist with small arms and leather armor, it's just too powerful. If it took the place of tanks on the future's battlefields then it is simply out of the class of conventional weapons and armor.

So realistically, it should only be found or usable late in the game and after that it should be required to proceed (enemies should be too powerful for conventional arms and armor).

It should give the wearer at least triple maximum human strength and give him massive melee damage as well as allow him to wield huge, powerful weapons that he could not normally wield. It should weigh a lot to carry but nothing to wear.

Will this happen in the game? Probably not. If the designers want powered armor to be no more useful than some slapped together steel plates or leather clothes, then it won't really be powered armor. It will just be some weird combat armor like it was in FO3.
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trisha punch
 
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Post » Wed Oct 27, 2010 5:52 pm

If done realistically, powered armor is a game changer. It can't really coexist with small arms and leather armor, it's just too powerful. If it took the place of tanks on the future's battlefields then it is simply out of the class of conventional weapons and armor.

So realistically, it should only be found or usable late in the game and after that it should be required to proceed (enemies should be too powerful for conventional arms and armor).

It should give the wearer at least triple maximum human strength and give him massive melee damage as well as allow him to wield huge, powerful weapons that he could not normally wield. It should weigh a lot to carry but nothing to wear.

Will this happen in the game? Probably not. If the designers want powered armor to be no more useful than some slapped together steel plates or leather clothes, then it won't really be powered armor. It will just be some weird combat armor like it was in FO3.
Power Armor in Fallout was never like PA in 40K or the Starcraft 2 trailer video... Its more like a military grade C3PO suit (though a lot bigger in FO1 than in FO3). I'd be happy if it was treated as it was in the first game; but would also not mind if its use imposed certain problems and certain new vulnerabilities (like say... to pulse grenades).
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Everardo Montano
 
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Post » Wed Oct 27, 2010 10:08 am

Power Armor in Fallout was never like PA in 40K or the Starcraft 2 trailer video... Its more like a military grade C3PO suit (though a lot bigger in FO1 than in FO3). I'd be happy if it was treated as it was in the first game; but would also not mind if its use imposed certain problems and certain new vulnerabilities (like say... to pulse grenades).

Do you know how hard it would be to make enemies use pulse grenades?
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Johnny
 
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Post » Wed Oct 27, 2010 10:04 pm

Do you know how hard it would be to make enemies use pulse grenades?


About as hard as it is to make them use...regular grenades? Pulse grenades might not even be effective against Power Armor. Believe it or not, Modern Warfare 2 lied to you. An EMP doesn't shut down every bit of tech it hits. There's a lot of tech that won't be effected by an EMP.
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Victoria Bartel
 
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Post » Thu Oct 28, 2010 2:01 am

Or you find "Power Armour Parts" instead of a full suit, which you can then sell to interested parties, and eventually even have made into a full working suit :D


I think I might take a crack at implementing this for my http://www.fallout3nexus.com/downloads/file.php?id=13361 mod. If it works (and the FOSE guys decide to support New Vegas) I'll most likely be porting it over to FNV.
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Sarah Edmunds
 
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Post » Wed Oct 27, 2010 7:24 pm

Do you know how hard it would be to make enemies use pulse grenades?

Attack the Citadel, and hide where they can't shoot you; they are really good with grenades.

Lightweight Nate (above) is right, PA might be hardened against EMP (they would be in the field ~so to speak, and it'd be bad to have them all lock up; but here is where Game-vs-reality needs to trump for game-play reasons).

*Now consider the reason I mentioned it... Pulse grenades could allow the player a chance to paralyze other PA equipped enemies, and Pulse grenades could be used in tripwire traps, and/ or be tossed at the PC.
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Sophie Payne
 
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Post » Thu Oct 28, 2010 12:36 am

Attack the Citadel, and hide where they can't shoot you; they are really good with grenades.

Lightweight Nate (above) is right, PA might be hardened against EMP (they would be in the field ~so to speak, and it'd be bad to have them all lock up; but here is where Game-vs-reality needs to trump for game-play reasons).

*Now consider the reason I mentioned it... Pulse grenades could allow the player a chance to paralyze other PA equipped enemies, and Pulse grenades could be used in tripwire traps, and/ or be tossed at the PC.

I believe there's already a precedent for it in the op. anchorage dlc. If I recall correctly, one of the final objectives in that mission involves shutting down a chinese emp barrier setup on a field, that prevented the passage of power armor wearing troops. So there you go.
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Sammygirl500
 
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Post » Wed Oct 27, 2010 10:22 pm

About as hard as it is to make them use...regular grenades? Pulse grenades might not even be effective against Power Armor. Believe it or not, Modern Warfare 2 lied to you. An EMP doesn't shut down every bit of tech it hits. There's a lot of tech that won't be effected by an EMP.

Pulse Grenades only do 10 damage plus the EMP effect. You would be hard-pressed to find a way to code it into general combat AI for the enemy to use such a weapon in a non-scripted fashion since melee weapons and even fists do more DPS
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Rinceoir
 
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