And I also remember hearing 20 M-16 handgaurds crashing to the floor everytime my boot platoon performed port arms. Those student rifles were beat. And mine were probably even older than yours.
Ha. I remember that. One of the recruits in my platoon got a call home because we were performing drill in front of another platoon at the rifle range barracks on the backside of the island, and (he was in front), he
shattered his handguard, sending plastic fragments flying everywhere. He just stood there at port arms, blood running down his rifle, glaring at the other platoon. Our DI almost grinned despite himself.
Life happens, guns break. Try shooting an M-60 machinegun. Just make sure you get the cleaning rod assembled first to clear all the jams. :gun: :chaos: :brokencomputer: :banghead:
Or misfire. You never re-evaluate your life quite so quickly as when a M203 misfires and you're faced with the possibility of a 40mm grenade exploding in your face. The inevitable downside of the thrill of shooting grenades, I guess.
Also, I don't have a real big problem with the gun repair as it was or will be. It's a little unrealistic, but I understand the need for the game mechanic and to me it's not too insufferable. But for the armor? I think it should degrade even faster. What good is armor all full of holes? We get shot/burned/stabbed/mauled/bit/smashed/exploded/poisoned/stung so much that I'm suprised they let us repair our armor. But again, a game mechanic that does it's best to comprimise between reality and game balance.
True. Actual armor is only good for one engagement in which you actually get hit. Ceramic inserts are no good once they break - kind of defeats the purpose of dissipating impact force when they are already broken.
I should have actually expounded on my idea a bit more, I guess.
Raiders with randomly generated weapons and a max-cap to what they can carry would be a bit better. So, start out with leather-like armor, melee weapons and weak pistols. Then move to automatics, rifles, and shotguns and metal armor or low-grade ballistic armor. Then, eventually, they finish their gear off with rare encounters of assault rifles and good combat armor (Those being the 40xp raiders) or rare situations where they killed a someone powerful and stole the gear (Like outside that one subway station where they have a rocket launcher). Then, for more powerful encounters like super mutants: have them start with Bolt action's and ending with rockets and Laser Gatling guns. Enclave would obviously be starting with high-tech and keeping it.
Like I said: they stumbled across it in Oblivion and it worked.
:huh: ?! Worked? That system was awful. I think professional articles have been written in some of my game design books on how awful that was. I think F3 and NV are a definite improvement. Level-scaling, even just on equipment, is not a good idea unless implemented very, very, carefully. There should be no guarantees that you'll survive a fight if you've wondered off the beaten path. Uncertainty is what creates excitement and drama. A player should be able to encounter just about any enemy in the game, regardless of their level, and the same goes for equipment. The most powerful equipment should simply be harder to reach or find, or be much more expensive.
I like the fact that one of the interviews mentioned that level scaling is really only done in subtle way on the "critical paths" of the game, and most other areas are static. It was even said that there is a place 5 minutes away from the start of the game that will destroy unprepared and low level characters. That's where good game design comes in, as long as there are warnings and signs that you should turn back, it then becomes the player's choice to press on and either die a horrible death, or pull off an amazing bragging moment and take down that Deathclaw at level 1 or 2.
I got either frustrated or bored with Oblivion's level scaling mechanic, especially considering the way leveling worked for the player. Everything stays the same threat level to you, and either you can handle that threat level okay because you focused on combat skills to level and it becomes boring, or that threat level is always overwhelmingly deadly to you, because you leveled focusing on non-combat skills, and you get frustrated.