Im just going to wait and see.
Im just going to wait and see.
A character with 70 guns works just as well no matter the SPECIAL, which is my point. The Guns skill just allows the use of different weapons, and the SPECIAL takes a back seat in that.
It is not RP because Guns almost exclusively a gameplay type skill. For skills, the RP possibilities stop when you tag three skills. Other than that, it is all Gameplay and not Roleplay.
A character with 70 guns is different than one with 90. You seem to agree with this.
>mechanics that dont work and do nothing added viable character builds
Na, they added some really nice Morrowind style "dress up my barbie doll" features though.
They worked for me and my 50+ characters I had in New Vegas.
But that is not RP. The RP for the skills END after you tag the skills in Character Creation. After that, the skills are merely gameplay, nothing more.
They only "worked" because everything in the game was a broken mess that had no real effect on anything.
Its not exactly hard to make everything viable when nothing works beyond being able to point and shoot at someone.
A character that's a master with a gun versus a journeyman has plenty of RP potential.
Again, they worked fine for me. Your bias is showing, though.
Seems to me that stat progress is part of RP. A character with say, 50 in guns might think twice about an engagement whereas a character with 100 in guns might go in blazing. yes, it's a function of mechanics, but mechanics IS part of roleplay, IMO.
Not really. A person who uses guns can use all guns. The only real difference between a "master" and a "journeyman" is purely gameplay, and serves no real RP purpose.
Yes, really. Kjarista gives a good example. To further what he/she said, yes mechanics are a part of RPing a lot of the times in a cRPG. Otherwise there would be no connect between game play and just imagining things.
Skills are in the game and they come in ranks (I know I'm just echoing the OP here). I'm guessing that we acquire them through perks as others have suggested.
A character facing a deathclaw would probably think twice no matter the skill, or just snipe. Master or Journeyman, you do not go in guns blazing against something that can kill you in two hits.
RP is:
Which is a choice MY character makes, not you. Though Kjarista's example was pretty much spot on.
Not to mention the sniper with 90 in guns is more likely to snipe at the deathclaw than the one with only 50.
And that's only getting into choice, not who my character inherently is. Maybe my character will stay at journeyman guns because that's who they are. They can't really get any better and they rely on hired help perhaps. That is obviously different than the master gunman.
One that has 90 guns only has a wider range of guns. you can snipe without maxing the guns skill.
As a master using assault rifle I might go in aiming at the leg crippling it becasue I know most of my shots will hit at a longer distance .As Journeyman I might consider a more careful aproach since my aim is worse.
Nope. http://fallout.wikia.com/wiki/Fallout:_New_Vegas_skills Also read my edit. It's not just about choice, but who my/your character inherently is. Not hard stuff for a role player.
Nobody has asked Todd specifically about skills yet, though interviewers would have to be aware of their absence. This tells me that they were told not to talk about skills before the interview.
I pretty much maxxed out every skill I could ever want in Fallout New Vegas. With the new levelling system I hope there's a way to continually put points into something to make it better beyond the max that previous games had. It didnt make much sense to me that after 2 weeks in the Mojave my Desert Ranger got to 100 guns skill and knew everything about how to use firearms, and then put all his attention to learning repair or medicine skills while still remaining 100% on guns. At the very least having some longer trees would work well, being able to spec into certain types of guns instead of being blanket good at all of them would add a lot of depth. After all, Alexander in New Vegas rarely used anything but my favourites of assault rifle, break-action shotgun, and pistol, and he was the exact same in familarity with every single other gun he may find, regardless of differences in use. Since im going to be playing a similar Ranger in Fallout 4 (Or atleast thats what I think -right now-, may decide to go with the previous concept of Caleb one day), i'd like to be able to put points into getting better at groups of weapons, at the expense of others. My character in Fallout 4 may be good at the aimed automatic fire with his assault rifle, but the planned single shots of a battle rifle wouldn't be that easy for him. Or a pistol like the old N99 versus a machine pistol or revolver.
I'd want to become skilled at various types of weapons, and gain familarity with them not just through twitch skill but also character skill. I may know just exactly what kind of jobs my assault rifle can do in terms of a FPS-brain, but the RP-brain of my character should also have some way to simulate the fact that he has taken apart his favourite rifle hundreds of times and knows exactly how to use it to its full effectiveness.
Tag skills do that, not being a "master" of guns as, in the end, a character who put no points into it earlier is going to HAVE to max out the guns skill.
Stopping at 50 because that's who my character is, as opposed to maxing it for a "master" is a choice. A role playing choice.
So again, a character with 90 in guns is different than one with 50.
In gameplay yes. In RP, not so much. You use guns, you use guns. There are very few situations were having 90 skill is that important.
In RP, yes. It's my character's prerogative to not care about guns, it's not in my characters skill set to be as proficient as a master. Or it is. All roleplaying.
Creating a character and doing what's in their prerogative, based on what you created in the first place. RPing in a nutshell. Or at least in RPGs that allow you to create a character as opposed to giving you one, like some jRPGs might.