Sprinting?

Post » Fri May 13, 2011 4:42 am

My friend actually came up with the idea of a button for sprinting and i thought that maybe that would be a great idea for strategic use in a Fallout: NV real-time combat situation (when overwhelmed, you could sprint to escape; you could sprint towards your allies to heal them, etc.)
I came up with mechanics for this feature

Regular Sprint with 1 - 2 agility:2 times regular running speed
3 - 4: 3 times
5 - 6: 4 times
7 - 8: 5 times
9 - 10: 6 times

You would also have a limited time to sprint depending on your endurance
1 - 2 Endurance: 4 Seconds
3 - 4: 6 Seconds
5 - 6: 8 Seconds
7 - 8: 10 Seconds
9 - 10: 12 Seconds

A "recharge time" could be added depending on how long you sprint
3 seconds: 4 second recharge
6 seconds: 8 second recharge
9 seconds: 14 second recharge
12 seconds: 20 second recharge

Just a suggestion for fans AND Bethesda devs to think about. hope you'd like it!
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kat no x
 
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Post » Fri May 13, 2011 1:48 pm

No, I'm good without it. They do have sprinting to a certain exent by the fact you can change your speed by how far you push the controller stick forward. I see sprinting as more for FPS games then Fallout sandbox type games where the focus is not purely on combat.
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Sammykins
 
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Post » Fri May 13, 2011 8:24 am

Sprinting would be a nice addition. Like the OP said you could use it to enhance the importance of endurance (I would tie endurance into the recharge time as well) and agility and it doesn't seem like it would be hard to add. We already have running and walking modes.

Like it or not Fallout has FPS styled combat now. Might as well make it as good as possible.
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Sudah mati ini Keparat
 
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Post » Fri May 13, 2011 3:04 pm

I think it would definetly work. It could be used tactically, like, for example, when you notice your follower's HP is low, and you need to get over to him/her fast to open up the companion wheel and tell 'em to use a stimpak. Or you could use it to sprint to cover or retreat if your HP is low and you dont have healing supplies. Or it could be used simply get around. I've met my fair share of people who get a little ticked that they cant reach a certain point in a town in their desired speed (take Vegas, for example...freeside's two districts and Vegas's 3 or more districts). So this could definetly make things a bit easier while keeping to realism.

Another thing, though: If it is implemented, it should affect more things than speed. You shouldnt be able to shoot while sprinting, or, if you could, make it less accurate than a musket :). And, if using melee, there should be special momentum power attacks that do 3x damage and a possibility of knocking the opponent down, depending on your strength. And it should also be affected by armor...if your just wearing clothing, the speed will remain the same. if your wearing light armor, it shoul be a -10% Speed modifier. If youre wearing medium, mabye -35%. And, if wearing heavy, it should be -60% or -70%. Plus there should also be a negative modifier for weapons: one handed ones, like pistols or grenades, should have no negative modifier. Smaller two handed weapons, like rifles or shovels, should have -10%. And big weapons, like miniguns, fat men and super sledges, should have -20% or -25%. So sprinting would be more of a last resort for players who like to go into battle wearing power armor and use missles.
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Kirsty Wood
 
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Post » Fri May 13, 2011 6:44 pm

I'd like it. Since Fallout is a 3rd or 1st person shooter RPG now, not isometric turn-based, this would be needed since action is live and you can't pause, aim and take turns (with VATS you can atleast pause and take aim, but you don't do it in turns, and you can't run and take cover.) Sometimes speed is important. Like now, I am playing a melee/unarmed build, and it's quite hard that when you ambush a group of people with firearms, and you get detected/they spread out and is too far away for VATS/shoot on your from several directions/you run out of AP... probably all of those... then it's rather annoying when you gotta run towards him to get close enough to slice him while he can put a mag in you, and then there's another guy in the opposite way you gotta hack to death aswell, and there is no idea you zig-zag between cover (if there is any) because you're not fast enough anyway for it to be effective.

So, a little sprinting to be able to efficiently get from cover to cover, and/or be able to run up to you opponent and crush his face real fast before he get the time to reload and unload into my chest... well, I say springing is most welcome, just like iron sights were for a ranged build.
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Isaac Saetern
 
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Post » Fri May 13, 2011 12:35 pm

My friend actually came up with the idea of a button for sprinting and i thought that maybe that would be a great idea for strategic use in a Fallout: NV real-time combat situation (when overwhelmed, you could sprint to escape; you could sprint towards your allies to heal them, etc.)
I came up with mechanics for this feature

Regular Sprint with 1 - 2 agility:2 times regular running speed
3 - 4: 3 times
5 - 6: 4 times
7 - 8: 5 times
9 - 10: 6 times

You would also have a limited time to sprint depending on your endurance
1 - 2 Endurance: 4 Seconds
3 - 4: 6 Seconds
5 - 6: 8 Seconds
7 - 8: 10 Seconds
9 - 10: 12 Seconds

A "recharge time" could be added depending on how long you sprint
3 seconds: 4 second recharge
6 seconds: 8 second recharge
9 seconds: 14 second recharge
12 seconds: 20 second recharge

Just a suggestion for fans AND Bethesda devs to think about. hope you'd like it!

The worst thing that could happen to Fallout is for it to become a 100% shooter. Sprinting, ducking behind cover, special kill moves, and multiplayer are some of the only thing separating Fallout from becoming Gears of Fallout, Call of Fallout or Halo 4.
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Erin S
 
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Post » Fri May 13, 2011 2:52 pm

Yes
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Jonathan Windmon
 
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Post » Fri May 13, 2011 6:49 pm

The worst thing that could happen to Fallout is for it to become a 100% shooter. Sprinting, ducking behind cover, special kill moves, and multiplayer are some of the only thing separating Fallout from becoming Gears of Fallout, Call of Fallout or Halo 4.

We do have special kill moves now, or well, special moves... that could kill. And it's not so hard to just duck behind cover as is, is it now? :P You meant that "hug the wall"-thing shooters have nowadays. Multiplayer would only work it there was another squad-based Fallout imo. Sprinting would also give AP another use, for people who don't use VATS.
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Ezekiel Macallister
 
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Post » Fri May 13, 2011 9:19 am

How would it work with the button layout on consoler controllers?
And a sprint function should ONLY be affected by Endurance.
Agility already have a crapload of stuff, it doesn't need yet another thing.
Hell, I'd like Charisma or Perception to affect this ability even though it does not make any sense.
As long as it isn't Agility.
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Jennifer Munroe
 
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Post » Fri May 13, 2011 12:56 pm

Well.....
He and I have already serviced the idea for realism in the Fallout Universe (thus the multiple attributes for sprinting), but maybe we could add Perception into the mix:

Sprinting blurs your vision into a certain point based on your agility, and you might have a higher chance to trip, the higher your agility is(if you're going really fast, there's a higher chance of tripping):
Agility is 1: 5 % tripping chance
Agility is 2: 10 % tripping chance
Agility is 3: 15 % tripping chance
Agility is 4: 20 % tripping chance
Agility is 5: 25 % tripping chance
Agility is 6: 30 % tripping chance
Agility is 7: 35% tripping chance
Agility is 8: 40 % tripping chance
Agility is 9: 45 % tripping chance
Agility is 10: 50% tripping chance

BUT.... Perception reduces the penalty (because you would notice objects on the ground that you can trip over and dodge them):
Perception is 1: +12% chance of tripping
Perception is 2: +6% chance of tripping
Perception is 3: +3% chance of tripping
Perception is 4: +1% chance of tripping
Perception is 5: NO MODIFICATIONS!!!
Perception is 6: -5% chance of tripping
Perception is 7: -10% chance of tripping
Perception is 8: -15% chance of tripping
Perception is 9: -20% chance of tripping
Perception is 10: -25% chance of tripping

More to be added by me and MeatloafSwooshbear (the friend that came up with the idea) later...
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christelle047
 
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Post » Fri May 13, 2011 2:34 pm

There would be a small amount of damage to your HP for tripping(based on momentum):

Agility 1: 2 HP loss
Agility 2: 4 HP loss
Agility 3: 6 HP loss
Agility 4: 8 HP loss
Agility 5: 10 HP loss
Agility 6: 12 HP loss
Agility 7: 14 HP loss
Agility 8: 16 HP loss
Agility 9: 18 HP loss
Agility 10: 20 HP loss

It's all based on momentum. If you're going ultra-fast and trip, it's going to hurt a lot more than a jogging trip will.
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Robert
 
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Post » Fri May 13, 2011 7:26 am

I think it would be a great idea because trying to run from deathclaws or mutants when your at a low level svckS! lol
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koumba
 
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