Combat incorporates the skills and stats, and perks.
And this is not the case anymore?
Honestly, that is still the case in realtime. Really, it is....
and there were even dedicated movement APs for that.
Yep, you used them to get at point blank range, if you were smart
Friendly fire was also a factor both for the PC and the opponents.
Yeah, due to the stupid AI, yes.
*gives Jackhammer to Cassidy*
*sets Cassidy to burst only when it's safe*
*blam**blam*blam*
*Cassidy unloading a full burst right into your back*
Then there is the mechanics and that NPCs are equally held to the rules, can run out of ammo, can stumble, damage or drop their weapon.
All that is happening now, too. We even have degradation for both armor and wepaons, these features were non-existant in the first games
Aimed shots allow you to cripple the legs (making melee fighters unable to give chase); Deathclaws that could tear you apart can't keep up with damage to their legs. Aim for the arm of a guy with a rifle instead of the eye and you are more likely to hit and possibly make it impossible for them to use the rifle.
Be honest: How often did you make use out of that? You are talking a lot about theoretical choices, but in reality there was little to no need of using them.
By the time you met Deathclaws you were already way too advanced in terms of equipment and level for them to be any kind of threat.
Maybe when you encountered a whole bunch of them, while being alone. Thing is, I used to have Sulik, Vic and Cassidy with me...
And again, this applies also to FO3/FNV. They are lightning fast, you may want to aim for their legs to slow 'em down.
Another thing... APs can be converted to Armorclass 1:1 (by simply not spending them). This reflects defensive potential in the PC;
Yep, potentially. But why should I do that, when I could use those APs for a much more *protecting* P90 burst straight into the face of the enemy?
If you sit still, yes, you're harder to hit, but you don't do any damage at all, too.
Ironically, I'm leading now the exactly opposite discussion with you than with NVS :yes: Talk about sitting between chairs.
I understand where you are coming from. You still want that mix of an RPG combined with a turn-based strategy game.
My stance is, that a real-time open-world setting is just better suited to enrich the RPG aspects of the experience.
Like I've said, sitting at a campfire and watching the sunrise is just too great for me to pass out on it.
The added element of exploration is to great for me pass out on it. The real time FPV also allows for more possible ways of approaching a situation.
I can sneak into Cottonwood Cove and free the hostages, I just go into it guns blazing, I can snipe them off from far out, etc.
So, all in all, I'm glad with things were going.
But as said before I see Fallout predominantly as RPG, not as a turn-based strategy combat game with RPG elements and story.
As someone who played a lot these games too, I also cannot really understand the big enthausiasm for the Fallout 1/2 combat system.
Compared to Jagged Alliance 2 it felt incredibly shallow, to a point where it made really hard for me to play through Fallout Tactics, which for me felt like a Fallout, stripped off the best parts.