V13 Game Mechanics Discussion - Combat/Perspective/Etc.

Post » Sun May 03, 2009 3:07 pm

Does anyone know whether V13 will be offered in FPS or 3rd person mode, or an option of both?

And how about the combat? Will it function similarly to popular FPS titles in that it will try to maintain some realism (think Battlefield, or Neocron for MMO) or will it be a kind of "hack and slash" with single click generalized attacks so that non-FPSers won't feel intimidated?

My opinion: Whether FPS or 3rd person, the combat should try to maintain as much realism as possible while maintaining the "fun" factor.

I realize that many MMOers may not be big into FPS style games, but combat should be just one component of the game, as it was in FO1 and FO2. Obviously, someone with high charisma and intelligence might be able to hire some NPC AI that are better than they are in combat? Think Myron with a posse of hired mercenaries.

Discuss!

I personally play a lot of FPS games, so I would be disappointed if the combat did not include headshots, limb attacks, or depend somewhat on player skill and ability to circle strafe :P I also never played WoW or StarWars Galaxy, so i don't really know what the combat standard is in popular MMOs. Someone enlighten me?
User avatar
Add Meeh
 
Posts: 3326
Joined: Sat Jan 06, 2007 8:09 am

Post » Sun May 03, 2009 2:22 am

I hope combat is fast. I hate slow fights where you need to put in a full clip in your enemy even if all hits they do not die. 5-7 hits should be enuff to kill anyone. And if they have level's I hope still a new player should have at least chance to take out a high level one.
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Sun May 03, 2009 4:33 am

I'm hoping it doesn't get to twitchy. I would like the majority of the skill to be in the character and not the player, hence the role playing aspect. Maybe you can set a slider based on skills to determine how often a head shot or other specific body part is aimed for when engaged in combat so its handled on the back end.
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Sun May 03, 2009 2:25 am

This is a huge point for this game.

Considering FO1, FO2, and Fallout Tactics are all turn based, one would hope that Fallout Online would have strategy-based combat too. Personally, I find real-time combat boring. I don't want to die because someone has faster reflexes than me.

Also, the validity of the SPECIAL system degrades with the use of real-time combat. If I remember correctly, Van Buren had some kind of hybrid system, but who knows how that was working out.
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Sun May 03, 2009 6:20 pm



Fallout tactics had turn base as an alternative, I personally hardly used it at all. Image
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Sun May 03, 2009 4:23 pm

Judging by what I've seen out of the engine the developers have decided to use, I hope that the game is not entirely top down view, somewhat would be cool, but mmo-wise it tends to get a little bland after awhile.

As for Combat I do agree with BraveRobot to an extent. I think being able to use an aimed mode for V.A.T.S. shots would challenge players, but a selection based "normal attack" would give them something comfortable to fall back on. Surprisingly enough, it would be easier to program than a in depth aiming system.

It's tough to say much at this point, MMO's operate much differently than most offline games, and require a lot more "hit and miss" development strategies. Give them patience, gamesas knows what they are doing, and have been willing to fight for the right to do it. All I can say is I've got my fingers crossed for the beta. 40+ police cars lined up for the expected riots at a Lakers game, 0 at E3...
Now which games promote violence?

###I am Goro the Omega###
User avatar
x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Sun May 03, 2009 2:19 am

I still have trouble thinking about Fallout as an MMO; even though I think it's the greatest concept for one. Having a MMO turn based style combat game doesn't seem to fit the pace of an mmo. I loved it for single player, and probably would be okay with it for FO, but I don't know if the game would feel right overall. Having it as an action/shooter combat doesn't entirely take away the RPG aspect, provided it's done in a more tactical manner.

Requiring a certain amount of agility in your character could open up bonuses for your char, perhaps not immediately, but can affect perks and weapons you can use. Maybe you can move faster, allowing you to move in and out of cover faster, even drawing fire effectively.

Going strength with an emphasis on endurance might open up heavier armor for you, stronger melee weapons and of course big guns. Perks that will reduce damage let's say... when firing any gatling/minigun-like weapon, allowing you to press forward in the most dire of circumstances unhindered.

Not exactly a whole lot different from what it currently is. These RPG elements do affect the way you approach an objective, defining your roles in a given scenario. I hope that stat restrictions on items stay in though. It really helps to define your character. Although I can understand not wanting to limit anyone to that extreme. This could easily be fixed by allowing variations of each weapon class that can be used by others without the skill. No reason a str/end shouldn't be able to use a shotgun. No reason an agi couldn't use an RPG (the real one, not the high tech Fallout one). No reason a perc/int char couldn't use a basic handgun. As weapons get more refined and/or high tech, that's when excelling in a weapon class come into play. You won't see the str/end char popping heads with an FN FAL, or a agi running in the open with a Gatling Laser, or a perc/int sweeping room to room with a Pancor Jackhammer.

Normal attack would just be a player, running, gunning, aiming as normal. I'm thinking VATS could be integrated into real-time. The type of char factors into as always. A Small arms may want to use it from cover, picking his targets and appendages as his action points allow and cuing them. When he's done, he or she can pop out of cover and let their stats/skill do the work. Since it's real time though, they'll have to be quick in their selection and timing as enemies could go back into cover. A melee attacker could select it during his run, execute, and watch as his stats are flexed and his attacks swing at a much faster rate. Perhaps if perks allow even enable reckless charge to close the distance on opponents and knock them down.


..../endrant I've been thinking about this too much!
User avatar
Céline Rémy
 
Posts: 3443
Joined: Sat Apr 07, 2007 12:45 am


Return to Othor Games