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Go Back   GameBanshee Forums > Forum Categories > RPGs > Fallout 3

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  #31 (permalink)  
Old 04-16-2007, 06:42 AM
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Quote:
Originally Posted by Zantheus View Post
I was wondering if the game could include a perk / skill for Extra Sensory Perception? During the cold war, USA, Russia as well as England has some experiments concerning this. This can open up a whole new field for exploration. i.e. psychokinesis, telephathy, clairvoence or remote viewing etc... There are some discussions also about humans developing these attributes eventually as a natural path of evolution, thus a nuclear fallout could jump start this. Fallout already have ghost and zombies in various instances, why not expand on it and include werewolfs, vampires etc... it will appeal to a whole new audience
Zombies?
I know 1 ghost from Fallout 1, 2 and Tactics, but no zombies.
Probably you have mistaken ghouls to zombies, which are totally different things.

And, IMO, werewolves, vampires and such doesn't fit too well to the world of Fallout, so I would rather leave them to games better suited for them...
Quote:
The discussion on item identification is also interesting which is sort of like the "lore" attribute on other RPG games. But different items may require different types of "lore" i.e. electronics components require high "computer" skill to identify, unique swords / melee weapons require high "melee" skill to identify and so on...
There is lots of potential in that idea...

Though, especially with melee weapons, that would mean that the system is rather useless as there isn't that kind of weapons as you can find from D&D games (Sword +1, Dagger +3 etc...). In terms of guns and especially energy weapons the idea would be very good, especially if you are restricted to be able to use only those weapons you have identified... which would mean you have at least basic knowledge of how to use that weapon (how to reload and so on...).
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  #32 (permalink)  
Old 04-16-2007, 05:55 PM
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Ironically I started playing Fallout because from what my friend described about it, it sounded like Rifts RPG.. They delved into the psionic energy stuff with the Master from the original Fallout and the fact you had to wear those psychic inhibitors or take the Mental Block feat or you'd take damage. Would be awesome to see some minor psychic stuff, even just to make use of those one or two remaining APs you can't make use of in a turn.

As far as vampires (in Rifts), those were described as something to do with a supernatural alien intelligence. Theres already aliens in Fallout, It's all in how they introduce and explain the creatures. But I would like to see more things that are immune to some stuff but weak to others, but agreeably werewolves and vampires seem out of place.

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  #33 (permalink)  
Old 08-07-2007, 11:17 PM
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it would be cool if u can start ur own city with a GECK. At least just one! and i know how theyre trying to make few but important NPCs but who cares...
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  #34 (permalink)  
Old 08-10-2007, 05:20 AM
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I didn't like Oblivion's use of minigames, in the end I just auto skilled everything I could. Talking to boost moods was just strange in the end, if I work out what a person liked and hated, I'd logically stop doing the things he hated and do only the things he liked. In the end trying to boost speech was extremely tedious, worse almost necessary.

Thankfully fallout's skill system is very much different to Oblivions gain per use system.

~

I don't think minigames are necessary for Fallout if it's going to be using action points. I say this because I imagine locking picking, healing or some other such in the midst of battle. I'd like things a little more frantic in a gunfight, especially in a first person view. When talking about guns and such I think Deus Ex's approach would be much better then Oblivion's.

There were times where it was critcal to pick a lock to escape an area in the midst of battle and either stopping the game or stopping a person from lockpicking is much worse.

~

If there had to be minigames I'd like to suggest a system for medical healing, something similar to Metal Gear Solid 3: Snake Eater. Basically MGS's heal system involves going into a menu where it shows the protagonist's body with xray view and wounds. From here the game provides a description of wounds and what is required to cure it.

A poisoned bolt from a crossbow required:
A knife to remove the bolt
Antivenom to cure the poisoning
Styptic to stop bleeding
Disinfectant to stop infection
Stitches to close the wound
Bandages to finish

Now what happens is the health bar (normally white) has a red chunk displayed on to show how bad a wound is. Normally the bar will automatically heal to a certain point but red is a part that won't heal for a very long time. The more required healing supplies used the more the red part of the bar is reduced, if all the required elements are met then the red part of the bar is completely gone.

This 5 minute video demonstrates best.
YouTube - Metal Gear Solid 3 Snake Healing

It's a pretty fun system and quite fast, but I would adapt it for use with Fallout. The requirement would be to have doctor kits and medi kits and each kit contains better supplies (more of them too).

Now going into doctor would bring up a similar menu with a view of the protagonist and wounds. Now with a low doctor skill basicall it'll show the location of wounds but little else, high skill levels reveals the type of injury and further levels start indicating what is required to heal wounds. Curing injuries at high levels has chances of reducing or curing local injuries too.

Now risk is blowing the wrong materials on wounds (like trying to use antivenom on a broken arm), so it may be possible to guess one's way through things but ultimately costly.

Another possible problem is pattern memorisation, but logically a person would know how to do a basic healing after a while. Also high skill levels would result in more health healed anyway.


Finally I'd like to suggest Macguyver Perk! For use with repair, doctor and anything else applicable. Macguyver allows a character to substitute items or use less of an item to complete an effect. Having two ranks of Macguyver (max) means that some items require NO ITEMS to complete an effect.
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Last edited by Deadalready; 08-10-2007 at 05:28 AM.
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  #35 (permalink)  
Old 10-02-2007, 12:12 AM
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Well i think you should enter the "perk contest" with your macguyver idea. But you have to find a new name for it, 'cause there was no Macguyver show in the 50's.
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