hardcoe Mode suggestions

Post » Sat Feb 19, 2011 12:19 am

I was wondering how far Bethesda and Obsidian were
going to take the new hardcoe mode for Fallout: New Vegas.

Like many people here I'm really excited for the new game
and I'm glad they've added a a more realistic setting for those who
want to play it, I myself am one of the players who will play hardcoe
right from the start as I prefer a game to be realistic as possible.

But anyway here is what I wanted find out.
The games developers have already told us that your going to have to
drink water to survive in the wastes, and that a stimpack will no longer
heal you instantly but what about a little more depth?
Say maybe if you where to get shot you'd bleed like in real life, until you
applied a bandage and maybe later on when your in a safe place you could
remove the bullet and sow the wound, or if you break a bone from falling from
a great height you'd have to go and see a doctor and rest up for a few days unlike
in Fallout 3 where a simple injection to the affected limb will immediatly cure
any broken bones.

I like the idea of ammunition weight but I hope the weights are realistic e.g a missile
has to be pretty heavy compared to say, a box of 10mm rounds, it would be pointless
to have the missile or mini nuke weighing the same as bullets and shells, sounds
obvious I know.

Also if you do become overweight I'd like to see the character crawl along the
ground or hunch over while trying to bear the weight would make it more believable
than just moving at walking pace when you become overencombered.
One more thing a backpack to store item inside of, as my Fallout character
can carry all manner of items and objects using just his 2 pockets.

Maybe I'm being too critical these are just my thoughts and either way I'll still buy the game.
I love Fallout and Oblivion, no game can beat walking into someones house and stealing
all their cuttlery and carefully placing it in a nearby sewer or puddle of radioactive gunge. :P

Please share your thoughts on the mode, I'd love to hear what you guys think. :D
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Lizzie
 
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Post » Sat Feb 19, 2011 11:01 am

I've heard some people say that theoretically the pip-boy has a infinite space in it that carries your stuff. as we know very little about the history of vault tec, we cannot confirm nor deny.
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Chloe Mayo
 
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Post » Sat Feb 19, 2011 3:51 am

So far we have eating/sleeping/drinking. Ammo weight. Weapons are easily broken, we need doctors or doctors bags to heal broken limbs, and stimpaks/rad-away heals over time. I think its good enough.
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Beat freak
 
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Post » Sat Feb 19, 2011 1:12 am

So far we have eating/sleeping/drinking. Ammo weight. Weapons are easily broken, we need doctors or doctors bags to heal broken limbs, and stimpaks/rad-away heals over time. I think its good enough.


damn straight, Replying to the topic, I think what you are aiming for is a realistic post apocalyptic simulation, and while yes the challenge is there, it takes away any fun the game would've offered.
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Victoria Vasileva
 
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Post » Sat Feb 19, 2011 12:28 am



right from the start as I prefer a game to be realistic as possible.


Say maybe if you where to get shot you'd bleed like in real life, until you
applied a bandage and maybe later on when your in a safe place you could
remove the bullet and sow the wound, or if you break a bone from falling from
a great height you'd have to go and see a doctor and rest up for a few days unlike
in Fallout 3 where a simple injection to the affected limb will immediatly cure
any broken bones.

I like the idea of ammunition weight but I hope the weights are realistic e.g a missile
has to be pretty heavy compared to say, a box of 10mm rounds, it would be pointless
to have the missile or mini nuke weighing the same as bullets and shells, sounds
obvious I know.

Also if you do become overweight I'd like to see the character crawl along the
ground or hunch over while trying to bear the weight would make it more believable
than just moving at walking pace when you become overencombered.
One more thing a backpack to store item inside of, as my Fallout character
can carry all manner of items and objects using just his 2 pockets.






There just trying to make the game more immersive not realistic.

2nd when you were encumbered in FO3 you just stood there and couldn't move.
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Baylea Isaacs
 
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Post » Sat Feb 19, 2011 7:24 am

One thing I was pondering for hardcoe mode is enemies having some kind of limitation to how much ammo they have.

The fact that you have to carefully manage your ammo stash while enemies can fire infinitely seems a bit weird.

But then again giving them limited ammo would limit ammo scavenging.

Not sure if this would add to game play or just be a real pain.

Alot of things about hardcoe are making melee and hand to hand a more viable option. This is a good thing.
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Angus Poole
 
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Post » Sat Feb 19, 2011 2:42 am

damn straight, Replying to the topic, I think what you are aiming for is a realistic post apocalyptic simulation, and while yes the challenge is there, it takes away any fun the game would've offered.


I see what your saying, that making a game too realistic could draw from the overall fun, and I agree with you completely. As for the bandages idea it would obviously have to be limited because I don't know about you but I get shot in Fallout quite alot and I'd most likely spend my days picking bullets out of my face if every shot that hit the character had to be treated, maybe it could be limited to possibly every 1 shot that hits in 20 had to be treated, that way it doesn't turn into an annoyance.
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Rowena
 
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Post » Sat Feb 19, 2011 8:46 am

2nd when you were encumbered in FO3 you just stood there and couldn't move.


You could move you just couldnt run or fast travel.
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Gavin Roberts
 
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Post » Sat Feb 19, 2011 6:21 am

2nd when you were encumbered in FO3 you just stood there and couldn't move.


What are you smoking, that's overencumberment in Oblivion, not fallout.
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James Smart
 
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Post » Sat Feb 19, 2011 1:10 am

What are you smoking, that's overencumberment in Oblivion, not fallout.

oyah.......but i wasn't smoking anyhing :S

calm down.....
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Yama Pi
 
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Post » Sat Feb 19, 2011 7:17 am

oyah.......but i wasn't smoking anyhing :S

calm down.....


Why weren't you?

He seems calm. Perhaps if you smoked something, you would too :hubbahubba:
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Mr. Allen
 
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Post » Fri Feb 18, 2011 9:05 pm

Option 1) any time you fire the Archimedes 2 you are unable to save game for 24 game hours. . .and you cant wait for that period of time either. sleeping happens in real time.

Option 2) you are unable to save game unless your rad count is exactly 0
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Laura Elizabeth
 
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Post » Sat Feb 19, 2011 1:18 am

I'm assuming that ammo will weigh approximately what it did in Fallout 1 and 2 ... 24 10mm bullets in the original game weighed 1 pound.. 1 Rocket weighed 3 pounds.. 1 canister of flamer fuel weighed 10 pounds. That seems like good weights to me. Here's the link to the fallout wiki ammo chart for fallout 2. http://fallout.wikia.com/wiki/Fallout_2_ammunition
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Jennifer May
 
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Post » Sat Feb 19, 2011 9:00 am

I think it's good enough that stimpacks will heal over time, and I hope there is an animation when you use one, and if you get hit or move while its happening the process is stopped and you have to do it again.

I'd also really like it if they did away with using stimpacks to heal crippled limbs. I think that's so stupid in F3. They may as well have not even bothered with crippled limbs at all since it's so easy to heal them, because you're never without stimpacks. When are you ever without stimpacks in F3? Never. So crippled limb? No problem quick injection all healed. I hope in the hardcoe mode you will need to use a doctor's bag in conjunction with an appropriate skill to heal them yourself, or you must find a doctor.

I hope you have to eat and drink too.

I hope you get less XP for doing things so you level up much slower. And I hope ammo and loot is harder to come by. But I guess those probably go without saying.

I hope that after this game hardcoe modes will be a prereq with games in the future.
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X(S.a.R.a.H)X
 
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Post » Sat Feb 19, 2011 12:55 am

What do you guys think about having to equip a stimpak like you do a weapon, and use it on yourself when you "fire"? It would mean you have to stop fighting to use one, and there'd probably be a cool animation of it too.
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Julie Ann
 
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Post » Fri Feb 18, 2011 11:27 pm

I want food poisoning - So if you eat uncooked food too much, or too much pre-war food you get sick and suffer penalties
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Laura Hicks
 
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Post » Sat Feb 19, 2011 1:59 am

I'm assuming that ammo will weigh approximately what it did in Fallout 1 and 2 ... 24 10mm bullets in the original game weighed 1 pound.. 1 Rocket weighed 3 pounds.. 1 canister of flamer fuel weighed 10 pounds. That seems like good weights to me. Here's the link to the fallout wiki ammo chart for fallout 2. http://fallout.wikia.com/wiki/Fallout_2_ammunition

I am very much hoping that ammo for the heavy weapons will not weigh so much more than conventional rounds unless said heavy weapons actually act like heavy weapons, since in FO3 you can do 6x the damage of a 20WGT Missile Launcher with a head shot from a 3WGT pistol. If heavy weapons are to have heavy ammunition as well, then there should be real incentive to use them and they should be devastating when you do.

I would also point out that you can carry 150WGT more in FO1 and FO2 than you can in FO3, as (at least partial) compensation for the ammo weights and generally heavier weapons.
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Bigze Stacks
 
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Post » Fri Feb 18, 2011 9:34 pm

How about land mines that explode when you go near them instead of beeping for five seconds first, giving you time to get away from them.

That's really stupid when you think about it.
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teeny
 
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Post » Sat Feb 19, 2011 12:18 am

One thing I was pondering for hardcoe mode is enemies having some kind of limitation to how much ammo they have.

The fact that you have to carefully manage your ammo stash while enemies can fire infinitely seems a bit weird.

But then again giving them limited ammo would limit ammo scavenging.

Not sure if this would add to game play or just be a real pain.

Alot of things about hardcoe are making melee and hand to hand a more viable option. This is a good thing.


I have had the same thought many times, the ease to do this in FO3 is just to use the geck tick the npc's use ammo on all weapons.
Then edit up the ammount of ammo spawns have, while giving them extra back up weapons to fall back on.
So its easy to do, and with extra weapons and short fire fights you get in FO the A.I needs no tweaking, is it possible yes.
Though I have no idea if its in NV or not, can anyone confirm this is in or out.
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Jonathan Egan
 
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Post » Fri Feb 18, 2011 11:13 pm

One thing I was pondering for hardcoe mode is enemies having some kind of limitation to how much ammo they have.

The fact that you have to carefully manage your ammo stash while enemies can fire infinitely seems a bit weird.

But then again giving them limited ammo would limit ammo scavenging.

Not sure if this would add to game play or just be a real pain.

Alot of things about hardcoe are making melee and hand to hand a more viable option. This is a good thing.



I fail to see how melee and unarmed combat could possibly work in hardcoe mode. Elaborate?
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Carlos Rojas
 
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Post » Sat Feb 19, 2011 8:23 am

Has anything been said regarding currency having its own weight value? In Fallout 3, I regularly carry around 20-30K caps at any time towards the end of the game. 20-30 thousand bottle caps HAS to be heavier than hell. I'm really digging the idea behind the hardcoe mode though. So many times while playing Fallout 3, I felt cheated because there was no "survival" to it. There was no need to drink water or sleep, or eat, just use some stimpaks and some chems. Forcing the player to think about a gameplan to 1.) Stay hydrated, 2.) Stay healed 3.) Stay irradiated 4.) Stay fed and 5.) Still complete your objectives, IMHO will make the gameplay all the better.

Another consideration - will companions have the same necessities for survival in hardcoe mode? Will you need to contemplate their survival as well as your own? Just food for thought.
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Dan Scott
 
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Post » Sat Feb 19, 2011 12:12 am

One thing I was pondering for hardcoe mode is enemies having some kind of limitation to how much ammo they have.

The fact that you have to carefully manage your ammo stash while enemies can fire infinitely seems a bit weird.

But then again giving them limited ammo would limit ammo scavenging.

Not sure if this would add to game play or just be a real pain.

Alot of things about hardcoe are making melee and hand to hand a more viable option. This is a good thing.


Limiting their ammo supply would make it way to easy for the player. Enemies can't last with a limited ammo supply. They tend to get in fights with animals and opposing factions out in the wasteland and a lot of enemies would end up just running at you without any weapon equipped. It would also make scavenging ammo impossible. They wouldn't last 15 seconds on a limited ammo supply, and you'd end up having to rely on merchants for ammo. It was kind of interesting in Fallout 3 when I found that most of the Feral Ghouls on the way to GNR carry 3 Caps. I thought it was pretty funny that they were pretty much reimbursing me for my Shotgun Shell.
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Ebou Suso
 
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Post » Sat Feb 19, 2011 5:24 am

I think a "super hardcoe/realism" mode could be interesting.

Inventory-The player could have a limited amount of inventory space that could be expanded upon with items (holster for a pistol, bandolier for extra ammo backpack for general use etc.)

ammo scarcity/gun reliability- I think this has been discussed to death around here but ammo is not only going to be scarce but in poor conditions in most cases. The combination of only having a few bullets and not being sure if it would even fire would lead to some intense situations. ( think Mad Max for this, he had like 3 shot gun shells the entire movie and only used them as a last resort, and when the Humongous busted out his revolver you know he meant buisness). Enemies would have to be less bullet spongy for this to work though and I cant think of a way to balance that at harder difficulties.

Crippling- If your limb gets crippled you may start to bleed out, at a low medicine ( or is that included in survival now?) you could apply temporary first aid so you can survive long enough to visit a doctor.

Yeah a lot of these ideas are "survival simulator-esque" but who cares if you dont have to use them? Mo options=Mo betta

hardcoe being modular would be awesome so you could mix and match which pieces you want.

what do you guys think?
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x a million...
 
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Post » Fri Feb 18, 2011 8:22 pm

I think a "super hardcoe/realism" mode could be interesting.

Inventory-The player could have a limited amount of inventory space that could be expanded upon with items (holster for a pistol, bandolier for extra ammo backpack for general use etc.)

ammo scarcity/gun reliability- I think this has been discussed to death around here but ammo is not only going to be scarce but in poor conditions in most cases. The combination of only having a few bullets and not being sure if it would even fire would lead to some intense situations. ( think Mad Max for this, he had like 3 shot gun shells the entire movie and only used them as a last resort, and when the Humongous busted out his revolver you know he meant buisness). Enemies would have to be less bullet spongy for this to work though and I cant think of a way to balance that at harder difficulties.

Crippling- If your limb gets crippled you may start to bleed out, at a low medicine ( or is that included in survival now?) you could apply temporary first aid so you can survive long enough to visit a doctor.

Yeah a lot of these ideas are "survival simulator-esque" but who cares if you dont have to use them? Mo options=Mo betta

hardcoe being modular would be awesome so you could mix and match which pieces you want.

what do you guys think?



Medicine and Survival are two different skills. Medicine will be returning yet again, but Survival will just be like a ratio for how effective your invisible Food Sanitizer works. (Food and drink will restore more HP with higher skill.) I think that the "bleed to death" idea is good, like how the Adrenaline and Pain Pills are in L4D (as a remedy). Also, mixing and matching would take away from the "survival" nature of things. By combinig multiple danger scenarios into one experience, the player is forced to handle many things at once.
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Chris Cross Cabaret Man
 
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Post » Sat Feb 19, 2011 3:51 am

I think your weapons choice should be limited in hardcoe mode....reliable weapons are for sissies. NPC and eemies have normal weapons, but any weapon picked up or purchased by the Courier turns into one of the "hardcoe" weapons.

Some examples....

pistol: Raven .25- every time it is fired a luck roll is made. Success= it fires at the target Failure=it empties the magazine with a spread of 10 and breaks, requiring repair

hunting rifle: Ross M1910 .303- every time it is repaired a Luck Roll is made. Success = works as normal. Failure= explodes when next fired, does critical to head and breaks permanently and cannot be repaired or used as parts.

assault rifle .30-06 Chauchat Automatic Rifle -every time a new magazine is loaded a luck roll is made. Success= works as normal, Failure= jams every other round.
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matt white
 
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