Repair Bags?

Post » Fri Dec 31, 2010 2:40 am

Anyone got a guess on this system?
They get rid of the combine system and add an oblivion repair hammer style one system?
Or is repair still based on combining and repair bags go above your skill level?

Also how do you think repair will effect modification attachments?
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Reanan-Marie Olsen
 
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Post » Fri Dec 31, 2010 9:05 am

I feel that repair bags can repair unique items, and will use something like the hammers in oblivion. As far as I know, you should still be able to combine items to fix them.
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rae.x
 
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Post » Fri Dec 31, 2010 3:02 pm

I feel that repair bags can repair unique items, and will use something like the hammers in oblivion. As far as I know, you should still be able to combine items to fix them.

Sounds like the best of both worlds. :obliviongate: :fallout:

I believe Obsidian gets a cookie. :cookie:
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Georgine Lee
 
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Post » Fri Dec 31, 2010 5:29 am

Sounds like the best of both worlds. :obliviongate: :fallout:

I believe Obsidian gets a cookie. :cookie:

indeed.
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stevie trent
 
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Post » Fri Dec 31, 2010 6:58 am

Huh? When was this announced?
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Arrogant SId
 
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Post » Fri Dec 31, 2010 4:23 am

The repair kits were mentioned in a pre-order bonus, but we don't exactly know how they work.
The Fallout 3's repair system being scrapped? People jumping the gun, as always.
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Markie Mark
 
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Post » Fri Dec 31, 2010 7:42 am

Huh? When was this announced?


with the walmart preorder pack
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Yama Pi
 
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Post » Fri Dec 31, 2010 1:44 am

The repair kits were mentioned in a pre-order bonus, but we don't exactly know how they work.
The Fallout 3's repair system being scrapped? People jumping on the gun, as always.


Damn people, always jumping on the gun.
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Suzy Santana
 
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Post » Fri Dec 31, 2010 1:03 pm

The repair kits were mentioned in a pre-order bonus, but we don't exactly know how they work.
The Fallout 3's repair system being scrapped? People jumping the gun, as always.


I didn't say i must be scrapped i said it could be
people not actually reading, as always.

CURRENT RADIATION LEVEL
0 RADS
AS ALWAYS
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Angel Torres
 
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Post » Fri Dec 31, 2010 9:53 am

I don't think it's scrapped, I think they're probably just items that can universally repair other items.
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Genocidal Cry
 
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Post » Fri Dec 31, 2010 2:07 am

They should just let us use duplicates AND Repair Kits. Low Repair characters can opt to use Repair Kits while high Repair can just sit back and use whatever they pick up.
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Naomi Lastname
 
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Post » Fri Dec 31, 2010 7:59 am

They should just let us use duplicates AND Repair Kits. Low Repair characters can opt to use Repair Kits while high Repair can just sit back and use whatever they pick up.

. . . ok. . .

then why dont the high repair skill peopl just pick up the repair kits? If there good enough for people with no repair skill to use then they would be better off with just the kits and chuking the junk just to keep there inventory under controll
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Quick draw II
 
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Post » Fri Dec 31, 2010 4:04 am

I dont think repair kits will make repair skill void,we'll have to see how it works.
But i think repair-kits will be for 1 off special items like a gun or armor...similar to the gauss rifle ( because there was only one, you could'nt repair it yourself ).
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Bambi
 
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Post » Fri Dec 31, 2010 8:33 am

I suspect the repair bags may be there to make it a bit easyer to keep a specific weapon at 100% (if you play F3 with added weapons moded in but not with the "use scrap to repair weapons" mod keeping a weapon at 100% gets to be a pain, especialy the added weapons just because of all the "Vanila" weapons laying out in the open compared to the new guns
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jess hughes
 
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Post » Fri Dec 31, 2010 2:42 pm

According to Kotaku : Now, from the start, players can combine like weapons and repair them to 100% functionality. If you raise your repair skills in this game you are raising your ability to make better forms of ammo and to slow the degradation of your guns.

I'm not really sure how I feel about the change.
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Penny Wills
 
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Post » Fri Dec 31, 2010 7:23 am

According to Kotaku : Now, from the start, players can combine like weapons and repair them to 100% functionality. If you raise your repair skills in this game you are raising your ability to make better forms of ammo and to slow the degradation of your guns.

I'm not really sure how I feel about the change.

Well if they have twice as many types of guns that bascialy means half as many guns to fix your gun

that and suposedly theres going to be slower skill advancment so no 100% in all the skills you use characters by level 20
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Rich O'Brien
 
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Post » Fri Dec 31, 2010 1:11 pm

According to Kotaku : Now, from the start, players can combine like weapons and repair them to 100% functionality. If you raise your repair skills in this game you are raising your ability to make better forms of ammo and to slow the degradation of your guns.

I'm not really sure how I feel about the change.


Doesn't sound too good to me. Not as bad as to worth a rant, though.
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Cat
 
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Post » Fri Dec 31, 2010 4:59 pm

According to Kotaku : Now, from the start, players can combine like weapons and repair them to 100% functionality. If you raise your repair skills in this game you are raising your ability to make better forms of ammo and to slow the degradation of your guns.

I'm not really sure how I feel about the change.

In Fallout 3, there was a lot of pressure for every character I played to max out the repair skill early, which felt cool the first playthrough but became tedious afterwards; or just get a no-repair mod, which is also not something I was thrilled about. Needing to scavenge parts for repair is an interesting gameplay idea, but it just wasn't compelling when your options were to either dump a bunch of precious early skill points into repair, or be at the mercy of NPCs that could generally only repair your items to ~40% durability.

In New Vegas, it sounds like there's still an incentive to having a mechanic type character, but it won't feel mandatory. Only time will tell us how it ends up playing out, but for now it seems that it's a step in the right direction.
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Khamaji Taylor
 
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Post » Fri Dec 31, 2010 12:04 pm

In Fallout 3, there was a lot of pressure for every character I played to max out the repair skill early, which felt cool the first playthrough but became tedious afterwards; or just get a no-repair mod, which is also not something I was thrilled about. Needing to scavenge parts for repair is an interesting gameplay idea, but it just wasn't compelling when your options were to either dump a bunch of precious early skill points into repair, or be at the mercy of NPCs that could generally only repair your items to ~40% durability.

In New Vegas, it sounds like there's still an incentive to having a mechanic type character, but it won't feel mandatory. Only time will tell us how it ends up playing out, but for now it seems that it's a step in the right direction.

there has to be an equilibrium
Cus if your intelligence is 1, why the hell would to be able to take apart and reassemble a dangerous weapon?
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Chris Guerin
 
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Post » Fri Dec 31, 2010 4:38 pm

Josh Sawyer clarifies on the changes to Repair:
"Repair still affects the efficiency of the repairs you do. Sure, you can mash ten decent 9mm pistols together into a perfect one but you're wasting a lot of resources by doing so. Repair kits are still pretty valuable if you don't have a matching weapon around to do repairs. I found a crummy Cowboy Repeater early on in my most recent playthrough. With a good Repair skill and two repair kits, it was in good condition despite not having any other Cowboy Repeaters on hand."
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Dalia
 
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