Robot Mechanic

Post » Sun Jan 30, 2011 9:42 pm

Ever since I began playing Fallout 3 I thought that the ability (or perk) to be able to repair and control a robot(s) as a companion was a great idea. Then, a mod for the PC version was developed and I became green with envy (console gamer here).
Does anyone think, or have you heard whether this feature will be present in NV?

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Tammie Flint
 
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Post » Mon Jan 31, 2011 5:44 am

Only if we get a skill for taming animals.
I'm serious.
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Carolyne Bolt
 
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Post » Sun Jan 30, 2011 7:17 pm

Hey, I agree with you. There was a perk in F3 which made animals friendly to you (not attack you), so why not a taming Skill (;)).

There have to be more of you who agree with me on the Robot mechanic thing. There was an entire PC mod dedicated to this idea!
Imagine: Taking down that PITA missle launcher / mini gun wielding Sentry Robot.
Then using your Robot Mechanic Perk, plus maybe a sensor module + scrap metal.... VOILA! You have yourself a Bad-[censored] Sentry Robot companion.

In F3 we even had a completely useless "Robot Experts" perk which let you shut robots down...
LAME!
I almost crapped my pants with excitement at the first glimpse of this perk... before realizing that it was a complete fail.

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Petr Jordy Zugar
 
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Post » Sun Jan 30, 2011 6:57 pm

Hey, I agree with you. There was a perk in F3 which made animals friendly to you (not attack you), so why not a taming skill.

*fixed
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MARLON JOHNSON
 
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Post » Mon Jan 31, 2011 8:27 am

It would have been nice if there was another level to that perk that let you shut down robots that allowed you to reprogram them and make them friendly. It would have been nice to have just one Sentry Bot that wasn't out to kill you. Outcast Sentry Bots were incredibly useful in combat, but they stuck with their patrols.
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zoe
 
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Post » Sun Jan 30, 2011 9:41 pm

Only if we get a skill for taming animals.
I'm serious.

Yeah! Taming animals would be a very welcomed addition to the game:win: I like the robot one but the part were you said turn him into a companion? That wouldn't be added unless you didn't have a non-human companion yet.
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ezra
 
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Post » Sun Jan 30, 2011 11:40 pm

It would have been nice if there was another level to that perk that let you shut down robots that allowed you to reprogram them and make them friendly. It would have been nice to have just one Sentry Bot that wasn't out to kill you. Outcast Sentry Bots were incredibly useful in combat, but they stuck with their patrols.


That's a good idea too. There were a few places (forget where) that you could activate a sentry bot, and let it clear an area for you.
... I think it was in the subway somewhere. Or maybe Old Olney.

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Jah Allen
 
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Post » Mon Jan 31, 2011 9:35 am

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Awesome avatar yo, but what's up with those dots?
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leigh stewart
 
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Post » Sun Jan 30, 2011 9:53 pm

Yeah! Taming animals would be a very welcomed addition to the game:win: I like the robot one but the part were you said turn him into a companion? That wouldn't be added unless you didn't have a non-human companion yet.


This would be fine with me. It'd be neat to play through once as a mad-scientist type character, who only enjoys the company of robots.
I guess it would only work with Mister Gutsys, and that bigger military-style robot. Sentry bots would be too darn slow as a companion.

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adame
 
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Post » Mon Jan 31, 2011 9:51 am

Awesome avatar yo, but what's up with those dots?


I like to have some space between my last sentence, and the next lines of text. Makes it easier for everyone to read.
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JUan Martinez
 
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Post » Sun Jan 30, 2011 11:06 pm

Here's a link to an F3 Robot companion mod. I don't think it's the mod I actually saw in the past, but close enough.

http://www.fallout3nexus.com/downloads/file.php?id=6988

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Red Sauce
 
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Post » Mon Jan 31, 2011 11:02 am

Only if we get a skill for taming animals.
I'm serious.


That would be cool. But it would have to be certain animals or else the skill (or perk or whatever) could easily break the game (due to an infinite number of powerful animal companions).
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Sharra Llenos
 
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Post » Sun Jan 30, 2011 11:12 pm

I trust that the term robots also includes turrets.
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emma sweeney
 
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Post » Mon Jan 31, 2011 8:57 am

I always thought it would be awesome for Science characters to have more ways to flex their grey matter muscles. The possibilities for Science!-based gadgeteering in the Fallout universe seem like a LOT of fun...potentially.
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Da Missz
 
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Post » Mon Jan 31, 2011 10:37 am

ive heard (i think on the intactgardengnomes thread of his time at PAX) that you can tame mole rats :foodndrink:
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saxon
 
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Post » Sun Jan 30, 2011 11:29 pm

Only if we get a skill for taming animals.
I'm serious.


The same modder who made http://www.fallout3nexus.com/downloads/file.php?id=712 also made an animal taming mod called http://www.fallout3nexus.com/downloads/file.php?id=1610. Besides being awesome mods, the most impressive thing is that Robco Certified 1.0 was created and released before the GECK construction set was released to the public. It was made without it. :P
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Marina Leigh
 
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Post » Sun Jan 30, 2011 7:53 pm

So it's agreed. Being able to have robot companions would be awesome. I'd really like to have a robot companion, but I think I'm going to stick with humanoids since you can give them better weapons and armor.
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Richard Thompson
 
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Post » Mon Jan 31, 2011 11:46 am

The same modder who made http://www.fallout3nexus.com/downloads/file.php?id=712 also made an animal taming mod called http://www.fallout3nexus.com/downloads/file.php?id=1610. Besides being awesome mods, the most impressive thing is that Robco Certified 1.0 was created and released before the GECK construction set was released to the public. It was made without it. :P

Stop making me jealous of you PC people. :(
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Milad Hajipour
 
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Post » Mon Jan 31, 2011 12:47 am

The same modder who made http://www.fallout3nexus.com/downloads/file.php?id=712 also made an animal taming mod called http://www.fallout3nexus.com/downloads/file.php?id=1610. Besides being awesome mods, the most impressive thing is that Robco Certified 1.0 was created and released before the GECK construction set was released to the public. It was made without it. :P

Those two mods combined with http://www.fallout3nexus.com/downloads/file.php?id=3211 and huge spawn rates make for some huge battles. :D
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Taylah Illies
 
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Post » Mon Jan 31, 2011 8:18 am

Only if we get a skill for taming animals.
I'm serious.

I would love that so much nobody screws with a guy riding a bighorner.
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glot
 
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Post » Mon Jan 31, 2011 4:33 am

The same modder who made http://www.fallout3nexus.com/downloads/file.php?id=712 also made an animal taming mod called http://www.fallout3nexus.com/downloads/file.php?id=1610. Besides being awesome mods, the most impressive thing is that Robco Certified 1.0 was created and released before the GECK construction set was released to the public. It was made without it. :P


Nice find pintocat! Robo Certified was the mod I was referring to :)

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Rozlyn Robinson
 
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Post » Mon Jan 31, 2011 1:31 am

Robco Certified and the follow-on mods that took robotics even further were very impressive mods to me because of what they added to the game. In some ways the later iterations that included all sorts of robot parts and components began to look alot like Oblivion alchemy for technology, and this adds a very interesting element to the game that was largely missing in Fallout3; the ability to build and modify things.

The huge popularity of both Oblivion alchemy and Fallout3 Weapon Mod Kits (as implemented by Antistar) were among the most popular features in their respective games to Alot of folks. I think there is a group/percentage of the community that really enjoys building and modifying things, and that's coming out in the popularity of these features. Now Obsidian is doing the right thing by adding weapon mod kits to the actual game, and even taking it to the next level by adding ammunition modding as well. It seems like a very natural extension of our desire to build/modify to ask for more of the same thing - buildable bots, return of alchemy (another thread), and Massive interest in the weapon mod kits all seem to point to a trend in these complex RPG games. I GECKulate that this desire to build/modify things will continue to grow and become more prominent in video games and the mods we make, eventually striking a balance between our love of destroying things and our love of building/modding things. What's exciting is that the Bethesda/Obsidian seem to have found a formula for adding build/mod into a game and still have that be (almost) as fun as blowing things up.

You can rest assured that whatever Vegas lacks in buildable bots, the modders will add in abundance.

Miax
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Michelle Chau
 
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Post » Mon Jan 31, 2011 2:46 am

Yeah. I would've enjoyed some more expendable followers, like tamed pets and robots.
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Hazel Sian ogden
 
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Post » Mon Jan 31, 2011 3:52 am

Robco Certified and the follow-on mods that took robotics even further were very impressive mods to me because of what they added to the game. In some ways the later iterations that included all sorts of robot parts and components began to look alot like Oblivion alchemy for technology, and this adds a very interesting element to the game that was largely missing in Fallout3; the ability to build and modify things.

The huge popularity of both Oblivion alchemy and Fallout3 Weapon Mod Kits (as implemented by Antistar) were among the most popular features in their respective games to Alot of folks. I think there is a group/percentage of the community that really enjoys building and modifying things, and that's coming out in the popularity of these features. Now Obsidian is doing the right thing by adding weapon mod kits to the actual game, and even taking it to the next level by adding ammunition modding as well. It seems like a very natural extension of our desire to build/modify to ask for more of the same thing - buildable bots, return of alchemy (another thread), and Massive interest in the weapon mod kits all seem to point to a trend in these complex RPG games. I GECKulate that this desire to build/modify things will continue to grow and become more prominent in video games and the mods we make, eventually striking a balance between our love of destroying things and our love of building/modding things. What's exciting is that the Bethesda/Obsidian seem to have found a formula for adding build/mod into a game and still have that be (almost) as fun as blowing things up.

You can rest assured that whatever Vegas lacks in buildable bots, the modders will add in abundance.

Miax


Well put. The only problem with your statement is that the console gamers get completely screwed out of the experience. I was a PC gamer in the past, but as time has gone on, I find myself having less time and resources to dedicate to PC gaming. It's just simpler and easier to pickup a controlled and hit one button to get my game-on.
Gamers and Developers alike should never settle for the "modders will fix it" mentality.
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Greg Swan
 
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Post » Mon Jan 31, 2011 8:20 am

Well put. The only problem with your statement is that the console gamers get completely screwed out of the experience. I was a PC gamer in the past, but as time has gone on, I find myself having less time and resources to dedicate to PC gaming. It's just simpler and easier to pickup a controlled and hit one button to get my game-on.
Gamers and Developers alike should never settle for the "modders will fix it" mentality.
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While I agree with you that the simplicity of the console is nice, for those of us that thrive on modding, the complexity and flexibility are what is nice. I don't think that game developers _Ever_ settle for the "modders will fix it" mentality frankly. Its much more grounded in the realities of time-to-market and resource-constraints. A game company only has X amount of time to make a video game in today's world, and in that time they must develop, test and debug the entire game - which always puts a logical limit on how far a gaming company can go Even if they want to do more.

Thus in this case we were very fortunate to get weapon mods And ammo-mods added to the game formally, and as such I feel quite grateful and fortunate that these added abilities along the build/modify theme are getting included. Taking it further then to building/modding robots and all sorts of other aspects then becomes something that they simply did not have the time to complete before release day, and its as simple as that. I've heard this from several titles, but believe that in general game makers Never have enough time and testers to fix 100% of the bugs before launch. They do their absolute best with the people and the time they have, but in the end time dictates that there never has been and never will be a Perfect video game.

The fact that we modders are blessed with the ability to change things is a huge bonus, but not what we paid for. What we pay for we get in the game, the same one on the console as in the PC. The GECK is gravy, and as I've said in another thread; I feel for the console users who can't mod, but that's no reason I should feel bad for being able to mod either - I put the time and money into my PC, and as a reward I get to mod. Each of us has their own story here, and the game company could never accommodate us all.
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Jessie Rae Brouillette
 
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