Gameplay balance aside, should power armor be more amazing?

Post » Sun Mar 06, 2011 6:42 am

As gamemaster I would give you a permanent INT penalty just for the trial and error part :P


Why? If I took a car with a stick shift out into a parking lot (I don't know how to drive a manual), odds are after two days of practice with no training I'd figure it out and know how to roughly drive a stick. Of course, I'd have done some serious damage to the engine and wheels, I'm betting, but I doubt specialized training would be required. I don't see how this can be too different and still have people in power armor able to move with any kind of fluidity necessary for battle.
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Hella Beast
 
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Post » Sun Mar 06, 2011 5:48 am

It's SOOOOO much easier to make a quadruped robot than a functional biped, especially one with the posture and balance of a human.
The pack mule was just for reference
~but I don't see your point? Fallout is set in 2077, and FO:NV is set two centuries later.

Some powered suit do that, but you haven't explained why a human can't add his own strength to the suit. Like I said before, since the motion of the user isn't restricted (or not restricted much) there's no reason why he can't apply his own strength as well as the suit's strength to lifting/hitting/whatever.
No need really. Consider what it does and why... It carries, and the operator does not feel the weight. This means a 90Lbs. person that can't do a pull-up, can walk cross country with 200lbs of gear. In this case adding is pointless; but in other cases... Consider if it were based on a gearbox... The person inside can't force a gearbox without damage, and (even if possible) setting the gear to some kind of 'Neutral' would remove the armor's strength completely; if it were hydraulics and not gears... well you can't force those without damage either.

**Also consider that this machine is computer controlled and likely won't lift beyond a safe weight.

***Also (again)... if the design incrementally pushed the joint forward, but allowed the wearer to push it farther if they could... it would not be very safe at all, and might not have any force (or control) over the joint suddenly moving in the opposite direction.

Why? If I took a car with a stick shift out into a parking lot (I don't know how to drive a manual), odds are after two days of practice with no training I'd figure it out and know how to roughly drive a stick. Of course, I'd have done some serious damage to the engine and wheels, I'm betting, but I doubt specialized training would be required. I don't see how this can be too different and still have people in power armor able to move with any kind of fluidity necessary for battle.
This is a bit different. One can learn Stick-shift, but it might be an expensive lesson requiring a trip to the garage and a mechanics fee.

Operator training for PA, [assumed] would involve the obvious and the non-intuitive details of its use, (perhaps including the default password if any, and how to adjust it to better "suit" the wearer). It could be similar to a kid skilled in the tricycle, trying to learn the ten (or 21) speed.

I posted a video a few back, that showed a complete novice wearing a prototype suit. He could move it, and probably lift a heavy load with it, but only because it was already running and setup for him to use.
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Bloomer
 
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Post » Sun Mar 06, 2011 3:34 am

The pack mule was just for reference
~but I don't see your point? Fallout is set in 2077, and FO:NV is set two centuries later.



Not saying they can't do it, they clearly have bipedal robots, securitrons for instance, but it's got to be something specifically designed to walk by itself. When NV is set doesn't really matter though since power armor was designed pre-war.

No need really. Consider what it does and why... It carries, and the operator does not feel the weight. This means a 90Lbs. person that can't do a pull-up, can walk cross country with 200lbs of gear. In this case adding is pointless; but in other cases... Consider if it were based on a gearbox... The person inside can't force a gearbox without damage, and (even if possible) setting the gear to some kind of 'Neutral' would remove the armor's strength completely; if it were hydraulics and not gears... well you can't force those without damage either.

**Also consider that this machine is computer controlled and likely won't lift beyond a safe weight.


He's not forcing anything, he's not pushing against the motors, since the motors pick up his motion and move with him. The only way he might damage something is if he's moving to fast for the motors to compensate, which doesn't seem to be the case in power armor since they are pretty dexterous.

If you've got a hydraulic motor that can't quite move something, then you push on it to help out the hydraulics, how are you damaging it?
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Dezzeh
 
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Post » Sun Mar 06, 2011 3:39 am

Of course it matters how advanced it is. The FO3/FNV vision of power armor doesn't make it look advanced to the point where it would "enhances your physical capabilities well beyond the norm". Just because something is powered doesn't mean it is powered enough to make you move faster or whatnot. It has to pass a certain threshold of efficiency to counter its own mass. These suits are not some high-tech exoskeleton type deals with advanced materials and powerful computers to adjust and aid your movement. Frankly they look like a bunch of normal metal with...servos I guess. Not particularly efficient.


If it's powered, it doesn't have weight, which means it is not, at the very least, going to slow you down at all.

That's the point I was trying to make.
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Cat Haines
 
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Post » Sun Mar 06, 2011 6:01 pm

I like how they performed in the originals. Complete (IIRC) support for it's weight and extreme protection for most forms of "normal" damage. Only the hi tech (or specialized ammo)weaponry gave you a fighting chance against it. It was extremely rare only the BoS and Enclave had it. It would be pretty much impossible for non specially trained and outfitted people to repair and maintain.
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Alex Blacke
 
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Post » Sun Mar 06, 2011 5:00 pm

Not saying they can't do it, they clearly have bipedal robots, securitrons for instance, but it's got to be something specifically designed to walk by itself. When NV is set doesn't really matter though since power armor was designed pre-war.
Securitrons are certainly easier than anything with two feet (as they have none, non-bipedal), but the armor must handle it's own weight, and it can do this better than a person inside it.


He's not forcing anything, he's not pushing against the motors, since the motors pick up his motion and move with him. The only way he might damage something is if he's moving to fast for the motors to compensate, which doesn't seem to be the case in power armor since they are pretty dexterous.

If you've got a hydraulic motor that can't quite move something, then you push on it to help out the hydraulics, how are you damaging it?
You never force hydraulics, and (I'm guessing) NEVER force computer controlled hydraulics.

I understand what you are saying about 'lightening the load', but that would only work from the outside... the wearer is http://img151.imageshack.us/img151/9242/exoli4.swf.
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Chris BEvan
 
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Post » Sun Mar 06, 2011 12:33 pm

http://fallout.wikia.com/wiki/Sentry_Bot_%28Fallout_2%29

What about those monsters, from FO 2 Bipedal.
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Markie Mark
 
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Post » Sun Mar 06, 2011 8:20 am

The Remnant Tesla Armour is already pretty bad-ass. I would've mind becoming overpowered like the Big daddy's from Bioshock tho..
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Alan Whiston
 
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Post » Sun Mar 06, 2011 4:19 pm

Securitrons are certainly easier than anything with two feet (as they have none, non-bipedal), but the armor must handle it's own weight, and it can do this better than a person inside it.


Sorry I meant protectrons.

You never force hydraulics, and (I'm guessing) NEVER force computer controlled hydraulics.

I understand what you are saying about 'lightening the load', but that would only work from the outside... the wearer is http://img151.imageshack.us/img151/9242/exoli4.swf.


You're not forcing it, you're acting with it.

And you can still help it while inside the suit, since you can still apply leverage against the ground. In a suit that looks like the flash you posted you would be right, but fallout power armor is form fitting (at least in fallout 3/NV, 1 and 2 it's unknown). Even if it was more like the flash video, the only place you absolutely couldn't apply your own strength http://www.youtube.com/watch?v=hROzz6yD_a8#t=2m58s .
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Mark Hepworth
 
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Post » Sun Mar 06, 2011 6:50 am

Fallout 1 (2161): Power Armor's first appearance...it was the all-mighty armor that if you saw and it was shooting at you, you ran the other direction. You recognized it, you wanted it, you'd die for it.

Fallout 2 (2242): Power Armor returns just as good, even better than before. You looked at the NPC with it and envied him. You wanted it with all your heart for your character. It. Was. Miraculous.

Fallout 3 (2277): Power Armor returns...as a suit of armor that is basically scrap-can armor compared to the other games. Combat Armor and Power Armor are about equal once you get past all the perks and penalties of Power Armor.

Fallout: New Vegas (2280): Power Armor is back yet again, not as horrible as Fallout 3's, but not as good as the originals either. Power Armor is still not even comparable to Fallout 1 and Fallout 2's, but it's better than Fallout 3's.

In lore, it is the elite of the elite of the elite, in the game it should be. If you don't like it, don't use it.
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Peetay
 
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Post » Sun Mar 06, 2011 8:30 am

And you can still help it while inside the suit, since you can still apply leverage against the ground. In a suit that looks like the flash you posted you would be right, but fallout power armor is form fitting (at least in fallout 3/NV, 1 and 2 it's unknown). Even if it was more like the flash video, the only place you absolutely couldn't apply your own strength http://www.youtube.com/watch?v=hROzz6yD_a8#t=2m58s .
Imagine that you were in a form fitting hard plastic shell (with no joints, hinges, or flexible parts). That is what it would be like inside a FO 1 or 2 PA suit if it was locked up.
(in fact, this was even shown in FO2 ~as a joke.)

The T-51b is in all 4 FO titles. as being the same item. (differences in FO3 are artifact of engine limitation.)

Now imagine that this hard plastic shell would reform itself if you pressed against it with your arm. It would move so long as it could move; but it is the only thing moving... Its carrying you.

Pressing up on the inside is pressing up on sensitive equipment (IE. the sensors). Your personal leverage wouldn't be that great, and the suit would not benefit from squirming around inside it.
PA training would primarily be hammering home the idea that you let the suit do the work.
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Fam Mughal
 
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Post » Sun Mar 06, 2011 8:19 am

In FO3 PA is on par with CA because all Talon company (and there is lots of them) wear is CA and RRA is ridiculously good, and the weight problem with T-45b. But later Hellfire from add-on did offer some competition.

T-45b is still not much better compare to Advanced CA, or Mk-II. Then you have T-51d (non-BoS) and Remnant, which is more or less on level with FO3 Hellfire.
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Justin Hankins
 
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Post » Sun Mar 06, 2011 6:16 pm

Nah. We already been through this once. In Fallout 1, the moment you put on your suit of power armor (which admittedly was tough to get), the game was basically over. NOTHING could touch you. There were hardly any drawbacks to wearing Power Armor in FO1 and 2 that I can recall. I'm actually kind of glad that Power Armor got a nerf in FO3 (when you compare how well it protected you then to how well it protected you in FO 1 and 2), and I'm kind of glad how they adjusted Power Armor in New Vegas: It's a very tough suit of metal that makes you laugh in the face of lesser guns, but is a bastard and a half to keep repaired unless you spend a perk for it.

Come to think of it, you could put forth the argument that power armor in New Vegas has regained its former glory to a degree. I remember picking a fight in Gamorrah and the guy shot me point-blank with his .44 magnum for 3 points of damage. This means he could've unloaded his enture gun into my face 6 times for a measly 36 damage. At the same time, Power Armor is balanced by the fact that you still can't charge Deathclaws head-on and people with Anti-Material rifles will punch through and juggle you. Yeah... thinking about it now, I think New Vegas did a damn good job of balancing power armor and still making it feel incredibly powerful. :tops: I like it just the way it is now and hope it stays that way.



I remember getting the power armor early in FO:2 through some use of speech, and it was god mode up until I tried to take on the enclave at the end.
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Joey Bel
 
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Post » Sun Mar 06, 2011 8:39 am

I remember getting the power armor early in FO:2 through some use of speech, and it was god mode up until I tried to take on the enclave at the end.

As it should be. (and as it would be were it real). Navarro is a mid to late game location anyway.
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e.Double
 
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Post » Sun Mar 06, 2011 8:06 am

Yes power armor should be better, but the drawbacks for using it should be a lot bigger. For one all power armor should be faction armor.
Think about it, if an NCR soldier saw someone in T-51b power armor at a distance, the first thought should be ”That is a BOS Paladin!” and the second should be ”Better call for back up”.
The same can be said for all other power armors, it would limit the usefulness of power armor quite a bit. Tenn make the repair cost astronomical and make it so only a few places could repaired it (like only a BOS or Enclave would have the necessary equipment and spare parts).

As for its abilities, it should be considered weightless when worn, but I think it should increase the Action Points cost of all actions as well (and slow down the real time shooting and reloading speed).

It is all about balance. And if the developers are creative they can make it so that while most builds and paths throe the game would eventual get there hands on a set of power armor, actually using it would only be optimal to a few of the possible build/path combinations.
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Roy Harris
 
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Post » Sun Mar 06, 2011 3:38 am

Yes. In FO1 and 2 it made you look huge when worn and made you feel like a walking Abrahms MBT. In FO3/NV, it eats up 50 lbs. of carry weight, looks like it's made of sheet metal, and barely gives any combat bonuses with maybe extra rad resistance.
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no_excuse
 
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Post » Sun Mar 06, 2011 7:11 am

Imagine that you were in a form fitting hard plastic shell (with no joints, hinges, or flexible parts). That is what it would be like inside a FO 1 or 2 PA suit if it was locked up.
(in fact, this was even shown in FO2 ~as a joke.)

The T-51b is in all 4 FO titles. as being the same item. (differences in FO3 are artifact of engine limitation.)

Now imagine that this hard plastic shell would reform itself if you pressed against it with your arm. It would move so long as it could move; but it is the only thing moving... Its carrying you.

Pressing up on the inside is pressing up on sensitive equipment (IE. the sensors). Your personal leverage wouldn't be that great, and the suit would not benefit from squirming around inside it.
PA training would primarily be hammering home the idea that you let the suit do the work.


Engine limitation is possible, but again we don't know exactly how it's supposed to function.

As far as I remember, in FO2 that was just a tin man joke.

I don't understand what you mean by "squirming". You have full range of motion and it's form fitting, if you squirm the suit will squirm with you, your leverage is as good as anyone else's. The "hard plastic shell" reforms when you move, so imagine you're lifting something that the hard plastic shell can't quite lift, so you add your own strength to it.

Explain to me exactly why 1) the suit is going to stop you from doing this and 2) you will damage something in the suit. The sensors would only be damaged if they were delicately made, but this is a piece of rugged military hardware designed to last 100 years (and has actually lasted twice that long).
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Damned_Queen
 
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Post » Sun Mar 06, 2011 5:46 am

NV took a step in the right direction when it came to adding Damage Threshold, but I think that, while wearing Power Armor, one should be completely immune to standard ammunition of most types (barring armor piercing or sniper rounds).
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James Shaw
 
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Post » Sun Mar 06, 2011 11:21 am

LiquidPinky, Does the fact that these suits are powered by portable nuclear fusion reactors change anything for you, in terms of strength:weight:speed? :)


Should it? If the tiny, miniaturized hydraulics used to keep the suit from being the size of a Vertibird aren't powerful enough, what feeds them power doesn't really matter much- hook them to the reactor from a current-day aircraft carrier, hook them to the power source for the second Death Star- they can still only absorb and transfer so much energy, and the rest either gets regulated out to save them or they blow sky-high. :shrug:
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Princess Johnson
 
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Post » Sun Mar 06, 2011 10:55 am

My thoughts, FWIW:

- It should have a DT of 30-40 depending on model
- It should support its own weight 100% when worn
- It should come with a STR bonus...at least some forms should, anyway
- It should come with an AGL penalty that scales with STR bonus and suit weight
- It should come with a large Sneak penalty
- Power helmets should come with a penalty to Speech checks (facial expression and eye contact play a large role in human speech)
- It should be affected by EMP and Pulse weapons (slow + AGL penalty or paralysis effect)
- It should be wearable with doubled penalties with no PA training
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Chloe Lou
 
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Post » Sun Mar 06, 2011 4:26 pm

- It should come with a large Sneak penalty


Beyond even "large." Sneaking in a suit of Power Armor should be all but completely impossible.
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Bitter End
 
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Post » Sun Mar 06, 2011 2:53 pm

- Power helmets should come with a penalty to Speech checks (facial expression and eye contact play a large role in human speech)
Depends on what you're intending speech to do. Only if you're trying to inspire and convey empathy is facial expression and eye contact particularly important. Scaring the crap out of people? Actually easier to do if they can't read you.
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Jack Walker
 
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Post » Sun Mar 06, 2011 6:15 pm

I don't really see where a hit to Agility would come into play. After all it's meant to move with you and not hamper you. It's give that since you are wearing big heavy gloves that fine motor skills would be effected so lock picking and hacking would be hit significantly. The hit to Sneak is a given. I don't see the hit to speech, unless your get at people don't like to listen to a vox voice or don't like looking at a helmet.

So I don't see how you can justify the Agility hit unless you think the guy inside really has to pull on the inside of the armor to get it to move. Other wise it would eb moving at the same speed as the user inside. For instance in the originals you character could sprint with out any problems. Depending on how much more str the suit gave you over what it needed to support it self it would in fact be moving faster then your normal speed.
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Yvonne Gruening
 
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Post » Sun Mar 06, 2011 1:30 pm

Depends on what you're intending speech to do. Only if you're trying to inspire and convey empathy is facial expression and eye contact particularly important. Scaring the crap out of people? Actually easier to do if they can't read you.

That's true. If the RPG system could tell the difference between persuasion and intimidation it would be cool to get a penalty to persuasion and a bonus to intimidation.
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kiss my weasel
 
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Post » Sun Mar 06, 2011 12:39 pm

short answer - if power armour was so damn good it would nullify the point of every other armour in the game - you'd NEVER want to use anything else. as it stands, there is a rhyme and reason to use light/med/or heavy armour. this is the way it should be.
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Katie Pollard
 
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