The Vault's preview of New Vegas : part 2

Post » Sat May 28, 2011 5:24 am

Really doubtful that every single piece of armor is going to have a list layed out with dt numbers based on every single weapon.


Not every weapon in particular, but every damage type seems plausible. That's how it was in Fallout 1 and 2 after all, and it would definitely feed into what Sawyer was saying about how there's reasons to use different kinds of armor.

Like, say, plasma DT, laser DT, explosive DT, "normal" DT (ie bullets/claws/melee), possibly fire DT.

If not, I'm sure it can be modded in; it was possible to mod in various forms of damage resistance into the game even though it natively supported only one kind, IIRC. Which does leave the console players screwed... But too bad for them.
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Emily Rose
 
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Post » Sat May 28, 2011 7:08 am

Why? Special surgeries are nothing new - Both Fallout 1 and 2 had them, I doubt you'll be able to increase any special stat more than once via them anyway, and they make a lot more sense than bobbleheads.


Fallout 1 had them. Fallout 1 also had a time limit (the super mutant horde would eventually destroy towns if you took too long). The surgeries were costly due to the time involved, not their actually cost in terms of currency. In Fallout 2 there were no surgeries to improve SPECIAL, but other, more limited ways.

The health regen surgery seems like a good idea too, so long as it's not OP. It's really no different than having a bunch of stimpacks in your pack.


Except it is different than having a bunch of stimpaks in your pack. To use stimpaks you need to have stimpaks. If Fallout 3 is any indication, stimpaks will be plentiful, but if they're rare it's because to store ran out of them, not because you ran out of money. It's basically full regen after each battle, like your companions got in Fallout 3.

DT, since there is no more DR in the vanilla game. I suspect even a naked character has some DT - like 1 or something, to represent the fact that they can drop a hammer on their foot and not die horribly. The implants would doubtlessly improve this, probably to like 15ish or thereabouts, to shrug off handgun rounds assuming they're of similar stats to Fo3 handguns (not a given.)


The thing is, DT is not on the armours in vanilla, but it still exists as a statistic. Also, 15 DT is far, far too high.

The big question is whether there will be separate DT figures for various weapons types. Like, say, a shiny suit of metal armor having more laser DT than otherwise better combat armor (because it's shiny). Or a heavily padded Caesar suit made from an old football outfit being better at resisting concussive weapons like explosives better than the metal armor.


There wont be. The pip-boy 3000 interface can't handle such complexity without it becoming unwieldy.
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Isabel Ruiz
 
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Post » Sat May 28, 2011 8:04 am

Not every weapon in particular, but every damage type seems plausible. That's how it was in Fallout 1 and 2 after all, and it would definitely feed into what Sawyer was saying about how there's reasons to use different kinds of armor.

Like, say, plasma DT, laser DT, explosive DT, "normal" DT (ie bullets/claws/melee), possibly fire DT.


It would even suffice to only have a DT for energy, explosive and normal damages if balancing out more would be too much of an effort to balance out. I doubt it'll happen, but I hope it does.

I mean, using different types of weapons is just an aesthetic if they differ only in appearance (imo).
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Reven Lord
 
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Post » Sat May 28, 2011 9:30 am

Fallout 1 had them. Fallout 1 also had a time limit (the super mutant horde would eventually destroy towns if you took too long). The surgeries were costly due to the time involved, not their actually cost in terms of currency. In Fallout 2 there were no surgeries to improve SPECIAL, but other, more limited ways.


You could easily just do the surgeries after you resolved the Water Chip quest in Fallout 1.
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Umpyre Records
 
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Post » Sat May 28, 2011 8:39 pm

Fallout 1 had them. Fallout 1 also had a time limit (the super mutant horde would eventually destroy towns if you took too long). The surgeries were costly due to the time involved, not their actually cost in terms of currency. In Fallout 2 there were no surgeries to improve SPECIAL, but other, more limited ways.


What? No, there were surgeries in Fallout 2. That's what the various color-coded memory modules were for - so you could give them to the AI in the San Fran Brotherhood bunker for it to enhance you. They even took weeks each, if I recall. :\

Except it is different than having a bunch of stimpaks in your pack. To use stimpaks you need to have stimpaks. If Fallout 3 is any indication, stimpaks will be plentiful, but if they're rare it's because to store ran out of them, not because you ran out of money. It's basically full regen after each battle, like your companions got in Fallout 3.


How do you know that? How exactly do you know the rate of regeneration? Do you have information I do not?

The thing is, DT is not on the armours in vanilla, but it still exists as a statistic. Also, 15 DT is far, far too high.


...DR you mean. Also, the number was pretty arbitrary.

There wont be. The pip-boy 3000 interface can't handle such complexity without it becoming unwieldy.


It could be done in the item effects area, especially if most of the armor suits don't have nonsense magic stat boosts Fallout 3 style. I know that's how mods did it. Alternatively, the interface could be slightly reworked to include the necessary information, if you wanted to go that route. Heck, just put DT figures next to the item image in the pipboy - if you can fit an entire Fallout 1/2-esque description there as several mods do, surely you could include a few simple "PL DT: 10, L DT: 5, N DT: 5 EX DT: 5" statlines next to the image.

There's lots of ways to do it.

You could easily just do the surgeries after you resolved the Water Chip quest in Fallout 1.


No, he's right - even after the chip is returned, the mutants will eventually find the Vault and dip everyone if you don't stop them first.
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Melis Hristina
 
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Post » Sat May 28, 2011 3:47 pm

No, he's right - even after the chip is returned, the mutants will eventually find the Vault and dip everyone if you don't stop them first.


The Mutant attack on the Vault was removed in 1.1, wasn't it?
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Conor Byrne
 
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Post » Sat May 28, 2011 1:48 pm

No, he's right - even after the chip is returned, the mutants will eventually find the Vault and dip everyone if you don't stop them first.


Nope, that time limit was patched out by the devs. I doubt anyone who plays the game today would play the game unpatched as it came out in 1997.
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Alan Cutler
 
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Post » Sat May 28, 2011 11:26 am

Nope, that time limit was patched out by the devs. I doubt anyone who plays the game today would play the game unpatched as it came out in 1997.

You're right. I got the Fallout Trilogy pack in June, and I played Fallout up until the master and just roamed forever, no mutant attack on the vault.
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Luis Longoria
 
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Post » Sat May 28, 2011 9:42 am

Nope, that time limit was patched out by the devs. I doubt anyone who plays the game today would play the game unpatched as it came out in 1997.


Really? Wow. I didn't know that. Huh.

Okay. His point just got a lot weaker. :P
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Flesh Tunnel
 
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Post » Sat May 28, 2011 2:46 pm

Armor does follow linear DT progressions upward, but outfits are now divided into Light/Medium/Heavy classes. Light moves without any movement penalty, Medium with some, and Heavy with more. Of course, some armor types come with their own built-in bonuses and penalties. I think there are compelling reasons to use different armor types, even toward the high end.

-Josh Sawyer, on the Obsidian boards
This begs the question then, that since of all the armors, Power Armor is self powered; and self carrying ~and hence ideally weightless when worn... Does Power armor behave like heavier heavy combat armor? (and if so WHY?)
PA should not give stat penalties. Its use should impose minimum and maximum stats, meaning that low stats should be raised to match the armor's, [ability to lift] like with strength for instance, while agility should be capped at the armor's ability to comply ~or even the reverse (should the PC be stronger than the armor but less agile).


WHAT? No. Nonono. I refuse to accept such shenanagins. If that is the case, I will be cracking open the GECK even before I play the game.
Same! A weapon's range of damage would mean that weapons in the DT range would damage some of the time but not always, and weapons below could never damage. With a 1 point minimum, it means that you could destroy power armored infantry with a baseball bat.
*Now if (baseball) bats degrade it may be the case that the bat falls apart first (as it should); but no amount of beating with a bat should damage armored steel plate. :shrug:


The Mutant attack on the Vault was removed in 1.1, wasn't it?
Its true ~and one of the dumbest things I've seen done to the game. <_<
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Jessie Butterfield
 
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Post » Sat May 28, 2011 7:38 pm

They patched out the mutant attack? Ugh... Now I don't know what to believe in. Well whatever, I'm still opposed to health regen. The rate of regen doesn't matter because it's still effectively equal to max health after each battle (while you're looting, walking into the next battle, standing around waiting for health to regen). It doesn't really affect me, though, so I don't care.

Still, no mutant attack in Fallout? :(
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Manny(BAKE)
 
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Post » Sat May 28, 2011 2:23 pm

They patched out the mutant attack? Ugh... Now I don't know what to believe in. Well whatever, I'm still opposed to health regen. The rate of regen doesn't matter because it's still effectively equal to max health after each battle (while you're looting, walking into the next battle, standing around waiting for health to regen). It doesn't really affect me, though, so I don't care.

Still, no mutant attack in Fallout? :(


The rate would be incredibly important in hardcoe Mode actually.
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Rhysa Hughes
 
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Post » Sat May 28, 2011 2:44 pm

I'm not a big fan of health regeneration in a Fallout game :mellow:
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GPMG
 
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Post » Sat May 28, 2011 6:41 am

Still, no mutant attack in Fallout? :(

What?
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emily grieve
 
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Post » Sat May 28, 2011 1:35 pm

I'm not a big fan of health regeneration in a Fallout game :mellow:

Fallout had regeneration, but it was slow.
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clelia vega
 
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Post » Sat May 28, 2011 4:46 pm

Yeah but now there's talk of health regeneration implants, you gotta draw the line somewhere.
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carley moss
 
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Post » Sat May 28, 2011 7:36 pm

Yeah but now there's talk of health regeneration implants, you gotta draw the line somewhere.

If its a trade-off (and if its not a hitpoints per second kind of thing), then I'd not mind it then (I think).
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No Name
 
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Post » Sat May 28, 2011 7:09 pm

This begs the question then, that since of all the armors, Power Armor is self powered; and self carrying ~and hence ideally weightless when worn... Does Power armor behave like heavier heavy combat armor? (and if so WHY?)
PA should not give stat penalties. Its use should impose minimum and maximum stats, meaning that low stats should be raised to match the armor's, [ability to lift] like with strength for instance, while agility should be capped at the armor's ability to comply ~or even the reverse (should the PC be stronger than the armor but less agile).

Honestly, I don't think those assumptions are that sound. Power armor is self-powered, but that does not mean that a) the power under which it operates completely offsets the weight of the armor b) the power is fixed, as opposed to a force multiplier c) that the power of the armor necessarily offsets any articulation problems inherent to the design.

But more importantly, statistics are given to equipment to accomplish a game design goal. Things that I think are problematic about what you are proposing:

* Establishing a fixed STR in power armor means that the player's STR stat is effectively irrelevant once PA is found.
* Establishing a max AGL in power armor means that player AGL above that stat is similarly irrelevant once the PA is found.
* Power armor being weightless would, on its own, be a pretty practical reason to use it.
* If that were not enough, power armor has the highest defensive statistics.

It winds up simply becoming "the armor you wear in the last X hours of the game" as opposed to one of a few choices.

Same! A weapon's range of damage would mean that weapons in the DT range would damage some of the time but not always, and weapons below could never damage. With a 1 point minimum, it means that you could destroy power armored infantry with a baseball bat.

I should have said this earlier, but weapons do fixed amounts of DAM, not variable. DAM is based on the GECK setting, player skill, weapon condition, ammo type (if applicable) and other effects like chems (e.g. Psycho). There is no die-rolling for damage (outside of critical hit chance).
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Rozlyn Robinson
 
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Post » Sat May 28, 2011 8:40 am

While I agree that there shouldn't be stat bonuses/penalties on armor, I think that in the case of Power Armor it would be feasible. Since it allows the wearer to carry heavier equipment than they normally would, it effectively makes them stronger, and possibly less agile due to the slow labored (motors inside suit) movement of the suit.

Leather armor isn't going to make you stronger, but a heavy mechanical motorized suit will in effect do.
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Andrew
 
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Post » Sat May 28, 2011 8:42 am

I should have said this earlier, but weapons do fixed amounts of DAM, not variable. DAM is based on the GECK setting, player skill, weapon condition, ammo type (if applicable) and other effects like chems (e.g. Psycho). There is no die-rolling for damage (outside of critical hit chance).


Ausir got it wrong then. Oh well, no matter I guess.
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Damian Parsons
 
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Post » Sat May 28, 2011 4:30 pm

Honestly, I don't think those assumptions are that sound. Power armor is self-powered, but that does not mean that a) the power under which it operates completely offsets the weight of the armor b) the power is fixed, as opposed to a force multiplier c) that the power of the armor necessarily offsets any articulation problems inherent to the design.]
Existing exo-suit prototypes are free standing contraptions that you stand inside of (bearing none of the weight). You move, and the machine endeavors to avoid you. (meaning you raise your arm, and it raises it's own).
http://img151.imageshack.us/img151/9242/exoli4.swf

You try to lift a weight, and it bears the entire load of the object. The only reasonable affect to the operator would be getting tired of moving at all. (infact, were there stamina in the game, the PA'd PC should be able to walk a lot farther in the suit than out of it).

**Edit: http://www.youtube.com/watch?v=n0X1vyWU6bw

But more importantly, statistics are given to equipment to accomplish a game design goal.
Understandable, and agreed with.

Things that I think are problematic about what you are proposing:

* Establishing a fixed STR in power armor means that the player's STR stat is effectively irrelevant once PA is found.
* Establishing a max AGL in power armor means that player AGL above that stat is similarly irrelevant once the PA is found.
* Power armor being weightless would, on its own, be a pretty practical reason to use it.
* If that were not enough, power armor has the highest defensive statistics.

It winds up simply becoming "the armor you wear in the last X hours of the game" as opposed to one of a few choices.
Did not the conventional armor in Ice Wind Dale 2 have Agility maximums that limited your natural agility bonuses while wearing it? In the case of Powered armor... The PC might be able to sit cross legged with their hands behind their back, but the suit cannot ~and cannot comply.

I should have said this earlier, but weapons do fixed amounts of DAM, not variable. DAM is based on the GECK setting, player skill, weapon condition, ammo type (if applicable) and other effects like chems (e.g. Psycho). There is no die-rolling for damage (outside of critical hit chance).
OUCH!

**(but that was Fallout 3, and it already was working) ~just a minor let down due to an earlier misunderstanding. :foodndrink:
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Krista Belle Davis
 
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Post » Sat May 28, 2011 4:45 am

OUCH!

What?
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jesse villaneda
 
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Post » Sat May 28, 2011 9:35 am

And I was getting all excited about having min-max damage values again :(
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Aliish Sheldonn
 
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Post » Sat May 28, 2011 5:18 am

It winds up simply becoming "the armor you wear in the last X hours of the game" as opposed to one of a few choices.
This is true... This is also basically how it was in Fallout 1 & 2 though... and I don't really see the reason against it.
*Reasons not to wear it in some situations would be preferable (to me at least), than equalizing it against lesser armors. :shrug:

If a person were alive in a post apocalyptic wasteland, and had the choice between leather armor, metal plating, high-end combat armor ~and a powered exo-suit with filtered air....
Which one would most choose to wear most [if not all] of the time?

* Power armor being weightless would, on its own, be a pretty practical reason to use it.
Power armor that's broken should be a pain to haul around, (what about making it 400 pounds?)

Consider that the weak PC is then restricted to using only functional PA, while the strong PC has a chance to drop everything and haul it back to town for repairs.
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Catherine N
 
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Post » Sat May 28, 2011 5:56 am

I should have said this earlier, but weapons do fixed amounts of DAM, not variable. DAM is based on the GECK setting, player skill, weapon condition, ammo type (if applicable) and other effects like chems (e.g. Psycho). There is no die-rolling for damage (outside of critical hit chance).


Oh. That's unfortunate. I was getting excited about Ausir's preview. :(

Any info on whether there's a minimum damage that you'll inflict even if you're using a weapon that can't penetrate the DT? For example, say we've got a courier with a BB gun who decides to be crazy and attack a Brotherhood patrol. Would his BBs do any damage to the guys in PA?

If yes... Does this also apply to the player? Like, say the Courier is wearing a nice suit of T-51b PA and he comes across a crazed ghoul with a BB gun. Will he take any damage from said BB gun? I can understand allowing the player to always deal at least a little damage for gameplay purposes, but extending the same courtesy to enemies kinda detracts from the feel of wearing PA, IMO.

If the answer to both of these questions is yes, is there some simple variable we can change in the GECK to eliminate this minimum damage, or will we have to get creative and have a script workaround?
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Andres Lechuga
 
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