• Fallout Series Thread V14: When i entered this thread i was hoping there would be more gambling
    18,863 replies, posted
[QUOTE=Zezibesh;41811328]To make it balanced, the cells charged by the reactors or power stations should be weaker than standard charge, so if you want standard charge you craft the weaker cells into stronger ones but obviously lose some in the process. Or buy them.[/QUOTE] I was thinking energy weapon ammo in general would be extremely uncommon outside of the BoS, since they'd stockpile everything. So having a system where you can pool charge into more powerful ammo at the cost of getting rid of the already rare ammo is not going to be a good idea. What i think is that using the different level of charge system already in NV, where there's OC and MC rounds, you could recharge the cells at a station or using fission batteries for bulk type rounds, which, instead of decreasing damage, have less charge and therefore less shots per cell. You could pool charge in these cells to make normal, OC and MC rounds, which have increasing ammo counts, as opposed to increasing damage, since if it's going by a system of stored charge, a cell with more power will only offer more shots, since the weapon already regulates the amount of power used per shot. [editline] something [/editline] Well, i was afraid of this, i have to write a script to make my idea work, it's not possible to simply edit the weapons in the GECK to use less than one shot of ammo per shot, but actually use ammo, it automatically rounds up or down when given decimal numbers, effectively fucking me over on this, so i need to take a while learning about scripting and finding out if it's even possible to script a mod like this.
Old Lady Gibson's house makes a good player house if you set all the possessions to be yours. Even has a radio! Of course, you do have to murder an old woman and a bunch of innocent dogs...
[QUOTE=MrJazzy;41803382]Fuck I would like to see a completely new series that is set in the Fallout universe but like 2000 years ahead in time after the events of the last Fallout game - when mankind has got back on their legs after the dark age presented in Fallout.[/QUOTE] I'd like to see a game set during and immediately after the war. The prologue has the PC scurrying for cover while the air-raid sirens blast, pre-war America still intact...and then mushroom clouds...and then the game proper takes place in the days and weeks following the bombs. Could also be a timer popping up, ala Fallout 1/2, that counts down the 72 hours or so between the initial impacts and the fallout falling out, which if you fail to get into a suitable shelter before it runs out you get baked alive?
[QUOTE=Cone;41807703] So yeah, any Fallout game set there would pretty much just be a shooty version of Threads, where everything is shitty, everyone is poor if they even have any money at all, the environment is dreary and devoid of life or color, and there is absolutely nothing to hold your interest.[/QUOTE] So what you're saying is it would be just like England is now? :v:
Above all else, I just want the next Fallout to have an actual [I]flashlight[/I]. Either that or borrow from Metro Last Light and give us the option to restore a building's power or set up a circuit of our own. Fumbling around the dark with the equivalent of a glow stick made exploring a chore.
[QUOTE=SGTNAPALM;41809544]You don't, you keep them proudly in your house. (Usually the Crimson Caravan or the Gun Runners have enough cash to buy one or two. Buy that super powered weapon you've always wanted to help get your money's worth while you're at it.)[/QUOTE] Gun Runners have 8000 caps reserve, so if you sell one gold bar (depending on your barter skill) you'll need to buy a gun or some ammo or something to make it so that you're not bankrupting them and allow the transaction to go through. [editline]12th August 2013[/editline] [QUOTE=TestECull;41811831]I'd like to see a game set during and immediately after the war. The prologue has the PC scurrying for cover while the air-raid sirens blast, pre-war America still intact...and then mushroom clouds...and then the game proper takes place in the days and weeks following the bombs. Could also be a timer popping up, ala Fallout 1/2, that counts down the 72 hours or so between the initial impacts and the fallout falling out, which if you fail to get into a suitable shelter before it runs out you get baked alive?[/QUOTE] Or you have things to do in the post-apocalypse, running around and doing this or that while knowing that you're going to die. Perhaps you're a government agent going around and destroying sensitive data or assassinating remaining "traitors" or something? [editline]12th August 2013[/editline] [QUOTE=Flapjacks;41813756]Above all else, I just want the next Fallout to have an actual [I]flashlight[/I]. Either that or borrow from Metro Last Light and give us the option to restore a building's power or set up a circuit of our own. Fumbling around the dark with the equivalent of a glow stick made exploring a chore.[/QUOTE] Like how binoculars are technically a "weapon" you equip, a flashlight in that style would work well too.
[QUOTE=ElectricSquid;41805185]Fallout 3 felt like it was/should have been set just after the war. It had too much of a desolate feel going on. [/QUOTE] It's actually weird. It tries to be this desolate wasteland with little or no organized authority (Obviously excluding the Brotherhood and Enclave) but then you have these clearly well-equipped and widespread groups such as Talon Company and Slavers, nevermind that places like Rivety City should be large enough to spread out and form a more stable government in contrast to the big filthy shack covered pit that is Megaton, need we even mention how well fortified and stocked Tenpenny tower is. My guess is that Bethesda was really confused going in on developing the story and handling the source material since they do try and make connections with the previous games. If obsidian can't write FO4, then I hope to god bethesda hires some new writes or tries to do a better job this time around.
I was actually slightly disappointed that Megaton and Rivet City didn't attempt to expand or anything. Granted, they had bigger worries, but I always harbored the hope that if you saved the Capitol Wasteland, they'd grow into big settlements.
[QUOTE=Blooper Reel;41814195]It's actually weird. It tries to be this desolate wasteland with little or no organized authority (Obviously excluding the Brotherhood and Enclave) but then you have these clearly well-equipped and widespread groups such as Talon Company and Slavers, nevermind that places like Rivety City should be large enough to spread out and form a more stable government in contrast to the big filthy shack covered pit that is Megaton, need we even mention how well fortified and stocked Tenpenny tower is. My guess is that Bethesda was really confused going in on developing the story and handling the source material since they do try and make connections with the previous games. If obsidian can't write FO4, then I hope to god bethesda hires some new writes or tries to do a better job this time around.[/QUOTE] I think that Bethesda will do a better job this time around if they do F4, - which I assume they will. They kinda fumbled around in F3 trying to make it a Fallout game but still distinctly different, and they didn't have much experience with the setting and all. They were trying to work in as much of the classic games as they could, and they did fine with the amount of classic material there, but they kinda fumbled the presentation. I'm betting they've learned from their mistakes and F4 will be a serious improvement on F3.
I think most of the problems arise from the fact that it doesn't take place on The West Coast. Barring stuff like the brotherhood and the enclave they had to work from the ground up on a good chunk of content, since making references to Fo1 and Fo2 wouldn't have made sense in this setting. (One of the few Fo1 references can be found on a Brotherhood terminal discussing how they had a hand in severely weakening the Vipers.) It's quite clear that Bethesda was going for a significantly more 50's retro style when they were doing Fo3. It was alright, but I think NV did it better by mixing it in with the themes of rebuilding society from FO1/2.
[QUOTE=Blooper Reel;41814925] It's quite clear that Bethesda was going for a significantly more 50's retro style when they were doing Fo3. It was alright, but I think NV did it better by mixing it in with the themes of rebuilding society from FO1/2.[/QUOTE] That's one of the things I liked the most about Fallout 3. It gave off the retro-futuristic vibe pretty strongly, which is something I'm either not noticing quite so much in New Vegas, or I'm desensitized to it.
I wish for more like Lonesome Road.
I'd rather Obsidian did FO4, because Bethesda has a really bad track record of story writers, and I'd rather not chance it. I mean, they've had four games to get TES right, and Skyrim is still just as poorly written as Daggerfall was.
[QUOTE=ElectricSquid;41816333]That's one of the things I liked the most about Fallout 3. It gave off the retro-futuristic vibe pretty strongly, which is something I'm either not noticing quite so much in New Vegas, or I'm desensitized to it.[/QUOTE] Fallout 3 arguably created the heavy retro-futuristic vibe. The first games were much more subtle with the "culture of the 50's, technology of the future" approach, with the most apparent 50's influences being in the form of the politics (and to a lesser extent, the music) explained from pre-war times. The reason why it's not so heavy in New Vegas was because the game takes place in Vegas, and the cultural ideologies and music and themes that were present in 50's Vegas, are pretty much the exact same now as they were back then. Vegas, and the entire West and Midwest for that matter, and it's iconic "cowboys in the desert" stuff hasn't changed very much since then, so when we play F:NV, it doesn't feel as retro as Fallout 3 because pop music (the genre that was played in F3) has changed so significantly in the last half century, but country, cowboys, and showgirls have stayed pretty much the same. This is made really clear when you have Wayne Newton, who was actually a big part of Vegas subculture during the late 60's, (the retro time period) still alive and an icon of Las Vegas even today. They tried to make the retro feel more obvious with the advertisements and sunset sarsaparilla, but there's only so much you can do with the subculture of the region; it's one of the reason the first two games didn't have as much of the retro feel either. [editline]12th August 2013[/editline] [QUOTE=draugur;41816402]I'd rather Obsidian did FO4, because Bethesda has a really bad track record of story writers, and I'd rather not chance it. I mean, they've had four games to get TES right, and Skyrim is still just as poorly written as Daggerfall was.[/QUOTE] Daggerfall wasn't poorly written. [editline]12th August 2013[/editline] [QUOTE=DiscoInferno;41816369]I wish for more like Lonesome Road.[/QUOTE] I liked the story telling of Lonesome Road, (though Dead Money I felt was far superior in its atmosphere, moral themes, allusions, and storytelling methods) but while the linearity of Lonesome Road worked for what it was, I hope that they don't try to force that same linearity into more places than they have to. The linearity of LR worked because it felt like that final push to the end of the story, and the entire DLC was buildup to the climactic end to the Courier's story arch. Trying to replicate that in anything except the next game's grand finale would make it lose its appeal and emotional strength.
Is it normal for Fallout 2 to stutter alot with Restoration Project 2.2? I'm in the Den, and it stutters every few seconds.
[QUOTE=zombini;41816541]Is it normal for Fallout 2 to stutter alot with Restoration Project 2.2? I'm in the Den, and it stutters every few seconds.[/QUOTE] Fallout 2 stutters a lot period.
Just because Daggerfall wasn't as bad in writing as the other games, doesn't mean it was good mate. Daggerfall suffered from being too large of a game world with too thin a substance. The game felt vastly empty and over-all plagued by filler content. My point being, Bethesda fucking blows as a developer, period. They make mediocre games that have to have life forcibly breathed into their half developed lungs by mod developers, all while plagued by a thousand bugs that seek to kill the experience at all moments. They only did a mediocre at best job at Fallout 3, the only saving factor was my ability to ignore the fact it was called Fallout at the worst of times, ignore the main quest and at least pretend that since it is the East Coast, shit is completely different because of it being the centeral hub of U.S. technology, which excuses the vast amount of powerful technology present. New Vegas was better writing wise, though still fell victim to the gameplay issues of the engine, which is really the worst part about the whole experience.
I've looked everywhere for scripting examples for my mod idea, and i have found nothing at all that will help me actually make it. I'm sure it's possible, but out of my knowledge range, maybe i could contact one of the major mod creators out there for a little help. It's a simple idea, but the GECK doesn't allow it to work through conventional means, all i need for the basic idea of the mod is for an energy weapon to use less than one shot per trigger pull. Then maybe i can expand from there and develop my charging system i was thinking about, but for now, it's a pipe dream.
[QUOTE=draugur;41816604]Just because Daggerfall wasn't as bad in writing as the other games, doesn't mean it was good mate. Daggerfall suffered from being too large of a game world with too thin a substance. [B]The game felt vastly empty and over-all plagued by filler content.[/B][/QUOTE] This describes every Bethesda game ever honestly. You said Daggerfall was poorly written, not that the world was thin or lacked substance. It did, the map was randomly generated, empty, and boring. The storyline and quests were still relatively well written and enjoyable. The game's quests were just as good as Oblivion's and leagues better than Skyrim's. Hell, most of the quests used in Oblivion were actually taken straight from Daggerfall, or heavily inspired by quests from Daggerfall, such as the whodunnit Dark Brotherhood mission in Oblivion. If you want to talk about poor writing, all the TES games suffer from it, and Fallout 3 as well, so there's really no point in arguing it. Morrowind was the one and only TES game that was exceptional in comparison, and even then, it wasn't a pinnacle of storytelling by any stretch of the imagination.
Honestly, I thought Daggerfall was far better than the other games in terms of story, Morrowind being the close second, and then Oblivion, Arena and then Skyrim. Arena didn't really even have a story if I remember right, but still. Fallout 3 was better than Skyrim as well.
[QUOTE=draugur;41816692]Honestly, I thought Daggerfall was far better than the other games in terms of story, Morrowind being the close second, and then Oblivion, Arena and then Skyrim. Arena didn't really even have a story if I remember right, but still. Fallout 3 was better than Skyrim as well.[/QUOTE] It's been said a billion times, "good game not good fallout game," but overlooking Fallout 3's plot being a rehashing of Fallout 1+2, the quests were arguably very interesting and enjoyable from a purely objective point of view. Some of them were actually better than a few of the quests from the original Fallout games. Fallout 3 suffered from a lazy main plot, and a completely wonky and incorrect setting which butchered the lore completely, but to say that its questlines were, as a whole, bad, is just silly. Fallout 3 had more interesting and fun quests than Oblivion often times, but the game just suffered from not being a very good representation of Fallout, so some of the good writing we see in the quest plots are ignored because of the shitty overall plot and setting writing. Fallout 1 and 2 were pretty gritty, and had some dark humor hidden in there for the most part, but Fallout 3 didn't use any of that for any really gritty questlines or for the plot; although the setting was gritty and dark, none of the choices made in the quests were morally alarming or had any real emotional repercussions that made you really feel bad. I didn't feel bad for nuking Megaton, but I did feel bad for not saving the ghouls and fixing their water pump in time. The characters in Fallout 3 lacked humanity, and that's one of the worst parts of Fallout 3, and even New Vegas', though to a much lesser extent.
[QUOTE=Loriborn;41816437]I liked the story telling of Lonesome Road, (though Dead Money I felt was far superior in its atmosphere, moral themes, allusions, and storytelling methods) but while the linearity of Lonesome Road worked for what it was, I hope that they don't try to force that same linearity into more places than they have to. The linearity of LR worked because it felt like that final push to the end of the story, and the entire DLC was buildup to the climactic end to the Courier's story arch. Trying to replicate that in anything except the next game's grand finale would make it lose its appeal and emotional strength.[/QUOTE] I meant more in terms of look of post-apoc stuffs as that was what y'all were talking about, I think...
I remember thinking that Fallout 3's quests were bad in comparison to Oblivion's. Then Skyrim came out.
[QUOTE=Loriborn;41816437]Fallout 3 arguably created the heavy retro-futuristic vibe.[/QUOTE] Bingo. The 50s stuff in the original Fallouts is the old, preapocalypse world. Ancient advertising signs, ancient technology. That world was destroyed. The real Fallout setting was all leather jackets and mohawks and tribals and slave traders. There is a big hint to this in the F2 intro cutscene - the naive nuclear family emerging from their time capsule vault and being gunned down by enclave troops. Bethesda missed the point.
[QUOTE=cdr248;41817001]I remember thinking that Fallout 3's quests were bad in comparison to Oblivion's. Then Skyrim came out.[/QUOTE] go from point a to point b go to point a and steal shit go to point b and put items in a dudes pocket
[QUOTE=cccino;41817676]Bingo. The 50s stuff in the original Fallouts is the old, preapocalypse world. Ancient advertising signs, ancient technology. That world was destroyed. The real Fallout setting was all leather jackets and mohawks and tribals and slave traders. There is a big hint to this in the F2 intro cutscene - the naive nuclear family emerging from their time capsule vault and being gunned down by enclave troops. Bethesda missed the point.[/QUOTE] Also what Bethesda missed out on was that the fallout formula is 40% depressing tones (humanity is almost extinct after all) 50% REALLY dark humor and 10% optimism for the future. Fallout 3 has a make up of 70% mary sue bullshit save the world shit and 30% plot holes.
I dunno, the world of FO3 was pretty fucking dismal. Hell, it was so dismal that all the colors were sapped out of the world except green, and everyone knows green is the worst color.
[I]Hiroshiimaaa, Nagasakiii[/I]. Conelrad is awesome. Oh and Vault 34 is such bullshit with the rads and armored ghouls, though from what I hear the rads are nothing compared to FO1/2 rads.
[QUOTE=Vallux;41818972][I]Hiroshiimaaa, Nagasakiii[/I]. Conelrad is awesome. Oh and Vault 34 is such bullshit with the rads and armored ghouls, though from what I hear the rads are nothing compared to FO1/2 rads.[/QUOTE] Entering The Glow without rad protection or radaway is a death sentence, you'll get a lethal dose before you make it to the holotape without Rad-X. I found that out the hard way, i went in without preparing or using Rad-X, which for some reason was $800 a pill, i rushed it, got the holotape, and died of radiation poisoning on my way to Lost Hills.
I read the books I got from The Glow while I was still inside one time. All of them. I don't remember if I died or not, but I remember kicking myself about forgetting The Glow was a death zone.
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