Mar 29, 2011

Design Tidbits #1

Thought I write about some small design updates what's being worked on at the moment.
Flipping through several mechanics right now, and I decided to change some stuff here and there..


  • Small Guns/Big Guns/Energy Guns have been merged to the "Firearms" Skill.
Not only seeing as how well the Obsidian Guys managed to do this in Fallout: New Vegas , it makes more sense for What Remains aswell, seeing as highly advanced weaponry like military support weapons, miniguns, or even energy weaponry is scarce, if not nonexistant. It'd be bad design to give just 1-2 weapons for people who've chosen the respective skill (like Big Guns), a thing which always puzzled me a bit in the original Fallouts. So they are now merged and the weapon progress throughout the progression of the game is easier to do aswell. Every Weapon can be used (with SPECIAL requirements ofcourse), so take your pick!



  • The Unarmed and Melee Skills are now merged into the "Close Quarter Combats" Skill.
Much like the paragraph above, it just makes more sense for me to have both of these skills merged together.


  • Reduced number of Skillpoints through levelups.
As a result to the removal and merging of skills, ofcourse the maximum amount of skillpoints would be too high, only leading to Jack-of-all-Trades Characters. So the amount of skillpoints to raise your skill per level has been reduced. This will need some finetuning later to not make it too harsh, ofcourse.


  • Eyeshots have been removed.

Playing the original Fallout titles, combat at the mid-to-endgame always was just about shooting the baddies eyes if possible. I kind of find this a bit bland, seeing as eyeshots were way too powerfull, rendered aiming at other bodyparts almost obsolete and ended the fight too quick (not even mentioning that it seems to be a bit over the top to aim at an opponents eyeball from 300 metres away with a pistol ;-) ) The chance to hit the head instead has been a bit lowered too, aswell as the AP needed to perform this action have been highered. Hopefully, this will make fights a bit longer and aiming at other bodyparts as more viable choices throughout the combat.


  • All weapons will have the option to throw them.

Heard it right there, in desperate times, when there is no ammo left and the only viable choice would be to throw your rifle in the opponents face, you are now given the opportunity to do that. ;-) More of a gimmick or the last resort of hope in combat, then an actual powerful option.


Also, some more minor stuff, have made my homework on the Illinois and Michigan area, landmarks, cities and the like, so it's very likely you'll see (the remains) of some cities and places you probably know, or maybe even live in. Worldediting is almost done, so maybe I will post some examples of locations you'll be able to visit. That's about it for now, next time you'll get to know a few of the ingame factions, receive a bit more knowledge about what's going on in the world etc. 

Regards,

Frank

1 comment:

  1. Oh hell, ive been waiting for someone to do this a long time. I always wondered why hand to hand and melee weapons couldnt be one skill.

    Im looking forward to make a pistol-thrower ;)

    ReplyDelete