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Pacifist-friendly / knock-out, fatigue damage, hold-up, ect.


VagueAbond

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I would love to see a mod or series of mods that gives a few more pacifist options. I'm thinking of a couple of things in particular.

 

1. Something like a few of the mods for NV that mod the existing fatigue damages, add a much more in depth scripting adding the effect to weapons allowing for perks and character build, allowing loot-able unconscious NPC's, and even rewarding experience points. It basically fixed the hastily-implemented to just plain broken fatigue damage methods used in New Vegas, making knocking out creatures and NPCs via unarmed, melee, or even ranged combat (via beanbag rounds or stun guns) viable and fun.

 

2. Also, it would be great to have something like Project Ultimatum. This, among other things, allowed you to sneak up and hold-up unaware NPCs, have them surrender, make them fight for you, craft and use slave collars on them, and even a few different drugs, I think. You could also make NPC's surrender while in combat, depending on a number of factors, like respective levels, weapons, armor worn, etc. I know this kind of runs in with the intimidation perk (Level 10 Charisma perk tree) in FO4, which brings me to my next point...

 

3. Re-worked intimidation perk. Love the idea, but I feel it you should be able to make enemies surrender in certain situations without having to sink 10 points into charisma. The inciting to attack and giving orders I definitely understand, but I'd love to see the surrender aspect re-worked. Maybe without the perk, you can try to pacify enemies, but it's heavily situational? Like say, you won't have much luck pacifying a raider higher level than you, wearing full power armor, surrounded by his friends fresh out of the Vault with your vault suit and 10mm. On the other hand, if you're dressed in tricked out power armor with a Gatling laser staring down low-level raiders that can't scratch your paint... depending on a charisma-based perk to get them to surrender seems a bit silly. Should be dependent on Character vs NPC level, DR, DPS, etc. Even factoring in enemy remaining hitpoints, so that the lower their HP, the more likely surrender...that would keep you from just easily strolling in and holding up an entire area w/o firing any shots.

 

4. Make pacifying/ knocking out hostiles viable for quest completion. Was so pissed when I watched a play through of someone trying so hard to help out the minutemen by making all of the raiders surrender, only to get to the door and learn that you actually have to kill them. Pacified NPC's should (unless it's specifically an assassination-like "kill this guy/creature" mission) count as 'dealt with' from a quest perspective...or at least have other options after surrender to deal with them. Maybe you could enslave them like in project ultimatum above, tie them up, or with high enough charisma, rob them and scare them away... or even get them to join your community as a settler.

 

5. It would also be cool to be able to get hostile NPC's into a 'wounded' state. If anyone here has played Metal Gear Solid 5, you'll know what I mean; having enemies defeated and incapacitated, but not yet dead. Basically like what happens to your injured companions and other essential NPCs when their HP is gone. From there you could loot them, maybe even stabilize them (with the right medical-related perks and/or chems) and again, even recruit them.

 

6. Making enemy disarming more viable. I know you can target weapon arms, but I'm talking more from an Unarmed or Melee build character. It would be awesome to be able to take an enemies melee weapon away with a properly-timed block, or while unarmed, rush up and take the gun from a raiders hand only to turn it on him and his buddies.

Edited by VagueAbond
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+1

I like the idea of a more pacifist way of resolving things (like Metal Gear Solid, and Deus Ex games).


Maybe just for a start (because without the appropriate development kit I don't think we can make all those things you mentioned yet), we can change the firearms butt damage to only inflicts non-lethal damage. The same for the fists. But I don't know if that will be enough. I suspect that the KO system only works with NPCs flagged as immortal.

Edited by zalteredbeastz
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