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Brainstorming : New Vegas Gameplay


BaronVonChateau

  

3 members have voted

  1. 1. What kind of new items do think add more to New Vegas' Gameplay ?

    • Weapons with "Rpgesque" properties : chance to stun / frenzy / knock-back
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    • Hard to craft items that adds permanent and unique perks
    • Armor and Weapons with a more "actiony" feeling : items boosting movement/shooting/reloading speed
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    • Traps with various effect : slow down, knock-down, debuff ennemies
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    • Weapons with very specific use : sneak-only knife, "Last Resort" Kinetic Punch,...
    • Other
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Dear Nexusers, dear Comodders,

 

As some of you may know, "Tactical Crafting" 1.09 is now operational.

 

Altough much rejoicing is ensuing, I'm still perplexed about the direction this mod should be heading for the next updates.

 

For those who haven't played it yet (an outrage I'm ready to forget if you do it. NOW.) it is a mod aiming to provide items for very specific uses, while rewarding underused skills with corresponding crafting recipes. For example, Sneak-oriented characters can craft the "Cut-throat". At first it is a rather weak knife with sub-par damage and a ridiculously low critical modifier. Its only quality is its very high critical damage, making it useful for melee sneak attacks only.

 

Another example is the Kinetic Punch, used by a ranged character getting swarmed by melee opponents : each punch will send his opponents yards away (at the cost of his own health), giving him time and distance to flee, drop a mine or switch back to a gun. Same goes for concussion mine : it can knock your opponent down, but since it has a rather short delay, it also knocks the player if he tries to drop it while backpedaling a running opponent : he has to assess the situation, drop the mine and lure the enemy in to take advantage of it.

 

First indirect question is : is switching weapon on the fly a satisfying gaming experience (as it was in oldies like - say - Blood, Doom & Duke Nukem) ?

 

Then comes weapons with more "classical" RPG feeling. Weapons with chances to stun / paralyze / knock-back / knock-down / debuff the enemy. As in most traditional rpg, weapons have a chance of inflicting negative status effect. A little less spectacular, but more RPGY. Do they add something to the game or are random effects a "little plus" at best ?

 

And then there are weapons, gear and chems that boosts movements, speed and reloading time, making the game a little more "actiony". Is this detrimental to the RPG aspects of the game ? Does it feels like the game is just another FPS if its too fast-paced ?

 

In short, what do you think improve the New Vegas experience ? What kind of mod are the most satisfying gameplay-wise ?

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For me personally,

 

Id say I like my mods to be more RPG orientated.

So, I choose Purpose weapons. as you say, I enjoy a good sneaking knife, but would hate trying to stab someone in the back sneakfuly with a shovel....if that makes sense.

Id have to say I do not enjoy the other kinds myself. I dont enjoy `god weapons,' and never have, Unless its for a stress reliver or something.

Rpg weapons can be ok, but sometimes I feel that they take away rather than giving to the player, a gun that increases agility because it belonged to a marathon runner does not make sense, but does indeed, fit with an rpg game, if you understand my logic.

 

Traps im half and half about, if it were possible to craft traps then I would be more than willing to , however, NV and f03 in general are very `go to the enemy and shoot them,' games, the enemy is not exactly hunting us down unless of course, we are playing wasteland defense.

Traps as in debuffers could be useful, but again unless it adds something I feel fits with my experience ( something as simply as renaming a health draning potion to `green acid' instead of `GLASS OF AWESOME,' is appreciated,)

 

Thats my two cents, and alough I have not tryed out your mod yet, Im sure I shall do in future :)

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Yeah, I agree.

 

The main problem with New Vegas Combat is that it goes down to gunning down whatever is coming at you, while selecting the most damaging weapon available, depending on the range - and main combat skill. Even with a rather sneaky melee character, sniping enemies from afar was simpler and more efficient than trying to sneak up and stab them.

 

Sneak attacks aside, NV combat often boils down to "who has the bigger gun/armor" - where other rpgs have Magic adding a layer of complexity to the combat system.

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