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Mod ideas: Fancy VATS and Fancy Killmoves.


Aspari

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These most likely will only ever happen once the GECK comes out and is used along with an animation program, as these ideas are extremely heavy on the animation (that's the whole point of both) and may or may not change game logic.

 

Fancy VATS: The idea comes from the movie Equilibrium, which introduced Gun Kata (a variation of Gun Fu found in John Woo movies and The Matrix), where the user will take on multiple targets while shooting back at them and dodging incoming fire via acrobatics (and with justification to Fallout, VAEM (vault-assisted evasive maneuvers)). The video game Resonance of Fate, which uses a unique movement and attack system not found in almost any other RPG, has a significant influence in the idea, in where in that video game the player moves the character and plots their attack pattern along the way. Key features are as follows:

 

1. VATS gains a pathing mechanic, allowing the player to move while shooting in VATS at the cost of additional AP (making Agility and Endurance very important stats to have for this mod). Comes with the ability to dive behind a wall (or anything that can stop a bullet, really), forward and reverse bullet dives (a la Max Payne), and under certain conditions the ability to maneuver around enemies that are in close proximity (for example, vaulting over an enemy while shooting at another).

 

2. VATS now allows the player to target two or more enemies (depending on weapon type) if their pathing choice allows for it and if they have sufficient AP.

 

3. Close-ups and sweet shots. Perhaps some ham to go along with it.

 

 

Fancy Killmoves: Essentially they are animation replacers or simply additions to the current killmoves. While not anywhere close to Fatalities from Mortal Kombat, Fancy Killmoves would feature some, well, fancy and unnecessary kill moves. Ideas as follows:

 

1. Ranged killmoves, which replaced the Critical Attack's standard behavior. For example, a critical attack on either leg that would normally kill a humanoid enemy will cause the character to shoot the other leg, the finally they finish the job with a final headshot.

 

2. Double kill Killmoves: Basically a fancy finishing move on two enemies that have low enough health for a kill move.

 

3. Style points: Essentially the player will earn only bonuses for how they kill enemies, such as an increase in AP recovery rate, or small gains in damage resistance, or even a slight boost to XP gains.

 

 

 

 

"Your thoughts?" - Sole Survivor

 

Comments, criticisms, and suggestions for improvement are always appreciated. And, of course, I will not be making this mod myself since I lack any sort of skill with animation.

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It's awesome!

Right now i am in search of a mod that always do a killmove if my attack will kill my foe, because it looks so cheap to insta crush them like in f3!

 

But later...:

Some Fancy Martial Arts moves would be awesome! ie. selectable skills like Palm strike, Roundhouse Kick, Chain Punches also for easier understanding i do talk about something like in that old n64 game "Hybrid Heaven" it does look possible with the modding tool (ofc).

And of course that Blitz attack (melee from far) perk really need a animation...

 

"I lack any sort of skill with animation."

Me2...

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