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imagine being able to use some vehicles


maybemeandyou

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The boomers made biofuel and restored a piston engined bomber, world war 2 vehicles ran on 60 octaan fuel so you can make one run on Vodka, there's multifuel engines to. You could have been a Hotrodder before the war, restoring, building your own, you can get far with basic mechanic knowledge, no need to get complicated with fusion engines.

 

There's also enough boats still floating around not half sunken looking good to go. There's even a complete tug boat in dry dock ready to be restored. The witcher 3 has boats, very basic and should not be any trouble to implement a very basic steering mechanisme. A sailboat would be very viable imho.

 

I'm not sure if they are saving it for a DLC or we will have to wait for modders like the XRE team, but there are just to many encounters with viable restorable vehicles and other transports that it looks like they at least played with the thought of adding it. On the Red Rocket terminal there is even an entry about a woman restoring a car with her son pre war, could still be tucked away somewhere ready to be finished and go.

 

I mean if you can make horseriding since Oblivion at the very minimum a motorcycle should not be a problem. It basically acts much like a horse but goes faster.

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So what if the NPC can't handle it? Who says it has to be a fair fight? :smile:

 

I'd be happy with just being able to get a car or a motorcycle going, and I think it could lead to some fun quests trying to hunt down the right parts to make the vehicle usable. I can imagine a 200 year old vehicle breaking down a lot, too, which adds to the fun.

 

That said, I also have to confess I'd get a certain amount of enjoyment out of stealing a vertibird and going on a few strafing runs across the wasteland.

You know what? On thinking about this some more, I'm cool with all this as long as other groups can do the same thing. I'm trying to imagine Mad Max / Road Warrior styled vehicle fights.

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So what if the NPC can't handle it? Who says it has to be a fair fight? :smile:

 

I'd be happy with just being able to get a car or a motorcycle going, and I think it could lead to some fun quests trying to hunt down the right parts to make the vehicle usable. I can imagine a 200 year old vehicle breaking down a lot, too, which adds to the fun.

 

That said, I also have to confess I'd get a certain amount of enjoyment out of stealing a vertibird and going on a few strafing runs across the wasteland.

You know what? On thinking about this some more, I'm cool with all this as long as other groups can do the same thing. I'm trying to imagine Mad Max / Road Warrior styled vehicle fights.

 

 

From the beginning, Bethesda imagines Fallout as a lot of on foot adventure, similar to what we see in most zombie movies (the lack of a gasoline supply infrastructure kills automobile fast). And Bethesda wants to stay faithful to such feel. And thus the map is baked in for this: impossible to drive a car or motorcycle in Boston, or even outside Boston. Imagine you have GTA driving engine where cars will take real damage and explode at some point, you may get frustrated and start to walk more, and leave driving as an occasional hobby, like a mini game.

 

Mad Max style will require a lot of scripted fight scenes. One of Crysis game lets you play an action packed time sensitive vehicle chase against a moving train. It was really fun but totally scripted with the voice acting and events, that we don't get to see this often in FO4, beside a specific instance of a scripted battle. Besides, the land is not big enough for the vehicles to keep driving. Unless this is played on an instance (a cell) where the vehicle is "fake" moving non-stop on an endless road (like the idea of a treadmill) where vehicles stand still and the roads scroll underneath (along with the scenery).

 

If I can get to be very proficient at this level with GECK, I will attempt to create such a mod. It is the same as most Skyrim houses: players zone through a point in the open world to be teleported to a new cell. The difference is how to animate the land below (and scenery) to create a feel that the entire platform is moving.

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This is my point.....WHY NOT A DAMN TANK? The tank can easily drive over rubble of almost any kind. guaranteed. the only issue i can think of other than actually making the machine function and animated would be the physics. since this game lacks even the most modest of physics I imagine scripting physics for a tank would be very difficult, like the center of gravity, weight, friction, collision, traction. ..etc..

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This is my point.....WHY NOT A DAMN TANK? The tank can easily drive over rubble of almost any kind. guaranteed. the only issue i can think of other than actually making the machine function and animated would be the physics. since this game lacks even the most modest of physics I imagine scripting physics for a tank would be very difficult, like the center of gravity, weight, friction, collision, traction. ..etc..

What basic physics does the game lack?

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have you not seen how a full size car bounces around when someone runs into it? or that you can see skeletons bouncing around on the floor due to collison issues? the most physics i see is ragdoll. i mean i shoot rockets at a container or shelves they dont bounce around.....invincible storage?

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have you not seen how a full size car bounces around when someone runs into it? or that you can see skeletons bouncing around on the floor due to collison issues? the most physics i see is ragdoll. i mean i shoot rockets at a container or shelves they dont bounce around.....invincible storage?

That's destructible environment and has little to do with engine's physics. They'd have to replace everything with DEST versions, and remove all isolated cells (since doors would be DEST too). Too much work for so little.

 

The other things work as intended. Issues probably come from the attributes they're given, not the wonky physics.

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This is my point.....WHY NOT A DAMN TANK? The tank can easily drive over rubble of almost any kind. guaranteed. the only issue i can think of other than actually making the machine function and animated would be the physics. since this game lacks even the most modest of physics I imagine scripting physics for a tank would be very difficult, like the center of gravity, weight, friction, collision, traction. ..etc..

 

Tanks + debris don't do well. Tanks are too big for the street of Boston in FO4. Tanks have to bulldoze a lot of debris, which forces the designers to not only make a lot more objects destructible but also shift forms. Like a pile of rubles, how do you "destroy" it while tanks running over? It will not simply create a dent (like racing games with visible damage to cars) but that pile will spread out more and debris will break into finer debris. And what if they are on top of each other? Think of something like a site after a big explosion (a bomb raid, an terrorist act, etc...) can get very complex very fast.

 

Also, all those barricades Raiders and Mutants put up .... can get complicated. I would love to run them over too.

 

I think Vertibird is a very nice touch to add to the fleet of war machines. I shot down a vertibird and while it doesn't quite "destroys" the environment around it, it offers a very scary explosion (that's something very impressive of FO4 as well) and parts of the bird just broke off and role around, almost hit me (not sure if I would get hurt, I need to shoot down more to test).

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