TheNexxusOne Posted November 12, 2008 Share Posted November 12, 2008 As far as accuracy, I'd like to see a mod that locked damage as a constant (since user skill and weapon condition doesn't change a projectiles velocity or size at all) and changed the shot dispersion of a weapon into a formula based on skill in that weapon and weapon condition, with both being high the gun would shoot nearly laser-straight (or relatively so, based on the gun type itself) and have good VATS accuracy to a much longer distance, whereas weapons in poor condition would shoot all over the place in the hands of someone with 25% skill in that discipline, etc. This would help the RPG aspect as well in that a twitch gamer that rocks at CS or Quake can't just run around and blow everyone away and ignore VATS with a character that has 20% in small guns. These are my thoughts almost exactly! My wife loves the Fallout universe and is enjoying the game immensely, but she is 100% NOT an FPS gamer. The Fallout world has always been an RPG where success or failure in combat has been determined by the stats on your character sheet, not your twitch skills with a mouse. If there are any modders out there who are interested in making a mod where characters with low weapon skill spray hot lead in a 90 degree frontal arc and high weapon skill characters can focus their bullet spray like a laser beam, you would be my hero! P.S. I believe a low condition rating on a weapon should cause it to jam or misfire frequently (rather than affect accuracy) to simulate it's poor mechanical condition. :thanks: Link to comment Share on other sites More sharing options...
Phoynix Posted November 12, 2008 Share Posted November 12, 2008 guns in bad repair DONT shoot straight.. its realistic to have this. Infact 22 rifles as an example, 30-40yo 22s still work fantastic despite all the parts being worn out, the bolt doesnt jam, they normaly still fire each shot even with a blunt pin, but the bullets go all over the place because the rifleing is worn from the barral and the bullet can actually bounce around as it nolonger fits. I guess it really depends on the weapon just how wear and tear effects it, hell alot of guns can jam if you dont hold them correctly especily automatic pistols, if you hold it wrong or too lose the slide jams in some models during cycling. I think a small hit to accuracy as a weapon wears out is realistic... think of it as barral wear.I would also like to see a person with low skill get more jams, and a master get less, think of it along the lines of cars, some cars have to be started just so or they wont start, a car fanatic/owner knows how to do it, open the choke 2/3 pump the clucth twice then turn on.. while someone else would just pull the choke and turn the key and it wouldnt start. So while a master marksmen might have a weapon that is almost falling apart, he has the best chance between him and a novice of actually getting it to fire. Link to comment Share on other sites More sharing options...
Moraelin Posted November 12, 2008 Share Posted November 12, 2008 Hmm, if your wife is not a FPS twitch-gamer, IMHO your best option would be to download the turn-based simulator mod. Basically it lets you spend all your battle-time in VATS, without the usual VATS-god-mode, and giving the enemies some time to shoot back too. (As would realistically happen turn-based.) Link to comment Share on other sites More sharing options...
Wreckless1 Posted November 15, 2008 Share Posted November 15, 2008 guns in bad repair DONT shoot straight.. its realistic to have this. Infact 22 rifles as an example, 30-40yo 22s still work fantastic despite all the parts being worn out, the bolt doesnt jam, they normaly still fire each shot even with a blunt pin, but the bullets go all over the place because the rifleing is worn from the barral and the bullet can actually bounce around as it nolonger fits. I guess it really depends on the weapon just how wear and tear effects it, hell alot of guns can jam if you dont hold them correctly especily automatic pistols, if you hold it wrong or too lose the slide jams in some models during cycling. I think a small hit to accuracy as a weapon wears out is realistic... think of it as barral wear.I would also like to see a person with low skill get more jams, and a master get less, think of it along the lines of cars, some cars have to be started just so or they wont start, a car fanatic/owner knows how to do it, open the choke 2/3 pump the clucth twice then turn on.. while someone else would just pull the choke and turn the key and it wouldnt start. So while a master marksmen might have a weapon that is almost falling apart, he has the best chance between him and a novice of actually getting it to fire. To be totally realistic, a rifle's accuracy would stay essentially the same until a certain condition threshold was exceeded... and It'd have to be BEAT before that happened. I have an 80+ year old .22LR Martini-Henry cadet target rifle that literally makes a single sub-1/4inch ragged hole at 50 yards so long as I do my part as a marksman, and I *KNOW* I've put upteen tens of thousands of rounds through that gun since my Dad gave it to me as a young kid. The first 3 inches of rifling past the chamber are completely worn away and have been since I got it. I couldn't even begin to guess how much ammo has been through that weapon in its lifetime, but over 250,000 rounds wouldn't surprise me at all. I didn't mean to present huge accuracy differences attached to weapon condition as something that would be truly realistic, I merely mean that its a lot *more* realistic to suggest that accuracy suffers instead of damage. Personally I'd place a hell of a lot more weight on the Player Character's skill in the shot dispersion than the condition of the weapon, if it were up to me to formulate. But since condition is a factor with weapons now I'd like to see additional effects past the intermittent longer reload time and also include failures to fire, etc - that'd bring quite an nice added element since Beth saw fit to bring 'condition' of a weapon into the mix. Link to comment Share on other sites More sharing options...
OmniTree Posted November 15, 2008 Author Share Posted November 15, 2008 I do know there are GMST entries for Weapon condition to damage, as well as GMST entries for Spread due to Skill. An interesting test might be to drastically reduce the effect of condition and greatly increase the function of Skill on accuracy. I have no idea how such changes would play out. I think I shall have to toy with those numbers and see. When I have some data I'll post the results for those of us interested in such ideas. Hmm...time for more testing as well as playing in FOMM and TESsnip. Link to comment Share on other sites More sharing options...
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