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mrpoochpants wrote:Survival elements:
-Limited resources (expanded below)
-A desire/need to constantly scavenge, and that process of scavenging to get you somewhere. In the newer Fallout games (3 and NV) there's a serious abundance of gear, and even modding less gear does not entirely place the game into a scenario where you are working at surviving. It is hard to get the feel right, but the concept of "do i want to fight this baddie? Is it worth it? Will it kill me or is it worth the risk?". Basically, a situation similar to what you might do in a real-world scenario of the same (or perhaps in a zombie apoc scenario).
Harpo wrote:mrpoochpants wrote:-Limited resources (expanded below)
I really like the limited resource feel and that is one of the most appealing characteristics of a post-apocalyptic game. I'm glad there are others who find this important. However, when I have tried to stress this in other threads it has become apparent that there are two camps here.
On one side are the fans that want scarce resources and ammo preservation. On the other side are the ones that say "that wasn't in Wasteland 1, so shut your mouth".
Proton Axeman wrote:Shopkeepers never refreshed their finite inventory
kasra5004 wrote:Well, limited resources is really important for creating the feeling of a post-apocalyptic game. In order to compare, I think fo3 had relatively limited resources( I don't about you ,but sometimes I was forced to use melee as a result of ammo shortage) but fo ne was easier and offered much more resources.
Proton Axeman wrote:Theoretically, it was possible to completely run out of ammunition
krellen wrote:Proton Axeman wrote:Theoretically, it was possible to completely run out of ammunition
Either there was enough that it would never seem scarce to those seeking "scarcity", or I'm ridiculously good at conservation of ammo, because I have never had a run of Wasteland in which I depleted the ammo.
Heck, in my currently playthrough I have so many power packs I'm having difficulty picking up more. Maybe I just don't full-auto enough.
krellen wrote:Heck, in my currently playthrough I have so many power packs I'm having difficulty picking up more. Maybe I just don't full-auto enough.
As for the weapons in Fallout 3, I do agree that they were in general a lot more unique and interesting than what you had in the first two games. The Rock-It launcher was a pretty good example of this, letting you turn basically anything you could find into usable ammo. Also that railroad spike gun. Good stuff.
mrpoochpants wrote:As for the weapons in Fallout 3, I do agree that they were in general a lot more unique and interesting than what you had in the first two games. The Rock-It launcher was a pretty good example of this, letting you turn basically anything you could find into usable ammo. Also that railroad spike gun. Good stuff.
The biggest flaw with F3's weapons, however, while each was unique, is there was no variation of them. I suppose my ideal concept of weapons would be akin to how they work in BF3 (or other games of the type) where there are plenty of weapons, they each have a different feel, some work better in certain situations, but on top of that add another layer of complexity by increasing tiers of weapons so as to continue having options for upgrading.
Also, seriously, gun addons. Customization options would be amazing. after the first few play throughs i NEVER played F3 or NV without addon mods (or more addons in NV's case).
Also, the idea isnt to limit ammo in the sense that there would be a cap. The idea is to limit the influx of resources, from ammo, to health packs, to whatever. The idea being that you would want to scavenge and build a supply of goods, perhaps even having an option to create a supply of goods, perhaps a farmstead? (which filters into my thoughts on building an empire). The game should feel like you have to fight a little to survive, not just hand you everything you need. In F3, i REGULARLY had so much ammo, health packs, and general supplies that i actually started to just dump it all.
Think of playing something like F3 as a scavenger/hunter, you're constantly looking out for new stuff, weighing your options, and immersing yourself in the world by way of your limited resources. That doesnt mean you dont have the money, etc. to buy what you want, only that you dont end up with 10,000,000 bottle caps within the first 20 minutes - make money useful and of value. have hoarding play a positive role, not necessarily an integral but a valid route to gameplay. Guns wouldnt be particularly inexpensive and ammo almost certainly would cost more, food wouldnt be exactly cheap, and scavenged goods would be king. Also, perhaps a crafting system so you could build things you need and perhaps sell the rest for profit? again, im like building while i destroy.
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