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jurbanek wrote:The speed means the ability to have more movement points in the world map and the tactical map. Just like on foot, terrain will offer positive and negative modifiers. Some Terrain will be impassable for some vehicles.
jurbanek wrote:As stated earlier by Brian Fargo there will be a top down view Large Scale map of the world for traveling from area to area, and then there will be an Isometric view map of a smaller scale for a more tactical view. Vehicle movement and combat can implemented the same way with just a few vehicle specific variables.
Game_Exile wrote:jurbanek wrote:The speed means the ability to have more movement points in the world map and the tactical map. Just like on foot, terrain will offer positive and negative modifiers. Some Terrain will be impassable for some vehicles.
Yes, and think of how interesting it could be if you actually had to intercept or escape from things that were out in the wasteland. There should also be mechanics in place where you have to plan your resources/inventory and routes. Make the wasteland overworld dangerous and exciting, so the vehicles will be more worthwhile!
Game_Exile wrote:jurbanek wrote:As stated earlier by Brian Fargo there will be a top down view Large Scale map of the world for traveling from area to area, and then there will be an Isometric view map of a smaller scale for a more tactical view. Vehicle movement and combat can implemented the same way with just a few vehicle specific variables.
This is a good idea. Different vehicles can give you different advantages/disadvantages in tactical combat. I would be surprised if the devs were not already thinking about ideas like the ones in this thread.
Woolfe wrote:It also allows you to avoid annoying and pointless encounters, that are just time sinks. Or in the case of smarter AI, allows those encounters to avoid you.
Woolfe wrote:I too would like to see this, but there are a whole swag of elements introduced.
Woolfe wrote:There was another topic where the suggestion was having certain skills (survivalism) would reduce the requirement for carrying resources(food and water specifically in this case), as your skill accounts for it.
Woolfe wrote:Balance is important, as this isn't a resource management game. Exploring the world shouldn't be a chore of getting the right resources.
Game_Exile wrote:All you really need for vehicular combat is first, a way to acquire a vehicle, and second, some combat variables for each vehicle, as jurbanek said. I could see, maybe, some physics engine issues if you were allowed to control drivers/vehicles in tactical combat view, i.e. in a chase. I don't think it would be too difficult to balance, though, unless they just threw in the vehicles as an afterthought. Then again, I've never actually balanced a game before, so.
Game_Exile wrote:For aesthetic/story reasons, I would make it so that certain attributes allow a pc to consume less resources rather than carry more of just certain kinds of items. But I'm not trying to design the game for the devs, so whatever I guess.![]()
Game_Exile wrote:P.S. Naturally, players shouldn't be able to do every (interesting) quest that the developers design. The choice is between 1)a boring, static game world where you can do everything, and the alternative: 2) an exciting, dynamic one where you make meaningful choices but, obviously, can't do everything (the choices wouldn't be very meaningful if you could).
Woolfe wrote:I am sure they will have some degree of this though.
Game_Exile wrote:Woolfe wrote:I am sure they will have some degree of this though.
If the devs planned it very carefully, I don't see why they couldn't pull off something magnificent. In this case anyway, I'd rather see a game that aims high and fails, than a game that just repeats the same formulas we've seen in past CRPGs. And the devs really need to keep themselves from falling in love with too many supercool or amusing story scenarios, at least until they have designed the central mechanics of a genuinely complex and awesome quest system. I have a lot more to say about his (and I have a supercool story scenario), but I'll save that for another thread.
tuluse wrote:I disagree with this. I like CRPGs, well at least the older ones, and I don't mind at all if they just make an old school RPG with an interesting setting and story. I would be perfectly fine with that, and would definitely prefer that to a bad game where they tried to do too much.
Game_Exile wrote:Btw, does anyone have anything to say about overworld mechanics?

Zombra wrote:From the player's point of view, there just isn't much difference between a mutbear spawning from a pre-placed mutbear cave and chasing me across the overworld map and a random dice roll telling me "wandering monster!"
Zombra wrote:As far as town sieges and army deployments go, that seems kind of like turning it into a strategy game. The first Wasteland wasn't about massive troop movements and city vs. city engagements, and it would be a dramatic (to say the least) paradigm shift from a tactical game about half a dozen guys.
Zombra wrote:OK, next thing I want to do is find Joe Smith and ask him about this clue ... but he could be anywhere in one of these three cities, or somewhere on a road between them. Time to start pacing back and forth in a search pattern. Exciting.
Game_Exile wrote:Btw, does anyone have anything to say about overworld mechanics?
Game_Exile wrote:An army sweeping through the overworld map would make for one hell of a final act.

Game_Exile wrote:1) Make a hex or square grid turn based system for the overworld, having as many squares or hexes as you need to represent small enough movements/areas, as you require it. You move a square or hex and a certain amount of time passes depending on your party's attributes and the qualities of the terrain you are moving over.
Game_Exile wrote:2) Populate the overworld map with "creatures" and other things of interest. "Creatures" can spawn from (and exit into) "towns" and other locales and will have movement attributes and AI that causes them to react certain ways to other creatures and things on the overworld map. You could have party and creature attributes that modify how well they can spot things on the map, size them up, ambush, decide start positions in tactical combat, initiate dialogue, trade, etc.
um to help find joe smith you'd ask around about him?Zombra wrote:Game_Exile wrote:Btw, does anyone have anything to say about overworld mechanics?
Not reallyI've seen you mention this thread once or twice as well as sigging it, but it doesn't really get my blood pumping. I agree that making NPC and creature movement part of a coherent system is a more interesting design than just having "random encounters", but I honestly don't see a major impact on gameplay itself. From the player's point of view, there just isn't much difference between a mutbear spawning from a pre-placed mutbear cave and chasing me across the overworld map and a random dice roll telling me "wandering monster!"
As far as town sieges and army deployments go, that seems kind of like turning it into a strategy game. The first Wasteland wasn't about massive troop movements and city vs. city engagements, and it would be a dramatic (to say the least) paradigm shift from a tactical game about half a dozen guys. Also, having mobile points of interest such as your migrating VIPs sounds nifty and "dynamic" on paper, but in practice it just turns into a dull headache for the player. OK, next thing I want to do is find Joe Smith and ask him about this clue ... but he could be anywhere in one of these three cities, or somewhere on a road between them. Time to start pacing back and forth in a search pattern. Exciting.
I honestly don't see a good reason to deviate from the standard set in Wasteland, and used again in Fallout and the Jagged
Alliance series: overworld "strategic" map for time lapse travel, dropping into the tactical/exploration map when something interesting happens, be it arrival at a preset location, a completely random encounter, or a time sensitive set piece.
BadMojoRising wrote:um to help find joe smith you'd ask around about him?
What you're doing here is poo pooing for no good reason and instead making up ridiculous situations where the person playing the game must be completely backward as to not be asking around for the whereabouts of said individual.
Sigh.

Hertzila wrote:Or make it completely square-less or hex-less ala Fallout. True, it had squares in the map but your character/party could completely disregard them when moving. Computers are pretty good in this kind of stuff.
Hertzila wrote:Like Mount & Blade: Warband and/or S.T.A.L.K.E.R. does?
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