Separate names with a comma.
Discussion in 'General Fallout Discussion' started by Sublime, Jul 20, 2019.
Yeah I know Bethesda doesn't give a fuck, but let's discuss just for the sake of discussion
I want an explosive option.
If the minigame was purely abstract, and something that I'd play on its own then I'd reconsider. I do like also having an explosive option, but mostly I don't want to screw around with poorly designed nonsense or arbitrary success rates.
Having it be a roll under skill dice roll would be the best, with difficulty modifiers applied depending on the lock. However this completely is destroyed by a save system so it would only work in some sort of iron man no save scum mode.
To that end, the straight skill check pass and then minigame is I think the best alternative.
Don't forget to cast your vote
I use a mod in New Vegas to make it skill level+dice roll and I much prefer it like that. Makes save scumming easier, sure, but I think the developer just has to trust the player not to do that.
this. if i have dynamite i should be able to get inside easier at a cost of the gear inside being more deterred.
Something I liked about Project Nevada was how customizable it was. You could turn on Explosives to have an alternate skill for lock pick for most locked objects. Then there was a second option to roll for a chance of damaging the items inside. It would check your explosive skill vs the lock level needed or something. I remember once I grenaded a toolbox or something and there was nothing inside. I broke it all.
Science and lockpicking
How should these two skills work in a future installment?
Only by meeting the required criteria (a certain amount of skill for a certain lock)
Skill level + dice roll
Skill + minigame
Other (specify please)
5. Blind rage. I'm serious. Last time I encountered a locked door, it took me 2 minutes to open it. I used my feet. The other people in the room were both scared and impressed. As they should be.
7. Crowbar.Every 7-year-old could open a door with a crowbar.
8. Drop it or kick it. A lot of machines aren't broken, the're just stuck.
9. A lot of things are cold and refuse to work properly. Undress and make sweet love to them. It takes some time but it usually works?
Okay. Who the fuck has hacked into my account?
I deleted all the porn for you. Thanks would be the least you could say.
Are you fucking kidding me? Okay. I guess I better choose a new password then.
Yeah there's lots of weird sales bots and shit on this website for some reason. More than there ever has been to the point it's kinda sad.
@Korin How's it goin on your end?
That old password wasn't exactly something obvious. Someone with inside information did this. I demand to know who they are so that appropriate action can be taken. The rules are clear about this.
I'd check your phone and computers for background running keyloggers.
Nahh... developers can do better than that, they can store the skill roll result with a timestamp, and use it for so long as the game is running; surviving reloads because future rolls would use the [post-dated] time-stamp value (within a certain duration)... unless the game is completely shut down first.
*In practice this would mean that reloading and re-trying would repeat the value of the roll because of -when- it was taking place in the game_time... until after a specified amount of time has elapsed. The player would get a new random roll after that.... and that delay could be seconds or minutes before a failing roll would have the chance to re-roll—and possibly fail again.
**This wouldn't stop the player from new attempts; new attempts would be past the time stamped previous attempt, but would come with the new risk of jamming the lock.
***Jamming the lock could be saved the same way, and always result in a jam for immediate reload attempts.
Skill level + dice roll.
I hope the future installment will retain the RPG elements that were lost in 4.
I'm still 100% sure I never wrote that.