RE: Yeah
[font size=1" color="#FF0000]LAST EDITED ON Feb-19-01 AT 10:54AM (GMT)[p]>No new engine? i think
>a 3D one would improve
>gameplay because
>1.) It would look good,
>especially with currant standards of
>grafics.
I agree that a 3d engine could be done. If it were done well.
Case in point, even though it's a behind-person, Alice is 3d and does a remarkable job of conveying the atmosphere.
>2.)it would make a change from
>the last two, because we
>don't want a C&C type
>thing happening, where they never
>change and keep pumping similar
>games out.
There's a difference. Fallout is good. C&C is shit. Always has been ever since they decided to not fix the LOS or the production facilities.
>3.)There would practically be no two
>NPCs the same.
Since 3d is so easy to skin, and you don't have to draw separate animation frames (frame, wire, skin, then go) then it would be of immense help. That means....guns can each have a different look rather than an SMG, rifle, shotgun, etc. Each gun would have it's own look out in the world.
Armor would be easy to be represented, and so would locational damage (e.g. heavily wounded leg, eye shot, etc.), and so would many other things.
>4.)Weapons wolud be more simple to
>do, like bows and arrows.
Agreed.
>HEY ROSH! what do you want
>in Fallout 3?
A return to a darker feel, more towards a wasteland setting. Much like how the first one was. I don't care to have all the Monty Python references and pop culture references. A couple like in the first one was okay, but it really hurt Fallout 2 with them in there. Fallout 3 can do without, and SHOULD go without a lot; a few are okay.
Fallout 3 should focus more upon the problems in the wasteland and keep a strong story, and yet at the same time, keep the 50's art that Fallout 1 had. Though, I think it's gone, sadly enough. Tim Cain and the rest there that are now working on Arcanum obviously knew what was going on; notice there's very little new retrotech (50's sci-fi pulp fiction) in Fallout 2? It's mostly recycled tiles from Fo1. Now, Fallout Tactics seems to be backpedalling seriously by adding in those effects and tiles. They still have besmirched a bit of Fallout with the Predator-looking armor, though Fallout 2 did it first (I remember the same fuss when some saw the uber-futuristic armor on the Fo2 box). I want the 50's Nuke Scare and advertising, etc. to be continued on, to go back to the feel of the first one. Sadly, it looks like the creative genius behind Fallout is gone. We can only hope those who take the wheel behind Fallout 3 do a capable job.
I'd like the mix of guns to go back to how Fallout 1's was, with a bit more of HtH and melee weapons being useful. To use a bit of the lingo of AC, thrown can also use a little 'love'. They didn't play much of a part in Fo2 aside from a few events. I liked how the .223 pistol was truly unique. You found it in Fo1, it was like an immense prize. In Fallout 2, it was dead common.
Personally, in Fo3, I'd like to see more of a character development. Sort of how PS:T let you do various things. In Fo1, you could do evil missions and such, as per survival (reference definition: Wasteland GURPS). In Fo2, that was really limited, and evil was branded for life. Mad Max was no angel, and he did what he had to do to survive. The good/evil system isn't there for looks, and Fo2 did expand upon it, but it didn't have much noticible use. Reputation should influence general locale speech options instead of just talking to the nobody filler-people. It does to a point, but not much.
I'm not going to discuss items and the such, because it would have to be decided upon by who produces it (they would be deciding upon game balance and what would be good to put in). Though, guns should be a bit more scarcer, to give them value; the feel of the game should be more dark, desolate (the feel of Fallout 2 seemed like it wouldn't have mattered much if there was grass or trees around everywhere), expand upon the wasteland setting to give it meaning; more character development and involvement into side organizations if you choose - not talking about a Daggerfall guild system, but more along the thieves' guild in Fo1 was sort of like, and doing jobs for the Sheriff in Redding; more involving quests, the ones in Fo1 were often vague, and you had to chase the leads down like with the water chip - kudos on that one - the ones in Fo2 were a bit more Fed-Ex, partially because I think they didn't have enough time to work on what mattered because they were busy fiddling around with extraneous bullshit.
Um...might want to change the below. It's not a proper URL. There's a file upload in the script that you can use and paste the URL in.
>
www.C:\WINDOWS\Profiles\court\Desktop\pickies.com
>'You're not a hero. Your just
>a walking corpse'
>
> Frank Horrigan, Fallout II
>
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>
>
[font color=orange]
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Dennis Leary stole my song! That...asshole!
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"Robert, your time has come!"
"OOOH! Thank you, Master!"
"Don't mention it."
*Robert explodes in a shower of sparks*
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It's me, Jack Brown! The wind-up ass-hole!
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http://www.geocities.com/jonaac/2.jpg