RadioPatrol:
So I take it your highlight of my comment means you prefer "any weapons used in real life prior to (e.g.) 1960 augmented by a bunch of futuristic ones?" ??
I would hardly call an M2 system a viable sniping system, Sgt. Hathcock's antics aside, portability being an immediate...
I totally agree. The way I envisioned the whole thing is like this: (I'll just use small guns as an example..the weapons are just examples as well)
Say you have three starter weapons:
.32, Chinese Pistol and 10mm....out of the three the .32 has the better accuracy, the chinese pistol the...
This is just my opinion but I believe we are going about it the wrong way.
Instead of asking for weapons and weapons specs we need to have consensus about the final overall "system" as pertains to weapons, i.e. once you have the framework, it becomes a cinch to gather weapons and specs...
Exactly, I hate how the game currently turns everyone into GOD! You should not be able to hack all terminals, lockpick all containers, heal yourself without a sweat AND be an excellent marksman to boot.
I don't think it is THAT much work, there is already a mod I know of that limited the numbers of stims AND ammo in a big way by manually editing containers. Then again, I am just guessing since I wouldn't really know :) Nevertheless, IMO some form of object editing from containers already...
my take on it...
I have a slightly tweaked take on it. Firstly I believe that all skills/SPECIAL stats should have more prominent roles. In order to make medicine 'matter' more I believe a return to "First Aid Kits" and "Doctors Bags" are called for. In a similar way that STR used to affect...
I am in
I'd like to try my hand at this. In particular, the Sound FX bit as I have an 'amateur' recording studio and am pretty good at sound/music production. (I think, he he). If needed I could also do some writing/testing.