EDIT: Section 4 edited, point elaborated.
Yeah, I hate VATS too, and it would probably be more fun just to get the FPS mechanics up to a roughly STALKER-level calibre.
But - who knows? Even if you don't think my ideas workable, our discussing them could very well result in some useful orientation to future modding projects that relate to VATS and the overall combat system.
So for whatever meagre measure it might matter, MMM so clever m m m m m's everywhere, here goes:
1: Let's assume that the slow-down in VATS is based upon a variable and that this variable can be altered. Continuing on the basis of that assumption, let us suppose that we could find it within the realm of our collective ability to, by changing that variable, mitigate or negate entirely the slow-down in VATS. This modification, regardless of what one thinks about an all-VATS combat system, is sure to be a high priority even for modders who are not affiliated with NMA. It's really just a matter of time - assuming, of course, that it's possible.
2: Let's also assume that the rate of AP points' regeneration, as well as the amount deleted by attacks, are both similarly adjustable variables. I anticipate that the latter value is a property of each individual weapon. If I'm correct, then we should have great success with rebalancing weapons for use in VATS mode, making smaller calibre pistols quicker to fire than the standard 10mm, thereby making them a viable alternative, as they were in earlier games.
3: Of course the key to the idea of an all-VATS combat system, as you've likely guessed already, is to prevent the player attacking in real-time. A scripting engine could very well zero-out your ammo every three or four seconds in real-time mode, all-the-while managing a behind-the-scenes table that would calculate your total ammo based upon your pick-ups, purchases, and number of shots fired in VATS. These sums of ammo would be restored to you immediately upon entering VATS. This solves the problem very simply, you see - and also solves the problem of being seemingly unable, in F3, to unload weapons and thus retain your ammo should you decide to sell or ditch the weapon.
4: Then we would have something a bit alike to turn-based combat. The real-time segment would be your opponents' turns, during which you would be limited to using items in your inventory and manoeuvring for cover and line of sight. Because we could tweak the rate at which AP regenerates, we could then make it your "turn", with full AP, after an optimal interval of time, tied to your Agility stat. EDIT TO CLARIFY: Your AP would return all-at-once, the "rate" would be maximized - but it would not turn "on" until after a set amount of time, and this amount of time would be either tied to your Agility stat OR universal for all players and only the total amount of AP would be determined by your Agility stat. It would really come down to the nitty-gritty of gameplay testing, which is of course beyond the scope of this post.
Finally: It remains then only to halt the AI during your attack animation, which I think could be simply managed by turning all "Reds" into "Greens" (i.e., hostiles into friendlies) via scripting function, during the VATS attack animations. Then we've finally a system that begins to offer some meaningful similarity to a turn-based combat system, as we all would've preferred from the start.
Broken down into these simple steps, the task suddenly seems much more feasible, doesn't it? I've played many of the scripted mods for Oblivion and several for Morrowind, and nothing that I've proposed here seems unlikely in light of those experiences.
One of the scripting engine programmers for Oblivion's mods recently posted here, notifying us of his remarkable progress with Fallout 3. I would love to hear from him whether these ideas have much chance of panning out - but, of course, also from all of you. There may be something I overlooked, or something else that would be grand to include.
Thanks for reading, take it easy.
you liver-spotted texan prawns, you.
Yeah, I hate VATS too, and it would probably be more fun just to get the FPS mechanics up to a roughly STALKER-level calibre.
But - who knows? Even if you don't think my ideas workable, our discussing them could very well result in some useful orientation to future modding projects that relate to VATS and the overall combat system.
So for whatever meagre measure it might matter, MMM so clever m m m m m's everywhere, here goes:
1: Let's assume that the slow-down in VATS is based upon a variable and that this variable can be altered. Continuing on the basis of that assumption, let us suppose that we could find it within the realm of our collective ability to, by changing that variable, mitigate or negate entirely the slow-down in VATS. This modification, regardless of what one thinks about an all-VATS combat system, is sure to be a high priority even for modders who are not affiliated with NMA. It's really just a matter of time - assuming, of course, that it's possible.
2: Let's also assume that the rate of AP points' regeneration, as well as the amount deleted by attacks, are both similarly adjustable variables. I anticipate that the latter value is a property of each individual weapon. If I'm correct, then we should have great success with rebalancing weapons for use in VATS mode, making smaller calibre pistols quicker to fire than the standard 10mm, thereby making them a viable alternative, as they were in earlier games.
3: Of course the key to the idea of an all-VATS combat system, as you've likely guessed already, is to prevent the player attacking in real-time. A scripting engine could very well zero-out your ammo every three or four seconds in real-time mode, all-the-while managing a behind-the-scenes table that would calculate your total ammo based upon your pick-ups, purchases, and number of shots fired in VATS. These sums of ammo would be restored to you immediately upon entering VATS. This solves the problem very simply, you see - and also solves the problem of being seemingly unable, in F3, to unload weapons and thus retain your ammo should you decide to sell or ditch the weapon.
4: Then we would have something a bit alike to turn-based combat. The real-time segment would be your opponents' turns, during which you would be limited to using items in your inventory and manoeuvring for cover and line of sight. Because we could tweak the rate at which AP regenerates, we could then make it your "turn", with full AP, after an optimal interval of time, tied to your Agility stat. EDIT TO CLARIFY: Your AP would return all-at-once, the "rate" would be maximized - but it would not turn "on" until after a set amount of time, and this amount of time would be either tied to your Agility stat OR universal for all players and only the total amount of AP would be determined by your Agility stat. It would really come down to the nitty-gritty of gameplay testing, which is of course beyond the scope of this post.
Finally: It remains then only to halt the AI during your attack animation, which I think could be simply managed by turning all "Reds" into "Greens" (i.e., hostiles into friendlies) via scripting function, during the VATS attack animations. Then we've finally a system that begins to offer some meaningful similarity to a turn-based combat system, as we all would've preferred from the start.
Broken down into these simple steps, the task suddenly seems much more feasible, doesn't it? I've played many of the scripted mods for Oblivion and several for Morrowind, and nothing that I've proposed here seems unlikely in light of those experiences.
One of the scripting engine programmers for Oblivion's mods recently posted here, notifying us of his remarkable progress with Fallout 3. I would love to hear from him whether these ideas have much chance of panning out - but, of course, also from all of you. There may be something I overlooked, or something else that would be grand to include.
Thanks for reading, take it easy.
you liver-spotted texan prawns, you.
