At something awful, new VB screenshot

It was posted in a news thread if I recollect right.


Other than having an added endurance stat which I would have hated it looked rather good.
 
I fixed the link and threw the rest in the vats, since I wasn't sure if you'd delete them or not.
 
It looks like that fatigue system could have been intersting, but I personaly douby so since it would have increased the complication of the game to much I think.
 
PsychoSniper said:
It looks like that fatigue system could have been intersting, but I personaly douby so since it would have increased the complication of the game to much I think.
The fatigue system was pretty simple. Health goes down as you take damage. Fatigue goes up as a) armor absorbs damage b) your character comes down from certain chems (like SuperStims) and c) perform some high-end Unarmed attacks. When fatigue is equal to or greater than health, the character is knocked out. If fatigue ever passes a character's max health, the character dies.

Fatigue is alleviated at a character's healing rate every round. The VB healing rate was equal to the character's EN. Fatigue was used as a way to prevent armor from making characters invincible (also used as an alternative to having chems cause damage and to give high-power unarmed characters a reason to sometimes use lower-power attacks). A character could get shot in the chest with a shotgun, take no damage, but still come close to passing out from the trauma. The formula used was damage absorbed - (.5 * damage threshold) = fatigue damage.

E.g.: Frank has 78 current health and a healing rate of 8. He is wearing combat armor with a ballistic DT of 24. He is shot with a .223 round for 26 points of damage. Of that, the armor absorbs 24 points, reducing his health by 2. From the 24 points of absorbed damage, 12 (half the Ballistic DT) is subtracted, resulting in 12 points of fatigue. After the attack, he is left with 76 health, 12 fatigue. Next round, his fatigue will be reduced by 8 (his healing rate) leaving him with 76 health, 4 fatigue.

APTYP said:
I didn't know Van Buren was squad-based.
It wasn't like Fallout: Tactics, if that's what you mean. Normally, the top bar was empty. If you had NPCs, we wanted a quick way to select them to look at their stats, manage their inventory, set up their behavior, and so on.
 
I think the Fatigue system would have worked out very well. In multiplayer, it would have balanced out combat hellalot.

@JE: Was the Fatigue system implented in both single and multiplayer, or just multiplayer?
 
dunno what to say.... I like the screen and all, but we are never going this.

What is happening whit the existing Van Buren stuff anyway ?
Is it simply trown away ? I wish that the stuff actually would leaked out so that the fans could finish it somehow.
 
It wasn't implemented by the time I left Black Isle, just designed. When I left, the game was using standard damage thresholds and health only. It was intended to be used in both single and multiplayer. Ferret helped me work out the armor values, since they were looking a little weird at first.

On paper, at least, it produced some interesting results. It made caliber and round volume something that we considered more often. High caliber, single-shot weapons were the things that by far had the best chance of doing serious health damage through armor. However, you could kill people just through fatigue damage caused by a high volume of relatively low damage attacks.

E.g.: Frank and Bob are shooting at enemies. Frank has a 7.62mm sniper rifle. Bob has two 9mm machinepistols. The rifle does 15-25 points of damage and negates 10 points of DT. Also, it is hellaciously accurate. The machinepistols do 5-12 points of damage and negate 5 points of DT. They are not accurate at all, and when used simultaneously, are almost worthless unless they are pressed into the gut of an adjacent opponent.

In one round, Frank can fire his sniper rifle once. He has the choice of aiming at a variety of body parts, including a possibly unarmored head (VB used separate body and head pieces). Bob can burst both of his machinepistols, shooting a total of 12 rounds. If Frank and Bob are both firing at someone with a 16 ballistic DT, some neat things happen. Frank's shot is guaranteed (if it hits) to do 9-19 points of damage, even if he doesn't score a critical hit. It will also do minimal fatigue damage, but that amount probably won't be that relevant.

Bob's attacks, on the other hand, produce different results. He can't aim bursts, so he may or may not get lucky head/groin shots with any given bullet. Then again, he may also miss with a few bullets, even at close range. Let's assume that 8 of Bob's bullets hit. His bullets are only capable of causing 1 point of damage unless they critically hit. However, the amount of fatigue damage he can do is significant. If we assume an 11 DT with each shot causing 9 points of damage, he does 32 points of fatigue damage. That could easily knock out an already damaged opponent or kill a weak one. If any of those bullets score critical hits, it could be even worse.

However, the tradeoff is that Bob is very inaccurate, goes through ammo like popcorn, and uses weapons more prone to critical failure. Also, against heavily armored opponents, he will need to use AP bullets or switch to a different weapon.

But anyway, it was just an idea. It was never fully tested. For all I know, it could have sucked.
 
Now I know you guys don't pay attention to our gallery, I uploaded that image today..
 
J.E. Sawyer said:
Fatigue goes up as a) armor absorbs damage b) your character comes down from certain chems (like SuperStims) and c) perform some high-end Unarmed attacks. When fatigue is equal to or greater than health, the character is knocked out. If fatigue ever passes a character's max health, the character dies.
Well, that sounds... interesting, at least from my perspective, i'm sure some people would complain.

J.E. Sawyer said:
APTYP said:
I didn't know Van Buren was squad-based.
It wasn't like Fallout: Tactics, if that's what you mean. Normally, the top bar was empty. If you had NPCs, we wanted a quick way to select them to look at their stats, manage their inventory, set up their behavior, and so on.
And here I was thinking that was a clear sign it was photoshopped.

EDIT: i meant "not officially photoshoped", if it was made using image editing as part of the process of game design, that doesn't count as "photoshopping"
 
Macaco said:
And here I was thinking that was a clear sign it was photoshopped.
Oh, I don't want anyone to get the impression that it wasn't Photoshopped. I designed all of the interfaces in VB, but I am not an artist. There's no point to a designer trying to make pretty-looking interfaces that an artist is just going to re-create (especially when the designer is color blind). I have a background in website design, so I just took interface elements from other Fallout games and used them to create the mock-up. The purpose of the mock-up is to make sure the layout works with all of the necessary elements. I think I did a pretty good job of that, but I certainly wouldn't claim it looks nice.
 
^^ Looks good to me!

f3buildinglol.jpg


I can't upload pics any more, so an admin is going to have to put it in the gallery.
 
Brutulf said:
"Space armor"? :shock: I wonder what that would look like! :)
Like an orange jumpsuit with white stripes down the sides, white gloves, and white boots. The helmet would have been white with a clear visor and an obnoxious antenna sticking out of the top. At least, that's how I wanted it to look.
 
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