At something awful, new VB screenshot

Yeah, pretty much. Mechanics (which replaced Repair), Medic (which replaced First Aid and Doctor), Science, and Outdoorsman were all going to allow you to craft items. The very best items in the game could only be created, not found. However, those super fancy items required very high skill levels. For example, that suit of HERMES armor required both a very high Mechanics and a very high Science (on the F3 scale).

Outdoorsman really wasn't a big "make items" skill, but it would allow you to make more dangerous alternatives to chems, cheap armor and weapons (useful for NPCs or just selling for gold), and stuff like that.
 
Oh fuck, Im even mader at Herve for canning y'all now.

VB looked to have been a true heir to fallout, from that one quick look.




And space armor ? Hmmm, there wasnt any space travel in FO3.1* was there ? Or was their a particular enviroment that required it......


Damn, someone needs to leak the planed FO3.1* storyline, even invetory details make it sound intersting.



*(with VB as FO3.1 and behtesda as FO3.2)

EDIT


How similar to the previous 2 games ws 3.1 intended to be ?
 
PsychoSniper said:
Damn, someone needs to leak the planed FO3.1* storyline, even invetory details make it sound intersting.

Now that Bethesda is making FO3 and is going for a completely different spin on the story, from what we've been told at least, it would be cool to know just what FO3 could have been.(and probably how much better it would have been)
 
Better yet, give them the 3.1 storyline, and let them use that.

Better yet, give all 3.1 materials to bethesda, and let them use that to help them.

And yes, I do know that the engine lacks programers notes and isnt complete, but still they could get an idea of what the true FO3 was going to contain and they could use that to make an even better FO3.




JE, would it have been possible to capture NPCs like raiders in combat and sell them to slavers.

Say you KO a raider, you use a rope on said raider and have a captured prisoner.
 
Yep, but i`m sure that in time more stuff can be shown, now that Bethesda is doing their thing.


Hey Bishop like my avatar?
 
Yeah, I know.


It'd be cool if someone signed up for a yahoo email, say at a library, and lleaked the info.


And if he simply gave the info the bethesda, Iply might allow that since they have the lisence.

That, or bethesda might somply have the power to ask him and damn Iply, though thats pure speculation.


Fact is, behtesda's FO3 suddenly has had the bar raised sky high
 
Having seen simply those screencaps from FO3.1 I was able to tell it was going to be an honest sequel worthy of the name (if the rest of the game was that good, which I assume it would have been.


bethesda must now match a real FO3 that was canceld, if not the BIS FO3.1 will overshadow the bethFO3.2
 
This thread just proves that Bethsoft should try to get Josh on as technical designer. Would you be willing to do that, J.E., should the chance arise, or would you not want to work on FO again after VB?

Whilst I know very little about VB's plot, the graphics and interface look great, very 'Fallout' but updated for a new game.
 
I do like the ideas of craftable items, and I had written up something back at V13 that sounds a lot like what Sawyer has described in order to make many skills less useless. I had included Science as a requirement for higher level Repair/Mechanics aspects, as there's a difference between being able to make a good, sharp spear and tweaking a Plasma Rifle. That way, with the two measures of both mechanical skill and technical knowledge, a wider variety of play possibilities are open.

Though, there's something that does itch at me. The fatigue was a nice idea, but it seems to be more of a mechanic befitting X-COM: UFO Defense rather than a P&P CRPG, where fatigue of that sort wasn't really used because it would be yet another stat to chase and calculate with every roll and it would become an absolute bitch if the fatigue was depending upon armor type, action, and more. At this point, I'm not sure about the inclusion of it, other than to make it so that people can't waste an entire base at once. Instead, they'd probably take trips.
 
Roshambo said:
I do like the ideas of craftable items, and I had written up something back at V13 that sounds a lot like what Sawyer has described in order to make many skills less useless. I had included Science as a requirement for higher level Repair/Mechanics aspects, as there's a difference between being able to make a good, sharp spear and tweaking a Plasma Rifle. That way, with the two measures of both mechanical skill and technical knowledge, a wider variety of play possibilities are open.

Yep that pretty much sums it up. That was the thing that would push replayability even further, and it was all around cool.

The fatigue thing probably started from the way Sawyer disliked how armor operated before, but he`ll explain it better i`m sure. I don`t mind that in a CRPG, although i would be interested to know other options to fully understand if it was such a good idea.
 
Briosafreak said:
Yep that pretty much sums it up. That was the thing that would push replayability even further, and it was all around cool.

The funny thing is, I hadn't fully explained the new archetypes it would open up. Someone with high Science and low Mechanics = Computer Skills; high Science and high Mechanics = McGuyver; low Science and high Mechanics = The fellow you met near the bridge from Arroyo who would sharpen your spear for you, but perhaps understand how a spear made with a device akin to a Ripper on the end would be better and put it together for you (if the parts were pre-made) - they just understand the basic function and rig it up using what they have an understand. Mileage may vary. :)

It is also entirely possible to include more options with combined skills. Medical and Science - Able to use a pre-war med lab and do some "improvements" on yourself of others like a good mad scientist. Medical and Mechanics - Better ability to fix crippled limbs, blindness (the usual off-camera thing with splints, making corrective glasses, etc.).

Though, this will lead to several kinds of character types with favorable skill tags being used, especially when you can figure on tagging three skills that work together. Science, Mechanics, and Medical. Now you're an ace doctor that can fix things, work computers, and tweak a plasma rifle. Being able to use it well is another matter entirely. Or talking to people, surviving the wilderness, or other matters. Or you could only option to have a couple in order to be able to make or tweak great high-tech weapons and pick another skill, but the fact that you have to take two together in order to achieve something even greater when you have exceptional skill in both adds far more depth, particularly in late-game.

I know this is a little off to the side, but it is something to consider for other games, as a skill-based system has many ways of being used that don't unnecessarily convolute the game or turn it away from P&P RPG roots.

he fatigue thing probably started from the way Sawyer disliked how armor operated before, but he`ll explain it better i`m sure. I don`t mind that in a CRPG, although i would be interested to know other options to fully understand if it was such a good idea.

I would like to hear more, too. While it doesn't sound wholly bad, I do have some reservations as to how it would feel like a P&P RPG in that way if it involved something that's not represented in such games. It's a minor thing, really, but one I'm curious about and want to get more info before I say for certain.
 
i really like the idea of tweaking weaons...wether its improving recoil, adding a lasersight or a scope, etc. being able to turn a regular hand gun into a badass ill-o-matic gun of legends would be pretty cool. no super powerful or anything...just better in terms of how it works
 
I love the idea of tweaking weapons or crafting items too. It's actually quite painful to look at this and think what could have been..
 
hmm these are realy nice but ...who know if they are real anyway ... maybe they are from old work of teh Black Isle team
 
PsychoSniper said:
Better yet, give them the 3.1 storyline, and let them use that.

Dear God, no.

Anyone else notice that the player has 27 action points and the shotgun only takes 4AP to fire? Please tell me the 4AP shotgun thing is placeholder art from the old Fallout games and you couldn't fire one 6 times then toss that 3AP in one turn.
 
Well, you know, not only was the Fallout 3 storyline inaccurately described by John Deiley (no disrespect to him, but it was), but almost any storyline can sound astoundingly lame outside of its exploration.

Your vault needs a water chip. When you go to find it, you learn that an evil army of supermutants is going to attack, so you have to stop the mutant boss. It's a FedEx quest and a kill the Foozle quest. Wow. On paper, it doesn't sound that interesting. Actually playing through the game, it's very fun.

I don't think the Bethesda guys should use the VB story at all. Not because it's particularly good or bad, but because a) I can't imagine they want to use someone else's story (who does?) and b) I can't imagine they couldn't come up with just as good of a premise on their own. The quality will come in the exposition and exploration of that story, whatever it is.

Saint_Proverbius said:
Anyone else notice that the player has 27 action points and the shotgun only takes 4AP to fire? Please tell me the 4AP shotgun thing is placeholder art from the old Fallout games and you couldn't fire one 6 times then toss that 3AP in one turn.
It's a mock-up, not game art. Attack modes took more AP in Van Buren.
 
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