i may be interested in the barter code you wrote,mind posting it?interesting mod,maybe play with it when its done
Nirran
Nirran
phobos2077 said:- weapons and ammo rebalanced to add realism and more difference between various types of weaponry
.Pixote. said:@phobos2077 - I thought I should give you some feed back on the mod..
The new barter seems perfect...the item costing is much tighter than before, you need to search and scrounge for every little valuable item, which is what the game should be all about. One problem seems to be the Golden gecko pelts...I can sell them for $125 each, same as the vanilla game, by the way my barter skill is at -12%...I'm one ugly mother fucker...so their value should have dropped considerably.
phobos2077 said:WOW, thanks for feedback
2.Pixote.: I did it with gecko pelts (and some other items) absolutely on purpose, because otherwise the gecko hunting/skinning feature (which I think is great idea after all) will be useless.
2Ravager: sorry, I don't get what is "Frag 12"? Did I missed something? O_o anyway, I was thinking yesterday (just before realese) very hard about some weapon stats.. (for example, Bozar Anti-materiel rifle.. In RL, even 12.7x99 US bullet are about 15-20 times more powerful then 5.56x45. If you apply this in FO2, it should give damage about 150-300.. which would be ridiculous..) So I made conclusion - GAME BALANCE goes first, realism second.
2Glovz: You can make so that Charisma won't give extra effect on prices easily, buy changing CharismaBonusPercent=0 =)
What I really dream about, is making different "buy/sell" price ratio for different item classes (high ratio for weapons; medium for drugs; small for misc items). There are variable in hs_bartermod, that links to a "item box" which contain items currently "on table", what you'r buying. But I can't figure out how to get price (or any other stat) of a specific item in script, even with sfall...
phobos2077 said:2Ravager: sorry, I don't get what is "Frag 12"? Did I missed something? O_o anyway, I was thinking yesterday (just before realese) very hard about some weapon stats.. (for example, Bozar Anti-materiel rifle.. In RL, even 12.7x99 US bullet are about 15-20 times more powerful then 5.56x45. If you apply this in FO2, it should give damage about 150-300.. which would be ridiculous..) So I made conclusion - GAME BALANCE goes first, realism second.
phobos2077 said:2Ravager: In my version, GAUSS should penetrate almost any armor (as well as AP Rocket). Also bursts from FN FAL or Bozar AMR shots should cause a trouble
So no need for cheat-ammo, IMHO =)
I agree that balance is the goal here (& is in the name of the thread), vs. realism. Still, it would be awesome to see a "Reality" mod that would make hardcore *really* hardcore. Where you have to really think carefully about getting into armed combat because even one round can kill you - regardless of how heroic or experienced you are - thus your odds of getting iced are about 50/50, all things being equal, so that every little advantage counts ... and sneaking, diplomacy, judicious avoidance, etc. etc. all are much more important skills and habits.phobos2077 said:The rest is balance vs realism.
earthdude said:If one is truly interested in realism, the doctor skill should be eliminated or severely curtailed. I mean really... repairing your eyesight? Repairing your mangled leg? Without instruments? In the wasteland? I could potentially see being able to use the skill on NPCs, but really shouldn't ever be usable on oneself. What about wound infections?
Of course, it's also unlikely that anyone would invest in doctor skill (or science, for that matter) if traveling from point A to point B was such a struggle. Noncombat/nonsurvivalist characters would be unlikely to survive the hardcore post-apocalyptic environment... and maybe that's the point.