Makenshi
Ahoy, ye salty dogs!
I've searched in the forum to see if someone had these ideas before, but it seems no one did (at least I didn't find anywhere). As I posted once before, I don't know how to make a mod but like to contribute with ideas, so let me present them, in hope that someone here put them to good use (main targets, of course, are Team X, Chris Parks, Killap, MIB88, and other famous modders around here 8) ).
1. Marcus, the super mutant
How about changing his look depending on the type of armor he is wearing, just like the look of other party members in B-Team MOD/MIBB 88 Megamod/Patch 1.05? His look could be the 'naked mutie' when without armor, his standard look when using Leather Jacket, the look of the lieutenant of Fallout 1 when wearing Metal Armor, and Horrigan's look when using PA. Its possible to scavenge the lieutenant's sprite from Fallout 1 and use it in Fallout 2, isn't it?
Before anyone targets an ICBM on me, let me say: I know a super mutant doesn't fit in human armor, so basically you modders(somewhat genius IMHO) could put in the game some altered armors, which would look like the common armors in inventory, but be a bit heavier, have the 'Mutant' prefix and it's scripts (or whatever it is you guys tinkle with) forcing the item to be equipable only by Marcus (or any super mutant some modder may come to add as joinable NPC in a future mod - hey! now that's a nice idea too!). As foretold, these modified armors could keep the inventory icon of the common ones to save trouble.
About I'm still being a nice target for an ICBM thanks to Marcus using PA's, as if the Enclave had an army of mutants in PA like Horrigan, let me say: just one extra Mutant PA in Navarro should not destroy reality, as Horrigans PA is not indestructible, and thus they would be smart enough to keep a reserve in Navarro in case something happens to his armor.
Anyway, this is just an opinion and I'd like to hear comments about it, but please be polite. I ask this because I was almost banned from a french forum for "having ideas that cannot be accepted for they CAN'T exist in the Fallout world, which is perfect and imutable". Actually I just don't access that crap anymore.
So, IMO the armors could be just these:
Mutant Leather Jacket - Standard look
Mutant Metal Armor - Lieutenant's look
Horrigan's PA - obvious...
2. Skynet
I never accepted well the fact that a super AI like Skynet would be that silent after being out there, experiencing the outside world. If possible, why not fill him with floating text like Cassidy, so that he can show his interest in the "wonderful human post-war society"?
More than his silence, what really makes me spit fire and burn in hate is that the super Ai is connected by an amazing cyber brain to that stupid samll robot. How about changing his sprite to one of those nice and bruiser security bots? This way he could stand a lot more damage (I believe security bots have HP, AC, DR and DT of way bigger than the small bots) and kick ass with his miniguns/rocket launchers (not that Gauss Rifles are bad, but...). Hell, I believe the modders here can even put him to shoot lasers and plasma! Or better, shoot 2mm EC as if he had a built in MEC Gauss Minigun! Cool!
3. Pulse Rifle
This one should be easy; I really don't know why the bloddy, bloddy hell the game developers didn't make the Pulse Rifle have a visible shot like the Pulse Pistol. In fact, all other energy weapons have visible shot, except for the Gatling Laser. So the idea is, obviously, to give the Pulse Rifle a visible shot, and this should be equal to the one of Pulse Pistol/Alien Blaster.
Question: In Fallout 2, in which category are pulse weapons included? Normal, Laser or Plasma? Fallout Tactics seems to have corrected this missing by including eletric type damage in the DT/DR, but in Fallout 2 it's still not clear to me. If anyone can explain, I'd be grateful.
Not a new idea: About resistances
But it's one I think is nice. I've been playing Tactics these days (nothing compared to the RPG's, but keeps me sharp
) and noticed the DT/DR offered by the armors changed: while in the RGP's they offer Normal/Explosion/Fire/Laser/Plasma, in Tactics it's Normal/Explosion/Gas/Fire/Energy/Electric. And Energy resistance has been reduced to an amount similar to that of Normal resistance, opposed to the RPG's in which Laser was useless, because Laser weapons come late in the game, where Laser Resistance was too high (not to mention that when, laser weapons appear, plasma/pulse/gauss are avaliable, and those are much better).
In my opinion, this is better and could be implemented in FO1 and FO2 mods. Gives sense to the very effort of Energy Weapons Development in Pre-War era.
New idea: About BoS bunkers
To me, those Brotherhood of Steel bunkers in The Den and NCR are a waste, since there could be local quests avaliable by talking to those metal armored BoS guys in front of them, just like with Matt in San Francisco BoS bunker. Then we'd get access to these specific bunkers independent of each other.
And, of course, put some reward on these bunkers (like in Unificial patch 1.05) to make it worth the effort.
These are just general ideas I had, if I have more I'll post them here.
1. Marcus, the super mutant
How about changing his look depending on the type of armor he is wearing, just like the look of other party members in B-Team MOD/MIBB 88 Megamod/Patch 1.05? His look could be the 'naked mutie' when without armor, his standard look when using Leather Jacket, the look of the lieutenant of Fallout 1 when wearing Metal Armor, and Horrigan's look when using PA. Its possible to scavenge the lieutenant's sprite from Fallout 1 and use it in Fallout 2, isn't it?
Before anyone targets an ICBM on me, let me say: I know a super mutant doesn't fit in human armor, so basically you modders(somewhat genius IMHO) could put in the game some altered armors, which would look like the common armors in inventory, but be a bit heavier, have the 'Mutant' prefix and it's scripts (or whatever it is you guys tinkle with) forcing the item to be equipable only by Marcus (or any super mutant some modder may come to add as joinable NPC in a future mod - hey! now that's a nice idea too!). As foretold, these modified armors could keep the inventory icon of the common ones to save trouble.
About I'm still being a nice target for an ICBM thanks to Marcus using PA's, as if the Enclave had an army of mutants in PA like Horrigan, let me say: just one extra Mutant PA in Navarro should not destroy reality, as Horrigans PA is not indestructible, and thus they would be smart enough to keep a reserve in Navarro in case something happens to his armor.
Anyway, this is just an opinion and I'd like to hear comments about it, but please be polite. I ask this because I was almost banned from a french forum for "having ideas that cannot be accepted for they CAN'T exist in the Fallout world, which is perfect and imutable". Actually I just don't access that crap anymore.
So, IMO the armors could be just these:
Mutant Leather Jacket - Standard look
Mutant Metal Armor - Lieutenant's look
Horrigan's PA - obvious...
2. Skynet
I never accepted well the fact that a super AI like Skynet would be that silent after being out there, experiencing the outside world. If possible, why not fill him with floating text like Cassidy, so that he can show his interest in the "wonderful human post-war society"?
More than his silence, what really makes me spit fire and burn in hate is that the super Ai is connected by an amazing cyber brain to that stupid samll robot. How about changing his sprite to one of those nice and bruiser security bots? This way he could stand a lot more damage (I believe security bots have HP, AC, DR and DT of way bigger than the small bots) and kick ass with his miniguns/rocket launchers (not that Gauss Rifles are bad, but...). Hell, I believe the modders here can even put him to shoot lasers and plasma! Or better, shoot 2mm EC as if he had a built in MEC Gauss Minigun! Cool!
3. Pulse Rifle
This one should be easy; I really don't know why the bloddy, bloddy hell the game developers didn't make the Pulse Rifle have a visible shot like the Pulse Pistol. In fact, all other energy weapons have visible shot, except for the Gatling Laser. So the idea is, obviously, to give the Pulse Rifle a visible shot, and this should be equal to the one of Pulse Pistol/Alien Blaster.
Question: In Fallout 2, in which category are pulse weapons included? Normal, Laser or Plasma? Fallout Tactics seems to have corrected this missing by including eletric type damage in the DT/DR, but in Fallout 2 it's still not clear to me. If anyone can explain, I'd be grateful.
Not a new idea: About resistances
But it's one I think is nice. I've been playing Tactics these days (nothing compared to the RPG's, but keeps me sharp

In my opinion, this is better and could be implemented in FO1 and FO2 mods. Gives sense to the very effort of Energy Weapons Development in Pre-War era.
New idea: About BoS bunkers
To me, those Brotherhood of Steel bunkers in The Den and NCR are a waste, since there could be local quests avaliable by talking to those metal armored BoS guys in front of them, just like with Matt in San Francisco BoS bunker. Then we'd get access to these specific bunkers independent of each other.
And, of course, put some reward on these bunkers (like in Unificial patch 1.05) to make it worth the effort.
These are just general ideas I had, if I have more I'll post them here.