View Single Post
Old 16-06-2007, 02:24 PM   #207
Doubler
Resident Llama
 
Doubler's Avatar

 
Join Date: Jul 2004
Location: Groningen, Netherlands
Posts: 798
Send a message via MSN to Doubler
Default

Quote:
Originally posted by The Red Lemur+--><div class='quotetop'>QUOTE(The Red Lemur)</div>
Quote:
From the description that system sound like just the thing you're describing.[/b]
I'll transcribe the description:

Quote:
Originally posted by GI@
While you'll certainly be able to tackle enemies in real-time first-person shooting, V.A.T.S. lets players pause and select a target at their leisure. Once targeted, a zoomed-in view of that enemy will show all the places you could aim to hit the creature, and the percentage chance you'll succeed.
That sounds just like selecting an aimed shot, and like nothing more.

<!--QuoteBegin-GI

Every combat move will deplete this [AP] supply, at which point those AP will begin to regenerate in real time [...] you can continue to attack in real time, but this will dramatically slow the recharge of your action points [...]
I do not consider aimed-shot recharge rates to constitue AP management or a choice of several levels of severity. :P
What I'm reffering to is managing what to do with the AP you're given in a situation which is usually of a tactical or strategic nature. There's no evidence of this in VATS.

But it really depends on whether there's more then just firing that's controlled by AP and VATS (what things are considered 'combat moves'?).

Pigggy: I've battled with Avid Fallout Fans to maintain that (TB) combat is one of a multitude of things making Fallout. However, I'll equally defend that (TB, broadly taken) combat is one of a multitude of things making Fallout :P
__________________
Doubler is offline                         Send a private message to Doubler
Reply With Quote