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Old 16-06-2007, 08:27 AM   #201
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We certainly live in interesting times.
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Old 16-06-2007, 11:00 AM   #202
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To be honest I can't really say this article makes me more confident. VATS sounds very odd (like many have already noted: A bit of a superpower to use in FPS play) and another non-substantial tutorial isn't a good thing either. Then there are a couple of other things that don't feel right, like the mutants or the 'nuclear-catapult' (how the?).

Oh well, we'll see.
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Old 16-06-2007, 12:00 PM   #203
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Yeah, the nuke catapult sounds dumb, but everything else is great in my opinion.
I believe VATS works not as a superpower, but more as your primary attack, for example, when you're waiting for it to charge, and you just shoot causing it to recharge more slowly, your attacks will be wildly erratic and inaccurate, like they remove a large percentage of your skill tag or remove perks that benefit it while not using VATS.
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Old 16-06-2007, 12:52 PM   #204
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I'm not going to turn down a system that I know next-to-nothing about (save a vague description in some magazine).
But as it stands it seems like there's an emphasis on FPS play, just with some crude recharging aimed shot ability added in. TB involves more then just aimed shots - tactical opportunities, AP management and choices of various levels of severity

(aside from the lacking implementation of TB in Fallout 1/2. Yeah, I said it, I think the way Fallout implemented TB did little to promote tactical play in any way. Glorified slot machine most of the time)
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Old 16-06-2007, 12:59 PM   #205
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Listen, nuts to the combat system dude, we both know that it DEFINITELY wasn't what made the Fallout games good at all, just hope that they get the rest of the stuff right, what matters, the freeform gameplay Fallout was known for primarily, the viewpoint or time management system doesn't really matter in my opinion.
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Old 16-06-2007, 01:34 PM   #206
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Quote:
TB involves more then just aimed shots - tactical opportunities, AP management and choices of various levels of severity[/b]
From the description that system sound like just the thing you're describing.
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Old 16-06-2007, 02:24 PM   #207
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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
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Old 16-06-2007, 02:43 PM   #208
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VATS reminds me a bit of FF battle system, there is quite a lot of tacticism in it. Also the part where if you hit one's hand he won't be able to shoot well and etc. seems to be in spirit with predecessor.
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Old 16-06-2007, 03:09 PM   #209
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FF? :blink:
That's wishfull thinking. It would imply a whole a range of actions fall under this AP 'timer', but so far there's no evidence for that at all. Moreover, the only action that is confirmed to be governed by it (attacking), is also confirmed to be useable when out of AP, allbeit less effectively.
If that's all you have about as much 'tacticism'as when deciding to use a powerattack in Oblivion.

And how about considerations like:
"Should I move a bit further or go for extra damage?"
"Should I take my chances or lose a turn using healing goods?"
"Darn, he deals so much damage I'm losing half my turns!"
"If I use a normal shot, I can still reload this turn. However, I won't be able to move and am likely to miss"

But, one consideration I won't regret losing:
"Oh no... a dozen opponents. Should I go make dinner or buy some new clothes while waiting for the them to finish their turn?" :P
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Old 16-06-2007, 05:38 PM   #210
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<div class='quotetop'>QUOTE(Doubler @ Jun 16 2007, 10:24 AM) [snapback]294704[/snapback]</div>
Quote:
Quote:
Originally posted by The Red Lemur+--><div class='quotetop'>QUOTE(The Red Lemur)
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
[/b][/quote]

I don't think so at all, personally I found the TB combat in Fallout to be misplaced and poorly done, it doesn't mean as much to me as it does to other people because despite my enjoyment of the game I hated everything about the combat.
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