How I/we would like combat in Fallout 3 to be done:

Brutulf

Still Mildly Glowing
This is a very long read, so if you have any pressing issues you would be wise to care of them first. That said, I hope you have time to read through this awfully long proposal/wishlist/begging-post for combat in Fallout 3. So, here goes!

How I would like combat to be done in Fallout 3:

Fallout 3 is not going to be Fallout 2 with just prettier graphics; that much is clear.
However, there is no reason that “updating” the game to be more “modern” has to destroy the original Fallout-feeling we all know and love so much. I do not want combat to be exactly like in Fallout 1/2, and I am sure you can understand that. In my opinion there is room for improvement, without destroying the Fallout-feel.

The aim/goal of the modified system I am proposing is to make combat slightly more realistic, to “spice it up”, making combat (slightly, as it is quite exciting already, the way it is in FO/FO2) more exciting, and also more aesthetically pleasing. I believe this can be done without compromising any of the feel or quality of the current (FO2) system.

So here goes, my wishes for combat in Fallout 3 (Note: the rest of this post assumes an isometric viewpoint and fully animated 3D-characters):

Proposal for new combat-system in Fallout 3: “Pseudo-realtime”:

Now, I would guess that many of you would close your eyes in horror just seeing someone use the word “realtime” in a FO3 suggestion-post, but there is no reason for panic.. You might notice the subtle use of the “pseudo”-prefix, and that is just because I could not think of a better word (give me a shout if you think of one!).

With my proposal for this “pseudo-realtime”-system, I am thinking more along the lines of 75 % turn based, and 25 % real-time combat. That might be a bit hard to understand, but I will try to explain.

In FO/FO2, the combat is perhaps 90 % turnbased. That is, when fighting, everything is played out in turns, but you can still gain an advantage by initiating combat before your enemy has time to (or thinks of) doing so, and ensure that you get to have the first turn. When both sides discover each other at the same time (in a random encounter, for example), who gets to act first is based on sequence, which again is based on agility (if I am not mistaken). Apart from who gets to shoot first, everything is turn-based. Each combatant has his/her turn to act, and no one can stop that person from acting. This works quite well, but leaves a few things to be desired (for FO3).

Ah, I have babbled enough already, lets get on to the example!
For the sole purpose of demonstrating my ideas, I have produced a simple scenario. It is quite simple, really, but holds many possibilities. Really bad ASCII art follows:

Code:
               |           |
               |           |
               |           |
----------------           | 
|     G                    |
|                          |
|     G                    |
|---------------|          |
                |P         |
                |          |
G = Guard.
P = Player


As you can see (hopefully :P), the scene is shaped as a “T”. That is, a fairly long corridor, with two guards guarding a door in a off-shoot corridor. The player-character is standing in the hallway, out of sight of the guards, which we assume to be hostile (with a “shoot-on-sight”-attitude to intruders). As the guards have not detected the PC, the PC has the element of surprise. These guards have been on guard duty for quite some time now and are understandably a bit bored.

Here comes the first proposed change: With the current system, whoever initiates combat gets to act first. That is fair, don’t you think, but also a bit boring, as whoever initiates combat can act out their entire turn without fear or worry about retribution, and without including the circumstances in the (risk) calculation. This is a good opportunity to add some depth to the system and tension to the situation.

Circumstances vary. A junkie wandering on the street most likely doesn’t expect someone on the other side of the street to suddenly pull out a gun (unless he is paranoid ;P ), and therefore is not prepared to counter it. You could say he is “0 % alert” (or 1% or whatever very small number you prefer). A guard however, who has just begun his shift, would be on guard and alert for any intruders (it is his job, after all). He might therefore be 75 % Alert. A guard, who has just spotted an enemy, will naturally be expecting an attack any second, and there for 100 % alert.

Back to our small example, as you might remember, these guys have been on duty for a while, and might therefore now only be 50 % alert (alertness naturally decreases proportional to time on duty, but that's a minor detail. Feel free to ignore it.). As I haven’t explained that bit yet, you might wonder what this “alertness” stat is good for. Simple: It affects how fast the character can react upon being attacked. An example:

The player, as you might remember, is hiding around the corner, and he decides it is time to wipe out those pesky guards standing in his way. It should be quite easy, as he is a good shooter and has surprise on his side.

With the nice, new FO3 combat interface, he queues up two actions:

1: Pop out from behind the corner (alert check).
2: Fire an aimed shot at guard #1’s head.

He then clicks the “Go” button (or something similar). The queued actions then play out in real-time, as follows:

1: As the PC pops out from behind the corner, the game rolls a check to decide if the player manages to get the first shot off, or if (one of) the guards gets to fire first. The statistics that modify is: The guards’ agility (reflexes, speed) and alertness-level, and the players’ agility (reflexes, speed) (The players’ alertness is naturally at 100 %, as he/she initiated combat). As the guards are in a relatively low state of alertness (50 %) and the player have a higher agility, the check falls in favour of the player (as it would in most similar situations), and the player shoots before the guards can react.

The combat messages might read like this:

Player pops out from behind the corner, taking the guards by surprise. Guard #1 raises his gun to fire, but before he can do anything, Player shoots and hits him in the head with a critical hit for 152 hitpoints, splattering his brains over the nearby walls. Guard #1 was killed.

This all plays out in real-time, as the player already decided on the actions (pop out and shoot), before he actually carried them out. As such, no thinking time is lost. The player can still use as much time as he wants thinking of his actions before he tells the game to carry them out. The main difference from FO 1/2 here is that you can queue actions, and then let them play out in all the style and beauty of real-time action, adding to the feeling of action and aesthetics of the situation.

So, the player has popped out from behind the corner and shot dead one of the guards, all in real time. What now? Simple: Business as usual. If the PC still has action points to spend, he gets to spend them (He would probably want to use them to get behind some cover ;) ). If not, the remaining guard has his turn and get to try to kill the PC.

So, action point spending might turn out like this:

Initiate combat: : 0 AP
Pop-out from behind corner (“combat-move”) : 2 AP
Fire aimed shot with Desert Eagle at Guard 1: 5 or 6 AP
Take cover behind corner : 1 AP*
Total : 8 or 9 AP. Not to unreasonable IMHO

(* = I think that actions like taking cover should have a low AP cost, to reward tactics.)

That was the basic example, but of course there are many variations and possibilities. As you might have understood, the main point here, besides queuing up actions and playing them out in real time (Not the same as real-time combat with pausing and queuing!) is a behind-the-scenes check to decide if the acting character gets to act/fire without anyone interfering (firing first). I am sure you have all seen a western-movie where the most important thing is who can draw and fire quickest (not that is should be like this in FO3! Just an added detail…)

Take note that this check might be carried out at different times. For example, if the PC happened to walk (out of or in combat-mode) into the view of two guards who are suspicious, but not outright hostile, the alertness/retaliation check would be carried out only if the PC tries to shoot/attack the guards, not before. A guard whose view the PC walks into might have an alertness level of 70 %, which is raised to for example 90/95 % if the PC pulls out a gun, depending on the circumstances (a NPC or PC would never have 100 % alertness, except in actual combat). This would also give unarmed character a (well-deserved, in my opinion) bonus advantage, as they have a greater chance of getting the first “shot” in ;)

The proposed changes/additions are thus as follows:

1: Option for queuing actions and playing them out in real-time (with nice 3D-animated moves ;) ).
2: Sequence stat replaced by a check based on agility/sequence and “alertness” whenever combat is initiated (random encounters) or an attack is attempted (above example).

I hope I have managed to convey my idea and thoughts with the above (where the most important information is), but in a pre-emptive strike to try to clarify a few things that I might not have explained very well or forgotten, I will add some more examples and information. If there is anything you haven’t quite understood (which is highly likely, I would think), please read on:


Appendix:

Note that even though I (perhaps misguiding) named the system “Pseudo-real-time” (as mentioned, in lack of a better word), it would still be possible to fight entirely in turn-based mode. Taking the above corridor-with-guards example, one who wants complete control might chose to do one and one action at a time, instead of queuing the actions and watch it play out in real-time.

As in the first example, he would probably want to pop out from the corner (performing what I so smartly like to call a “combat-move*”), and then think some more about what to do next.

So, he spends two action points and successfully** (without stumbling or falling, like a low-agility character might end up doing) pop out from behind the corner. This is where matters are complicated a bit. What should the game do now? Should it immediately run an alert-check to decide if the guards get to open fire (after all, they have a “shoot-on-sight”-attitude), or should it wait until the player does something else (like attempting to shoot the guards). I am of the opinion that there is 3 options here:

1: Nothing happens. Just like in FO 1 & 2, the Player gets to spend all of his action points before the opponents get to act. This way, turn-based get an advantage (but it doesn’t look as cool as doing it real-time).

2: The game runs an alertness-check as the player appears from behind the corner. If both guards fail the check, nothing happens. If the check is successful for one or both of the guards, they get to either fire once each (with any weapon and fire mode that they already have equipped) or get half the AP (to simulate that they have to act quick if they don’t want to get shot, as it isn’t actually their turn) they would get in a normal turn to use on other tasks (like taking cover or equipping a weapon). (The same procedure that is used in the first example, when queuing and then carrying out actions real-time)

3: The game runs a check once as the player comes into view, and then another for each action the player performs (either a normal check every time, or an easier check for each succeeding action the player performs). For example, the player attempts to dash past the guards (instead of attacking them), for each action point he/she spends on moving (moving is business as usual, no changes there) an alertness-check is run, if one or both guards succeed, the same procedure as above is used (guards get to fire once, or get half the AP of a normal turn). After they have had their (half) turn, the player can continue (with either running, or stopping and firing/attacking if he chose/have enough AP). If the check is made successfully, it is not made again until the player is out of view (After a successful check, the guard(s) get a half-turn for every one or two points the opposing player uses on movement (also, the check is made separately for every critter/enemy).

Note: This last example might also be played out in real-time (would look better and cooler, in my opinion), if the player chose to. If you know exactly what you want do (i.e. just run across the hallway), I see no reason not to (although I in no way mean to degrade those who prefer turn-based and/or would never use a real-time feature)


* = Performing a combat move would raise the suspicious/alertness-level of nearby NPC’s, and might even cause some NPC’s to initiate combat. Example: you walk across a hallway were two almost-but-not-quite-hostile guards stand, and suddenly dive for cover (to do so, you would have to enter combat-mode). A bit suspicious, don’t you think? ;)

** = An example of a combat-move gone wrong might be: Player has 3 in agility (and perhaps a bit low luck). He pops out from behind a corner to shoot, but in the process trips over his own feet and falls on the floor, losing the rest of his turn. The turn goes to the guards, who promptly shoot the poor guy dead.

Another similar situation might be one where the player himself does not mess up, but where action from enemies might interrupt the player and screw up whatever action the player was performing. Example:

Player leans around the corner to throw a grenade, but is spotted by a guard (who successfully made an alertness-check). The guard opens fire before Player manages to throw the grenade. The shot misses, but makes Player lose the grenade on the floor. Oops. Duck and cover! ;)

I think small changes and additions like this would spice up combat a bit, and add a bit of much-wanted (for my part, at least, altough I dare to hope that there are someone out there who agrees with me :wink: ) tension and actual action to the combat-aspect of Fallout. That is not say that combat in Fallout 1 & 2 is not good. It is great, and much fun! But as I see it, there are always things that can be improved. :) Note that these suggestions/ideas were made/thought up mostly with singleplayer in thought, but I think the system/concept/ideas put forth here could be transfered to a multiplayer enviroment without too much trouble.

I still have a few things left unsaid, but this is a horrible long read already (5 pages in Word! Damn, that went fast!), so I think that can wait for a bit. :P
Note that I named the post “How I/we[/] would like combat to be done in Fallout 3”, so please add your own suggestions thoughts and ideas.

Also please post any criticism, questions or thoughts you might have about this piece and thank you very much if you read all of this! Especially if you work at Bethesda :wink:
 
Pseudo-realtime could definitely work, the way you described it. I would imagine, however, that you would not get extra action points (if unspent) after clicking the "Go" button, however, depending on the alertness of the guards in question, if their alertness failed a check you would get another 'free' turn. Also, with this alertness check, one could add modifiers to weapons, such as laser weapons or flash grenades to decrease alertness values (since these determine their ability to react to the situation).
 
Flashbang-grenades? Great idea! They probably would be in somewhat shorth supply in a post-aopcalyptic world, though...

Regarding "free" action points, I am not completely sure if I understand what you mean.

*rereads his own post*

Hmm. I would prefer it if you could use some but not all of your actionpoints to queue up actions if you wanted, then have those actions (for example, move around the corner + shoot) being played out, while saving a couple of APs for whatever you might need them for after the actions you have queued up have been carried out (for example, reload, take cover or acess inventory). So, you wouldn't get "extra" points, just have the option to save them and not use all at once, even if you chose to use the queuing/real-time option. I have tried to think of a system where there isn't significant draback to either of the modes (pseudo-realtime or true turnbased), and I think a system where you dont have to use all your APs at once if you dont wish to fits that profile best.

What do you think?
 
Greetings!

I really like the idea as you posted it. I think it was the way they tried it for Fallout Tactics, but then you operated with several PC's at once.

With only a single PC to mind, the Real-time affair might be a good way to fare combat, if one has the desire to try something new. I am not sure about you, but when I saw Fallout Tactics and saw that it was just "improved" graphics put on top of a still 2D-world, I was a bit dissappointed, for the name Fallout. I had expected something in style with Neverwinter Nights for 3D, and I'd like to see something of the kind for Fallout 3 too.

Just saying what I think,
Have fun!
 
Personally I would like that they included stance changing. Also a new calculation algorithm for those situations that there are a lot of potential hostiles in the area and the game takes lots of time calculating their next move.
 
Brutulf, your idea sounds .... very 'IF'y

to be honest, the 'queue' you described sounds like the 'Quick Action' feature in Desperados: Wanted Dead or Alive (1 queued action per character of 6 characters).

and when you mentioned the 'alert %', my own mind drifting into the idea of, say 50%, resulting in any action(s) you queued (firing a gun or melee attack) would 'gift' the guards 50% of what you used; so if they live and you used 6 AP, they could fire a pistol maybe.
 
Macaco said:
SILENT STORM

I am intrigued by your idea and wish to subscribe to your newsletter.


:)

Seriously, if it's going to have any feel like the original games in combat, a Silent Storm-style engine melded with Action Points and SPECIAL is about the best way to go. Hexes are a fairly ugly simplification that's useful when you want to cut down on calculations and distance measuring and such, or if your game layout lends itself well to tile-based schemes.

Since FO3 will almost certainly be 3D, there's no real reason to just go with actual distances like SS. It gets rid of a few quirks and can be used to make combat a lot more interesting.
 
Since FO3 will almost certainly be 3D, there's no real reason to just go with actual distances like SS.

I believe you mean, "there's no real reason not to go with actual distances like SS."
(iremoved 'just' also)

I agree, I bet a 3D engine would require more code to use a 'grid' layout (for I "believe" such a layout would be required to be coded 'on-top-of' the _natural_ grid which is just so small and unmarked, like Fallout: Tactics)
 
Corran said:
Brutulf, your idea sounds .... very 'IF'y

to be honest, the 'queue' you described sounds like the 'Quick Action' feature in Desperados: Wanted Dead or Alive (1 queued action per character of 6 characters).

and when you mentioned the 'alert %', my own mind drifting into the idea of, say 50%, resulting in any action(s) you queued (firing a gun or melee attack) would 'gift' the guards 50% of what you used; so if they live and you used 6 AP, they could fire a pistol maybe.

I haven't played Desperados, so I dont have any idea of how it works there, but in case you misunderstood, I meant that you/the player could as many or as few actions as he/she wants as long as he/she has the nesecarry AP's, without using his whole turn.

For example, one could queue up actions worth half ot the available AP's, see how it turns out and then decide how to use the rest of the AP's (altough you probably wouldn't have many left), turn-based or in real time.

As for the second part of your post, I dont think I quite understand.
Alertness, as I imagined it would only be used to determine the NPC's chance of detecting/spotting the player (along with Perception) and the NPC's chance of countering an attack.

I agree about hexes. I do not see any reason they are needed if the game is 3D.

As for "If's, I am not completely sure what you mean. Of course there is a lot of "if"'s. The has barely entered preproduction, and none of this has been tested in a real game-enviroment. :)

As for options/freedom of choice, I am that kind of guy who wants as many options as possible. The more options, the more chance to please as many (types of) players as possible. I imagine a "knob" (ala FO1/2) next to "combat-difficulty" with the options "True turnbased" "Turnbased/real-time" and "True realtime" might be a very good compromise (between those who loathe realtime and those who might want to at least try realtime) (I most definately would not use the "true realtime" feature myself).
 
Brutulf said:
I agree about hexes. I do not see any reason they are needed if the game is 3D.

They are needed because they were part of what made the game feel like a tabletop P&P RPG, as does the turn-based combat, as has been stated quite a few times before. 2D and 3D are both irrelevant in terms of those considerations, though a 3D iso with hex-based movement and combat system isn't inconceivable.

As for flash-bang grenades...please pay attention to the setting before I mangle someone. Neither was such manner of fighting common to the pulp setting from which Fallout is take from (pugilism and some sense of honor or code is more in effect), unless it was something special to defeat a major enemy. Neither were those kinds of grenades around for such considerations. Remember why they used transistors. Oh, wait, they didn't. 8)

Flash-bang grenades are a more recent thing, and the US army didn't really have decently reliable frag grenades until Vietnam, and "reliable" was questionable in itself. They had a few flares in WWI and on but nothing like the flash-bang, and it wasn't really a consideration until recently so it would have been unlikely that it would have evolved in the Fallout universe, mainly because we've not seen one in the universe yet (and mainly because Fallout's world didn't follow the same timeline of events as our own). That is a little questionable, but in the world where flash-bangs are real, they would be far more common in an urban setting than anything military grade.
 
Yes, I agree. "flashbangs" doesn't really fit Fallout. Both stylewise, and due to the fact that they would be next to impossible to find in a post-apocalyptic world. You have to excuse me for my foolishness, I just was a bit excited to actually get some input/new thoughts.

And what I said about hexes just doesn't make sense, so nevermind that too, please. :P :wink:

PS: what did you say/mean about/with "transistors"? :?
 
<sigh> I guess flash grenades are out of the question, however, might I note that these could be made out of, say, magnesium powder? Something one could perhaps find in a post-apocalyptic world where certain buildings are abandoned. They don't sound any less far-fetched than *plasma* grenades. <scoff> Like a magnetic bottle will last centuries.

What I think Roshambo meant was that they couldn't use transistors because of the sensitivity of such a device to electromagnetic discharge, or fields caused by an atomic bomb. Maybe I'm just completely off, but why else would someone mention transistors in such a setting?
 
Well, you have to agree that in the very least that would make throwing less useless, and if you could use "magnesium powder" like mentioned above, maybe science too.
 
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