The following suggestions were based on the assumption that Fallout 3 would feature same-old AP system with same-old turn-based combat (think Fallout 2 with new story).
1. Reloading time must rise dramatically and be equal to the time it takes to fire a gun (5 AP for rifles, 6 AP for flamethrower and MGs). Why? Because 2 AP is just so ridiculously low - most gunslingers have around 8 AP/turn. It would force the player to take cover and count his shots somewhat.
2. Lower AP cost for pistols to 4. Why? Because you stop using pistols later in the game as soon as you find a shotgun. Either that, or make Fast Shot perk affect only pistols.
3. Make armorpiercing vs. hollowpoint ammunition more 'pronounced' - the impression I got from fiddling around with item editor was that armorpiercers did less damage without giving anything in return...
1. Reloading time must rise dramatically and be equal to the time it takes to fire a gun (5 AP for rifles, 6 AP for flamethrower and MGs). Why? Because 2 AP is just so ridiculously low - most gunslingers have around 8 AP/turn. It would force the player to take cover and count his shots somewhat.
2. Lower AP cost for pistols to 4. Why? Because you stop using pistols later in the game as soon as you find a shotgun. Either that, or make Fast Shot perk affect only pistols.
3. Make armorpiercing vs. hollowpoint ammunition more 'pronounced' - the impression I got from fiddling around with item editor was that armorpiercers did less damage without giving anything in return...