Silencing weapons and editing melee weapon damage

Dowjin

First time out of the vault
1. How do I reduce the amount of noise a gun makes so that NPCs don't become alert?

2a. How do I amp up the damage done by high end melee weapons so that a stealth character can sneak up and assassinate someone?

2b. Would Agility and Intelligence requirements be the best way to make sure assassination weapons stay out of the hand of bruisers?
 
1. You don't, the game doesn't have a noise mechanic. Search the forums here and at DaC there have been several discussions over the years on simulating silent kills.

2a. By changing the damage values in the entity editor.

2b. Do you expect bruiser characters to be dumb lumbering brutes?
 
I also found quite simple solution. Range class Melee does job just fine. Throw also can be used, but it's limited in max range.

Ranged weapon with Range Class Melee works like normal melee weapon in terms of Stealth. If you killed someone, and didn't uncovered yourself (no one alive witnessed you), then there's no alert. Simple and fun. You even can shoot burst and still be silent with same requirements.

DOESN'T work with "projectile" weapons (Rockets, Plasma, Laser etc) as you WILL be revealed to targeted enemy as soon as projectile released. So... No silenced Bazooka, lol.

Only sniper weapons would be quite bad with silencer, cause RC=Melee is like RC=Short (accuracy degrades with range), not Long or Scoped.

2a. Answered.
2b. Try to change and test it yourself. We can't know how your change will affest your gameplay.
 
requiem_for_a_starfury

Thank you, and yes, I do expect bruisers to put more points into Endurance and Strength than they do into Agility and Intelligence.

drawnacrol

Yeah I've been waiting since 2008 for that... Time to make some new material with my own hands.

TwoEyedYum

Thank you kindly! That saves me from having to do quite a lot of testing!

I know it would work in my case, I'm just trying to think if its fair were others to play it. I want it to be a weapon privileged to the sneaky, maybe with 6 or 8 ap cost so its useless outside of a stealth kill.
 
Dowjin said:
Thank you, and yes, I do expect bruisers to put more points into Endurance and Strength than they do into Agility and Intelligence.
That's the thing with FOT there's no reason a bruiser needs to be both dumb and lumbering. Agility is probably the most useful stat for any type of combat character and intelligence is no slouch either. Plus unless you take out all the drugs or severely reduce their effectiveness and duration then any build can get around virtually any restriction at least temporarily.

Dowjin said:
I know it would work in my case, I'm just trying to think if its fair were others to play it. I want it to be a weapon privileged to the sneaky, maybe with 6 or 8 ap cost so its useless outside of a stealth kill.
Any weapon that does so much damage that it can kill in one turn is going to be attractive to any character. The hardest part of any suggestion for stealth weapons was not making them 'silent' but to prevent the player from abusing them.
 
requiem_for_a_starfury

Yeah I know, I'm hoping to address a way so that its not easy to have max stats in everything.

My goal is to create a dynamic where more skills, like stealth, are useful and more choices are available.
 
This isn't FO3 you already can't have max stats in everything. Stealth is already fairly useful except for ranged characters and late game. FOT might be buggy, rushed and lacking in certain features but it's core mechanics work. It's really the implementation of those mechanics through the rat maze level design, lackluster story and poor weapon progression that let the game down.
 
requiem_for_a_starfury

Yeah, but you can come pretty close.

I'm all about the implementation.
 
Dowjin said:
Yeah, but you can come pretty close.
Even with drugs, power armour and the effects of some perks you are only going to get a few stats up to 12 and not permanently. Besides maximizing all stats isn't that useful and game breaking as in other games.

Don't get bogged down in trying to reinvent the game, it's a trap that a lot of modders have fallen into, myself included.
 
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