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    Fallout Lore | Can Feral Ghouls be tamed?

    Fallout Lore | Can Feral Ghouls be tamed?


    Can Feral Ghouls be tamed?

    Posted: 07 Aug 2021 05:13 PM PDT

    I was concepting a Fo4 mod where Mutant Hounds are replaced with Special trained Feral ghouls, and this reminded me that i remember seeing passive Ferals somehwhere in a Fallout video.

    And i was wondering if a feat like that would even be possible. (In the lore)

    submitted by /u/N00bianon
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    Any more survivors after the Great War with stories?

    Posted: 07 Aug 2021 09:11 PM PDT

    I know about Randall Clark, Mr House and some ghouls/mutants along with the Little Lamplight tapes. But are there any other stories in the universe about people who survived after the war and their thought processes/experiences?

    submitted by /u/No-Interaction123
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    How’s did bohemoths get the way they are and how did they get so damn tall?

    Posted: 07 Aug 2021 06:32 PM PDT

    Why aren't feral ghouls used for electricity?

    Posted: 07 Aug 2021 06:09 PM PDT

    In Fallout Tactics and 4 we see bicycles that can be used to generate electricity. Why not doing something similar but with giant hamster wheels and feral ghouls?

    submitted by /u/Mendomendo
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    What group owns each state?

    Posted: 07 Aug 2021 08:54 PM PDT

    I know NCR owns Cali and the Legion own. Arizona and New Mexico, and both fight for Nevada, but who owns Massachusetts? Maine?

    submitted by /u/TheAtticDemon
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    How well do you guys think combat armor is supposed to perform in combat?

    Posted: 07 Aug 2021 10:17 PM PDT

    Compared to real life body armor? What kind of bullets could it prevent from piercing through to the wearer? If you could have a more realistic combat armor to wear in FO4, how would you want it to perform?

    I'm trying different things in order to make a mod that will fit in to the context of a brutal survival mod where every bullet coming at you will pack the deadly force they would really carry in real life against the very real fragility of the human body. In short, it's going to make it very easy to die without protection, skills, or just sheer luck. The best protection will be power armor, which will effectively nullify most damage from bullet calibers weaker than the armor plating is rated for, because of the armor and the trauma resistant frame, but combat armor is different.

    It's placed directly on the body, so even if it stops some billets as a hard armor type, the wearer is going to feel a significant amount of the joule impact, so it's going to hurt. Then of course Bethesda's FO4 is unsupportive of giving health to pieces of ordinary armor, so I've had to get pretty creative to come up with a combat armor that could sort of offer a viable form of protection against really, really dangerous weaponry.

    For example the assault rifle in the game is a fully automatic weapon that carries 5.56 rounds, a caliber that would deal 180 points of damage per shot, while the player would only naturally have about 100-300 points of health. They'd be toast unprotected, just like in real life. No bullet sponges. Now, if the player was in a suit of T-51b power armor, they'd completely shrug off every single bullet until the armor got weak or it completely broke, unless armor piercing rounds were used. But T-51b will be really rare to come by, like all power armors, and will require much more to use them than in the vanilla game.

    So where does that leave the player in between?

    I can't treat regular armors quite like power armor because they have no health that can be degraded. If I gave them just as much protection as power armor but they don't degrade it would be a no brained to use regular armors instead. It defeats the purpose of having PA do what it's supposed to do, which is where I'm at in the mod, but I need a solution for other armors first, otherwise it will ruin the flow of the game and force players to exclusively use power armor or quit the mod altogether.

    The solution I cooked up is pretty complex, and I don't fully grasp how to pull it off yet i think. To begin, I want to create a perk that has conditions that monitor for when specific limbs are hit while worn, and from that place, depending on the actual coverage and material of the armor, provide a percent chance for incoming ballistic and energy projectiles to hit the flesh for full damage, or hit the armor for reduced damage. This would add some serious worth to armors like combat armor that are supposed to be rated for combat. Even though it's not a sure bet as PA, the player could truly feel like they have a better chance to survive with it because of the shape and the materials. A light chest piece would probably provide like a 30% to 40% chance to cover incoming damage, how much, I don't know yet, because I'm not sure what combat armor is really rated to stand up against. But it would be a hell of a lot better than wearing light leather armor, that single chest strap, only providing like a 3% chance to reduce incoming ballistic damage by next to nothing, while if a laser or plasma toroid did happen to strike it, the damage would be so severe it wouldn't matter. (Granted, I do have some pretty cool ideas to make experts in leather crafting turn leather armor into really formidable armor, because deerskin would provide different protection than say, deathclaw skin, or supermutants skin, which is actually bulletproof, putting it up there with some T-51 and higher power armor models, while chameleon deathclaw skin would provide excellent protection AND give the player a natural ability to blend in with the environment to avoid detection, and alpha deathclaw skin could make weaker male Deathclaws flee, while allowing matriarch Deathclaws to be easily tamed and be used as companions. So other armors wouldn't be completely left out, they'd just need more work and creativity to perform next to combat armor, which would shine because of its coverage, whereas, even if better material was used for light leather armor, it would still have a 3% chance to reduce, say, 0.02 damage against certain weapons. But I digress.)

    Inside of a dangerous shoot out against someone who can deal 180 points of damage with a large clip, taking all that straight on would be a deathwish. But if that combat armor piece was on, every third or second shot could be reduced in damage, not just by the innate damage resistance, but a unique multiplier, so let's say 180 x .85 = 153 and 180 - 153 = 27, the armor would buy the player some time with the DR, say 150 points of health divided by 27 points of damage being 5.5 shots to the chest before going down for good, and from an automatic rifle, that would be fast. But with the additional multiplier, 1.85 or 2 shots out of those 5 shots would be filed down a little more, if I'm being conservative, by 50%, so 27 x 3 = 81 + 13.5 x 2 = 27 = 108. So if the player had the same weapon, except their opponent had plain clothes on, or light leather armor, the player would probably survive the encounter with 42 points of health left if all the shots were aimed at their torso.

    It's good in theory, it moves the game into a place of realism and sensibility, and highlights the importance of finding cover and using the cover mechanic in the game, or taking advantage of the moving target perk, which would actually give the player a percent chance to avoid all incoming damage while sprinting, or being invested into luck, which would also give the player a percent chance to avoid all incoming damage. So there's things you could do to survive, it's just that, like in real life, you'd probably need good equipment, some skill and some good old chance to tilt things in your favor.

    But I was searching for ways for the armor to provide less protection the more worn it is. The best I could think of would be to attach a getglobal condition to the mix for broken limb conditions so that if a limb got broken while wearing that armor, or maybe receiving a critical hit in that location, it could equate to "the armor getting damaged", and result in less protection for that piece for a while. It's not perfect, I don't know how that "armor" would be "repaired". I supposed I could also reduce the DR as well to allow players to know what the condition is like, but the armor might just have to be replaced. The armors could also either reduce limb damage or increase limb health to give the armor longer "life", as well as reduce both the chance and damage that critical attacks do.

    The other method I thought of was to assign a number of seconds or hours to pass while wearing the power armor but that is much more problematic because the armor could wear out without even seeing combat, being an inconvenience for the player and immersion breaking at the same time.

    So, tell me what you guys think, or if you have any more creative ideas. Thanks. Peace.

    submitted by /u/Jstcllme_Dema
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    Is ulysses the karl marx of fallout?

    Posted: 07 Aug 2021 11:45 PM PDT

    caesar's philosophy and it's impact on ulysses is literally the same story word for word on how marxism was created out of a critique of hegelian dialectics. the fact that caesar specifically name drops hegelian dialectics is what really tells you it's marxism.

    obviously it's not exactly marxism because the world is different and it would have to be something new, but it's the same groundbreaking, revolutionary philosophy that ended up shaking up the real world.

    submitted by /u/detournemen
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