Fallout: New Vegas

Discussions about Zombie training simulators such as video games, RPGs, paintball or other related simulations.

Moderator: ZS Global Moderators

User avatar
Bearcat
* * * * *
Posts: 3950
Joined: Sun Oct 25, 2009 2:03 pm
Favorite Zombie Movies: Do I have to choose?
Location: Nasty Natti, Ohio

Re: Fallout: New Vegas

Post by Bearcat » Tue Sep 28, 2010 10:52 am

Molon Labe wrote:Normal difficulty with hardcore mode on right off the line.
Hardcore is not a difficulty? I'm definitely playing hardcore first, I don't wanna bitch out on an uber realistic paw game.
Meat N' Taters wrote:Death rays, advanced technology or not, no creature wants to be stabbed in their hoo-hoo.
Jvandenhaus wrote:Zombie squad: If you aren't one of us, you wish you were.

User avatar
Molon Labe
* * * * *
Posts: 5076
Joined: Wed Dec 19, 2007 3:45 am
Location: Glendale, AZ

Re: Fallout: New Vegas

Post by Molon Labe » Tue Sep 28, 2010 1:28 pm

Bearcat wrote:
Molon Labe wrote:Normal difficulty with hardcore mode on right off the line.
Hardcore is not a difficulty? I'm definitely playing hardcore first, I don't wanna bitch out on an uber realistic paw game.
Hardcore mode is a setting that's outside of the difficulty system. That way you get more of a challenge without turning every enemy encounter into a battle of attrition. I hated that a super mutant could take 2 rounds to the head from a fully repaired sniper rifle with 100 in small guns with a sneak critical and simply shrug it off and smash my skull with a nail board. That's not challenging, that's irritating. The hardcore mode sets things to a more realistic level of play. Enemies aren't 1 step shy of immortal, and now neither are you. Crippled limbs require more than just a stimpack or sleep (now you need a doc or a surgery kit), you need to eat and sleep, stimpacks heal over time and they have weight (all meds have weight now in hardcore), ammo has weight (not sure about caps), eating uncooked wasteland food like geckos can make you sick (yes you can cook your food and a survival perk exists that aids in that for doing so in the field), weapons can be repaired with repair kits, you can die of thirst so you need water and if you don't have any drinking from a wasteland source now has a tactical risk to it (as radaway now decreases you rads over time like stimpaks with health.)

I can go on and on about how awesome these changes are going to make things.
Molon labe: Underwater Fire Starter-
"Tis' not shackles of iron that will chain the people, but apathy. Twill' not be weapons of steel that will keep them free, but the will to act."
Thor wrote: Never did sling load that Gama Goat.
Image You can't stop the signal.

User avatar
docdredd
* * * * *
Posts: 2072
Joined: Wed May 21, 2008 4:21 pm

Re: Fallout: New Vegas

Post by docdredd » Tue Sep 28, 2010 1:56 pm

I just hope that you can use your skills to more advantage. It sucks that my "Doctor" character cant get paid for all his training but a guy with half my level can set up shop....
SMoAF wrote:

It's always a mistake to confuse general affability with the inability to do harm.


Vicarious_Lee

I dunked a bitch's head in a bucket of ice water one time when she was OD-ing on Xanax. Worked great, but there was a LOT of paperwork afterward. :lol:

User avatar
Molon Labe
* * * * *
Posts: 5076
Joined: Wed Dec 19, 2007 3:45 am
Location: Glendale, AZ

Re: Fallout: New Vegas

Post by Molon Labe » Tue Sep 28, 2010 2:04 pm

Me mother fucker, Me wrote:Something just occurred to me. Remember the rare quests in Fallout 3 that didn't have quest markers on them? Just info logged onto your pipboy's note section? Well, a good one for New Vegas would be a good old fashioned Bounty Hunt. No quest markers. No quest updates in your quest log. Just note gathering, clue hunting, and a picture/profile on your pipboy taken from a wanted poster. A good old fashioned bounty hunt would go well with the Wild West theme to New Vegas. These could be NPCs that are already in the game, going about their business, trying to stay low and blend in. You could have already met them previously in the game. And then add a moral dilemma with a couple of them. Say, the largest bounty could have been set up by a ruthless casino owner and you have to choose between collecting or helping him escape.

These would be awesome if done well, and actually designed to make you use atleast a modicum of investigative sense.

Just a thought.
I still think that ^^this^^ would be awesome.

Using your med skills for caps would be great, Oh Wait! There's also the ability to craft consumable objects like meds and foods, so maybe your med skill would come into play with the crafting of meds.
Molon labe: Underwater Fire Starter-
"Tis' not shackles of iron that will chain the people, but apathy. Twill' not be weapons of steel that will keep them free, but the will to act."
Thor wrote: Never did sling load that Gama Goat.
Image You can't stop the signal.

User avatar
docdredd
* * * * *
Posts: 2072
Joined: Wed May 21, 2008 4:21 pm

Re: Fallout: New Vegas

Post by docdredd » Tue Sep 28, 2010 6:47 pm

tell me more about this crafting thing???????
SMoAF wrote:

It's always a mistake to confuse general affability with the inability to do harm.


Vicarious_Lee

I dunked a bitch's head in a bucket of ice water one time when she was OD-ing on Xanax. Worked great, but there was a LOT of paperwork afterward. :lol:

User avatar
Sckitzo
ZS Lifetime Member
ZS Lifetime Member
Posts: 5571
Joined: Tue Oct 07, 2008 3:42 am
Favorite Zombie Movies: Dawn of the Dead (org)
Location: Tucson, AZ
Contact:

Re: Fallout: New Vegas

Post by Sckitzo » Tue Sep 28, 2010 7:26 pm

How i did not see this topic I don't know, but awesome.

Think Ill be playing on Hard with Hardcore on. Interested in crafting info also.

User avatar
Molon Labe
* * * * *
Posts: 5076
Joined: Wed Dec 19, 2007 3:45 am
Location: Glendale, AZ

Re: Fallout: New Vegas

Post by Molon Labe » Tue Sep 28, 2010 11:43 pm

The game Devs from Obsidian are remaining very tight lipped about it. All I've been able to squeeze out of them is that the crafting depends on both your repair skill and the respective skill of the object.

Meds, food, ammo (you can make your own ammo including +P, HP, AP, SJSP, Slugs and shot.) Obsiian really pulled out the stops for this one. There's also a difference between weapon maintenance and weapon repair, look it up it's awesome.
Molon labe: Underwater Fire Starter-
"Tis' not shackles of iron that will chain the people, but apathy. Twill' not be weapons of steel that will keep them free, but the will to act."
Thor wrote: Never did sling load that Gama Goat.
Image You can't stop the signal.

User avatar
Sckitzo
ZS Lifetime Member
ZS Lifetime Member
Posts: 5571
Joined: Tue Oct 07, 2008 3:42 am
Favorite Zombie Movies: Dawn of the Dead (org)
Location: Tucson, AZ
Contact:

Re: Fallout: New Vegas

Post by Sckitzo » Tue Sep 28, 2010 11:47 pm

With less than a month to release think they woulda said something by now

User avatar
Molon Labe
* * * * *
Posts: 5076
Joined: Wed Dec 19, 2007 3:45 am
Location: Glendale, AZ

Re: Fallout: New Vegas

Post by Molon Labe » Tue Sep 28, 2010 11:55 pm

Sckitzo wrote:With less than a month to release think they woulda said something by now
I know, right? The options for companions this time are fantastic, and each companion brings a distinct perk with them that enhances your abilities.
Molon labe: Underwater Fire Starter-
"Tis' not shackles of iron that will chain the people, but apathy. Twill' not be weapons of steel that will keep them free, but the will to act."
Thor wrote: Never did sling load that Gama Goat.
Image You can't stop the signal.

User avatar
Phoenix David
ZS Member
ZS Member
Posts: 3108
Joined: Tue Oct 21, 2008 11:28 pm
Favorite Zombie Movies: I am legend, Omega man
Location: Glendale, Az

Re: Fallout: New Vegas

Post by Phoenix David » Tue Sep 28, 2010 11:58 pm

Well I guess I should pencil in another 200 hours for New Vegas
Nobody ever wishes they brought a smaller gun to a gun fight

User avatar
Molon Labe
* * * * *
Posts: 5076
Joined: Wed Dec 19, 2007 3:45 am
Location: Glendale, AZ

Re: Fallout: New Vegas

Post by Molon Labe » Wed Sep 29, 2010 3:50 am

I've actually been toying with the idea of writing an episodic fanfiction set in the Capital Wasteland, where the Lone Wanderer died during the retaking and activation of Project Purity. The story would have been centralised around a different character that was in cold sleep with in the Raven Rock facility since before the bombs dropped. One day he's participating in a military sanctioned project in conjunction with Vault Tech scientists, the next (in his view) he's waking up (<--- for lack of a better term) underneath a now ruined Raven Rock base 2 weeks after the Lone Wanderer initiated the self destruct sequence.

I had toyed with the idea, coming up with new ideas and adding a realism to the Fallout world, as the game was SEVERELY limited. I just never got around to fine tuning the story before losing interest.
Molon labe: Underwater Fire Starter-
"Tis' not shackles of iron that will chain the people, but apathy. Twill' not be weapons of steel that will keep them free, but the will to act."
Thor wrote: Never did sling load that Gama Goat.
Image You can't stop the signal.

User avatar
Molon Labe
* * * * *
Posts: 5076
Joined: Wed Dec 19, 2007 3:45 am
Location: Glendale, AZ

Re: Fallout: New Vegas

Post by Molon Labe » Wed Sep 29, 2010 6:44 am

Update on crafting:

Handload ammo and unique ammo is crafted using the repair skill (and possibly guns)

Meds and food crafting depends on your level in the Survival skill. Survival skill covers the skinning and cooking of animals for sale of the hides and meat, the crafting of meds using wasteland plants and items (and possibly animal parts).

There are also weapon mod kits (i.e. scopes, suppressors, extended mags, buffed bolts and triggers, etc.) that are unique to each weapon. Only weapon that I that I've been told that can not be modded for sure will be the 10mm pistol that comes with the GameStop pre-order as it is already a one of a kind unique weapon.
Molon labe: Underwater Fire Starter-
"Tis' not shackles of iron that will chain the people, but apathy. Twill' not be weapons of steel that will keep them free, but the will to act."
Thor wrote: Never did sling load that Gama Goat.
Image You can't stop the signal.

User avatar
Bearcat
* * * * *
Posts: 3950
Joined: Sun Oct 25, 2009 2:03 pm
Favorite Zombie Movies: Do I have to choose?
Location: Nasty Natti, Ohio

Re: Fallout: New Vegas

Post by Bearcat » Wed Sep 29, 2010 7:33 am

Molon Labe wrote:Update on crafting:

Handload ammo and unique ammo is crafted using the repair skill (and possibly guns)

Meds and food crafting depends on your level in the Survival skill. Survival skill covers the skinning and cooking of animals for sale of the hides and meat, the crafting of meds using wasteland plants and items (and possibly animal parts).

There are also weapon mod kits (i.e. scopes, suppressors, extended mags, buffed bolts and triggers, etc.) that are unique to each weapon. Only weapon that I that I've been told that can not be modded for sure will be the 10mm pistol that comes with the GameStop pre-order as it is already a one of a kind unique weapon.
I think I need to change my pants, cause thats awesome.
Meat N' Taters wrote:Death rays, advanced technology or not, no creature wants to be stabbed in their hoo-hoo.
Jvandenhaus wrote:Zombie squad: If you aren't one of us, you wish you were.

User avatar
Molon Labe
* * * * *
Posts: 5076
Joined: Wed Dec 19, 2007 3:45 am
Location: Glendale, AZ

Re: Fallout: New Vegas

Post by Molon Labe » Wed Sep 29, 2010 7:56 am

Bearcat wrote:
Molon Labe wrote:Update on crafting:

Handload ammo and unique ammo is crafted using the repair skill (and possibly guns)

Meds and food crafting depends on your level in the Survival skill. Survival skill covers the skinning and cooking of animals for sale of the hides and meat, the crafting of meds using wasteland plants and items (and possibly animal parts).

There are also weapon mod kits (i.e. scopes, suppressors, extended mags, buffed bolts and triggers, etc.) that are unique to each weapon. Only weapon that I that I've been told that can not be modded for sure will be the 10mm pistol that comes with the GameStop pre-order as it is already a one of a kind unique weapon.
I think I need to change my pants, cause thats awesome.
My photobucket account crashed or something, so I can't link any of the pics of the weapons (both vanilla versions and modded)

If you really want to see some of them I can send them to you via email.
Molon labe: Underwater Fire Starter-
"Tis' not shackles of iron that will chain the people, but apathy. Twill' not be weapons of steel that will keep them free, but the will to act."
Thor wrote: Never did sling load that Gama Goat.
Image You can't stop the signal.

User avatar
Molon Labe
* * * * *
Posts: 5076
Joined: Wed Dec 19, 2007 3:45 am
Location: Glendale, AZ

Re: Fallout: New Vegas

Post by Molon Labe » Wed Sep 29, 2010 8:01 am

I think another repeatable quest line that'd be cool for New Vegas would be earning caps/gear/tech by escorting caravans thru the wastes.

So, bounty hunting and caravan escorting. You listening Obsidian? Repeatable non marked quest ideas are not hard to come up with.
Molon labe: Underwater Fire Starter-
"Tis' not shackles of iron that will chain the people, but apathy. Twill' not be weapons of steel that will keep them free, but the will to act."
Thor wrote: Never did sling load that Gama Goat.
Image You can't stop the signal.

User avatar
Sckitzo
ZS Lifetime Member
ZS Lifetime Member
Posts: 5571
Joined: Tue Oct 07, 2008 3:42 am
Favorite Zombie Movies: Dawn of the Dead (org)
Location: Tucson, AZ
Contact:

Re: Fallout: New Vegas

Post by Sckitzo » Wed Sep 29, 2010 8:04 am

Molon Labe wrote:I think another repeatable quest line that'd be cool for New Vegas would be earning caps/gear/tech by escorting caravans thru the wastes.

So, bounty hunting and caravan escorting. You listening Obsidian? Repeatable non marked quest ideas are not hard to come up with.
Using the same Engine correct?

Can't wait for the mods to start pouring out :mrgreen:

User avatar
Shmerlin
* * * * *
Posts: 5182
Joined: Sun Jun 12, 2005 4:25 pm
Location: West Palm, FL
Contact:

Re: Fallout: New Vegas

Post by Shmerlin » Wed Sep 29, 2010 8:06 am

I'm awaiting, with Bated breath, for the release of this lovely game. I've actually thought of taking a week of vacation time just so I can play semi-uninterupted LOL.
Dinner Adventures, My restuarant review blog.

User avatar
Molon Labe
* * * * *
Posts: 5076
Joined: Wed Dec 19, 2007 3:45 am
Location: Glendale, AZ

Re: Fallout: New Vegas

Post by Molon Labe » Wed Sep 29, 2010 8:13 am

Sckitzo wrote:
Molon Labe wrote:I think another repeatable quest line that'd be cool for New Vegas would be earning caps/gear/tech by escorting caravans thru the wastes.

So, bounty hunting and caravan escorting. You listening Obsidian? Repeatable non marked quest ideas are not hard to come up with.
Using the same Engine correct?

Can't wait for the mods to start pouring out :mrgreen:
They're actually using the same engine (Gamebryo) but altered using ideas based on some of the mods that came out on the Fallout Nexus site. Like the companion wheel. The companion wheel is a separate interface that grants you greater control of your companions (i.e. if you're a sneaky bastard trying to stealth around an enemy encampment, you can now set your companions to passive mode which keeps them from engaging enemies until you initiate said engagement or they are spotted and shot at.) Same goes for companion healing (though you must give them stimpacks for this to work.)
Molon labe: Underwater Fire Starter-
"Tis' not shackles of iron that will chain the people, but apathy. Twill' not be weapons of steel that will keep them free, but the will to act."
Thor wrote: Never did sling load that Gama Goat.
Image You can't stop the signal.

User avatar
Sckitzo
ZS Lifetime Member
ZS Lifetime Member
Posts: 5571
Joined: Tue Oct 07, 2008 3:42 am
Favorite Zombie Movies: Dawn of the Dead (org)
Location: Tucson, AZ
Contact:

Re: Fallout: New Vegas

Post by Sckitzo » Wed Sep 29, 2010 8:19 am

Man I can't wait to see what all they upgraded.

Hopefully gamestop ships my copy ontime. I would have preordered steam version, but I always love the Fallout CE's. Nifty stuff with em.

User avatar
Krustofski
* * * * *
Posts: 1494
Joined: Mon Oct 05, 2009 2:40 pm
Favorite Zombie Movies: Night of the Living Dead (1968)
Location: The Teutonic Woodlands

Re: Fallout: New Vegas

Post by Krustofski » Wed Sep 29, 2010 8:31 am

I'm excited. I preordered the US version of New Vegas from a retailer in Austria yesterday.

I have better things to do than to play RPGs, but come on, it's FALLOUT, that's a completely different thing. I've been addicted since I played the first Game in '98. I only have replayed Fallout 1 & 2 about 12, and Fallout 3 including all DLC about 5 times. Really, I don't have a problem, I can stop any time I want.

ETA: Despite all the wasted time, the Fallout series definitely has done me some good. The NMA Forums more or less teached me English, so there's that.
Off the internet until further notice.

User avatar
Bearcat
* * * * *
Posts: 3950
Joined: Sun Oct 25, 2009 2:03 pm
Favorite Zombie Movies: Do I have to choose?
Location: Nasty Natti, Ohio

Re: Fallout: New Vegas

Post by Bearcat » Wed Sep 29, 2010 8:35 am

Molon Labe wrote:
Bearcat wrote:
Molon Labe wrote:Update on crafting:

Handload ammo and unique ammo is crafted using the repair skill (and possibly guns)

Meds and food crafting depends on your level in the Survival skill. Survival skill covers the skinning and cooking of animals for sale of the hides and meat, the crafting of meds using wasteland plants and items (and possibly animal parts).

There are also weapon mod kits (i.e. scopes, suppressors, extended mags, buffed bolts and triggers, etc.) that are unique to each weapon. Only weapon that I that I've been told that can not be modded for sure will be the 10mm pistol that comes with the GameStop pre-order as it is already a one of a kind unique weapon.
I think I need to change my pants, cause thats awesome.
My photobucket account crashed or something, so I can't link any of the pics of the weapons (both vanilla versions and modded)

If you really want to see some of them I can send them to you via email.
Nah, you don' have to do that, I'll find out soon enough. I better go pre-order this bitch. What is a vanilla version?
Meat N' Taters wrote:Death rays, advanced technology or not, no creature wants to be stabbed in their hoo-hoo.
Jvandenhaus wrote:Zombie squad: If you aren't one of us, you wish you were.

User avatar
Molon Labe
* * * * *
Posts: 5076
Joined: Wed Dec 19, 2007 3:45 am
Location: Glendale, AZ

Re: Fallout: New Vegas

Post by Molon Labe » Wed Sep 29, 2010 8:38 am

Bearcat wrote: What is a vanilla version?
Vanilla stands for "plain or standard", so it means the weapon before modification.
Molon labe: Underwater Fire Starter-
"Tis' not shackles of iron that will chain the people, but apathy. Twill' not be weapons of steel that will keep them free, but the will to act."
Thor wrote: Never did sling load that Gama Goat.
Image You can't stop the signal.

User avatar
Krustofski
* * * * *
Posts: 1494
Joined: Mon Oct 05, 2009 2:40 pm
Favorite Zombie Movies: Night of the Living Dead (1968)
Location: The Teutonic Woodlands

Re: Fallout: New Vegas

Post by Krustofski » Wed Sep 29, 2010 8:42 am

Bearcat wrote:Nah, you don' have to do that, I'll find out soon enough. I better go pre-order this bitch. What is a vanilla version?
Vanilla = stock. Just standard, like plain vanilla ice cream. (gaming terminology and NMA DID teach me English ^^) EDIT: Molon Labe beat me to it.

Weapon mods on a hunting rifle can be seen here: http://fallout.wikia.com/wiki/Weapon_mods" onclick="window.open(this.href);return false;
[standard, scope, faster custom action, extended magazine]

A scoped high-cap hunting rifle with custom action will so be my main gun on the first playthrough. 8)
Off the internet until further notice.

User avatar
Molon Labe
* * * * *
Posts: 5076
Joined: Wed Dec 19, 2007 3:45 am
Location: Glendale, AZ

Re: Fallout: New Vegas

Post by Molon Labe » Wed Sep 29, 2010 9:05 am

Krustofski wrote:

A scoped high-cap hunting rifle with custom action will so be my main gun on the first playthrough. 8)
That and a silenced .22 pistol for stealth range kills and a lever action shotgun for close up dirty work. Combat knife coupled with a switchblade and/or razor (switchblade and razor can be concealed for when you enter a casino, all other weapons must be checked) comes standard with any load out though
Molon labe: Underwater Fire Starter-
"Tis' not shackles of iron that will chain the people, but apathy. Twill' not be weapons of steel that will keep them free, but the will to act."
Thor wrote: Never did sling load that Gama Goat.
Image You can't stop the signal.

Post Reply

Return to “Zombie Survival/Combat Simulations”