Krap said:
Having full control over party members obviously.
This is important. But personally I'd like to see some AI working too. Nothing special, but it would give a sense of realism to the NPCs instead of them behaving like robots.
Having an internal stat which would affect how much can the NPC bleed until it decides to: fall back (walk away but leave enough AP for a shot if the player decides it so), fall back completely (moves as far as it can without leaving any AP for the player to use), goes paranoid (psyduck hurts himself in the confusion). This "courage" value could, for example, be affect by the PC speech skill (leadership).
Surf Solar said:
Ah! Hehe, you mean the arbitrary unskippable animation. I can safely assure, there is not such a thing in my game.
Another graphic just pops up without any animation. As I am rather having PS:T'esque dialogues (lengthy ones...) I can safely assure you too that the game does not automatically skip to the next part of the textblock (I hated that in Torment and Fallout) - you can decide that on your own pace.
I for one really liked the talking heads
I understand them not being present in WR.
Surf Solar said:
Offtopic: Seeing your screenshot, I kinda miss the "Tell me about" button.
But I realize no one really used it and it would be a waste of time to implement it sadly...
You could always go all Sierra on it alá Hero's Quest
sounds good... yes it does
I can't remember anything Fallout specific (I think it has been over 10 years since I last played it).
But when thing that annoy me in RPGs in general is that when a fight breaks loose there is no way to end it until someone dies. This was even more annoying when you failed to steal someone.
Another thing was that fights would always have to be with firearms. I would like to see some importance given to melee combat.
Ok, some things that at least in theory sound good to me:
- before entering an area with some kind of law enforcement, you should be ordered to put your weapons down. If you're seen walking with a weapon in your hands you should be seen as an attacker and issued a last warning and if you ignore it then you should be attacked.
(mmm, this may be tricky to implement with NPCs)
- because of the above, unless you're in some shaddy parts of town, when a fight breaks it should be mellee. Obviously that the PC may want to intimidate with a gun, or even use it; but in the latter case there may be consequences (eg: guard nearby ears you).
- it should be possible to end fights before someone dies! there should be some mechanism for the PC and NPC to surrender. This would be of special importance for failed steal checks. Losing 10-20% of HP should be a good time to quit.
- if you kill someone with firearms, any armor that critter may had should be useless or at least very nerfed