VATS is a crappy attempt to appeal to people who want turn based combat without actually creating a turn based combat system. It just ends up being an instant-win mode in F3, or an instant-boost mode in FNV.
I would like a system where AP drains as you run or even walk in combat. It regenerates when you stand still. If you exhaust your AP, then you can't move and you fall over in the limp body way Gamebyro handles unconsciousness. Then, make VATS more powerful like in F3 again.
That way, you introduce a level of strategy into it, where you balance the opportunity to use a powerful god mode, but exhausting your supply really puts you at risk. So damage/maneuverability. Also, would make it a bit more like the original games.
But people would get pissy because it's "too hard".
Sylvius the Mad wrote...
I want ZERO action elements in my RPGs.
Twitch-based real-time mouse targetting is an action element. VATS let me pause the
game, select a target, and then let the stats resolve the outcome.
That's exactly what I want from combat.
Whether the implementation of VATS was overpowered is immaterial. FO3 VATS mostly let me avoid real-time combat, and FO:NV VATS did nothing of the sort.
Actually it did, if you were smart. You can roll a diplomatic character and avoid almost all combat in the game.
Alternatively, you could roll a stealthy character.
You could also roll a gunplay/stealth character for stealth kills.
A Melee or un-armed character works too.
But that's the thing about freeform real time combat systems. You can never completely remove player skill from the equation, you can only modify it. As true in Daggerfall as it is today.
Modifié par mrcrusty, 02 juin 2011 - 11:58 .