Accurate Values for Star Wars Mod for Fallout New Vegas

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Panzersharkcat
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Accurate Values for Star Wars Mod for Fallout New Vegas

Post by Panzersharkcat »

After browsing through SD.net and noting how much more powerful Star Wars weaponry and how much tougher Star Wars armor is compared to modern day counterparts, I decided to change the damage of the weapons and damage threshold of the armor in this mod (http://www.newvegasnexus.com/downloads/ ... p?id=39799). The logic was that dumping the weapons and armor of the Empire into the Fallout universe would be a complete game changer. Even a small contingent of soldiers with Stormtrooper armor and E-11s would alter the course of battles, especially given the size of armies in the Fallout universe. There were 100 NCR fatalities at the First Battle of Hoover Dam and, IIRC, it was considered huge.

Lightsabers were granted 500-750 damage, depending on color, which is, admittedly rather arbitrary. I gave the DC-15s blaster pistol 150 damage and Han Solo's DL-44 300 damage, the same value I assigned per shot to the DC-15a for a mod in Fallout 3. An A-280, categorized by the mod as a sniper rifle, also inflicted 150 damage. The DLT-19, categorized in this mod as a heavy sniper rifle, was assigned 300 damage.

The DLT-20 was categorized as a repeater and was assigned 45 damage per shot, with a fire rate of 12 rounds per second for 540 damage per second. The DXR-6 Disruptor rifle was turned into another repeater in this mod, with 75 damage per shot with a fire rate of 5 rounds per second for 375 damage per second. I am considering turning this back into, as Wookieepedia describes disruptors, a weapon that "can vaporiz[e] a being instantly." (Incidentally, yes, Star Wars weapons can vaporize people. Take that, Trekkies who say otherwise.) The E-11 was assigned 150 damage per shot, since I considered it a submachine gun equivalent and would inflict roughly pistol round damage.

Stormtrooper armor was given a total of 135 damage threshold, which is how much damage must be inflicted to punch through the armor.

To put things in context, the 5.56 Marksman Carbine, basically an M4, does 24 damage per shot. The .308 rifle, This Machine, an M1 Garand, does 55 per shot. The .50 Anti-materiel Rifle, a PGM Hecate II, does 110 damage per shot. Frag mines do 100 in explosive damage. A Bottlecap Mine does 200 in explosive damage. Remnants Power Armor, which has the highest damage threshold in the game, has a total DT of 36. T-51b Power Armor of the Brotherhood of Steel has a total DT of 31.

How accurate would you say my figures are?
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Re: Accurate Values for Star Wars Mod for Fallout New Vegas

Post by The Grim Squeaker »

Except that we see even relatively puny laser pistols being capable of vaporizing their targets in one shot, a feat blasters certainly aren't capable off.
Of course, this needs to be adjusted by game mechanics, but my point is that assuming that blasters are an order of magnitude above the energy weapons shown in fallout that can vaporize giant cows with ease is a rather shaky bit of wankery.
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Re: Accurate Values for Star Wars Mod for Fallout New Vegas

Post by Aaron »

Wouldn't this just make the game ridiculously easy?
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Re: Accurate Values for Star Wars Mod for Fallout New Vegas

Post by Panzersharkcat »

Yes, it has. Drop it by half, then?
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Re: Accurate Values for Star Wars Mod for Fallout New Vegas

Post by Aaron »

I probably would, yeah.
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Re: Accurate Values for Star Wars Mod for Fallout New Vegas

Post by Mr Bean »

A few notes Panzersharkcat

Lightsabers, what no bonus to limb removal? :D

Second of while Stormtrooper armor is quite impressive, it's by no means a suit of platemail. There are plenty of joints (The black areas) which are only lightly if not at all armored where it's quite possible to shove a spear into someone there. If possible in Fo3 why not reflect this by keeping the 135 damage threshold for chest and head but with much less armor for limbs (If you can set armor values independent of the general armor rating) or you could cheat and attach the double damage vs limbs property which some of the Fo3 weapons have and if I remember should double damage to limbs when the armor is wore.

Third, within the game context those damage numbers are like giving the player god weapons, IE if they one-shot everything then there's no reason to use anything else.

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Re: Accurate Values for Star Wars Mod for Fallout New Vegas

Post by Eleas »

As much of a SW fanboy as I am, I think you may be going at the whole thing sideways. If you want to add, for instance, the E-11, then sure, it's nice to see roughly the same effects as those we see in the film when you hit your target. What would be really nice, though? Fidelity. To have the right sound, the right kickback, and the right sense of punch that would make the player immediately go "hey, that's what a real fucking blaster carbine should feel like."

This goes double for lightsabers. The specific way they flicker and hum is instantly recognizable, even if the recognition is subconscious in nature. And it depends on how you get to wield them. If they're just reskinned chainsaws, they're going to suck no matter how pretty they look.

There are a lot of things that developers have historically just plain forgotten to implement that would be trivially easy to get right. Stun setting, for instance? Even the otherwise quite nice Jedi Outcast overlooked that option.
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Re: Accurate Values for Star Wars Mod for Fallout New Vegas

Post by Panzersharkcat »

@ Mr. Bean: Huh. I just noticed the lightsabers do have a limb damage multiplier. And yes, I has turned them into God weapons, especially when given to Boone. At this point, I've stopped caring since this is something like my twelfth playthrough of New Vegas. I don't even bother attacking the Legate myself, anymore. I just use Enclave Commander to call a Vertibird in to nuke him and repeat if I don't kill him the first time around. It's going to be a major game breaker, even with lowered damage output. Thanks for the suggestions. Going to lower DT, as well. Trying to add weakness to joints right now.

@ Eleas: The blasters don't exactly have the appropriate sound in this one. Though now that I think about it, I may be able to transfer sound files from the Star Wars weapons mod for 3 to the one for New Vegas. The lightsabers act like machetes, in terms of how they are swung.
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"Because until I see gamers sincerely demanding that if they get winged in the gut with a bullet that they spend the next three hours bleeding out on the ground before permanently dying, they probably are too." - J.E. Sawyer
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Re: Accurate Values for Star Wars Mod for Fallout New Vegas

Post by Eleas »

Panzersharkcat wrote:@ Eleas: The blasters don't exactly have the appropriate sound in this one. Though now that I think about it, I may be able to transfer sound files from the Star Wars weapons mod for 3 to the one for New Vegas. The lightsabers act like machetes, in terms of how they are swung.
You may actually be able to recreate the sound effects from first principles, or at least spruce up existing sounds by mixing. I believe there are a few articles around that detail A New Hope and how they first proceeded to create the sounds. For some reason I find blasters in the OT seem to have a much more visceral bang to them.

But the thing is, I'm talking about the package. How it moves, how it kicks in the character's hand, how it feels to aim with it. That sum total is what you need to evoke an instant Star Wars recognition.

As for lightsabers, you'll by necessity be constrained by the limitations of the engine. I suppose the question is how far can you go within its limits.
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Re: Accurate Values for Star Wars Mod for Fallout New Vegas

Post by adam_grif »

When will gigatonne yield tlasers be included in your mod?
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Re: Accurate Values for Star Wars Mod for Fallout New Vegas

Post by Aaron »

adam_grif wrote:When will gigatonne yield tlasers be included in your mod?
:lol: Crank up the damage on the Fat Man and rename it "Proton Launcher"
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Re: Accurate Values for Star Wars Mod for Fallout New Vegas

Post by Panzersharkcat »

I am horribly inept when it comes to computers to the point that I am surprised that I have not accidentally lit mine on fire yet. Manipulating how it would kick in my hand is beyond my meager capabilities. Heck, I somehow screwed up my save file of that mod trying to change object effects of the Stormtrooper armor.
"I'm just reading through your formspring here, and your responses to many questions seem to indicate that you are ready and willing to sacrifice realism/believability for the sake of (sometimes) marginal increases in gameplay quality. Why is this?"
"Because until I see gamers sincerely demanding that if they get winged in the gut with a bullet that they spend the next three hours bleeding out on the ground before permanently dying, they probably are too." - J.E. Sawyer
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