I’ve been a bit busy in the last few days, and somehow forgot to post about Guardian games blog posting the second part of an interview with Pete Hines based on questions from fans:
Will weapons require a minimum Strength? Or only a minimum in its governing attribute? (Perception = Energy, Endurance = Big, Agility = Small).
Weapons do not check for minimum stat values, you can use any weapon you want, the skill/stat just makes you better or worse with the weapon.
How will Attributes be weighted in regards to the Skills they govern? If you want to max out your Big Guns or Speech skills, but don’t spend the SPECIAL pts bumping up Endurance and Charisma, how effective will those skills be? Would a 100% skill level in Speech be ineffective if you only had a Charisma of 4, etc?
They provide a boost or bonus to the skills they govern. I don’t think we’ll get more specific than that as far as exactly how they integrate with Skills. If you put extra points into a SPECIAL, it’ll help those Skills beyond what level they’re currently at. If you spend all your time leveling up a Skill to a very high level, it’s safe to say you’ll be very effective at using those skills outside of what the governing SPECIAL is.[...]
In Fallout 1, there were only three key locations that you needed to visit to complete the game – The Cathedral, Military Base and Necropolis (the last one being optional, actually) . These places could be done in any order, creating Fallout’s exceptional nonlinearity. Is Fallout 3′s main quest structured in similar fashion?
Hmm, parts of it are, parts of it aren’t. There are several large sections of the main quest that you can actually skip if you do things right.
Specific body parts cannot be targeted when fighting with melee weapons or in hand to hand combat. What is the reason behind this decision? Does melee/HtH fighting offer something else to compensate?
We tried many ways of doing melee with VATS, and having messed a lot with “missing” in melee, it just felt really bad. So once we changed VATS melee to “always hit”, assuming you are in range, the body part selection became a bit unbalancing, so now it’s a “whole body attack”, but you still do end up hitting a specific body part when you swing, but it’s based on what you actually contact with, as opposed to what you aim at. This avoids the “always punch in the head” problem, whereas with guns, we can balance out certain body parts with hit percentages, like the head.
Charisma influenced the speech skill, NPC’s responses and how many followers you could have. Since Fallout 3 allows only two followers, has Charisma’s role expanded to some other region?
Even though you have only one follower, having a higher Charisma definitely helps in Speech challenges and successfully using special dialog options you have when talking to folks. Also it’s very helpful in bartering with people.
Can you tag Medicine, Repair and Barter, and focusing on those skills, still be able to complete the game?
Sure. We recently had someone play through the game and finish it while only killing one thing very early in the game…a Radroach. I’m not saying I recommend everyone run out and try to play the game as a pacifist, but if you want to give it a try, it has been done.
If you want to know more about the inyards of the game, or want to understand a bit more about the changes in this game when compared to the classic fallout RPGs than this interview is mandatory reading.
Spotted at NMA.
Filed under: Bethesda, Bethsoft, Entertainment, Fallout 3, Fallout Fans, Fallout3, News, Pete Hines, RPG, SPECIAL, VATS | Tagged: changes to special, nerfing attributes, peacefull path is possible | Leave a Comment »