This mod is a complete overhaul of FOT. Aimed at revising the single player camp. of FOT, to make the game more non-linear and to give the player more choice. This mod is a weapons bonanza, as all of the weapons (one version) from Fallout, and Fallout: 2 will be added. Not including all of the new firearms that the team has already added into the game. The original missions are being modded to allow the player a few different ways to finish the a mission. Every item/weapon/armor is being re-balanced to make each one distinct. Even the sounds are left unchanged as each weapon, will have a distinct set of sounds instead of them all using the same default sounds. The special encounters are being overhauled to make then more useful (particularly the ones without a point). Commodities will reflect in value i.e. a military ration pack will be worth a nice chunk of change. Atmosphere is the key and that is what this mod strives for.
3 comments by VengeFulSniper on May 12th, 2008 digg this super bookmark
First off the newest screenshot of mission 1.
The industrial pre-war area is beginning to come together; this area will contain an alternate way to eliminate the raider leader via "high explosive". This area could also hold valuable supply caches.
Next up is "Operation Bunker Jack"
The plan for this is simple; infiltrate and exterminate all enemies in the pre-war complex to capture the complex for the BOS. Then you have to hold the complex for 15-or so minutes before reinforcements arrive. Inspired by Mission 3:"Deperate Alliance" from the original StarCraft.
The M41-A pulse rifle as seen in the "Alien" films. Right now the weapon has three fire modes; single, 4-rnd burst, and the secondary fire mode which has shotgun type spread instead of a 30mm Grenade launcher (for balance reasons and engine limits). I'm thinking about removing the single shot fire-mode so that the sound will work properly for the secondary fire-mode.
I need the communities' opinion would you prefer all three fire-modes but the lack of a proper sound(for secondary fire) or just burst/secondary with a proper sound?
The Morita Smartrifle and the upgraded variant the Morita Sniper. They both currently has 3 fire-modes, single, burst and secondary (shotgun blast) Although, the Morita (standard) may lose it's single shot capability while the sniper loses it's secondary fire both for balance and due to the engine not properly supporting another sound for the secondary fire-mode.
Again, I need the communities' opinion on which would be preferred? Here is video of the M41A and the Moritas in action.
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Wow, I love Fallout tactics, this looks like it could breathe life back into a fantastic old game.
In terms of suggestions, I'd say track down more short stroke gas piston type long guns (one of the two sources of the AK-47's extreme durability), as, if anything, those would survive the wastes the best.
I've not played in many years, and don't recall the weapons in game already, so if I'm being redundant here, forgive me, but here is a list off the top of my head which use it:
Robinson Arms XCR:
En.wikipedia.org
H&K 416:
En.wikipedia.org
(And the G36, but you already have that)
FN FAL:
En.wikipedia.org
M14:
En.wikipedia.org
RPK Light MG:
En.wikipedia.org
AKM:
En.wikipedia.org
AK-74:
En.wikipedia.org
Pretty much anything from the AK100 series:
En.wikipedia.org
AN-94
En.wikipedia.org
These are totally just some suggestions if you were stuck on something to add weapon-wise. Use them or don't, I don't mind either way. :-)
Looking forward to seeing this.
Thanks for the suggestions. The weapons list at this point is still not 100% nailed down, so the suggestions are excellent and just what I'm looking for.
I an going to attempt to post news on Friday of every week or at the very least every two weeks, to keep the community updated. In between the major news posts, I'll probably make small updates on the weapons, sounds and maps.
Thanks,
VengeFul Sniper
FYI: It's going to be awhile before the next update as I had to mail off my modding pc (screen problems). If I can find another pc to setup on it won't be quite as long between updates
Please post any thought or ideas you may have as we are looking for feedback as to what the players want in the mod.
1. Non-mission or non-special encounters could only be added as a bunker (I think), though I am currently planing a light objective neutral mission with a very low enemy count.
2. On the subject of vehicles I was considering adding a road area to some of existing missions to better allow for vehicles. I would be worried about the way that would effect the balance of the missions though.
After the team finishes mapping the first mission I plan to release a demo of the mod (first mission as standalone map). Stay tuned for a major update within a week or two.
The team is also looking for anyone with the following:
1. FO:T Mapping Experience or Modding Experience
2. Sound techs
Thanks,
VengeFul Sniper
Of course I have some suggestions:
Would it be possible to add some neutral non-mission and non-special-encounter locations
like a town or the special encounter "bazaar day" or like some towns from Fallout 2.
Maybe they could be enabled after the missions or trough the dialogue-sys?
It could also be a mission where you have to investigate a town because of High-Tec-Equipments
in a underground vault.
Its something like one of the missions which is already ingame.
You know the tank in this reaver-mission?
The first time i did'nt even recognize this piece of scrap and for me it was really
useless in the game and this mission at all except for hauling away all the equipment i found in the mission. :)
I didnt even shoot with the turret as i remember.
I thaught of a vehicle related mission like the one with the APC or the hummvee.
The others were more or less useless in their missions. hmpf
Or may it possible to change the misson that i can bring at least one vehicle to a mission
with additional exit-areas for the car or is that against the balance?
As you know the cars have unlimited inventory(like a black hole). :)
H.A.N.D.