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Repair Overpowered

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
TrickyVein
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I suppose.

Post by TrickyVein » Tue Jul 28, 2015 10:55 pm

I suppose.


If you want to come up with rationalizations, though, does it make sense that someone with a paltry low repair skill can actually repair a weapon to a greater condition than in what they found it? That just don't seem right.


Look at how speech checks are handled between the two games: in Fallout 3, regardless of your speech skill, you still had the chance of passing even the most difficult speech checks, which doesn't seem right to a lot of people here. Not so in New Vegas; your speech skill matters more. With repair, it's like the opposite where your skill level gives the player the same undue advantage - repair anything to 100% - regardless of repair skill.



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Risewild
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Best way of using repair for

Post by Risewild » Tue Jul 28, 2015 11:11 pm

Best way of using repair for fixing weapons, in my opinion would be one couldn't fix more complex weapons unless a specific repair skill value was obtained. Fox example you don't really need much repair to fix a 9mm pistol 0 to 15 repair, but to fix a Gauss Rifle one would need 75 to 100 repair skill points.


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rbroab
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Adding on to what Rise said,

Post by rbroab » Tue Jul 28, 2015 11:22 pm

Adding on to what Rise said, what if all weapons had a standard repair skill in the same way all guns have a standard weapons skill. In order to repair the weapon to maximum condition, you must have equal or greater repair skill to achieve best condition...But you could still attempt to repair. Wherein you'd need, let's say, 75 repair to have a perfect Gauss Rifle, but your character only had 50. You could still try to repair, but it's up to chance. You either fail to repair and the weapon condition lowers, or succeed and the condition slightly increases.


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Arkngt
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I prefer Fallout 3's system.

Post by Arkngt » Tue Jul 28, 2015 11:30 pm

I prefer Fallout 3's system. I don't think it feels like a "because" system either, but rather "because you don't have higher repair skill". I also like FWE's feature that you get a bonus while at a Work Bench - and conversely that you can't repair while in combat (or is it that you get a penalty?).


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TrickyVein
Posts: 982
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Yeah, I agree. Your repair

Post by TrickyVein » Tue Jul 28, 2015 11:34 pm

Yeah, I agree. Your repair skill more immediately impacts gameplay and seems more consequential in Fallout 3. 


Honestly, without recipes that require Repair in New Vegas I probably wouldn't put points into it at all. Just like how I don't put points into speech when I play Fallout 3.



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Risewild
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I only put points in repair

Post by Risewild » Wed Jul 29, 2015 12:54 am

I only put points in repair skill for the Jury Rigging perk to be honest...


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Puppettron
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this all sounds fine and

Post by Puppettron » Wed Jul 29, 2015 1:05 am

this all sounds fine and dandy, but what about the magical repair systems in the WRKs and Alien Gel?  iirc, alien gel got around your repair limit


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rbroab
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Alien Epoxy is supposed to

Post by rbroab » Wed Jul 29, 2015 1:35 am

Alien Epoxy is supposed to repair anywhere from 15% to 30% up to full condition all based on your repair skill. And it makes sense to me. It's just supposed to be a glue substance. Anyone can apply glue to a weapon to make it hold together a while longer.


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Damianwolff
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I don't agree with the

Post by Damianwolff » Wed Jul 29, 2015 1:43 am

I don't agree with the statement about Alien Epoxy. It is a rare resource that can only be found in limited amounts on the Alien Mothership, and that on random from Sally. Also, it is an alien technology that is way above what is available to general people of the wasteland. So I don't believe it is a detriment on the repair system of 3 as a whole.


I prefer the repair system of 3. I does indeed make repair an essential skill, which the player is unable to ignore. If it is possible to reintroduce it into the game, it would fit very well with the the way Speech, Hacking and lockpicking works in TTW. And it makes sense, IMO.


It would also help to prevent the players from hoarding caps. Since at low levels of repair the only way to keep the weapons in prime condition would be to go to vendors, and with New Vegas prices on guns, that would cost a lot.


 



Lyndi
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I don't consider Alien Epoxy

Post by Lyndi » Wed Jul 29, 2015 1:49 am

I don't consider Alien Epoxy a good comparison (maybe that's just me :P) There was a fairly limited supply and unless you ran off to do Zeta as soon as you left the vault you would spend most of FO3 without the Epoxy.


I don't know, it just seems kinda cheap to me that I can leave vault 101 with a fully repaired set of guard armor when I'm only level 1. Oh well, it is what it is. :)


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