Fallout 3 DLC Detailed 137
Eurogamer spoke with Bethesda's Jeff Gardiner about the upcoming downloadable content for Fallout 3. The new gameplay will be bundled into three different segments, the first of which is due this month. The last segment will raise the game's level cap to 30. Gardiner had this to say about how the Strike Teams would work: "The player will be able to choose, from a limited resource pool, what type of team members will accompany him or her on several missions within the simulations. These choices include different troop types like snipers or heavy weapons troops. They'll also be able to make tactical decisions on how to deploy these troops in certain situations. The Chinese Stealth Suit was what I was hinting at last week — it works similar to stealth boy every time you crouch!"
The funny thing is (Score:5, Informative)
The funny thing is that some of that has been done already by the modders. There is a suit which makes you slightly harder to see when crouched. There is one which gives you 25% chameleon _all_ the time.
Heck, transplanting the Stealth Boy enchantment to a suit of your choosing is such a trivial affair, I had made my very own long before the GECK was released. The FOMM/TESnip already had all you need for that. Turns out someone else already had made the 25% one, so mine was never released, though.
Raising the level to 30? That is one global variable. That was one of the first mods released.
So I'm not really thinking they intentionally cut anything out, because most of it is _trivial_ stuff. Well, there'll be new maps and stuff so obviously it's more than just the items, but the "Ivisible Girl" in your example just made no sense to remove from release because it doesn't save anything at all.
How about a fix for... (Score:1, Informative)
the bug that causes my xbox 360 to freeze completely, requiring me to turn it off and back on and then it still locks up when I try to restart. grr
Re:You haven't played until the end, eh? (Score:1, Informative)
Actually, you do have the option of asking him. He'll decline though, stating that this is not his task to do, not wanting to take the credit for it, or something. I'm guessing that this is a partly a cop-out for the developers but also an attempt to make the moment seem more epic (which really didn't happen).
Re:Paranoia (Score:3, Informative)
I just completed the game last weekend. About 34 hours of gameplay according to the save file. I only made it up to level 18. I'm curious to know specifically what you did to get to level 20 so quickly. I realize you get way more XP for different choices, but 10 hours seems like a bit of a stretch.
Re:My request... (Score:3, Informative)
Fuck that, I was so doped up on rad-x and my tesla armor was blocking it...I stood around for about five minutes inside the chamber, popping rad-away once in a while. Finally I decide to punch in the numbers, and THEN I die.
I tried it again and did it fast, and amazingly, as soon as I hit that last button, boom, I die.
Seriously, I could have gone in, hit the numbers, had a nice little picnic lunch, and then wandered out at my leisure, but no, as always, the scripted death. Lame.
Re:Paranoia (Score:3, Informative)
Just raise the character level using the command interface:
setgs iMaxCharacterLevel 50
Re:Paranoia (Score:2, Informative)
Fallout games have always had a 20-level cap. This is the 3rd fallout game in the series. You'd expect its game mechanics to follow the other two, even if it is in 3d and not 2d isometric.
Wrong! None of the older Fallout games had a level cap. In Fallout the last new perks came available at level 18 and in Fallout 2 & Tactics last perks were at level 24. Of course you would run out of meaningful quests at around this time, but there was nothing stopping you from gaining experience or levels in random encounters or by slaughtering the whole ingame populace.