And why is the absence of handy repairing kits (in the post-apocalyptic world) perceived as a flawed execution?
It's not the absence of repairing kits that flaws the concept of repairing in this game, you got me wrong there. Repairing kits is just my alternative idea of using repairs based on other games, especially System Shock 2, where I believe was very successful. What I perceive as flawed execution is
1) the absence of spare parts as units-components in this game for standard weapons & armor
2) the unintelligent usage of the components of schematic self-made weapons in order to repair a schematic weapon. Lady Dragonfly wrote:
Why would you make a good weapon to repair a broken one? That does not make sense. You will use a newer, better one. After the new one is worn out as well, you would use the old one to repair the new one or vise versa, no?
No. Let me give you an example:
Say you happily managed to create your first Rock It Launcher (not my weapon of choice, but trying to avoid spoilers this is the only schematic weapon to refer to). It is made of 4 components, as every other schematic weapon in the game. The weapon condition when you create it is directly proportional to the your repair skill and that is
by half. Let's say, after several levels improving your repair skill, you create another one and combine the two of them (or "repairing" one with the other) to make a new one with improved condition. Then you create another new one. Will it be better than the previously referred? No, of course not. Will it be of the same quality? No, sorry again, because 2 combined are better than one.
That's why it is irrational for schematic weapons to improve to "repair" them with whole versions of the same. In their case we
have parts. Why not use them indipendently for repairs, so that each component found in the gameworld improves just a little bit the relative weapon?
The problem here is not so much the logic of it (which IMHO is wrong anyway) but the weight burden, as you have to carry at least one extra of your selected weapon if you want to inflict max damage (or have better protection in case of armor). Isn't the whole point of repairing the max damage/protection thing? Because in this game poorly conditioned weapons and armor don't break down or malfunction as in System Shock 2 or Deus Ex. So, since when is the repairing skill relevant to the strength/weight allowance of a game character? Its attribute is INTELLIGENCE, no?
I wouldn't mind seeing repair kits. Then they could repair anything, but not as well as a duplicate copy of the item.
My point exactly,
swcarter, though not the duplicate copy thing for schematic weapons.
IMHO, it is very satisfying that sniper rifles etc. are rare. They should be rare, don't you think?
And yes, when your favorite gun is broken or you are out of ammo, you have to switch to whatever else is available.
I personally think there are too many guns around.
Indeed, there are too many guns around, way too many, I couldn't agree more. IMO this is derivative of the flawed repairing system, since you need them to make any sense and use of a high repair skill.
I think too that sniper rifles should be rare. Don't you think that miniguns should be rare too? Because I could find a bunch of them just passing through downtown. 1 out of 4 Super Mutants carries a minigun! Oh, and I never mentioned anything about ammo 'cause never had I any problem with it. Ammo for Sn.Rif. is not rare, the frigging weapon is!
All games with carrying capacity limit have the same problem. But as I said, the "problem" (if that's in fact a problem) is somewhat alleviated in F3. And ammo and drugs are weightless (unlike in F1/F2).
Too true, too true, I can see your point there...
Anyway, thanks for bothering to reply, any other/new views or comments? For me this is the only serious drawback in this game in terms of gameplay, so I'm interested to hear what others have to say about it.