
Enemies will base their behavior on their primary behavioral statistics, but also on their available Action Points.Ħ) NPCs will expend ammo when firing a weapon, and will often carry one or more backup weapons.ħ) Repairing a weapon will mean breaking down an existing firearm with tools, and using the parts to fix something else.Ĩ) You'll have the option to switch ammo when equipping a weapon, as will the AI.

The Van Buren plot is being worked into the fallout 3 plot by several experienced writers.ĥ) The AI is going to be forcefed an Action Point based routine. The last number, the second one in the 'Mod' parameter, identifies how much extra damage that can penetrate rigid armor.Ĥ) Changes to dialogue and quests are coming after the core mechanics are finished. The third number, the first one in the 'Mod' parameter, identifies how much extra damage the weapon can do versus soft unarmored tissue. The second number is the effective range. The first number is the kinetic energy - or the base damage of each round.
#CRUSADER NO REMORSE MODS MOD#
For example, you would see something like this with the N99 10mm pistol: "KE 10, Rng 50, Mod 20/5". Instead the weapon statistics are going to be under the "Effects" panel below it. Such as how tightly the bore matches the caliber, the degree of spin imparted on the round, and the length of the barrel.ģ) There won't be a "DAM" display under the weapon in the pipboy anymore.

This includes things like armor penetration, hollow-point mushrooming, and high velocity fragmentation.Ģ) The accuracy of conventional firearms, and thusly the effective range, is based on both the cartridge being fired, and the specifics of the firearm's barrel. I'll clear up a few things about the next release of F3C.ġ) Damage from conventional firearms are going to be based solely on the mechanics of the cartridges being fired.
