Your thoughts on the Fallout franchise implementing a co-op mode?
What if they just add it as a feature without deteriorating the solo experience?
>>316822035
can you imagine the absolute mess co-op would be in a bethesda game?
i'd rather cross my fingers that some fan with nothing but free time dedicates his life to that project
Bethsoft style RPGs could work as instanced co-op; the host invites/summons a bro or bros to roll with them in their own game. Otherwise the quest structure just doesn't readily adapt to co-op or MMO formats.
Yes but only if they do it as good as Dead Space 3.
Also the second player would need to be able to chime on on conversations (but with no serious effect) and use VATS.
2 guys focusing VATS on a deathclaw would be cool.
>>316822035
>Bugs
>Bad connectivity
>Broken AI
>The absolute mess
>>316822156
Well, I'm talking about the devs actually make their game compatible for co-op mode, not mods.
>>316822570
i noticed - what i was trying to say is; you'd have much better service from a mod team than you'd get from the official development team
>>316822570
>I'm talking about the devs actually make their game compatible for co-op mode
>devs
>devs
>devs
Oh sure lets make Fallout even more like Borderlands
>>316822224
Could have it:
>Player 1 activates VATS.
>Game pauses for Player 2.
>Player 2 is given VATS targeting on enemy.
>Each player places their shots and confirms.
>Even if Player 2 is forced into VATS with 0 AP, they can just confirm and it'll play Player 1's shooting animation and skip player 2's. Otherwise it takes turns then returns to FPS combat.
>>316823274
my god that would be so frustrating and tedious
>>316825276
What if non VATsing players are put under the same slow motion effect as the enemies? Sort of like how Killing floor did it?