Developing the Handheld Mortar (Simplified)
Goal & Getting Starting
I started with the existing missile launcher to create a hip-firing mortar. The goal was to make it ideal to attack a static enemy in full cover and larger groups of enemies.
The first version was effectively an overpowered, clumsy shotgun and not a lot of fun.
Making it unique
Adding a new UI element to help the player aim was not an option at the time, and Fallout 3 only supported firing weapons with a mild arc at best.
I looked for ways to remove the frustration and make the weapon more instinctual to use:
Implementing it into the base game
To prevent my weapon from breaking the Wasteland I created a new ammo type so I could balance the weapon without affecting any existing one.
Then balanced the cost of the ammunition & damage output of the weapon to match.
To enable players to use this weapon on new and existing saves I:
Final Outcome
I started with the existing missile launcher to create a hip-firing mortar. The goal was to make it ideal to attack a static enemy in full cover and larger groups of enemies.
- I made the rounds heavier for a parabolic trajectory
- To account for reduced accuracy I increased damage by 20%
The first version was effectively an overpowered, clumsy shotgun and not a lot of fun.
- Reduced its short-range potential by making the projectiles faster and heavier, and increasing the blast radius.
- Short-range use is now prone to kill the player.
- Player is now forced to take their eyes off of their enemy and aim the weapon up by 15° - 60° to increase its range.
- Added unique challenge to using it effectively.
- Kind of exciting and skill based by eyeballing it.
- Added unique challenge to using it effectively.
- No longer viable at short range, the weapon now had a niche where it could be powerful.
- Short-range use is now prone to kill the player.
Making it unique
Adding a new UI element to help the player aim was not an option at the time, and Fallout 3 only supported firing weapons with a mild arc at best.
I looked for ways to remove the frustration and make the weapon more instinctual to use:
- I split the single shell into a flechette of four shells.
- Each shell spreads several meters outward at the peak of its flight. The greater the distance, the greater the spread.
- Each shell deals ~35% of the damage. Near-hits deal minimal damage, catching an enemy between all four shells deals up to 140% damage for maximum reward.
- Each shell spreads several meters outward at the peak of its flight. The greater the distance, the greater the spread.
- Expanded the magazine to fire 3 shots before needing to reload, but also reduced its damage slightly.
- Being able to carpet bomb an area is surprisingly fun.
- Forces the player to rapidly switch weapons if an enemy closes distance creating a rhythm in combat.
- This salvo of 12 shells total allows the player to blanket an area quickly, before being exposed to counter attack.
- Being able to carpet bomb an area is surprisingly fun.
Implementing it into the base game
To prevent my weapon from breaking the Wasteland I created a new ammo type so I could balance the weapon without affecting any existing one.
Then balanced the cost of the ammunition & damage output of the weapon to match.
To enable players to use this weapon on new and existing saves I:
- Wrote a script that allows the player to fabricate new shells from existing parts (At fair conversion rate).
- Modified Fallout 3 to include the new ammunition type in its default loot.
- Modified my weapon to reuse the "Railroad Rifle" model, which looked more adequate and had a better reload animation for what the weapon was meant to represent.
- I did not include the ammunition type on vendors, as this would cause the mod to be incompatible with bigger mods which made changes to the same assets.
Final Outcome
- A unique weapon for explosive users.
- Implicitly situational: Can only be used safely outdoors at range.
- Easy to use, challenging to master.
- Built to be somewhat unreliable: In-direct fire forces the player to fire salvos that blanket areas.
- Careful aim is incredibly rewarding.
- The sheer volume of explosions is fun to play with.
- Wasting ammo is intentional and built in to not punish the player.
- Careful aim is incredibly rewarding.
- Enough shells in the game world for frequent use; Player can also make their own ammunition for it.
- Can prove utterly devestating in the right hands.
- Works well when combined with minefields and exploding cars.
- Works well when combined with minefields and exploding cars.
- Unfortunately, I could never get it to work with VATS because of the arc of the weapon.
Thank you for reading! And please contact me if you have any questions about my work.