Exotic race choices.

Post » Sun Aug 09, 2009 11:17 pm

Do you think we'll see any?

The thing is, normally with a game of this sort, I wouldn't have much hope at all. But I'm a Fallout fan, so I know better. Not only do we have Super Mutants, but with a dip in the FEV, we even managed to get talking Deathclaws. Not only that, but even independent robotic life-forms could have their place there. One thing that often bothers me about MMORPGs is how uninspired their race choices are.

But if the line up of Fallout Online was something like - Human, Ghoul, Super Mutant, Talking Deathclaw, Rogue Robco 'Bot - then I'd be very impressed indeed. I know I'm likely wishing for the moon, since we have to be populist, and challenging things scare people, which is bad because gamesas obviously wants to make money with this... but still, it's Fallout. I can dream, can't I?
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Sxc-Mary
 
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Post » Sun Aug 09, 2009 9:26 pm

Only one race has been announced.

pax,
-Chris
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Nauty
 
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Post » Sun Aug 09, 2009 11:10 pm



Yeah, only one Officially

But if you read between the lines, there are the humans and the mutants and the super mutants.

Plus the normals and the Brotherhood.

So far that is. ;)

Dave Chase
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Far'ed K.G.h.m
 
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Post » Mon Aug 10, 2009 4:01 am

wouldn't normal humans and BoS be the same race....

AFAIK there would be humans, super mutants, ghouls, then those could be chopped down in subclasses but in general those are the main-races in which humans would be the playable (so far announced i guess?). Image
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jesse villaneda
 
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Post » Mon Aug 10, 2009 3:05 am

Ghouls have also been announced in the latest newsletter. The Vault - Fallout Wiki * Fallout Online * Fallout IRC Channel * Fallout: New Vegas
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Claire
 
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Post » Sun Aug 09, 2009 7:52 pm



YEAH! WOOT! Now we can have our ghouls, and play them too. ;) I put the 'Skill' in 'Kill.'
Wait, what?
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Fiori Pra
 
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Post » Sun Aug 09, 2009 2:13 pm

Im assuming 5 races with launch?

Humans obviously.

Ghouls have been announced.

Supermutants seem pretty obvious.

Deathclaws would add a really unique looking races.

Some sort of robot seems plausible with armor and weapons serveing as upgrades instead of being worn.
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Devils Cheek
 
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Post » Mon Aug 10, 2009 2:12 am

I wouldn't want talking deathclaws again. They were all wiped out in Fallout 2, and I don't consider the ones in Tactics canon. And they were not the best idea to begin with. I wouldn't be surprised with a robobrain, though. The Vault - Fallout Wiki * Fallout Online * Fallout IRC Channel * Fallout: New Vegas
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Mandi Norton
 
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Post » Mon Aug 10, 2009 6:22 am



Wrong, 2 male members could survive in fallout 2 and if they would mate with any normal deathclaw the offspring would be intelligent. But I agree with you, they should not be a playable race, at most they should be a part of a small quest in which you can speak/meet them for a few minutes then you wouldn't be able to see them again.

And I'm still against robots, sure robobrains do have brains inside of them but they are still programmed to do specific tasks, then there are the ONE robot (skynet) who can follow you... one robot... And then there is the dogs.. but they are also programmed to follow you and follow your orders, so I'm against robots. Image
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NO suckers In Here
 
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Post » Mon Aug 10, 2009 2:09 am

Wrong, 2 male members could survive in fallout 2 and if they would mate with any normal deathclaw the offspring would be intelligent.


Not according to the Fallout Bible. The Vault - Fallout Wiki * Fallout Online * Fallout IRC Channel * Fallout: New Vegas
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Christina Trayler
 
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Post » Sun Aug 09, 2009 9:24 pm

This Idea might be a little restricting to RPers, But it would be in the spirit of the orignal game having starting characters available at the beginnings of FO1/2.

Instead of offering Races... Offer "starting packages" which cover the majority of sorts you'd run across in the waste land. I.E.

Tribals.
vault dwellers.
Raiders.
Children of the Apocolyspe:Ghouls.
Super Mutties.

Each one could have it's own starting area and sequence( which helps to start story lines and factional interactions). Super Muties could start out after having awoking after having been dipped, Tribals could be reacting to new factional players in the area and a normally peaceful tribe prepares to defend itself. Vault dwellers could start out at a vault that has just decided to open it's doors and try out the wastes and COA's could just be doing their thing as usaul, Providing a little color to the character of the wasteland. And so and so on.

And While we are on the topic or classifications. There can't be any classes in FOOL and have it be true to FO. THe character developement in FO doesn't really permit a thing like a "Class". Another drunk conquistador conquering the governor's ball...
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KIng James
 
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Post » Sun Aug 09, 2009 3:33 pm

I'd like to see classic races like humans, ghouls and mutants. I wouldn't like to see there deathclaws.
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Josh Dagreat
 
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Post » Sun Aug 09, 2009 4:28 pm



This is completely incorrect, and frankly, to hell with the Fallout Bible, it's not actually canon. The only thing that is canon is what appears in the games themselves. Now further, consider this: Avellone writes the bible, but he didn't develop Vault City, therefore he has no creative claim to it. He's just speaking above his station.

So who did develop Vault City? That'd be John Deiley. So John is the only one who can speak with any authority on the topic of Talking Deathclaws. Now then, what does John have to say about them?

"In any case, there is a chance that two intelligent deathclaws survived to continue on the species. I realize that they are both males, but that is fine. When they were engineered by the Enclave, the intelligence gene was made male specific and dominant. What this means is: Any intelligent male that mated with a non-intelligent female would (most likely) produce intelligent offspring."

And there you have it. That's the official word on Talking Deathclaws. They could easily have survived by mating with non-intelligent females, and the FEV could've done a bit to aid with genetic diversity. So, therefore, even without the aid of FEV tanks, the race could easily have continued by its own tenets, even having formed a society somewhere by this point. And that's according to the lore, the only lore that matters.

Now, should Talking Deathclaws be in Fallout Online? I think so. The reason being is that MMORPGs with at least one 'alien' race do better than those that don't. MMORPGs are slowly learning this, and they're also picking up on making their bestial races more intelligent is in general a more popular choice. For an example of this, look at Guild Wars 2. So it would be a very wise decision to have at least one intelligent, playable alien race present.

Not to mention that it provides something really creative for those looking for something a bit different. To be honest, I think that a Talking Deathclaw would be a fantastic roleplaying challenge, and one that I relish.
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Destinyscharm
 
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Post » Sun Aug 09, 2009 11:34 pm

"Races" Sigh, here we go again.

Yes, ghouls and super mutants could be considered be considered a "race" of humans, but apart from that we really need to end this D&D/Warcraft 2 terminology. Elves and Orcs come from fantasies where they're all kind of related. This doesn't extend to completely different species sharing a "humanoid" form. Therefore, Fallout example, Deathclaws are another SPECIES, not another race. And don't get me started on Zerg and Protoss.


The only good super mutant is a dead, incinerated and buried in as deep a possible hole as you can find super mutant. If the game doesn't implement the intelligence in SPECIAL well super mutants while either be massively overpowered or physically nerfed. Sure I'm not a professional video game designer but I can only think of one way of enforcing Mr Tenant's mental sterility upon characters who don't put stats into intelligence, and it requires a LOT more work for developers/game managers. Why do games studios have to fight and die? War, war never changes : (

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Lance Vannortwick
 
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Post » Mon Aug 10, 2009 4:03 am

Well, we can all agree on that ghouls will be playable now at least :P (newsletter)

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Calum Campbell
 
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Post » Mon Aug 10, 2009 5:23 am

I want to be a doggy, like Dogmeat.

On a less insane note...

Really. Do not get Deathclaws, that will be a big problem. At the very least for Deathclaws, allow someone to have them as a pet or something. If we have PLAYER Deathclaws, that will be very overpowered. And we would have alot of people... how do I say it without getting a banhammer up my butt... umm... we would have alot of people "fantasizing".

The kind of people that like to... talk... about... the fantasizing. And I'm no stereotypical generic bustard, but I met one before, and all he ever talked about was the... nevermind.

But meh, live or let die - break the canon. I don't care. Let me just play FOOL. You are being served by Nymus powered by black boyshorts with black lace, a pink bow, and pink ribbon and a hot pink and black lace, totally frilly.
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Mariana
 
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Post » Sun Aug 09, 2009 6:41 pm

So who did develop Vault City? That'd be John Deiley. So John is the only one who can speak with any authority on the topic of Talking Deathclaws.


Well, it doesn't matter who developed Vault 13 (not Vault City). Chris Avellone could speak with authority because at that time he was in charge of the Fallout franchise. The opinion of both John Deily and Chris Avellone is not that relevant now in the context of FOOL, but Fallout Bible is still an officially released document from Black Isle/gamesas. The Vault - Fallout Wiki * Fallout Online * Fallout IRC Channel * Fallout: New Vegas
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KU Fint
 
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Post » Mon Aug 10, 2009 4:48 am

The thing with Deathclaws is that they can be supported canonically and offer a very unique looking character.

It breaks up the monotony of seeing a bunch of characters that are different sized human with different skins.

Im not a big fan of robots but honestly having a lot of unique looking races makes sense.

If there are two faction alignments, evil and good karma wise, that the races have different skins depending on the faction you align with.

Good aligned supermutants have yellow, green and brown skin vs evil aligned supermutants have blue, black and greyish skins to choose from.
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ashleigh bryden
 
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Post » Sun Aug 09, 2009 5:31 pm

Good aligned supermutants have yellow, green and brown skin vs evil aligned supermutants have blue, black and greyish skins to choose from.


Now this is just silly, I'd say. How does skin color have anything to do with good or bad karma? The Vault - Fallout Wiki * Fallout Online * Fallout IRC Channel * Fallout: New Vegas
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Deon Knight
 
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Post » Sun Aug 09, 2009 5:40 pm

rofl xD sounds like we are going in on the racist side here.

But seriously, I agree, having different skins is just silly,. Shouldn't evil humans have one skin color and the good aligned humans have another then?

And by following canon, if anyone would bring a deathclaw close to a city it would probably be shot around 100 times. Image
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Justin
 
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