Fallout 4: Speculation and Suggestions #3

Post » Tue Jun 08, 2010 4:52 am

Now my thread has been closed! Can i start a new one?
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Epul Kedah
 
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Post » Tue Jun 08, 2010 1:21 pm

This is the thread to discuss about Fallout 4, if you start another it will most likely be locked.
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Emily Martell
 
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Post » Tue Jun 08, 2010 7:45 am

The year is 2400, New york is coverd with radiation and is crawling with Feral Ghouls, pretty much everyone you find is a ghoul. You come from Vault 27, one of the few vaults not destroyed, because in New york the only vaults not demolished are 27 and 34.
Vault 27 is overcrowded because it was one of the only vaults open. But, your vault's air condition which leads out to New york has become infested with radiation and it's leaking into the vault. You are sent out, to descover a way to block of the filter or even find a cure for it. Your first mission is called "New Beginings", you have to finda home and in the end, a ghoul named Frank, let's you live in The Statue of Liberty's head.

Another mission is called "A Mental Cure", where you meet someone who hasn't turned into a ghoul and is called Jack Mason, who has conducted energy from the Empire State Buildin's roof and harvested it into a cure for Radiation!

Thats just the brief story of it, but i have loads of idea's.
Please tell me if you like it.
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Jimmie Allen
 
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Post » Tue Jun 08, 2010 4:13 am

I want it to be more "War-Like" and there should be more complicated and detailed factions who, have regular wars against eachother. Like a group of raiders fighting a group of reileys rangers. each faction would have something special to them. You could join in the fight with the faction you belong to. Maybe 3 way war? with barricades and such? Btw, all people fighting for a faction would be unnamed. Maybe you could join a mercinary type group and sign up for a fight kinda like the Pitt.

And you should be able to do it more than once. Like Pilk's Safari. Not like Operation Anchorage simulation.
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Gwen
 
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Post » Tue Jun 08, 2010 10:32 am

1. The player can acquire multiple followers depending on their Charisma. Characters with Charisma of 1-3 can have 0 followers, characters with Charisma of 4-6 can have 1 follower, characters with Charisma of 7-9 can have 2 followers, and characters with Charisma of 10 can have three followers.

Followers are more developed than in Fallout 3, with very distinct personalities and backstories. Having them in your party can unlock unique quests and in towns and settlements they will behave somewhat autonymously (eg. meet up with friends, go to church, get [censored]faced at the bar, etc.).

Followers are not just killing machines, but have a variety of skills. For example, if you have low Lockpick skill, you can recruit a thief that is good at picking locks and finding and disarming traps, but isn't very effective in combat.

2. Eliminate the Speech skill and replace it with two new skills, Persuasion and Intimidation, as J.E. Sawyer intended to do with Van Buren. In addition to speech checks, Persuasion and Intimidation have other functions. Persuasion increases the effectiveness of followers in combat and increases the effectiveness of disguises (more on that in a moment). Intimidation makes it less likely for NPCs to aggro the player and makes them less effective in combat/more likely to run away. If a character with low Intimidation steals from an NPC and is caught, the NPC may attack or call for help. If a character with high Intimidation does the same thing, the NPC may run away or be too scared to respond.

3. Disguises. With the proper attire and high Persuasion to pass speech checks, characters can trick hostile factions like Raiders and avoid combat with them.

With changes 1-3, charisma is as fully viable a playstyle as combat and stealth.

4. Enhanced VATS allows players to pull off special abilities from the VATS menu in addition to targeted shots, at the consumption of AP. Special abilities are learned through perks, in some cases given as quest rewards and in other cases selected at level up if certain prerequisites are met. Examples of possible VATS special abilities include:

Provoke (perk prerequisite - Intimidatation) - Taunts the targeted NPC. If successful, the NPC will lose its cool and focus its attacks on the player and will charge the player's position. Provoke is useful as a tanking ability when escorting vulnerable NPCs and drawing enemy attacks from them, for luring enemies into traps such as mines, or to draw them out of cover or an otherwise well-defended position and leave them more open to attack. Not effective on certain types of NPCs, such as robots.

Terrorize (perk prerequisite - Intimidation) - Frightens the targeted NPC. If successful, the NPC may flee, or may continue to fight in a panicked state, lowering their accuracy, critical hit rate, and damage reduction for a period of time. Not effective on certain types of NPCs, such as robots.

Inspire (perk prerequisite - Persuasion) - Buffs the targeted follower NPC. If successful, the NPC will fight in a boosted state, increasing their accuracy, critical hit rate, and damage reduction for a period of time. Not effective on certain types of NPCs, such as robots.

Spray and Pray (perk prerequisite - Big Guns) - When using automatic weapons such as miniguns or assault rifles, fires a burst of shots with reduced accuracy but hitting multiple targets.

Blind Fire (perk prerequisites - Small Guns, Perception) - Fires rounds in the general direction of a target indicated on radar while behind cover, reducing accuracy but protecting the player from damage).

Cook grenade (perk prequisite - Explosives) - Times a grenade to detonate precisely when it lands, leaving nearby enemies no time to move away or seek cover.

Sprint (perk prerequisite - Agility) - Player moves to indicated position at rapid speed.

Charge (perk prerequisites - Unarmed and Agility) - Player runs rapidly towards targeted NPC and tackles them, causing moderate damage as well as a chance to stun or knock down target.

Sleeper Hold (perk prequisites - Sneak and Unarmed) - Places a sleeper hold on targeted NPC (which must be at close range and cannot have detected the NPC. Leaves target unconscious but alive. Not effective on certain types of NPCs, such as robots.

Meat Shield (perk prequisites - Unarmed and Strength) - Grabs targeted NPC (which must be at close range) and uses them as a shield.

Disarm (perk prerequisite - Unarmed) - Grabs weapon from targeted NPC (which must be at close range) and equips it.

These abilities would replace boring perks such as "+5 to Small Guns and Melee" and make less popular skills like Unarmed more useful.

5. More exp to reach cap, higher skill caps, and higher skill/S.P.E.C.I.A.L. prerequisites for perks. A player should only be able to max out a few skills.
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Genevieve
 
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Post » Tue Jun 08, 2010 9:32 am

1. The player can acquire multiple followers depending on their Charisma. Characters with Charisma of 1-3 can have 0 followers, characters with Charisma of 4-6 can have 1 follower, characters with Charisma of 7-9 can have 2 followers, and characters with Charisma of 10 can have three followers.


And bring back the Magnetic Personality perk.

2. Eliminate the Speech skill and replace it with two new skills, Persuasion and Intimidation, as J.E. Sawyer intended to do with Van Buren.


Actually, it was Persuasion and Deception.
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Yung Prince
 
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Post » Tue Jun 08, 2010 9:00 am

It's probably been said hudreds of times, but I'll say it again just to refresh others memories.


NO RAG DOLL [censored]! I'm tired of shooting a +300lbs Super Mutant in the face, and have his body go flipping through the air and land. Just have him fall backwards, or to his knee's? Something realistic.
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le GraiN
 
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Post » Tue Jun 08, 2010 8:27 am

...


good ideas.
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Laura
 
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Post » Mon Jun 07, 2010 11:01 pm

I am also a strong believer in more abundant, and more elaborate settlements.(not piling heaps of garbage together and giving them cute names like "big town")
some large geographic obstacles spread throughout the map(i.e. mountains) not just in the outskirts would be cool.
the fps element of the game emphasized a bit more, i hate sniping something in the head and it's still on it's feet.
lastly i feel that the game map should be much larger than it was in fo3, adding in variations of the map's geography in the game, i don't want to only be able to see differences in geography (islands, rivers, lakes, forests?) through dlc.
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Fluffer
 
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Post » Tue Jun 08, 2010 1:31 pm

All I can say is nothing like Fallout 3....though a game along the lines of VTM:B would be great!
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Lily
 
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Post » Tue Jun 08, 2010 9:47 am

My three main desires would be:

1. More combat-optional missions. Don't get me wrong, Bethesda makes action-RPGs and I know that, and like it, but I still feel that Fallout 3 had FPS combat as its focus too much of the time. When I first got the game my original character has a 10 in charisma and a 100 in speachcraft as soon as possible, because I wanted to talk my way out of things as much as I could... turns out almost every single quest required combat in some way anyway.

2. Larger towns with more people and more intricate exploration. I know we're in a post-apocalypse setting, but Megaton and such are still scaled down and should be much bigger... I don't need a GTA-sized city, but I would like more exploration in towns, rather than just going from one house to next talking to people. I would like to see alleyways and back houses, basemants and hidden arms stores... more to do in towns than there was in Fallout 3. Even Morrowind and Oblivion did this better than Fallout 3.

3. Better music. I liked the soft Wateland exploration music in Fallout 3, but the town music and combat music were lame in my opinion... nothing other than the piano section of the wasteland music sticks out to me outside the game, whereas town themese and such from Fallout 1 I remember to this day. In short: more songs like The Hub theme, less like Megaton theme. I realize this is subjective.
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Ally Chimienti
 
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Post » Tue Jun 08, 2010 3:56 am

i think they should change the V.A.T.S system.
sure im all for the epic angles and gore, but over time it begins to ware out
there should be a button you can press to speed up the replays, and/or you should be able to change and control the camera angles
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Benji
 
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Post » Tue Jun 08, 2010 3:45 am

My three main desires would be:



3. Better music. I liked the soft Wateland exploration music in Fallout 3, but the town music and combat music were lame in my opinion... nothing other than the piano section of the wasteland music sticks out to me outside the game, whereas town themese and such from Fallout 1 I remember to this day. In short: more songs like The Hub theme, less like Megaton theme. I realize this is subjective.



you could've listened to the radio on your pipboy, there were a few stations to listen to
including the brotherhood's station, the enclave station, agetha's station.
but yes, more and different music would be better,
each radio station only had so many songs and evenutally the same song 20 times gets old
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LuCY sCoTT
 
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Post » Tue Jun 08, 2010 8:46 am

All I can say is nothing like Fallout 3....though a game along the lines of VTM:B would be great!

Fallout 4: Rise of the Family?
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Marta Wolko
 
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Post » Tue Jun 08, 2010 10:07 am

..To hire somebody who can write stuff like Bioware
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Marion Geneste
 
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Post » Tue Jun 08, 2010 7:15 am

Caravans are a must for the next game.
It would also be fun to have water transport and even flying stuff, like vertibirds left over from the Enclave.
In every place, where people are eating, listening to radio, drinking water (or brahmin milk), and killing intruders it should be shown how the electricity, water, food and ammo get there.
So the wasteland should have ammo makers, cell rechargers/makers, power plants (and solar cells), water merchants, water purifiers, farmers, who deliver their stuff to anyone that needs it.
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James Rhead
 
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Post » Tue Jun 08, 2010 8:00 am

This was posted from before in an earlier thread; I don't want to rewrite the whole thing.

VEHICLES
-Depending on the terrain (open area) in FO4's wasteland, there should be vehicles. Hold on, now! I know that vehicles don't always work as well as they should in games, but hear me out. I'm think that, if they made the area more expansive, and if it there were highways to link larger urban areas (with smaller locations off the roads, obviously), that vehicles could function well, especially as a sort of mobile storage unit and place to leave your ally to guard if you don't want him along. Whatever you didn't need for that excursion/mission, you could stow away in the trunk. Driving it would be easy, but challenging in more advanced situations. Obviously, the [functioning] vehicles would be rare, hard to find/acquire, and take more bullets, so as to maintain balance. The highlight would be Mad Max style car chases with enemies like Raiders or mercenaries. If you had an ally, one of you could drive the vehicle while the other shoots at the enemies, hooting and cursing as the spray you with bullets. Even without an ally, you'd have to drive skillfully in order to survive and drive enemies off the road. Either way, there should be plenty of explosions and crashes, with entire trucks being flying across cliffs and merging with each. Get additional vehicles on your side against a convoy of raiders, and it would be ridiculously fun. Obviously, if said vehicles were uncommon, there would only be a couple of these chases in one playthrough (you don't want to lose your supplies and possibly you and your ally's lives, do you?), but they would be so epic and substantially designed that they are so worth it!

SET TRAPS
-Should definitely be a factor of gameplay next time around, as another way of putting your Repair skill to good use. You could re-arm beartraps and leave mines, but that seemed to be it. I want to set trip-wires, have grenades drop on people. Another great idea would be setting wires across roads so that if a vehicle came driving by, either the vehicle would be destroyed or (if raised higher, by a door, or whatnot) even slice the drivers in half while the vehicle kept continuing on. Other would include pressure plates, gas chambers, and camouflaged pits. It would another layer of tactics to gameplay.

MORE 3-DIMENSIONAL CHARACTERS/BETTER STORY-LINE
-Moira, the tree guy, and...well, that's about it for really engrossing characters. Even then, they weren't particularly deep, and attempts to learn more about them were often fruitless. I don't want to sound overly critical of Bethesda, but they do need to work on characterization and overall storytelling. In fact, my favorite parts of the game, story-wise, were when narrative wasn't shoehorned in and rather, like it would be in a desolate, lonely wasteland, things slowly crept up on you as you progressed. Great examples were the haven of inbred cannibals, Andale, and the Dunwich Building. Both I just happened to stumble on, and with Andale, the dialogue was interesting enough to keep me interested, subtle enough to keep me guessing, and worded well-enough to give me a good idea of things. So when I picked the key off of Jack and snuck into the basemant, lo and behold, it was like something out of Texas Chainsaw Massacre. Great effect, there. Same goes for voice recordings throughout the game (good call, Bethesda!). Still, keep in mind that having a few lines for each character is not enough. You can save money by not hiring people like Neeson and Stewart, however good they are. Furthermore, one could do better than searching for your dad for half of the game as a main story.

Additional stuff:
-Allow us to be able to talk to Raiders and Mercenaries, even it's just rarely, whether it's to persuade them to let us pass/live, appeal to their barbaric nature, or even join them. You could even go on raids with Raiders in a certain area on towns, and either completely pillage it, or be forced to retreat, be decimated and escape with your life.
-With all the rubble, ruined buildings, and vehicles in the game, I was actually a bit disappointed that there wasn't a cover-system. No, I'm not a Gears of War fanatic, but seeing as how this is a shooting RPG, I figure that it would another tactical edge that too often falls into either constant sneak kills or running-and-gunning. Just so that it doesn't feel too derivative, you would be able to continue using first-person and VATS when in cover.
-More urban areas/flat terrain would be preferable. All that mountainous terrain didn't fit with the DC area, which is generally flat; regardless, the atomic apocalypse would have flattened out most elevation anyways. That and, geologically speaking, it's not possible for new rock formations to form that quickly (200 years). More explorable and sizable city areas would also greatly enhance the game.
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DarkGypsy
 
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Post » Tue Jun 08, 2010 11:51 am

1. More combat-optional missions. Don't get me wrong, Bethesda makes action-RPGs and I know that, and like it, but I still feel that Fallout 3 had FPS combat as its focus too much of the time. When I first got the game my original character has a 10 in charisma and a 100 in speachcraft as soon as possible, because I wanted to talk my way out of things as much as I could... turns out almost every single quest required combat in some way anyway.

Agreed. I mean, I get that it's the Wasteland - I don't expect to be able to talk my way out of a gang of Raiders trying to kill me. But I'd ideally like trying to talk my way out of a situation to be as compelling as shooting my way through. If that makes any sense. In Fallout 3, most of the Speech-based successes are just the one skill check and then you're in the clear. When you get into the fight, you're coming out with varying degrees of success - sometimes you use up too much ammo, or you're really shot up, or whatever. You have to be really good to make it through unscathed. I think it would be interesting to see that same sort of consideration given to the more peaceful types of solutions.

That, and I felt like it was a bit of a cop-out at times to spend all those skill points on Speech; and always being on the lookout for a good use for it. And then to find that at times, all I needed to achieve the exact same result was to find a certain item somewhere, etc. (Without giving away spoilers, I'm thinking of Tranquility Lane, here, as an example of that...)
2. Larger towns with more people and more intricate exploration. I know we're in a post-apocalypse setting, but Megaton and such are still scaled down and should be much bigger... I don't need a GTA-sized city, but I would like more exploration in towns, rather than just going from one house to next talking to people. I would like to see alleyways and back houses, basemants and hidden arms stores... more to do in towns than there was in Fallout 3. Even Morrowind and Oblivion did this better than Fallout 3.

I was thinking of that, too. What I enjoyed about Morrowind and Oblivion (and Fallout 1 and 2,) was that when you got to a new town, there was a ton of stuff to do and explore. I could spend a couple days just checking out a town and seeing what there was to do there. Not quite so much in Fallout 3, though. What I liked about Elder Scrolls was that it seemed like literally everyone you met had a little storyline you could follow and check into. Not quite so much with Fallout 3. I liked the "hi, I'm an interesting character - here's a couple things about me. You don't ever have to talk to me again, though, because I only exist to tell you this one little factoid about me. Bye!" thing. But more is always better.
3. Better music. I liked the soft Wateland exploration music in Fallout 3, but the town music and combat music were lame in my opinion... nothing other than the piano section of the wasteland music sticks out to me outside the game, whereas town themese and such from Fallout 1 I remember to this day. In short: more songs like The Hub theme, less like Megaton theme. I realize this is subjective.

Kind of along those lines, I was really expecting to find some new songs or stations released with the DLC. I actually thought that was kind of going to be a given. The radio was kind of neat at first, but before long I was usually travelling around with it off, because I'd heard those songs so many times over and over again. So for Fallout 4 - new songs with the DLC. :)
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Trey Johnson
 
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Post » Tue Jun 08, 2010 9:54 am

Thought of a few things i don't thing have ever been done in the Fallout series-

1. Be on a boat or submarine in the middle of the ocean that gets attacked by mutated shraks and a huge sea creature

2. Fly a Vertibird or plane, maybe in a large air-battle against the Enclave or BoS

3. Get captured by CommonWealth, escape later

4. See what happened at China after they were nuked (mutated Pandas anyone?)

i would love to see any of those in New Vegas or any FO game.
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Mr.Broom30
 
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Post » Tue Jun 08, 2010 1:41 am

As a few have said before, I'm all for having EVERYTHING in the game have some weight burden attached to it. It's far too easy to trek about the wasteland carrying 100+ stimpaks and 1000's ammo. I'd rather have a more realistic limit on this factor which would be tied to Strength/Endurance skills, i.e. the stronger you are the more you can carry, but even a single round of ammo has maybe a 0.1 weight attached. This would certainly make me think a lot harder about what I REALLY need to be carrying around and have to plan trips accordingly, not to mention having the added worry about running out of much needed ammo during a fight. Its a wasteland survival game after all... You should actually FEEL worried about your ability to survive on a daily basis. I want to feel an adrenalin rush and panic attacks when I stumble into an enemy, as right now, I just think "Oh YES... 6 raiders to waste.. Bring em on".

Also, I think it would be a good idea to have negative consequences when you become injured. Say for example you stumble upon a group of raiders or a few Deathclaws or whatever. You fight for your life and survive, but in doing so, you have your left leg crippled and a chunk of HP has been taken off you. I don't know about you, but if that was me (in reality), I'd have to drop a good few items out of my inventory in order to limp someplace and get my leg fixed up. Basically what I'm saying is that if a limb gets crippled, then it should affect you more than just giving your dude a limp. His Strength and Endurance stats should take a negative hit and remain at a reduced level until he gets fixed up.

taking the above to an even further level, if your dude neglects the crippling injury for x amount of time/days or whatever, then he runs the risk of having this disability for life, i.e. He will always have a limp (which affects the amount you can carry and the speed you can move at) or have a weak arm which affects your unarmed/melee skills as well as possibly reducing your accuracy with guns etc.

This , would add pressure to almost every combat situation. right now, I can go into a fight knowing full well that I'll just heal myself up afterwards from my 100+ stimpaks in my pocket.
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Marion Geneste
 
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Post » Tue Jun 08, 2010 11:40 am

I'll toss out one recommendation to GECK-creators in general (weather it be New Vegas or Fallout4) on extending the game longevity:

Random Encounter Generator. We made this for Sojourn back in the day, and the concept is that the game creators come up with 30 to 40 different random encounters, stuff that could be put anywhere outside. Stuff like slaver caravans, a unique trader, etc, etc. Some should even enlist the player into small quests. Then rename an XMarker into a RandomQuestMaker, and place them all over the wasteland in spots where these random encounters could spawn - perhaps 100 to 200 spots all over the map - the more the better. Then when a player gets in range of one, roll the dice and determine if an encounter occurs, and which one occurs.

To keep the random encounter engine working indefinitely, I would recommend that the first time through, the Random Encounter Engine would spawn each of the 30-40 encounters sequentially (so the player is sure to see them all). Once the last encounter is spawned, the engine should from that point forward randomly decide which encounter to spawn. This really spices things up and adds a new method of refreshing areas outside of just respawning. This is also something GECK users to deploy in mods, and would not be difficult to manufacture (heck I may even do something similar in my mod).

The power of the game houses building on this idea is that you all can put Alot of cool stuff into random encounters, including quests, dialogue, even custom code if you want something fancy to happen. The power of the idea is that it re-freshes the world, and allows the player to re-visit places over and over in the hopes of spawning another random, and will make the world much more dynamic than some cells in Fallout3 - where you clear em out, and thats it - nothing ever changes in the cell again. This is an un-necessary sacrifice and under-use of all that fabulous level-design. A random encounter generator could go a long way in overcoming that.

Food for thought,

M
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Dorian Cozens
 
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Post » Tue Jun 08, 2010 5:58 am

Ok so i've read all the posts and agree with most people. But to sum them up here are 10 things i want to see in the next fallout. Dont be mad if i did not write your post i could just have forgotten to write it.

So here we go:

1. More dynamic world! Have the world change as you progress through the game.
2. Some kind of fast transportation (not using the Fast Travel). Like a horse (or if you rly want "mutated"-horse), a (repaired or found) car or motorcycle... With a storage!!! Many people had trouble carrying their stuff so they used boxes filled with stuff wich they hauled from one place to the other. This could implement a better way for it.
2. Being able to influence the way the world changes. (Like the part in fallout 3 where you could give money to improve the trade caravans)
3. Help wanders band together and set up a new "village" (maybe in a location of your own choosing for personal gain or otherwise) wich you can help them improve by bringing them stuff or caps. (Like build defencive walls, guns, robots, arange for the trade caravans to go past there, etc...)
4. Would like to see fields or other ways how food is produced... So in general: Want to see HOW the people survive (as many others already have asked).
5. Also was kinda sceptical about the scap metal... Everyone was looking for scrap metal while there where cities filled with car wrecks, shelves and other stuff like mailboxes wich can be used as scrap metal. Would like to see some kind of skill (or other way) to be able to salvage them for scrap metal. (Could also be used to clear the road when transportation is implemended.)
6. Ofcourse also the AI... The NPC's were pretty "dumb" who runs up to a guy holding a minigun :rolleyes: while holding a hammer... Or stands in the open shooting back when i've sniped like 10 of his friends from a mile away...
7. Another thing is the production of stuff... (like building ammo or stuff) It was a little basic. You can disarm a freaking nuke but you can't make a simple bomb?!? Or you can repair robots but you can't build them while the parts are all before you?!? I know there were some weapon schematics but i want to be able to build more then weapons... Like parts for cars, robots and the like. This meaning i want your skills like science and explosives etc to be able to build or repair more things... (I found plenty of car engine parts but was not able to use them...)
8. Even tho the graphics were good enough in fallout 3 you will most likely need better ones if you want it to be as succesfull as fallout 3.
9. There is no way every sqaure inch of america was nuked so there are always animals, cars and other stuff wich was not affected by the radiation (even if there is nuclear rain). Keep that in mind.
10. Like someone else said: the underground passage ways were nice but i would like to be able to travel above ground aswel... Maybe ask the help of some people to "clear" the road of rubble. This would improve trade routes so you could have the traders give you a quest for it to look for help or something if not just pay they to clear the way for you and not the traders. Not being able to climb over a mountain of rubble is a little stupid. So in short either let us remove the rubble using NPC's or let us climb over them...

Would like to see a "new" and "modern" version of this game tho. The 50's and 60's look is kinda getting boring. Maybe an idea for one of the sequels or an entirely different game. But 50's and 60's are fine aswel for now...

Thanks for reading! Hope you agree!

p00m
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Lillian Cawfield
 
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Post » Tue Jun 08, 2010 9:05 am

Eh... I could spew out a list longer than my arm of features and improvements I'd like to see in the next Fallout game.

But the truth is, the franchise is old, the lore is set, and nearly all of the original creators are off the team. Fallout was born from magic that was specific to a certain time, a certain place, and a certain group of creators... you can no more recapture that magic than you can recapture the writing of the U.S. Constitution. Fallout was absolutely amazing when it was published in 1997, and one of the reasons it was amazing was that the creators had total freedom to make something new. The ideas were fresh, the game was almost like a genre unto itself, and everything in the Fallout universe was an enigma to players with a fresh copy in their hands. More than that, it was strongly influenced by horror and post-apocalyptic classic movies like The Road Warrior, Repo Man, They Live, Army of Darkness, A Boy and His Dog, and even included references to The Goonies. In comparison, Fallout 3 is mostly influenced by Fallout and Fallout 2, and that's a key difference. Instead of fresh ideas, Bethesda tried to base everything on every little detail of the first two games, and failed miserably.

Fallout was a phenomenon of its day.

----------------------------------------------------

Which brings me to what I want to see in the next Fallout game.

I know Bethesda can't morph themselves into Black Isle Studios and time travel back to 1997. I know that. So the one thing they need to change more than anything else is:

Stop re-using (and bastardizing) the Enclave, the Brotherhood of Steel, and other "known entities" in the Fallout universe. Create all-new factions and situations for players to discover, instead of adding new quests to the same old tin soldiers.
There's no sense of mystery anymore, which is key to the Fallout experience. Worse, there's too much emphasis on "being like Fallout 1 and Fallout 2," which is a foolish approach since that's impossible. Instead, work on adding new dark humor, new cult classic post-apocalyptic and horror references, etc. Go after the fundamentals of what made the first two games great.

Of course, part of the problem with that is that there are very few recent post-apocalytpic and horror cult classics, because Hollywood only makes reality TV and superhero or teenage angst movies these days. But I digress.

People are supposed to see a Brotherhood of Steel knight or an Enclave base for the first time and think to themselves, "What the [censored] is that?!". Not, "WOOT! It's the Brotherhood of Steel, I know exactly what they are! I want to be on their team!" That's not mystery, that's re-visiting known quantities and fan service.
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Batricia Alele
 
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Post » Tue Jun 08, 2010 3:52 am

Have some new Tribals, similar to the ones from FO2. Make them more self-relient etc. like most tribals should be.
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naomi
 
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Post » Tue Jun 08, 2010 2:43 pm

I kind of miss the Tribals, as well.
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Juliet
 
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