» Tue Aug 03, 2010 4:45 pm
More followers.
Allow more followers, obviously based on charisma or perhaps the actual numbered karma the character has. Perhaps with evil characters and followers, charisma is less important in determining your party size, but the magnitude of your evilness may be more important than the magnitude of your positively leaning karma is for good characters, where charisma is more important...
Numbered karma level is displayed, like in Fallout 1 and 2.
More small guns.
More melee weapons, such as different knives, SPEARS, clubs, ect.
Way faster bullets. I read that the hunting rifle in the game shoots at like 200 feet per second... even if it is old and worn, and even if it does in reality shoot a PISTOL ROUND (.32), it should be a lot faster than that. It wouldn't even depend on the firearm being old and worn anyway.
Better dialouge options. Include very small XP gains for dialouge usage of certain SPECIAL attributes and skills, try to make it more like how it was in the original Fallouts.
Better big guns.
Scarcer ammo.
Most guns degrade at a much lower rate. Melee weapons are fine how they are though to me.
Overall, more effective firearms but scarcer ammo.
Kill counter for specific NPCs and creatures... as in Fallout 2.
Have the BOS and Enclave play a less significant role.
Introduce more gang factions and cult factions. Create more depth in raiders as opposed to simply random maniacs who run around the wastes...
...and enable the player character to actually interact with these people and not just kill them randomly in the wastes.
Expand on the Talon Company.
Bounty hunting, bounty hunter faction(s).. not just collecting fingers and ears and such, and plus not as many repetetive tasks like collecting certain items, but more specific, smaller quests (but with many good and evil and neutral options also).
Enable the targeting of the groin in VATS.
The ability to [censored] NPCs/have intercourse with NPCs.
Addict and [censored] factions.
Killable children and fewer "essential" NPCs. Children, pets, elderly and helpless people in encounters, ect. For example, in Fallout 2 I would often encounter farmers (pretty much helpless except for one person in the group/family with a gun), also with a child and dog, up against remnants of the Master's Army (Super Mutants)... and obviously if I didn't step in very quickly they would all be blown up by rockets and minigun fire, including the kid. And if I wasn't careful enough I might accidently kill the child if I used a burst weapon or I missed and hit the child instead. Situations like this should be presented into Fallout 4 for a more realistic feel.
Introduce more foreign NPCs and/or factions. Introduce organized fighting forces from foreign lands, and perhaps missionary-esque (or invading) factions from foreign countries. This makes perfect sense... there was a big nuclear holocaust but it it didn't happen yesterday FFS!
LIKE EVERYONE ELSE HAS SAID, OVERHAUL VATS SYSTEM AND NO DAMAGE REDUCTION DURING VATS, MORE OPTIONS TO AVOID TAKING DAMAGE HOWEVER LIKE ABOVE POSTER STATED
MORE TOWNS AND SETTLEMENTS
MORE SMALL QUESTS
MORE RANDOM USAGE OF SKILLS AND LESS REPETETIVE USAGE OF THEM
MORE DEPTH WITH SKILLS AND CHARACTER ATTRIBUTES AND TRAITS, ECT.
ATTRIBUTES AFFECT YOUR CHARACTER WAY MORE AND CRITICAL DECISIONS AND ACTIONS THE PLAYER CHARACTER MAKES
NO LEVEL CAP
COMBAT SKILLS CAP AT 200. NON-COMBATIVE SKILLS CAP AT LIKE, 150.
TAG SKILLS ARE RAISED TWICE AS FAST IF THE ABOVE IS TRUE, NOT ONLY RAISED AT START
MORE SKILLS PERIOD, or perhaps like "sub skills" which are governed by base skills, like: Small guns: rifle, pistol, shotgun. Lockpick: doors, containers. Medicine: first aid and doctor. Science: computers and other. And base skills are raised at level up as always, they dictate the median levels of subskills, but subskills are increased by using them and not leveling up.