Ok, I got bored and wrote a wall of text on along which lines I would like some aspects of Fallout 4 to be made. There is a lot of text and typos and possibly some inconsistencies and overlooked things (due to my not too perfect english and too much caffeine), but I think the ideas are pretty clear. Whether or not all the following would actually work in the game, is beyond me, but at least to me it sounds
decent on paper.
So, here goes for TL;DR
Map and Travelling:A return to the classic worldmap system. The actual FPP/TPP playground World would be roughly about 1.5-2x the size of Fallout 3; and the area is divided into 7-10 smaller sections which vary in size and content and are scattered on the worldmap. General gameplay in those would be about the same as in F3, run around and do local quests. No teleportation fast travel, since the places aren't that big.
Outdoorsmanskill is reintroduced and works similiarly to Fallout 1&2 with the difference that nonhostile encounters are always avoidable should the player so decide (to decrease the amount of loadscreens).
The worldmap itself is zoned in couple of ways:
- The farther away from the starting position, the harder the enemies and vice versa; but there is still a chance to encounter harder enemies on starting grounds and vice versa.
- The map is zoned into territories, which each have their set of unique enemies as well as a few commonones that can be found on every zone.
Each zone has about 5-7 small maps for random/special encounters, which are either hostile or nonhostile.
The visitable locations on map would be as follows: A settlement - with explorable wasteland around it to provide smaller sidequest and exploring. Or just a visitable location like a majorsized building, militarybase, factory etc. They could even include two settlements, but in general all towns would be much bigger than those in Fallout 3.
Each settlement has its own set of architecture (not too different from other settlements, but so that one can tell the difference), clothing and mindsets. These are small things, but they can add a lot to the game. At least some visual variety.
Entering worldmap from a node would happen through the edges of the map. In Fallout 3 you get a popup message that "you cannot go further that way" - now it would be like this: "e) enter worldmap".
To not have to always run to the edge of a map, pressing (for example) the mousewheel would open up a minimenu (similiar to Operation flashpoint and Arma) beside the cursor that would have various commands (this will be referenced a couple of times again if you keep reading), one of them being "Enter worldmap", which could not be used during combat or if there are enemies nearby. However, escaping combat through the edge of the map would be possible.
Repairing:Repairing happens with repairkits, that repair 10-20 points/use; or by gunsmiths in towns/caravans. The kits would have 5 uses each and their weight would be dependant on how much uses they have left. Success of repairing is dependant on repairskill (a diceroll happens). They would not be too common or cheap.
One would now be able to repair guns and armor beyond his/her skill, but after the guns/armors condition is above the skill, the amount going above is turned into percentages that is taken away from the skill. IE: skill = 30 and rifles condition = 80. Condition - skill = 50. 50% of skill (30) is 15. So trying to repair a weapon in condition of 80 with a repairskill of 30 would lower the skill to 15. This is not necesserely realistic, but it is assuming that the more shiny the condition gets, the more difficult it would be to repair it further.
Guns and armor would also have a complexity stat, which is a number of percetages that tells the chance of critical failure if an attempt to repair fails. Critical failure, instead of repairing the gun, has a reverse effect. The number would be from 1 to 10 if a trait doesn't raise it (yes bring the traits back).
So now you no longer need a duplicate to repair, but you would be able to sacrifice a duplicate in order to boost the amount of repairing a bit if you wanted to, but of course you would loose the gun and the money it is worth.
There would also be a possibility to repair broken robots or computers or what ever could be repaired, by pointing the target opening minimenu (explained partly in the map & traveling section) and selecting repair.
Healing & drugs:Stimpak usage would be animated, so no more smashing a quick key for dozens stims in few seconds. More over stims now would always heal the same amount (no skill effect in there), but they would come in two variations: stimpaks and superstimpaks. Both of which would be rare and expensive and superstims much more that ordinary stims.
The player would have a tolerance meter which would measure how much the player can medicate him self before overdosing. Overdosing would cause an instant loss of health according to how much the limit is surpassed and would also cause some visual distortions and statloss. The effect would last for a while and the time would be depending on endurance and doctor skill. The tolerance meter slowly lowers itself after the medication is done, and the magnitude it is filled is dependant on the drug used (powerful drugs - like Jet and superstims for example - obviously fill it more quickly). Using food as a healer would not affect the tolerance meter, but food would have a heal-over-time effect.
Doctorskill would be reintroduced and so would be manual healing. Manual healing would be similiar to Fallout 1 & 2 (only a few uses/24hours - they would take few hours to be completed - success is determined by skill), and couldn't be used in combat or when enemies are nearby. Healing cripples wouldn't be possible with stims or sleeping, but would require manual healing and the ability to heal cripples would be enabled via a perk (with proper skill and stat requirements), otherwise a doctor is a must see.
Manual healing would be entered by the minimenu, which would also have the "heal other" option to heal a companion or other alive being.
Healing through sleeping would work similiarly to Fallout 1 & 2.
Addiction would need a doctor. And radiation needs a doctor or radaway (which would be rare and expensive).
Gunplay & VATS (should it be implemented):Skills would now have much heaver effect on waivewring than what it is in F3. Really hard with low skill, as imo it is supposed to be. In addition, the players stance, movement and weapons recoil also would affect it.
The normal (according to skill) situation would be standing still and aiming through iron sights (yes, iron sights). Crouching would give a small bonus to accuracy and going prone would give a big bonus. The tradeoff with going prone and being accurate would be extremely slow moving and turning, and it would take its time for the player to get up and ready the weapon again. Firing from the hip would cause bigger waivering. Movement would also give a hit to accuracy -- the faster you move, the bigger the waivering. Recoil would throw the aim off a bit, especially while bursting.
Guns would do generally more damage and the damagestats would be static. IE: Huntingrifle - dmg 11-20, like in Fallout 1&2.
In vats you would now have an option to choose a firing mode. Rapid fire - a hastily aimed rapid shooting towards the target; or aimed shots, which would be the opposite of rapid fire.
Rapid fire would lower the accuracy a bit and you could only target a foe as a whole; and it would spend less actionpoints, while aimed shots would cost more and calculate the accuracy without minuses.
One could now choose a stance. Standing, crouching and prone as in realtime play. The bonuses and hits would be similiar to those in realtime. Changing stance in vats would cost actionpoints.
Going prone in vats would force you to choose a firing sector (so that the player doesn't spin like a dreidel in all directions while being the most accurate he can). Prone position would also be the most expensive stance to move to and fire from.
There would be a possibility to use simpaks in vats (at a cost), and also some basic evading moves like rolling a bit left or right (this would affect accuracy inside vats, should the player choose to fire after rolling).
...and they all lived happily ever after until someone nuked them. The end.