Fallout 4: Speculation and Suggestions # 6

Post » Sun Aug 29, 2010 4:28 pm

This has to be my biggest pet peeve with fallout 3

your at lvl 30, you have the best weapons and armor, your have 10,000 caps, enough ammo to supply china, and all of your skills are maxed. so that character is pretty much done? kinda ticks me off that theres no mechanic at level that lets you create a town or manage a merc group etc etc

idk the idea is in my mind and still being worked a bit :coolvaultboy:

that would ahve beena great DLC.. youre the head of a merc group.. occasionally a wanted poster comes your way and you ahve to go find the mark... you wouldnt think it would take a lot of programming to do it indefinately, either.

the only time i was concerned with radiation was when i went to the whaton armory the first time, only cause i didint know how long i would be there or anything.
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Sun Aug 29, 2010 1:52 pm

ya i can definitely see it as a DLC

and the DLC's they did couldve been alot better instead of adding a new zone with weapons and armor that make some capital wasteland stuff inferior

and why should they DLCs be accessible at level 1?
and they shouldnt make it as simple as a damn broadcast, how about a lil exploration?
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Mon Aug 30, 2010 5:50 am

Joinable Factions.
As a member not working to leader!
thats ridiculous.
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Sun Aug 29, 2010 8:09 pm

First off, I'd like a better economic system. If you're making a game like FO3 or TES IV, that's supposed to let you do ANYTHING, you need to give us more possibilities. I've been roleplaying travelling merchant with my FO3 save, and the fact that it didn't really... let me do anything, svcked. There's no way for me to earn a decent buck, unless I make myself some sheets that shows me who's got lower barter skill, in what towns, where I should buy what and who I should sell it to. Simply, give us something to work with in the economic section.

Next, towns. I understand that there are few, and small, but in a future game, the world has moved a little on, right? Unless you simply change the scene but all of it is still in the same time and age. The settlements should've grown and there should've popped up a few more. One thing that annoyed me was that there was no way for me to live in Big Town, even though that was my favorite town in the whole game. Just like Kvatch, it should've been possible to fix the town up once you've done the related quests. Yeah, there are constant raider attacks, so let me fix up the walls, let me expand, there are loads of unused houses.

I'm not going tycoon on your asses here, though. I don't expect Fo4 to be Post-Apocalyptic Tycoon. I just need something to work with, without having to download mods. Which I do.

Something in the line of jobs is something I've always wanted. Not like in Fable 2, but in a more free sense. Setting up shop? Yes. INvesting in a shop? Heck yes. Earning money from that shop? Absolutely. It doesn't need to be too complicated. Just a simple weekly revenue.

Again with the tycoon.

Obviously, there's the level/experience thingy. I'm not even going to mention it, because you've all heard it multiple times. It needs to be revamped. Completely.

Lastly for now, vehicles, or ridable beasts. I've seen the concept art for the Giant Mole Rat, and it svcks that it got cut. I'd love to see something like that.
User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Sun Aug 29, 2010 3:30 pm

In fallout 3 did anyone ever really feel threatened by radiation? it never really seemed to be a problem with me and I play on very hard. they need to redo the radiation mechanic at least a bit for fallout 4.

only when I was trying to get vault 87's map marker n loot at the nonexistant entrence. :P
User avatar
Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Sun Aug 29, 2010 9:36 pm

i think it pretty safe to say that fallout4 is gonna be totally revamped from fallout 3

lets just hope that the devs have found the gems in this thread
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Sun Aug 29, 2010 7:14 pm

well personally i dont play fallout 3 on the PC (I play on 360) but I guess theres a mod out there that lets you attach things to your weapons? this is exactly what I want for future fallout games!
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Mon Aug 30, 2010 6:45 am

http://www.fallout3nexus.com/downloads/file.php?id=3388

*cough*ahem*cough* :P
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Sun Aug 29, 2010 8:13 pm

http://www.fallout3nexus.com/downloads/file.php?id=3388

*cough*ahem*cough* :P


ya ya I've checked it out but like I said I play on the 360
User avatar
jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Mon Aug 30, 2010 2:45 am

I'd like for Fallout to get back to it's Western roots (in terms of genre; location isn't as important).
User avatar
Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Sun Aug 29, 2010 2:21 pm

Tech 5 engine.
User avatar
Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

Post » Sun Aug 29, 2010 10:06 pm

No more darn shopping carts, get rid of the ability to sit pointlessly on benches or chairs - very annoying.
Maximum level of 50 and a pack mule for the desert.
I'm a Fallout Addict, have all 5 DLCs for PC and Xbox 360 - put in over 110 hours on my third playthru.
Can't wait for more.
User avatar
Rex Help
 
Posts: 3380
Joined: Mon Jun 18, 2007 6:52 pm

Post » Mon Aug 30, 2010 6:43 am

and they need to revamp the inventory and weight mechanics, seems like your always overpowered and if you shoot something enough it will die. Ammo needs to have weight! (missiles = 0 lbs?)

make equipments slots (like back, leg, belt, to hold weapons in I.E. - sniper on your back, pistol in your leg strap, grenades on your belt, etc)

and please for the love of god can we not have weapons magically attached to your body? a strap would be nice
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Mon Aug 30, 2010 5:16 am

there are hundreds of npcs, if you want a unique voice for each, it will cost them(dev) great amount of money to hire unique voice actors.

Maybe they could hire a few people with the ability to do different voices, so different characters didn't sound exactly like each other.
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Sun Aug 29, 2010 3:11 pm

The one thing I hope they absolutely fix in FO4 is clipping. If I can see my target, I should be able to shoot my target. I get so sick of wasting all my AP and ammo firing into a wall when I'm looking around the corner.
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Mon Aug 30, 2010 3:30 am

Maybe they could hire a few people with the ability to do different voices, so different characters didn't sound exactly like each other.

It would be easier to just voice some important characters instead of every single one.
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Mon Aug 30, 2010 6:15 am

I'd like for Fallout to get back to it's Western roots (in terms of genre; location isn't as important).

I'd agree with that somewhat, I think.
No more darn shopping carts, get rid of the ability to sit pointlessly on benches or chairs - very annoying.

Considering that you can simply choose not to sit in a chair, I don't see how having the option to do so would be all that terribly annoying. I also highly doubt they're going to get rid of that any time soon - a large portion of Bethesda's die-hard fans seem to be dedicated "roleplayers," after all.
Maximum level of 50 and a pack mule for the desert.

I think the max level has more to do with how the system is set up than simply choosing an arbitrary number to cap character advancement at. That's been discussed ad nauseum by this point I think, though. That's actually my #1 hope for the (hypothetical) Fallout 4 - is that they do some tweaks to their ruleset so that such level caps would be unneccesary or at least high enough to be in-line with a game that accomodates very, very long playthroughs.

I'd very much like a pack mule, too...
User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Mon Aug 30, 2010 5:13 am

No sitting in chairs? What?

I spent at least a few minutes in a cool outfit sitting at a bar watching the people do their thing. It was pretty cool. It's not something I do a lot, but I really notice it in games that don't allow it.
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Sun Aug 29, 2010 9:46 pm

Sitting in Chairs is fine by me. (They could even have it add 2% to skills best done seated ~like computer use).
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Mon Aug 30, 2010 6:18 am

No sitting in chairs? What?

I spent at least a few minutes in a cool outfit sitting at a bar watching the people do their thing. It was pretty cool. It's not something I do a lot, but I really notice it in games that don't allow it.


idk, seems like something the devs should add if they have time, not a major gameplay factor
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Sun Aug 29, 2010 6:53 pm

Fallout 3 is great. But I would like a greater diversity of character. Paths to becoming a cyborg, genetically enhanced mutant, or a ghoul would make the game far more repayable. I’ve separated perks into different areas, but left the requirements alone for now. Leave comments and thoughts. Hope you enjoy my fantasy. I hope I have posted this in correct thread - really needs its own topic.




Cybernetic Perks
The integration of synthetic into biological.
Perks that require a set science, medicine, repair and/or level base.


Adamantium skeleton: 50% less damage to limbs and head. You are able to drop from heights more safely, doubling distance you can fall without taking damage, and beyond that taking 50% less damage than you would otherwise.

Armour Plated: Polymetallic alloys grafted onto body. 10% DR & 10% Rad Shielding

Invisible Man: 5% stealth field per rank taken when crouching. (Max 3 Ranks????)

Don’t Fire that Blaster in here!: barrier shield deflects energy weapons that gives 10% DR against energy weapons and 10% chance beam/bolt is reflected away (possibly hitting someone else.) An Iron Man glow in the heart, and some eye candy when a bolt is deflected.

Concentrated Fire: as perk, but utilizes advanced targeting software.

Devil Eyes: glowing red eyes give night and/or heat vision. Terminator fame.

Remote Control: can access terminals and robots from a distance to hack them. You can even turn over the TV without getting up!

Give 'em the finger: middle finger emits a laser blast. Uses x hp instead of ammo from internal energy expenditure. Arm health reduces its damage potential, and a totally crippled arm makes it unusable..

Swiss Army finger: finger widgets give +5 lock pick, +5 repair. 3 ranks max.


Plasma Palm: plasma bolts erupt from palm. Uses y hp instead of ammo as internal energy is used. Arm health reduces its damage potential, and a totally crippled arm makes it unusable.
or
Pop Up Plasma: as above, but a shoulder turret pop up system as in predator.


Resistance is Futile: close range mesmetron blast from third eye in forehead. Success depends % chance modified by opponent Charisma, and players head health. Uses z number of hit points instead. Crippled head makes mesmetron none functional.

Shocker Fist: When unarmed, an increased chance to temporally stun/stagger opponent. % chance dependent on players limb (arm) health and opponents endurance. Against robots, acts as Paralyzing Palm perk. Crippled arm makes none functional.

Cold Blooded: synthetic blood gives 20 % resistance to poisons. 20% stim packs effect as in Fast Metabolism. Maybe your blood is white (android in Alien fame)

Target anolysis: (Rank 1) +5% Damage (Rank 2) +5% Critical. Universal soldier eye piece.

Quantum Decrypter: neural subsystem, and a handy dandy R2D2 widget, allows +20 science when hacking terminals or robots.

Memory Module. Gain +15 in one skill.

Physical changes to avatar when taking some of the above perks include: sparking metallic hand; inspector gadget finger widget; universal soldier eye piece; terminator eyes; iron man heart; alien - android blood; sub dermal metal shows through when adamantium skeleton characters are wounded – as terminator; Predator pop up blaster.







Genetic Modification/Mutant Perks
Mutate your body with retroviruses, mutagens and the scalpel.
Perks that require a set science, medicine, and/or level base to change your biological body. Charisma also required for telepathy perks.

Night Eye: + 2 perception at night, -1 Perception during the day. Manipulation of retinal cones also allows better visuals in dark areas – changes lighting level. Optionally, have light blindness for a few seconds when emerging from the dark into the day.

Telepathic Harmony: +10 Barter. When yielding, enemies have a higher chance of letting you live. Allows advanced speech options in game.

Call of the wild mind (telepathy):
Rank 1: Instinctual link. % Chance insects do not attack you; even smaller % chance they come to your aid.
Rank 2: Empathic link. % Chance animals do not attack you; even snaller % chance they come to your aid.
Rank 3: Intelligence link % Chance Beast such as Mirelurks and Deathclaws do not attack you; even snaller % chance they come to your aid.
Required to gain special follower(s) in game.
Rank 2 will increase % chance for rank 1 inects; and Rank 3 will increase % chance for both insects and animals. However, never 100%. Every dog bites, and every horse kicks.


Chem Resistant: 50% less chance of becoming addicted to any substance, including alcohol, ant nectar, quantum cola, strange meat. Small percentage that over time not using a particular chem, you will break your addiction naturally.

Iron Guts: gain 20% more health from foods/drinks, with 50% less radiation.

Thick Skinned: 10% DR

Man from Atlantis. Splicing Mirelurk DNA into your own, you gain gills. Breath underwater.

Remote Sensing: As explorer perk. Telepathy allows one to become aware of all locations. Alternatively, perk offered at lower levels allows new locations to appear on World Map at random intervals, or a % chance after sleeping in a bed for eight hours (dream).

Robust: Gain 30 Health.

Enhanced Comprehension: gain 2 instead of 1 point from reading skill books and other sources of knowledge (interfacing with memory banks, etc).

Sandman: if you near a victim undetected, place and hand upon their fevered brow, step into their dreams, then kill them! Gain 50 XP per kill as you take a little of their knowledge. Requires a high Charisma, not sneak.

Swamp Thing: you are part plant, and you cells allow you to absorb sunlight. Your hp slowly heals when in direct sunlight. Your limbs also slowly regenerate.

Death claw harmony: you digest more slowly in deathclaw guts, giving them less indigestion. You are relentlessly chased by deathclaws until you suffer an excruciating death.





Ghoul Perks
Mostly level based requirements.


Radiation Resistance: +25 % radiation resistance

Baby Ghoul: you start enjoying the taste of human flesh. 25 Health from eating human flesh. Now seeing you with flesh hanging from your mouth, feral ghouls have a % chance of getting all coochy coo, and see you as a cute little ghoul baby and do not attack. Could make for some interesting combat situation.

Radiation Healing: Slowly absorb radiation within body, healing health by same amount. (High level)

Regeneration: Absorb radiation regenerates crippled limbs. Stacks with radiation healing.

Undead: When slain, providing there is a body piece left (not death by energy weapon, etc), you will regenerate back to life over time.

Claws: (3 ranks) For each rank, unarmed attacks ignore 25% DR, gain +2% Crit, and does 1 poison damage per second, for 10 seconds. Also, 1% chance per rank that those killed by claws rise from death as a feral ghoul. This perk becomes ineffective when using any unarmed weapon, but for all those Shaolin cyborg ghouls out there, dragon fist and shocker fist perks stack.

Paralysing bite: In vats, chance to paralyse target for 30 seconds when fighting unarmed. Chance to ignore with poison resistance. Does not affect robots or ghouls.

Rad Tolerance: (5 Ranks) Each rank means you do not suffer ill effects from radiation poisoning. Minor, advanced, crippling, deadly, lethal. Eventually even death does not occur.

Radiation Gore: Grenade like attack that gives severe radiation burns. Each use depletes radiation from body.

Glowing one: The good news is you no longer need a pit boy light! The bad news is there goes your stealth. But the great news is that other ghouls look to you as a leader and defend you against your enemies when in their vicinity. One might even get a tag along follower if you are lucky.

Nuclear Anomaly: as 30th level perk.

Hematophagy: 20 hp from blood packs.

Ghastly visage: Your terrifying presence is intimidating. Enemies have a higher chance of fleeing/cowering. Also some speech options become available.

Dead Flesh: enemies have -30% have to crit you. Max 3 Ranks.

Die Hard Reaver: for every 10% loss of hp, gain +3 DR.

Obviously your avatar looks more and more ghoulish with the more perks you take.




Other perks
Where you are not made but trained, forged in the fire of battle, or are just lucky to get.



Grasshopper: (3 Ranks) +5 Melee, +5 unarmed

Dragon Fist: as iron fist (3 ranks)

No Mind: advanced meditation techniques give you superior reflexes. +10% in vats.

Shaolin Master : as Ninja perk.

Paralysing Palm: as perk but does not affect robots.

Cutter: (3 Ranks) +5 Medicine, +5 Science. Some game option allows you to change others appearance, gender, perform abortions, etc, with the higher the rank, the better the results.

Demolition Man: (3 Ranks) +5 big guns, +5 explosives

Infiltrator: (3 Ranks) +5 sneak, +5 speech.

Military Man: (3 Ranks) +5 energy weapons, +5 Small Guns

Mutant Hunter: +25% damage versus super mutants and ghouls.

Genius. There’s something inside that makes you more than you are. You just don’t know how the inner voice will manifest. Each level, gain +3 points in a skill determined randomly by the game. REplaces Education and able to receive at level 2 (level 1 if fallout 4 allows a perk to be taken during character creation)

Robotics Expert: 25% Damage vs robots. In stealth, reprogram robot (after security mini game) to protect you from enemies within vicinity.

Natural Born Killer:
Rank 1: +5% Damage
Rank 2: +50% Critical damage

Fortune Finder - as perk but also +5 barter.

Chemist: Chems now last 6 seconds for every point in medicine skill.

Enhancement: whether by intense training, some mutation, or a cybernetic implant, increase a SPECIAL stat by 1. Ranks 10.




Perks that remain the same.
These Perks remain the same. Some perks, such as Educated, have been removed.

Swift learner, Child at heart, Entomologist, Scrounger, Gunslinger, Commando, Sniper, Pyromaniac, Demolition Expert, Light Step, Action Boy, Steel Nerves, Mysterious Stranger, Here and Now, Night Person, Silent Running, Contract Killer, Law bringer, Master Trader, Deep sleep, Quantum Chemist, Puppies!, Warmonger, Karmic Rebalance, Escalator to Heaven, Devil’s Highway, Party Boy, No weakness, Almost Perfect.
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Mon Aug 30, 2010 2:33 am

Less immediate urgency!

In MW & OB, should you choose to follow the MQ at a certain point early on you were basically informed that things were going to get serious and you should go off and busy yourself with becoming a hero and come back when you're ready (if at all).

Here however, it seemed forced on you. I never felt there was a sensible time to deviate from the MQ (when following the MQ). I mean, I dunno about anyone else but if it was my dad in that situation I'd have been on his trail and wouldn't so much as blink until I found him. I couldn't care less about anyone else and their problems.

Sure I could do that anyway but at least in the aforementioned games it made sense as to why I would as opposed to "Man I gotta find my dad! After I go wandering around the wasteland aimlessly for a few weeks for completely unrelated reasons."

IMO it woulda been better off finding out on your 19th birthday that your dad (or parents) that raised you in the vault weren't your real parents, and you were dropped off there as an infant then you can take it upon yourself (upon leaving the vault) to either find your dad and learn about whatever he's up to or just get on with your life.
User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

Post » Sun Aug 29, 2010 5:25 pm

I think the chair thing goes towards Bethesda's focus on "interactivity." Like how in most games when you see a cabinet full of clutter, it's all one model - but in a Bethesda game every single piece of clutter is itself it's own object to be optionally interacted with. (I wouldn't be suprised if a few years down the line, even the scraps of paper littering the hallways end up being unique objects instead of a static decal, or part of the texture itself.)

Up until Fallout 3, there really wasn't very much of a point to being able to pick up and interact with every single seemingly useless piece of clutter that you might find in a level - but I still remember that it totally blew my mind in Morrowind when I found out that I could ransack literally every single piece of unique silverware when I was sneaking through someone's house at night.

I think rather than trying to slim down that level of interaction, my guess would be that they continue to up the ante in that respect. As opposed to removing the option to sit in a chair for no good reason; I'd expect that some day such actions might have some sort of gameplay hook as well. Still a perfectly optional action, but one that might concievably confer some useful benefits, as well.
User avatar
Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am

Post » Mon Aug 30, 2010 6:32 am

Less immediate urgency!

In MW & OB, should you choose to follow the MQ at a certain point early on you were basically informed that things were going to get serious and you should go off and busy yourself with becoming a hero and come back when you're ready (if at all).

Here however, it seemed forced on you. I never felt there was a sensible time to deviate from the MQ (when following the MQ).
I think this was mostly in your head. Oblivion was actually the worst in this regard. The entire game world was under attack by demons for most of the main quest, and the plot quickly became a race against the Mythic Dawn.

There's no reason to urgently search for your father in FO3. He clearly didn't want you to follow him, and there was no indication that he was in any danger. The only pressure came right in the middle and at the very end, after Raven Rock.
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

Post » Mon Aug 30, 2010 5:54 am

@ Jupiter Echoes: Too long didn't read


still no announcements for FO4?
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

PreviousNext

Return to Fallout Series Discussion