Fallout 4 Speculation Suggestions and Ideas #131

Post » Thu Jun 13, 2013 8:33 pm

This topic is for ideas and suggestions for Fallout 4 so that we can keep all the discussion in one thread. At moderator discretion, threads about specific and distinct topics as they relate to FO4 and the rest of the Fallout series may be acceptable in the Fallout Series forum. General idea/suggestion topics for a future Fallout game will either be closed, or moved to this one.
This thread should be used to discuss items you'd like to see in a future game, gameplay tweaks, quest ideas, things you hope are not in the next game and so on. If you want to discuss major issues, use a separate topic - such as the discussion about adding multi-player or co-op play, which already has a thread. Please search first to see if there is an active/recent thread on a particular topic.

http://www.gamesas.com/user/15304-ccna/: Something to note. Discussions of Child Killing is not allowed on these boards. Don't even bring it up in this thread. It won't happen in any future game from Bethesda, so there is no reason to even discuss it. If you post about this subject, you may be Warned and or Banned from the boards for doing so.

This is also not a thread to discuss current or past Fallout Games, other than to mention an aspect of the game you want to see included, or not included, in a future Fallout game.


http://www.gamesas.com/topic/1462851-fallout-4-speculation-suggestions-and-ideas-130/

http://www.gamesas.com/topic/1462625-fallout-4-speculation-suggestions-and-ideas-129/
http://www.gamesas.com/topic/1462430-fallout-4-speculation-suggestions-and-ideas-128/
http://www.gamesas.com/topic/1462225-fallout-4-speculation-suggestions-and-ideas-127/
http://www.gamesas.com/topic/1461991-fallout-4-speculation-suggestions-and-ideas-126/
http://www.gamesas.com/topic/1461680-fallout-4-speculation-suggestions-and-ideas-125/
http://www.gamesas.com/topic/1461156-fallout-4-speculation-suggestions-and-ideas-124/
http://www.gamesas.com/topic/1460227-fallout-4-speculation-suggestions-and-ideas-123/
http://www.gamesas.com/topic/1459848-fallout-4-speculation-suggestions-and-ideas-122/
http://www.gamesas.com/topic/1459427-fallout-4-speculation-suggestions-and-ideas-121/
http://www.gamesas.com/topic/1458910-fallout-4-speculation-suggestions-and-ideas-120/

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Izzy Coleman
 
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Post » Thu Jun 13, 2013 5:54 am

my list of things I want in Fo4
-Being able to hack computers/lockpick, regardless of skill level, but having both mini-games re-worked to be far harder without a high skill as a result. Not being able to hack/lockpick because your skill isn't X level is dumb, and [censored] just doesn't work that way.

-Related to the above, have a safe's lockpick level be the same as the hacking level of the computer that unlocks it. I found it nice that that pretty much every locked item has some computer you can use to unlock it, to give science players their fair shot, but the lockpick skill needed to unlock the safe, and the hacking skill needed for the computer, while normally the same, often were radically different for no apparent reason.

-Significantly more reactive NPCs. Dragonborn was a good step in the right direction, with Raven Rock, Neloth, and the Skall, actually reacting to stuff you did in a noticeable way. Keep going on that path.

-More active NPCs/companions. Fo3/NV suffered a lot from "NPCs just stand around and do nothing" syndrome, and Skyrim's inclusion of many activities for NPCs to do made the world feel tons more alive. In addition to this, give companions Serana's sandbox package, so they can do something other then just stand in one place while they wait for you.

-Better boss fights. I know Fallout isn't exactly a good setting for boss fights, but things like the Lanius/Ulysses/Elijah boss fight were really crap, and just amounted to "shoot em till they are dead". Dawnguard and Dragonborn added in several multi-stage boss fights that were far more fun, and while I am not 100% sure how to do the same in Fallout, an attempt would be nice.

-Make alternate speech checks, that actually use the speech skill, for every speech check that doesn't use speech. it's kinda dumb that you can't use the speech skill to BS people into thinking you know about dynamite, yet you can make the most dedicated zealot of any cause stand down from the fight his entire order is depending on.

-Less generic, no-name, NPCs. I don't want to see 30 "megaton settlers" or "freeside thugs" in Fo4. Making tons of generic, no-name, NPCs does not make cities feel more real, It doesn't work in GTA, and it especially doesn't work in Fallout.

-If you're gonna do faction armor, at least have it make some sense. Make to where if you have a high rep with a faction, wearing an armor of their enemy won't cause them to shoot on sight, because your famous enough that they recognize you.

-Same as faction armor, if you are going to have faction reputation, at least make it work in a logical way. Killing three guys in the middle of the wasteland shouldn't cause me to lose rep with a faction, because no one was around to see me do it. On top of that, most quests shouldn't just automatically alter faction rep for simply beating them, unless someone actually saw you do what you did.

-Less +% damage perks. Really, way too many perks in NV were just crappy +% perks, and were pointless because you already did way to much damage anyways.

-Less railroading. Both Fo3, and NV, had tons of railroading, Fo3 in its MQ design, and NV in its world design, and neither of them were beneficial to the game.

-Have stuff make more sense. Really Bethesda, Morrowind, Oblivion, and Skyrim, had tons of stuff in them that made the world believable/realistic, with farms, mines, mills, etc. etc., to support the world economy, why Fallout 3 lacked these in large numbers, though I don't think its anywhere near as bad as many people try to make it out to be, is beyond me.

-Have some sort of jail. Seriously, the whole "you stole a burnt book from me, so now I am gonna try to murder your face" type of wasteland justice is stupid.

-Clean up ash piles, seriously, it's so annoying.

-NPCs that actually surrender when they say they are.

-% based speech checks to more accurately represent the dynamics of speech.

-Fix the "protected" NPC status from Skyrim, and use it instead of the "essential" status, so that we can actually kill every NPC if we want.

-Merge barter and speech. As it stands now, both skills kinda svck, and considering being able to convince people to buy something at X price, is a part of speech, merging the two makes more sense, and makes the new combined skill far more valuable.

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Jani Eayon
 
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Joined: Sun Mar 25, 2007 12:19 pm

Post » Thu Jun 13, 2013 7:26 am

I just hope someone sees this and reads it this time- I spent a lot of time on this.

Fallout fixes

Mostly anything related to guns.

First) the ability to clean your guns. After 800 or so rounds, you gun should be useful, not completely useless. If you spent half an hour cleaning it, it should be fine (you can do it at a Reloading bench or work bench. You get me. It would take up a few resources (like oil, cloth, and the right size brush)

Second) guns should do more damage. A .45 to pretty much anybody's unarmored head should kill them. Also, a .22 should do the trick to (but a .22 to the leg might just piss someone off, a .45 might put them out of action.). Plus, I don't think that any determined enemy should take a .45-70 to the chest, with armor, and keep running at me. Just getting punched would slow down somebody. And if drugs were a part of it, a punch wouldn't do as much, but that .45-70, would

Third) an enemy isn't dead with their hands shot off. They'd either drop in pain, or go into a rage.

Fourth) bullet drop. I want to actually have trouble sniping!

Fifth) what are 'Standard' bullets? Because standard are FMJ. See a problem here? Yeah, so do I.

Sixth) even though automatics spray when on full auto, they don't spray on single. It doesn't make sense when I fire a single shot and it goes wild. And again. And then again.

Seventh) I don't like how the over under (caravan shotgun) has that nail sight. Or screw. Whatever. If you left it, it would have looked like the 870 (hunting shotgun). A little bead at the end and that's where you aim.

Eighth) Make Reloading a mini game. Each and every round loaded. (You can buy upgrades that would make this easier. Like in real life.) have it be like four different sliders, top- the actual projectile. Upper half- the type of powder and the grains (This Matters!!) lower middle half (third down)- the shell casing (clean/unclean, polished/unpolished, used/not used.). Last- the primer. Yup, and then you have a slider to press it all together.

Ninth) more gun customization. Barrels, grips, receivers, trigger groups, advanced springs, rails (blech! Give me a sleek looking m16a1/ Xm16e1 any day! Or a m240B) sights, scopes, stocks, flash hiders, suppressors, slings, attached pouches, lasers, lights, foregrips, paint, attached Camo, underslung whatever's, and caliber conversion kits. Whew, lots of stuff.

Tenth) loss of damage at range. Simple ish.

Eleventh) ballistic trajectory. Big part of actual ballistics. A .50 actually does more damage at 600yards than at point blank. (Yes I know this contradicts 10. Let me explain.) we all know how in football, it's better to throw the ball with a spin, so the ball spins on its own axis, of its own accord. Well, it's the same with a bullet. While its traveling down the barrel, it's being spun, but forcefully and from the outside in. When it leaves the barrel there is a time that it takes to 'find itself' and start to spin by its own self. Thusly, a .50 takes longer to spin by itself than a .22 because it has more mass. You should have "Sweet Spots" for different weapons and ammo. If a bullet Stabilizes sooner, it stays at that angle for a bit longer, but begins to drop faster. When a bullet takes longer to balance, it lasts further, but does less damage up close.

12) bleeding out. You get shot, you eat a slew of calories, and your fine. Wtf? Yeah no. You'll have to deal with bleeding out, pain, internal damage, artery's, and the like. Have stimpacks and Buffout/Med-X used (like a decaying timer) to get you into a doctors office.

13) ballistic vests. They should actually help. A steel level IV plate can take multiple hits and keep asking for more. But it'll bruise like Tyson, and keep giving more. (said bruise will have a small End affect, or something similar, or even multiple hits breaking your ribs, if no padding)

14) abilities to add knee pads and stuff like pouches, scarfs, bandoliers, backpacks, gloves, patches, whatever you want really. Its the apocalypse, we no longer care about our looks, just function... right?

15) better stealth mechanics. Hidden/detected, caution/danger. That's it? Really? I would much prefer the Skyrim 'eye' system. And if you have a stealth boy on, and you stand up, people shouldn't be able to see you! Your invisible!!

16) magazines. Just because you have a gazillion rounds doesn't mean you have enough magazines. Think Arma 2 system. You have ten magazines, and you cycle through each one, and whatever is in them is what's in them.( this actually isn't that bad. With balanced/realistic guns, two or three shots should be more than enough. So ten times ten, that's one hundred bad guys. Name any den in the game that has 100 bad guys.) (Think like the Arma 2 system- you have x number of magazines and you cycle through them.)

17) different types of magazines. Different capacities, different builds (which affect jamming) and different ages (ditto+ how long they last themselves.)

18) jamming at anytime. Not just when " it's low". A gun won't magically break after 800-2000 rounds. A gun can jam at anytime. True, it is more probable at times that are stressful on it (different stresses apply to different guns.) but even in perfect conditions a gun will jam or have one of the three types of malfunctions.

19) bipods, flashlights, and lasers. You should be able to switch these on or off, or deploy or not deploy them. They should have benefits, and minor drawbacks. Like added weight, so you can't turn as fast (really only applies to bipods, as they are the heaviest) but then other addons like a vertical foregrip would help.

20) make water purification bigger. If you get a disease, it should matter. Big time. You'd need to buy or make meds, and if you don't, well, Kaput!

21) diseases. Kind of like the Stimpacks/ Medical help thing- you can only take so many over the shelf/expired anti-biotics before you mess something up. Having a higher Medical skill would make it that you would be able to do it yourself (Like levels expertise, 25- attended middle school, 50- boy scout, 75- EMT, 100- Brain surgeon)

22) Fatigue. If your tired, you need to [censored] sleep. Also, muscle fatigue. We've all had that time when we pushed ourselves and felt it the next day.

23) Sprinting, jumping, and climbing over obstacles. Think the system from Brink. This ties into fatigue.

24) lightsticks, fires, light bulbs. Inside/outside illumination. You should be able to create this stuff. Ties in with 25

25) the ability to lock and barricade doors in buildings, then to sleep in peace. Having a bedroll, a fire starter kit/lightstick, then a tool kit to close the door from the inside, you should be able to relax in safety.

26) mental health. Yes, I went there. Have five general types, two upper, two lower, and one indifferent. Upper- good but lonely/ good and uplifting attitude. Middle- indifferent, desensitized, but not crazy. Yet. Lower- Depressionist spiralling down further/ Crazy. That creepy, blood lusting crazy. With each horrible or humanity saving act you see or commit, you mind is swayed. Pretty deep, huh?

27) multitools.

28) Auto lock picks. Very expensive, very rare, easily broken, but makes lockpicking so much easier. Takes a Very Hard down to an average.

29) Tattoo's. your character should reflect you. Have a system like RockBands. You make your own, then place it on your body, where you want it. And have a way to import files and tattoos.

30) actually join factions. Bootcamp, initiations, and training. Make it a bigger deal. Your JOINING a FACTION!

31)interactive environments. You can kick down decaying walls, doors, and you have to be wary of the floors, or you might fall through. No jumping in the top floor of a building that already has a hole in the deck.

32)relationships. Fill in here.

33) have the ability to create your own factions. Secure a building, manage finances (Oh Boy!!), and recruiting. But then you have the bonuses (or not) of what they do.

34) Family. Extended and immediate. Have that affect your mental stability. Have the ability to create one (straight/gay/ paligamy -Spell check please!-. Whatever you want) and then have that push you forward (or hold you back, depending on how you see it) make friends become part of your family. Uncle Boone comes over for your sons first target practice ( in this scenario, your Male, married Veronica.) tada.

35) gas masks. The better quality, the better protection. Some even give you ballistic protection. But remember kiddos,the military types aren't meant to save your life, only to keep you alive until you can complete the mission.

36) make the Sharpness of Melee weapons matter. Just because your combat knife has a really nice new grip on it doesn't mean it does more damage. Also, have the ability to add notches/ serrations.

37) weapon training. It's natural to become better at the gun you use the most, right? Then how come you can pick up a random AK and use it like a pro? The more you use a type of gun/ Melee (AK, AR-15, Bats, Knives, swords...etc) the less you have malfunctions and errors, and the greater you do with it (though not so much that if you use the same gun for the entire game. Make it at most +10-15%). But make the gun that you pick up, that is an improvement, have a small disadvantage (5%) but it will take a while to get to 'normal'. Then it will take a time to get 'good' with the gun. Then you will quickly become better, the more you use/wear it.

38) power armor is made from the same stuff as a tank, right? So why then can a chainsaw get in? How can you float in it? But then again, it is sealed, so you had an air supply, and the weak points are pretty weak. Then the wearer can't turn around fast, the back isn't nearly as protected, and it's relatively easily sabotage able, compared to the front. So the idea of squads of power armored BA's walking in just got a whole lot scarier, but a single or double just got a bit easier. (maneuverability)

39) if your camouflaged well, you should be able to be almost completely invisible. Ghillie suits and all. But then you loose out on storage.

40)Glasses.

41) Shades. They should help you see better in the midday. But negative affects at night or inside.

42) get a hydration carrier, then have a hotkey to use it. Then a small dial or readout should tell you -roughly- how much is left.(because you could feel it on your back.)

43) should be able to use the gun in your hands like a bat, if need be.

44) Vats, should hurt to install, feel weird to use, and have a timer. You can't spend an hour in Vats. And have each type, not each gun, have different amount of points used. Sniper rifles take more to use, pistols less.

45) ability to roll sleeves. If they are up, you are less hot, but have more freedom of movement. If they are down, your hotter, but you have better protection from the elements.

46) hats can help like sunglasses, but have no negative affect inside.

47) Changing clothes. If you don't clean your clothes, you should have a slight speed decrease, because of the crap and discomfort. And you get a small bonus to EXP when you have clean clothes.

48) night vision. should require batteries and limits field of view

49) required Physical Training to keep up your skills. You can't just sit in your room for months then go outside and still be a badass Melee guy.

50) More. Actors!

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Stu Clarke
 
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