Fallout 4 Speculation Suggestions and Ideas #132

Post » Sun Jun 16, 2013 6:54 am

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/1463124-fallout-4-speculation-suggestions-and-ideas-131/

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/

User avatar
Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Sat Jun 15, 2013 7:17 pm

I just want to see a much larger range of weapons and enemy NPCs. In new Vegas a lot of the time I was thinking not another fire gecko -_-
User avatar
Tracey Duncan
 
Posts: 3299
Joined: Wed Apr 18, 2007 9:32 am

Post » Sun Jun 16, 2013 4:57 am

What needs to be implemented for success-

- Larger scale battles

- Larger map with more (large) cities and locations

- Better boss battles than before (think skyrims dragons)

- The ability to complete the main quest several different ways

- New factions

- Make them joinable

- Sprint

- In depth economy (go to the Value of the Cap thread for explanation)

- Updated Karma system

- More developed areas in certain parts (its been a whole 200 years, come on!)

- Larger variety of Weapons and NPCs (like what was said above)

- Customization with your armors and weapons

- Set in a new area

- Make an area where someone deployed a GECK and actually built something ( think Vault City)

My next crazy idea is the ability to salvage parts from all the pre-war transportation. It could be a part of the a new "Mechanics" skill. Basically you could obtain working parts from the remnants of what is left from the planes, cars, and bikes to create your own vehicle. Maybe a small bike with fixed machine guns or something. You would then be required to find nuclear fuel cells to keep it powered, and to restock your bullets on the machine gun. The bike could be changeable so you could add a Gatling laser or the like to the front of it. This idea also doesn't interfere with the lore because vehicles sit all over on the Fallout maps, and in Fallout 2 it was possible to get your own car! Also planes would be nice because in Fallout we have had vertibirds forever and flying one or using it in combat or to get around would be great. Or you could just use the Mechanics skill to build a small one person transport plane that could get you around, but the skies would have to be dangerous. What do you think?

User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Sun Jun 16, 2013 1:19 am

I didn't like Fallout 3 because of the way the guns handled, but if the shooting is better and the game has this, I give my euros.

User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Sat Jun 15, 2013 11:21 pm

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.

-More interaction between towns, both Fallout 3 and NV didn't really have town to town interaction, beyond NPCs in one town saying "yep thar be a town over yonder". Even if it's something just like "yeah, we need to get a group together to go over to X town in order to trade the stuff we have here, but they dont have over there, for stuff they have, that we dont". Even if it's just some superficial acknowledgement that towns need each other for stuff to survive would be nice.

-As everyone can agree, no more giant Enclave/Super Mutant forces. They are dead, or largely dead, let them stay as remnants, or Jacobstown. It's not something I am too worried about, since Bethesda effectively killed both factions off in Fo3 already, but still.

-Being able to shoot the limbs off of robots after hitting the joints enough.

User avatar
No Name
 
Posts: 3456
Joined: Mon Dec 03, 2007 2:30 am

Post » Sun Jun 16, 2013 5:33 am

@Altadon

1. Use a save import system, I don't see why that's a problem. ME's import system is a breeze. I've barely started 3 so I don't know what you're talking about

2. It's a lot more believable than prostitution in FNV or the meaningless NPC's who flirt with you in F3 and it never goes beyond that and even more believable than just becoming a porm start in F2 while you should be out saving the wasteland. How can you not be touched by romances involving people like Thane, Tali, Jack, etc?

3. F3's gameworld is completely illogical. There are so many examples of it that have been mentioned time and time again that I won't go in depth, but suffice to say none of the human settlements in F3 make any sense when you start to actually think about them.

4. Do you decide to cure the Genophage, thereby potentially causing a very aggressive species to rise or do you allow the status quo and continue to punish a species for "crimes" committed 1400 years ago but keep the salarians onside and ensure their cooperation? Do you kill a sentient entity like the Rachni Queen or let her live? Look at your options in the paragon and vanguard options. Do you take David Archer away from Cerebrus or allow him to fall back in their hands?

There's nothing even remotely approaching this in any of Bethesda's games. Hell, in Skyrm you can join the Imperial Legion and then assassinate the emperor! How [censored] is that?

User avatar
rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Sat Jun 15, 2013 11:52 pm

1. HA HA HA HA, just you wait, just you wait. After beating ME3, you will see the problems as all of your choices are made pointless.

2. Because all of those romances are crap? no really, its so unrealistic and dumb that it kills any believability. "ohh, I talked to you 4 times, then we had six, cuz that how REAL romances work!" hur hur hur.

3. And you know what? all of that supposedly illogical world design can be disproved. Much in the same way that the 100% FALSE argument that the water purifier was built at the end of the river argument was.

4. dude, play Mass Effect 3 all the way before you talk about it, you will see how pointless all your actions are.

Also, so what? being in the Legion doesn't mean you have to like the Emperor, only that you believe in the Empire, and maybe you believe the best thing for the Empire is to remove the current emperor, so a better one can take his place. Politics are not as one-dimensional as you are trying to make them out to be.

User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Sat Jun 15, 2013 7:54 pm

Some of these things should, imo, be considered and searched for possibilities from while making the game and designing the gameplay:

General gameplay suggestions (again -- but updated):

Spoiler



Timed, dynamic quests:
Spoiler



Map and Travelling:
Spoiler



Repairing:
Spoiler



Healing & drugs:
Spoiler



Gunplay & VATS (should it be implemented):
Spoiler


Lockpicking:
Spoiler



Difficulty settings:
Spoiler



Thoughts on a skillsystem more (IMO) in line with the current gameplaystyle (This will contradict with some of the ideas in the longer suggestion above as I haven't had time to merge them properly, but that doesn't matter as I endorse both systems.) - now with an incomplete (har har) SPECIAL outline:
Spoiler



Another alternative method for skills could be to structure them into skilltrees of sorts, to present general knowledge and specialization:
Spoiler



Things I'd appreciate if omitted or otherwise excluded (read: not implemented to begin with):

- Sandbox map -- the game can still be an open world (like how the first games) and support random exploration with large enough "nodes".
- Main focus on exploration -- this shouldn't be the selling point of the game, it's fine for TES, but Fallout should be set apart from that series in all ways possible.
- Too heavy focus on combat over the other styles of gameplay -- there should be more balance on how to fare with the gameworld, well made and settlement centric nodes would support this in that there'd be less empty space that needs to be filled with random combat and dungeons.
- Straightforward FPS run'n gun combat - there's nothing more boring in these games than RPG combat hampered by FPS mechanics (and while this works both ways, I do not care about improving the FPS elements at the cost the RPG side).
- And stop wasting time in handplacing every sandbead in the desert. There's absolutely no need what so ever to not use procedurally generated landscapes in a wasteland that is mostly sand, rocks and rubble. Use that time to create as unique and differing focus spots as possible.
- And most importantly... less content from the Big Bag of Cool-on-paper +1 -- think before implementing, does it fit the setting, does it make sense, does it have a real purpose.
- Extraterrestials
- All that The Settlers/Sim(s) stuff like: building a house and playing home, building a city and "defending" it, forming a faction, setting up and managing a shop, farming, playerdriven marriage and romances, and all that useless and distracting fluff which is better suited for other games that use them as a the core point of gameplay.
- No multiplayer of any kind - there is a [censored] ton mp games out there for pepole who want that, there's absolutely no reason what-so-ever to have it in here.
- Excessive strive towards "realism" over statistics based gameplaymechanics and RPG feel.
- Combat music -- seriously, it just gets in the [censored] way.

TL;DR?
Make the game lean less towards the TES style of gameplay - find a better middleground in between - to create a greater diversity between the two franchises.


A story/faction outline (I know it's futile to suggest anything regarding the story, but I got drunk'n bored):

User avatar
Hannah Barnard
 
Posts: 3421
Joined: Fri Feb 09, 2007 9:42 am


Return to Fallout Series Discussion