Fallout 4 Speculation Suggestions and Ideas #134

Post » Fri Jun 21, 2013 3:26 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/1463720-fallout-4-speculation-suggestions-and-ideas-133/

http://www.gamesas.com/topic/1463405-fallout-4-speculation-suggestions-and-ideas-132/

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/

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Eliza Potter
 
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Post » Fri Jun 21, 2013 8:43 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.
-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.

-More enemies with alternate means of dealing with them/weak points. Robots have their combat inhibitor, and ants have their antenna, both of which causes them to go crazy when shot, and Mirelurks have a hard shell that reduces damage to anywhere but their small face. More enemies like these with special gimmick would make combat more exciting.

-Ability to shoot more types of explosives when enemy NPCs are holding them. Its cool that we can shoot grenades in peoples hand, causing them to explode, expand that to flamers, missile launchers, and fatmans.

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Nicole Mark
 
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Post » Fri Jun 21, 2013 5:58 pm

An improved reputation system would be ideal for FO4

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Marie
 
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Post » Fri Jun 21, 2013 3:20 pm

I think hardcoe mode needs to be brought back as an option, and when in hardcoe mode v.a.t.s. should be disabled for more challenge I mean after all it is HARD-core mode right?

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Timara White
 
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Post » Fri Jun 21, 2013 1:57 pm

I think it would be fun if VATS just slowed down time so you still had to aim at the tiny mirelurk face. This way enemy bullets still affect you. It might make you use VATS more wisely, perhaps. AP would be the amount of time you have at your disposal or the intensity of the slo-motion effect.

What about a Pip Boy that you would have to maintain and make repairs on or it would display maps incorrectly, radio goes bad or it gives inaccurate radiation levels.

I loved exploring underwater after getting the Rebreather from Nellis and needing a shovel just incase you ran across a grave. I hope this is still around in Fo4. I'd like if gas masks were also needed to be able to explore areas of the map that are otherwise inaccesible.

If there is wildlife, it would be exceedingly awesome to see them stalk and hunt prey or at least eating.

Random encounters.

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Jinx Sykes
 
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Post » Fri Jun 21, 2013 10:41 am

They are being very adamant on no news soon front. I am beginning to think I need to revise the timetable I have on them. It might not be at the VGA's this year after all. It still seems likely, but now not as likely. Once again news of them saying they won't have news soon. Doesn't mean it's out of the question, but looking unlikely. I suspect some sort of delay is happening if this line of thought comes up again.

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Matt Bigelow
 
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Post » Fri Jun 21, 2013 4:32 pm

Or you could could use turbo ....which brings up something else, I was quite and avid chem manufacturer/seller in New vagas I think the wide variety and abilty to unloch recipes for chems should be a reoccuring think in fallout 4 as well

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Cesar Gomez
 
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Post » Fri Jun 21, 2013 10:03 am

Enemy bullets still affect you in VATs as it is in both Fallout 3 and New Vegas.

They just reduce enemy damage down to 10% due to the fact that you cant move during VATS, yet the enemy can.

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Andrea Pratt
 
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Post » Fri Jun 21, 2013 6:01 am

But that was only when you yourself were in the act of firing, whenever you were selecting body parts to fire upon both characters were essentially frozen for an indefinate period.

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Crystal Clear
 
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Post » Fri Jun 21, 2013 12:48 pm

oh ok.

I tried Turbo once I think. Not sure what I thought about it.

what if VATS came up, froze time and showed the percentages. From there you place your actions and when you hit your 'fire' button, time slows down and you still free fire getting a damage bonus or bonus to crit chance IF you hit the specific target you selected. Every other bullet that lands anywhere else gets no bonus.

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Captian Caveman
 
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Post » Fri Jun 21, 2013 12:54 pm

And during the time you are selecting body parts, your not shooting at them, so it makes sense they wouldn't be shooting at you.

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Mel E
 
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Post » Fri Jun 21, 2013 6:21 am

I don't want any minigames. They were annoying as [censored] in 3 and NV.

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Dean
 
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Post » Fri Jun 21, 2013 7:44 am

This makes sense. Having enemies fire on me while I'm trying to select which specific body parts I want to shoot would be really annoying.

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Ebou Suso
 
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Post » Fri Jun 21, 2013 7:36 am

haha

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Catharine Krupinski
 
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Post » Fri Jun 21, 2013 3:11 pm

I didn't mind the lockpicking one but I disliked the hacking.

In FO4 there should be more perks for hacking and and some actual perks for lockpicking. And not too many of the generic lockpicking perks we got in Skyrim (ex. Now you can pick Novice locks easier! Waste your perk point on this perk please!)

Another thing: if you're going to make the player hack an electronic door then don't make said door lock pickable. It kind of defeats the point of hacking if you're going to do that for every electronic door in the game world.

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Soph
 
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Post » Fri Jun 21, 2013 12:48 pm

Unless you spent points on science but not lockpicking.

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Penny Courture
 
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Post » Fri Jun 21, 2013 9:03 am

Thats what I meant by both charsacters are frozen...er I probably shoud have said bouth your character and the one being targeted

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Chelsea Head
 
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Post » Fri Jun 21, 2013 11:39 am

Outside of some conversations in the game there weren't many uses for the Science skill. There weren't nearly as many electronic doors or safes that you could hack in both games in comparison to the amount of doors that you could pick. Since you can also pick electronic doors as well as regular doors why would you bother with hacking/science?

By making electronic doors and safes unpickable there is more of a reason for players to take Science outside of some convo options and RPing

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Irmacuba
 
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Post » Fri Jun 21, 2013 2:35 pm

How exactly do perks for lockpicking and hacking work outside of "get another chance if you fail"?

I mean, even Skyrim's lockpicking tree was mostly "here's some more loot, and you get keys", and that's about it, and we already have more loot perks in Fallout already. :confused:

And yeah, Skyrim's lockpick perk tree was god-awful.

I would like to see a return of the Metro in Fallout 4. It doesn't need to be as large as Fallout 3's, but the metro was one of my favorite parts in Fallout 3, and seeing more of something like it would be nice.

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lydia nekongo
 
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Post » Fri Jun 21, 2013 11:58 am

Why not just add more hackable objects? IMO the ideal skill distribution in Fallout games would allow the player only 3-4 skills at max which would be one weapon skill and 3 utility skills. Ex: Small guns, Medicine/survival, Lock Picking, and Sneak.

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Mr. Ray
 
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Post » Fri Jun 21, 2013 9:43 pm

Anyone else thing there should be rain or an occaisional storm? And for landscape issuse Not to mention any names cough cough New Vegas..I mean If you have a large hill that is perfectly ale for you to walk up dont put an invisible wall there to stop us from taking a short cut to an easy way to wherever where trying to get to , instead just make those easy hills not so easy to climb put rock formations or something unscalable in the way to cut off easy access or if you do take a short cut to get there make some sort of consequence you have to face for taking the easy like you could get to new veagas really quick if you travled from goodsprings all you have to do is make it to sloan and travle the long 15 , but you also have to make it through a hallf dozen deathclaws and that would be your example of a consequnce or obstacle for taking the easy way or short cut.

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Red Sauce
 
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Post » Fri Jun 21, 2013 5:47 pm

Lockpicking perk ideas:

- You can find the sweet spot on a lock easier

- Your lockpicks are stronger (this would require lockpicks to be rare in the first place)

- High level locks are less sensitive so you

- You can mark the spots of the lock that allow you to move the screwdriver around

With hacking I dunno yet have to think about it

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Verity Hurding
 
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Post » Fri Jun 21, 2013 11:18 am

Whoa whoa whoa lets slow down

How about Energy Weapons, Barter, Speech, Melee and Unarmed? Being able to specialize in skills are apart of the fun of RPGs. If you combine too many skills together then the entire point of specializing becomes moot.

I loved being able to make characters that specialized. I've had bruiser chars (Melee, Unarmed and Guns, high END and STR) and sniper chars (High PER, Guns, Lockpicking and Sneak).

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Chloe Yarnall
 
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Post » Fri Jun 21, 2013 10:48 am

Noooooooooooooooooo

I meant only being able to max out 4 skills at most. To force the player to specialize instead of being an OP jack of all trades. Not combining skills xD

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Erin S
 
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Post » Fri Jun 21, 2013 3:39 pm

This would be my solution also. Just make everything that is lockpickable also hackable, or at least add in as many hackable object as there are lockpickable objects.

-the first two are just the same perks you said you didn't like in Skyrim, and would probably be just merged into a "the pickable zones are now 2X larger" perk, or something.
-Which I doubt they would be.

-Unless they re-did the lockpicking interface majorly, I just dont see that being useful personally.

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Leilene Nessel
 
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