Fallout 4 Speculation Suggestions and Ideas #137

Post » Wed Jul 03, 2013 4:29 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/1464955-fallout-4-speculation-suggestions-and-ideas-136/

http://www.gamesas.com/topic/1464382-fallout-4-speculation-suggestions-and-ideas-135/

http://www.gamesas.com/topic/1463999-fallout-4-speculation-suggestions-and-ideas-134/

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/

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kristy dunn
 
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Joined: Thu Mar 01, 2007 2:08 am

Post » Wed Jul 03, 2013 9:49 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

Here's some of my ideas on along which lines I would like some aspects of Fallout 4 to be made (I posted this before Fallout: New Vegas was even annouced, and several times again since then, but made some changes so I'm not just reposting the same thing over and over again). Whether or not all the following would actually work in the game, is beyond me as I'm not a game designer, but at least to me it sounds decent on paper for altering the current form of FPS gameplay.
The WALL OF TEXT:

A minimenu:

There would be a minimenusystem that would trigger various functions needed during the gameplay. Pressing (for example) the mousewheel would open a dropdown menu (somewhat similiar to Fallout 1 and Fallout 2) beside the cursor that would present commands like Enter Worldmap, Heal, Heal Other, Repair, Rest/Wait etc. If well implemented, this could potentially offer a greater gameplay diversity through bigger possibilities for direct skilluses in several situations. Available commands would be highlighted and non-available would be greyed out.


General gameplay:

The general gameplay would be quite similiar to F3 and F:NV. You roam around the wastes doing quests and exploring. But combat would be less frequent unless the player decides otherwise - in other words, you could pick some of your random fights. (Though I'd very, very much prefer it, I'm not suggesting ISO/TB gameplay, since I don't believe for a second that Beth would implement it no matter what. :dry: )

This could partly be handled through wildlife AI, which would be set less aggressive in general. An aggression stat would be implemented which would vary from species to species - from completely neutral (only defensive combat) to total aggression (hostility almost immediately). The animals would have their own immediate surroundings, or personal spaces, somewhat like in Risen and Gothic series, and partly in F:NV. Get too close and you get a warning sign from the critter giving you time to get out of their space, linger and be chased off (or be attacked, if you don't flee). The radius of the space and the time you are tolerated in it would depend on the critter.

The mainquest would be scaled to a certain degree through chaptering it (not visibly, as in presenting a loadscreen: Chapter 1: In which you slither out from the uaginal cavity and learn the first lessons of life, but through certain major events through the main quest). And after those, the game would replaces some of the lower level enemies with higher level ones in the MQ areas - defeating which (if not gettin past by other means) would require you to level up some more. Or through a nonlinear levelscalingsystem where, for example, when one starts the game at level one, the enemies in the levelscaled zones would range from 1 to 10, and after one hits somewhere between levels 12 to 15 (which ever works the best) some of the lower level creatures scale up to about level 18 to 25 (but not all, to not make the world appearing to spin around the player too much). This would offer both, challenge and sense of progression to the player, as one becomes better than the current enemies before they scale up again.

There wouldn't be any quest- or enemycompasses, but there would be (toggleable, perhaps) minimap in which you could see the living beings in immediate vicinity. Perception would determine the range in which you see things, and with a perk (with appropriate requirements - outdoorsman and perception, for example) you could tell the difference between friendly (green dot), neutral (yellow dot) and hostile (red dot) targets.

The questcompass would be replaced by mere markers on the map which would point towards a general area instead of the exact target. And with that, the quest descriptions would be more accurate.

The wrist pipboy would be scrapped and replaced by a more handheld PDI like contraption, which would offer a more userfriendly inventorysystem (something like mix of what Morrowind or S.T.A.L.K.E.R. had, for example) with less scrolling while still holding the tabs to sort items by their nature, a one page charactersheet much akin to the original games. Opening inventory wouldn't pause the game (could be tied to difficulty - normal and beyond: No inventorypause, for example), but slow the time and not give extra resistances (adjustable through perks, slow time more, give some resistances, etc). All actions during combat but shooting and moving would cost action points (opening inventory, using items inside it, using quick keys, etc).

Skillcap would remain at 100, but the cost to raise them would rise as follows: 1-50 1:1, 51-75 2:1, 76-100 3:1, the point being, the better you get the more difficult it is to get even better - this would make a maxed skill equal to skillcap of 175 - and I think it'd be easier to utilize the full scale of the skill, if it caps at 100 (instead of having skills cap at 200 or 300). Also, the gaps between levels would be raised:

How it is now (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level):

Spoiler

z=n+(y+150)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 350 - 550
4 - 500 - 1,050
5 - 650 - 1,700
6 - 800 - 2,500
7 - 950 - 3,450
8 - 1100 - 4,550
9 - 1250 - 5,800
10 - 1400 - 7,200
11 - 1550 - 8,750
12 - 1700 - 10,450
13 - 1850 - 12,300
14 - 2000 - 14,300
15 - 2150 - 16,450
16 - 2300 - 18,750
17 - 2450 - 21,200
18 - 2600 - 23,800
19 - 2750 - 26,550
20 - 2900 - 29,450
21 - 3050 - 32,500
22 - 3200 - 35,700
23 - 3350 - 39,050
24 - 3500 - 42,550
25 - 3650 - 46,200
26 - 3800 - 50,000
27 - 3950 - 53,950
28 - 4100 - 58,050
29 - 4250 - 62,300
30 - 4400 - 66,700

How it should be (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level) for example:

Spoiler

z=n+(y+200)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 400 - 600
4 - 600 - 1,200
5 - 800 - 2,000
6 - 1000 - 3,000
7 - 1200 - 4,200
8 - 1400 - 5,600
9 - 1600 - 7,200
10 - 1800 - 9,000
11 - 2000 - 11,000
12 - 2200 - 13,200
13 - 2400 - 15,600
14 - 2600 - 18,200
15 - 2800 - 21,000
16 - 3000 - 24,000
17 - 3200 - 27,200
18 - 3400 - 30,600
19 - 3600 - 34,200
20 - 3800 - 38,000
21 - 4000 - 42,000
22 - 4200 - 46,200
23 - 4400 - 50,600
24 - 4600 - 55,200
25 - 4800 - 60,000
26 - 5000 - 65,000
27 - 5200 - 70,200
28 - 5400 - 75,400
29 - 5600 - 81,000
30 - 5800 - 86,800
31 - 6000 - 92,800
...and so on up to, say 50The formula I made may not be correct, but the point remains.



Timed, dynamic quests:
Spoiler

For the larger events, and where appropriate otherwise, the game would take time into account. Not to push for failure (except for where it's appropriate), but for altering the conditions of the quest. Like postponing a quest (which is narrated as "urgent") enough, and the conditions to solving it get harder.

Simple example (somewhat paraphrasing the Goodsprings versus Powder Gangers situation):

You get a mission from a village mayor to scout some raiders and find out why they've been appearing so active lately. You obtain info about an upcoming raid on the village you got the mission from "in two or so weeks". You neglect it and go about your business for a while. Then you decide to finish the quest and deliver the info, but upon arrival, you notice that the raiders have seized the village, killed most of the denizens and captured the rest. Two options from there on to solve the quest (1) Take on the raiders and free the captives, or (2) Strike a deal with the raiders and recieve an additional questphase.

Had you delivered the intel in time, the village would've prepared and fought the raiders off with (or without) your further help.

These events would be there to point out that the world doesn't revolve around the player and that neglecting given responsibilities has consequences.



Map and Travelling:
Spoiler

A return to the classic worldmap system (with some tweaks to make it look more... erm, "modern"). The actual FPP/TPP playground area would be roughly about 2x or 3x the size of Fallout New Vegas; and the area is divided into 5-7 (or so) hubs scattered in the worldmap which vary in size and content. General gameplay in those would be about the same as in F3 and F:NV, run around and do local quests and explore.

When you enter the node you could spawn at any "formidable" (as in settlementlike in size) location you've already found. The first time entering a node you would spawn at the side of the map on special spawnpoint for that purpose (which could be used later on too, of course).

Outdoorsmanskill is reintroduced (or merged within the Survival skill) 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 (small) chance to encounter harder enemies on starting grounds and vice versa, based on outdoorsmanskill, luck and placement of the zone (but still keeping the MQ areas within reasonable range of enemies).
- 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, and are based on the topography of the location in the worldmap and the contents of the encouters would be based on the zone in which it occurs.

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 or New Vegas.

Each settlement has its own set of architecture (not too different from other settlements, but so that one can tell the difference), general theme and mindsets. These are small things, but they would add a lot of variety to the game.

Entering worldmap from a node would happen through the edges of the map. In Fallout 3, when you bumb to an edge of the map, you get a popup message that says: "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, you could use the minimenu command "Enter Worldmap", which could not be used indoors, during combat or if there are enemies nearby. However, escaping combat through the edge of the map would be possible.

Fasttravel through world map would offer options for pacing (could be enabled by a perk, or be an ability from the get go). Such as "Cautious", "Casual", and "Rushing". Where "Casual" would be the normal travelspeed with no bonuses or hits, "Cautious" a much slower, but with giving a bonus to outdoorsman in determining avoidance of an encounter, and "Rushing" much faster, but with giving a hit to outdoorsman. There would also be related quests, solving which could be easier by utilizing this system (to make it have a bigger point).



Repairing:
Spoiler

Repairing happens either with repairkits, by gunsmiths in towns/caravans, or by a duplicate.

The kits would repair a fixed and relatively large amount of CND and have limited amount of succesful uses (and would offer a small bonus to the skill and crit. failure) each, but they would be expensive to buy, weight a somewhat hefty amount and would also be weakened and eventually broken by a certain amount of critical failures and general wear. Gunsmiths and repairmen would be very expensive but would get the job done no matter what. A duplicate would repair a small amount of CND (with no bonuses or hits to skill or crit. chance) so that you'd have to weigh the benefit of losing the weapons monetary value against the increase in CND (at least at early stages of the game).

Success in repairing is dependant on repairskill (a diceroll happens, dreadful I know). And the repairing takes a certain amount of time (few seconds) depending on the chance of success.

One would now be able to repair guns and armor beyond his/her skill but the further above the skill they go the harder they would get to repair. The math is irrelevant (as long as it complements the premise), but here's a quick idea on how it could go:

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 give a chance of success of 15%. This is not necesserely realistic, but it is assuming that the more shiny the condition gets, the more difficult (but not impossible) it would be to repair it further.

Guns and armor would also have a chance for a critical failure if an attempt to repair fails. Critical failure, instead of repairing the gun, has a reverse effect. The chance would be from 1% to 10% (depending on the weapon) if a trait or a perk doesn't raise/lower it.

The increased hardship of repairing would be compensated via much slower degredation rate (based on the weapon, of course), though the effects of CND (jamming during firing, reloading disorders, rate of fire, damage, buying/selling values) would also be much bigger and frequent.

There would also be a possibility to repair broken robots or computers or what ever there is to repair, by pointing the target opening minimenu and selecting repair.

Also, while repairing would work much like explained above (the 1-100 CND scale would remain in the background to provide for it but all effects would be tied to the 20% thresholds - when attempting to repair, you'd see the successrate according to how the 1-100 scale behind the screen), the visible item health would be changed to 1-5 scale, to offer more robust effects.

The weapon health would be changed from being a 1-100 scale to 1-5 scale and give each rank more profound effects on the weapon, additionally I'd hide the item health-o-meter and add a title in front of the item name so that one never knows exactly where their weapon health goes.

Example:

- Well Maintained Assault rifle or Fine Assault Rilfe (CND 5; well maintained bonus: accuracy +5%, no disorders, -5% from critical failure chance))
-> Assault rifle (CND 4; assault rifle at its default condition, no extra bonuses, but 5% chance of jam)
-> Dirty assault rifle (CND 3; -5% to accuracy, -10% to rate of fire, 15% chance of jam, 10% higher chance of "critical failure")
-> Worn Assault rifle (CND 2; -10% to accuracy, -10% to rate of fire, 20% chance of jam, 15% critical failure chance)
-> Crummy Assault rifle (CND 1; -20% to accuracy, -15% to rate of fire, 25% chance of jamming, 20% chance of critical failure)
-> Broken Assault rifle (CND 0; no shooting with this piece of [censored] anymore, no repairing it either, skilled weaponsmith NPC's could repair it at a cost up to CND 2, or offer a few caps from the spare parts)

With each rank, while going downwards, requiring varying degrees of usage. And Repairing (success and amount of repair (from half a rank to 1 rank) would happen through skillchance affected by certain factors (Gun cnd, duplicate cnd, repairkit, skill level, etc). CND 5 would be a high skill privilege reachable by no lower than 80 in repair.

I would boost all the negative effects and make them count much higher in combat.

Additionally I would add cleaning kits to add a slight timed bonuses to the weapons (-> Clean worn assault rifle: cleaned bonus +5% accuracy, +5% rate of fire, -10% jamming, for example).

With Melee and armed HtH the effects would consist of damage reduction, and higher critical failure rate (which would break the weapon).
With Armors the effects would consist of lowered DT and DR and lowered "social status" (when going on in really crummy gear, people initially think your a vagran or a bum just loitering around).



Healing & drugs:
Spoiler

Stimpak usage would be animated, so no more smashing a quick key for dozens of stims in few seconds (I like this method more than the concept of heal overtime from HC-mode of F:NV). The speed of the animation would be dependant of the related skill (doctor). More over stims now would always heal the same amount (no skill effect in there), and they would come in two variations: stimpaks and superstimpaks. Both of which would be rare and expensive (so that you cannot live off of them, but also have to rely on other methods of healing) and superstims much more so than ordinary stims.

The player would have a tolerance meter which would measure how much the player can medicate himself 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 (and perks/traits that would modify it). 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), related skill and perks/traits modifying it. 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 manual healing. Manual healing would be similiar to Fallout 1 & 2 (only a few uses/24hours - they would take few in-game 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 dependant of the doctorskill and the skillrequirements of the crippled bodypart (head and torso would be harder to treat than legs and hands), 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 in need of assistance.

Healing through sleeping would work similiarly to Fallout 1 & 2.

Addiction would need a doctor or a certain amount (pretty long) of time to heal. Radiation poisoning needs a doctor or radaway (which would be rare and expensive).



Gunplay & VATS (should it be implemented):
Spoiler

Gunskills would now have much heavier effect on waivering and general accuracy than what it is in F3, utilizing the skill and STR requirement system from New Vegas (but more heavyhandedly). In addition, the players stance, movement, weapons type and recoil also would affect it.

The normal (according to skill) situation would be standing still and aiming through iron sights (firing from hip would give a large hit on accuracy). Crouching would give a small bonus to accuracy and going prone would give a slightly bigger bonus (with the bonus from aiming coming on top of that). 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 spread. Movement would also give a hit to accuracy -- the faster you move, the bigger the waivering with ironsights and spread with hipfiring. Recoil would work dynamically based on the gun used, and would throw the aim off a bit with each shot (while bursting, the amount of recoil per shot would stack up eventually leading to firing straight up -- with hipfire, the "offaim" would be a bit smaller, but the spread would increase).

Guns would do generally more damage and the damagestats would be ranges. IE: Huntingrifle - dmg 11-20, like in Fallout 1&2, but with growth of related skill raising the minimum amount closer to the maximum (though not as far as up to having a static damage, there would always be some range left).

The combat overall would go through a total overhaul. No more run 'n gun FPS bullsh*t but more slowpaced, focused and tactical. A RTwP/TB (optable) setup with full control over the player character and partymembers would be nice. But of course that ain't gonna happen since nothing but horrid FPS twitching is viable in the gaming market anymore, and Bethesda does not deviate for their 15 year old formula...

So instead, actionpoints would count in combat (suggested before by me and some others).


A simple example:


Lesser cost rate:
Shooting (very low cost) - shooting with not enough AP's left would give a hefty penalty to accuracy and recoil control
Reload (low cost) - reloading with not enough AP's left would triple the time it takes to reload and increase the chances for reload failure

Moderate cost rate:
Using quick keys (cost rate depending on what's being done, changing a weapon (moderate cost), using stims (higher moderate cost), changing ammunition (high moderate cost due to including reloading)) - with not enough AP's, quick keys won't work, no stimspamming or changing weapons, tough luck.

High cost:
Inventory access - with not enough AP's, inventory access is denied, run for cover and wait for the AP's to refill.
Using items inside inventory - if AP's run out during doing something in the inventory, you can still browse and assign quick keys, but after that only action allowed is to exit inventory.

Additionally, no AP's left would increase running speed for... say.... oh well, for examples sake, 20% to provide chances to get to cover while AP's recharge.

And AP's would recharge much slower while moving and at normal rate while being still.

All that only during combat (and during shooting/whacking thin air when not in combat for the lesser cost actions).

Consider AP's in the lesser cost section as representing exhaustion.
And in the moderate and high cost sections as representing mental strength, situtional loss of focus, a panic of sorts leading to indesicion and inability to operate properly.

NPC's would also have their own AP's which would dictate their performance (a bit differently than the PC, since NPC's don't use quick keys or the sort).

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; but it would spend less actionpoints, while aimed shots would cost more and calculate the accuracy without minuses, and you would be able to target specific body parts. The bonuses and hits of chosen stance would be similiar to those in realtime firing.

Being 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 fire from, while standing would be the cheapest, and being crouched in the middle. The player would be able to change his preferred stance in VATS, but at a cost.

About craftable weapons... I once toyed around with an idea where there was to be 3 categories of weapons based on their craftmanship. I can't quite recall all the specifics, but the general idea was to have:

Category 1: Post war selfmade weaponry (craftable, high damage output, cheap and easy to repair, high availability, high modability, fairly cheap -- but, non reliable (prone to jam and reload disorders regardless of CND), low accuracy, fast deterioration rate (constant need of repairing)).
Category 2: Pre war Home defense weaponry (more reliable, more accurate, lesser deterioration rate -- but, less damage output, more expensive, less available, moderately harder to repair, non-craftable and less modable).
Category 3: Pre war military grade weaponry (Very high damage output, very high accuracy, very high reliability -- but, extremely expensive and rare, barely modable, non-craftable, very hard to repair).

Something along those lines, and with each category having 1-3 (max) base weapons for each type of weapon (pistols, SMG's, rifles, assault rifles, machineguns, shotguns etc). You'd that way have an entire category of highly modable weapons to craft from scratch and alternatives which have their ups and downs over that category. Weaponcrafting could be handled through related skillthresholds (what ever the skillsetup for that sort of crafting would be).

Close combat penalties for firearms (especially heavy and long arms).

- In face to face combat where the other side is toting a firearm, a chance (manual triggering for the player, but chance based success) for the NPC to perform defensive move and shove the players gun and facing off and slightly stagger the player (and possibly then deliver a more damaging blow/s). This to remove the horrendous way it is now where... you know how it is, and possibly slightly improve closecombat.

Also, damage bonus for melee/HtH enemies (animals included) that come in numbers (overwhelm the player). One guy with a knife or one gecko might seem harmless to your assault rifle toting combatarmor wearing character, but if there are three or more, you better dispatch them before they reach you or you are in serious trouble no matter what armor you wear (if the DT eats all the damage, turn it into fatigue damage that'll eventually collapse the PC after which the foes start to pummel the "weak spots" in the armor and healt starts to drop).

Generally, turn up the damage done by weapons -- the previous situation might seem that it puts a melee oriented PC in a rougher than needed position, but if you are skilled enough, and if the damage values are higher, you may be able to drop one or two before they get to overwhelm you (if you see a group or powerarmored melee units, though, you might want to reconsider attacking them with melee yourself unless you are absolutely skilled and geared enough).

In addition, projectile weapon skills affecting accuracy, not damage (except for - possibly - higher critical dmg multipliers). And locational armor DT values (head, torso, feet, hands).

Enemies and the PC are generally more easily taken down by weapons (no more people eating 30 bullets or 50 stabs and still coming on strong), but only if you know how to use them.



Lockpicking:
Spoiler

Success is determined by skill so that you can try to pick any lock from very easy to very hard; and NO minigame involved. It would work somewhat like repairing; lock level - skill (if the skill is under the lock level) = percentual number that is taken from the skill. If the skill surpasses lock level, the chances are purely skillbased with maximum chance of success being 95% (this, the max chance, would go for every chance based system). And the percentual chance would be presented when moving the reticle over the locked object: E) Pick lock [Very hard: 13%], for example.

Lockpicking would be animated so that you either see your characters hands doing the job (FP view) or seeing your character from behind (TP view). You would have the ability to turn your head (or the camera) some ways left and right to see if someone is coming - so the game doesn't pause during the picking. But looking away from what you're doing, would have an effect (see below).

Picking locks would take a certain amount of time depending on your skill and level of the lock (aka the chance of success). When attempting, there would be a timebar similiar to what Vampire - The Masquerade: Bloodlines had. Skill would give bonuses to the time it takes to pick a lock in such manner that you don't get bonuses to picking hard locks before your skill surpasses maximum level of normal locks. More over, the bonuses would stop stacking up after your skill surpasses the next level of difficulty (no bonuses to picking normal locks after skill level of 75, for example, depicting that there is no way to open that kind of lock any better - other than with a fluke).

Each lock would have a certain amount of tries before (if you keep failing) the lock jams for a certain amount of time (preferably at least a couple of weeks, so that your attempts at just waiting at the lock for it to unjam would be a tedious job and prevent exploitation of the system). Moreover locks would have a chance for a critical failure that would immediately jam the lock despite if it was you first attempt, and critical success, which could occur at any point during the time it takes to pick the lock -- both of these chances would be very small.

This system would also be fit for hacking.



Difficulty settings:
Spoiler

The difficulty setting would affect the following:

Startingpoints of th skills (this would work so that easy players would be able to max out almost everything and the harder you go, the less can max out and the more you need to rely on specializing). The toggle would work dynamically so that if you start with easy and change it to hard half away through, your skill would take an appropriate hit.
The gaps between levels -- the harder the setting, the more XP you need for a levelup.
Base carry weight (before STR modifier).
Base HP (before END modifier).
Number of encountered enemies
Slight (!) changes in NPC/critter HP and damage modifiers

HC mode (one time toggle on/off, no flipflopping) would affect the following:

Number of enemies encountered
Severity of negative effects (stat/skill losses and their effects, crippled limbs, diseases, poison effects, etc)
Add a Nutrition gauge (thirst and hunger combined) -- could do without this though.
Damaging effect of radiation.
Add weight for absolutely everything (meds, ammo, random clutter like pencils, everything).
Slower base speed for stimpakking (before skill modifiers).
Harsher addiction and withdrawal effects.
I'll come up more when I have time...



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

Ok, so going by the current gameplaystyle where dicerolls no longer apply (which is a shame)... redesign the characterprogression system to better suit it (to be more responsive and give more immediate feedback to the player as s/he progresses).

At character developement every SPECIAL defaults as 5 as it is now, but there are no bonuses to add, just a possibility to rearrange the points. Increasing SPECIAL during the game, would be a special occurance like finding an implant and then someone who can install it. Traits increasing stats would offer an equal drawback in some other stat (or a general drawback). There'd be an individual perk for every stat offering a one time bonus of plus one -- as it was in the original Fallouts. And rare cases where an equippable item gives a bonus for during the time it is equipped (like how PA gives a bonus to strength). Nothing more. The point is to make the character one builds to hold throughout most of the game. And to help that there'd be hard SPECIAL requirements for certain items and activities.

Perks would be more like additional abilities that the skills do not govern straightforward (like pistolwhipping, enhancing stimpaks, increasing inventory space and/or such) but still offer the requirements for. They'd also have tiers (up to 3) to enhance said abilities when appropriate.

Skills would now have a 1-10 and some others 1-5 point scale. With each point cumulatively increasing the price of buying it. Each of these points would also hold more to it than mere nominal increases with little to no visible effect (like how it is now with the 1-100 scale). The skills would work more like thresholds opening new related abilities than random numerical values. At characterbuilding phase each skill would default to 0, but the player would have 4 free points to put in which ever skills s/he wishes with the maximum initial increase being 2.

A couple of "along the lines of" -examples of the skills and their effects:
Spoiler


Guns:
oooooooooo
Cost : The first two - 5sp, 3rd and 4th - 10sp, 5ft and 6th - 15sp, 7th and 8th - 20, 9th and 10th - 25sp. This would equal a skillcap of 150 with the current method.
Effect: 0 p oints - You are so terrible with guns you suffer 50% damageloss and 75% of accuracy loss with any conventional firearm, plus your unholstering, holstering and reloading take much more time. Points 2, 4, 6, 8 and 10 would open "proper" usage of guns in their respective tiers of 1-5. Having lacking skill of one tier would result in 50% penalty to accuracy and 25% penalty to damage, lacking 2 or more tiers would offer similiar penalties of 75% and 50% plus decresed reloadspeed and increased probability of jamming during reload and firing regardless of weapon condition.
Points 1, 3, 5, 7 and 9 would offer a 25% bonus to accuracy for the previous tier of weapons (except for 1, which would offer it to the next tier and 10 which would offer an accuracy bonus to all tiers), and similiarly with damage but with an increase of 15%.
This would make increasing the skill a paramount act, if one wishes to master it (unlike with the current system where a skill 50 - for example - is quite adequate to handle all given situations the game offers).

Energy weapons:
oooooooooo
Cost: 5, 5, 10, 10, 15, 15, 20, 20, 25, 25
Effect: Similiar to guns otherwise, but in place of damage increases/decreases would be heating/cooldown effects which would be harsh enough to greatly limit firing large amounts of highly powerful energy ammunition. In effect, energy weapons would be much more powerful than guns, but also much more limited in rate of fire and most of them would also, due to their light effects, hinder stealth.

Melee:
oooooooooo
Cost : 5, 5, 10, 10, 15, 15, 20, 20, 25, 25
Effect: Same as guns and ew with tiers, but in place of accuracy increases/decreses would be attackspeed. Lacking a tier would offer a 50% penalty for overall damage and 25% for attackspeed, lacking 2 tiers similiarly 75% and 50%. Points 3, 6 and 9 would also offer a "special move" which would be slower than normal attack, but more powerful.

Explosives:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: With explosive based weapons, refer to the guns section. 0 points, you can throw grenades and dynamite very inaccurately, that's it; 1 point - opens up the ability to create and tinker with satchelcharges and firebombs and removes penalties from grenades and regular dynamite; 2 points - landmines and their modified and custom variants enter the picture; 3 points - creation and operating with C4, semtex, and other plastic explosives and remote detonatables; 4 points - Energybased explosives (electricity, EMP, plasma, etc) explosives; 5 points - Mix and match your own cocktails with all available ingredients.

Sneak:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: With 0 points you do not sneak, you're so clumsy that going crouched wouldn't make any difference. Each point decreases the chance of detection according to circumstances (LOS distance, lighting, sound) by 15%. Also, point 1 - ability to use light armor without penalties, point 3 - ability to use medium armor with decreased penalties, point 5 - ability to use heavy armor with decreased penalties.

Speech:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: Wit h 0 points, regular default dialog (plus other skill/perk related options); with points 1-5, thesholds for related speech-check lines.

Lockpick:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: Wit h 0 points you do not pick locks, you simply have no idea how to. Each point opens up ability to open locks at respective levels. The skill also modifies the amount of time an attempt takes. Also, if a minigame is involved, which I wouldn't put there, each tier increases the durability of the lockpick when attempting current or previous tiers.

Barter:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - 20% selling value, 200% buying value; 1 point - 40% selling value, 175% buying value; 2 points - 60% selling value, 150% buying value; 3 points - 80% selling value, 125% buying value; 4 points - 100% selling value, 100% buying value; 5 points - 120% selling value, 75% buying value.

Science:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: Hacking abilities similiar to lockpicking. Also handling the modding requirements for energy weapons. Thresholds for various skilluses outside of inventoryitems.

Repair:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - you do not repair anything by yourself, Point 1 - Repair light armor to top condition, medium armor to 50% CND, and heavy armor to 25%, Point 3 - Repair medium armor to top condition, medium armor to 75% and heavy armor to 50%, Point 5 - Repair all armors to top condition. Handles various crafting requirements and modding reqs for Guns category of weapons. Thresholds for various skilluses outside of inventoryitems.

Medical:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - you can use stimpaks but they only heal 50% of their potential, and after 5 in a row, you suffer double the overdoespenalty. Point 1 - Ability to heal 30 HP manually when no hostiles are around, and with a cooldown time for use. Intoxication meter allows for 5 stimpaks in a row without overdosing. Point 2 - Manual healing cooldown time decreased for 25%. 7 stimpaks without penalties. Point 3 - Can use 1 superstim without a penalty. 30% chance of healing a crippled limb. Point 4 - 10 stims or 2 superstims without penalty. Cooldown time decreased additional 25%. 50% chance of healing a crippled limb. Point 5 - 75% chance at healing a crippled limb. 5 superstims or 15 stims without penalty.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SPECIAL (outline, and not including governed skills and related bonuses):
oooooooooo
S - Carryweight, melee/HtH damage and attackspeed modifiers, lifting and moving heavy objects, weapon STR requirement modifiers, (+ other situational misc tasks)
P - Accuracy, vision distance, identifying consumables and their effects (in conjuction with survival skill), detecting traps, (+ other situational misc tasks)
E - Base HP, HP/level, poison-, radiation-, damage (other) resistances, sprint time, (+ other situational misc tasks)
C - Initial reaction modifiers, companion nerve, soothe (a chance of rendering humanoid enemies nonhostile for a moment -- situational) (+ other situational misc tasks)
I - Skillpoints/level, identifying objects not in the range of perception, (+ other situational misc tasks)
A - Movespeed, actionpoints, weapon handling speed, jump height and distance, (+ other situational misc tasks)
L- Luck is blind :wink:



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


This can work with both of the afore mentioned progressionstyles, generally.

For the 1-100 system, the skillpoint costrates would work the same as explained in General Gameplay up above - 1-50 1:1, 51-75 2:1, 76-100 3:1. But after the point where the skill reaches 50, it would split (with skill appropriate for such splitting) into 2 or 3 specialization paths. This would be to present the general knowledge (1-50) of a given category and the requirement to specialize in order to excell (51-100) in various ways within the said category, a need for higher focus to master something at the cost of other things. This could also, potentially, address the plea for more skills as well as the demand for higher gameplay variety.

Some of the skills and specializations could - for example, it's not a fleshed out list - be like:

Guns (general knowledge about and handling of conventional firearms from pistols to LMG's, etc) - skillpoints 1 to 50 - cost 1:1;

* Pistol grip (specialization path for conventional firearms held with one hand -- like pistols, and lighter SMG's) - skillpoints 51 to 75 at the cost of 2:1 and from 76 to 100 at the cost of 3:1

* Rifle grip (specialization path for conventional firearms held with two hands -- like larger SMG's, rifles, and assault rifles, and gauss/antitank rifles) - skillpoints handled as above

Alternatively, the Guns specializations could be:

* Precise weapons (specialization for single/semiauto firing regardless of weapon used) - illustrates focused fire and accuracy - skillpoints handled as above

* Imprecise weapons (specialization for burst/full auto firing regardless of weapon used) - illustrates recoilcontrol - skillpoints handled as above.

Energy weapons (general knowledge about handling weapons that use energy as their means to cause harm)

* Plasma (specialisation path for plasmaweapons)

* Laser (specialisation path for laserweapons)

Explosives (all manners of things that go boom)

* Traps (spotting, disarming and arming of higher grade traps, whether explosive or not)

* AOE (area of effect) weapons (rocketlauncers, greneadelaunchers, flamethrowers, grenades, etc)

Close Combat

* Melee (extensions of your fists)

* Hand to hand (your fists and feet)

Speech (general logic and reasoning)

* Persuasion (make people act according to your whims)

* Deception (the art of lying)

Medic (first aid bandaging)

* Doctor (manual healing of greater proportions)

* Pharmacist (the medicineman skill to create uppers, downers, laughers, criers, and healers)

Barter (knowing the value of an item and the ability to make others know it your way -- this skill does not need to split)

Repair (basic tinkering with stuff)

* Craftsman (create high class protective wear and Guns)

* Maintenance (repair and maintain higher class [/i]Guns[/i], armor and other appropriate utilities in the game)

Science (basic scientific knowledge)

* Computers (hacking and reprogramming)

* Electronics (repairing energyweapons and other higher grade electrical devices)

Outdoorsman (basic knowledge of the nature)

* Cooking (cooking for the royal)

* Biology (identifying different plants and animals to make the difference between healthy and unhealthy)

Stealth (the ability to do things without other people noticing)

* Sneak

* Steal

Security (opening stuff without a key)

* Conventional locks (opening stuff with lockpicks)

* Electronic locks (opening stuff with electronic lockpicks)

There's only 12 primary skills ( for now, could be added more if appropriate and not overlapping others), but the specialization paths cover - imo - a lot of that.

The 1-10 skillprogression system - explained earlier in this post - could utilize this for those skills that reach for 10 points, while those that do not, remain as they are.




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 more than 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.
- 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.

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Manuela Ribeiro Pereira
 
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Post » Wed Jul 03, 2013 3:28 pm

I'm going to repost this since I came in at the very end of the last thread...

I really want the ability to use the medicine skill to play doctor and heal sick or injured npc's. And not like it is now where you just pass a skill check on some guy on a bed for one or two quests. If an npc I want to keep alive got injured in a fight with raiders or whatever, then I should be able to heal them back up to full health with my medicine skill (maybe make it so you can only do it with a certain perk or if you have a medical kit) so that will be able to survive another fight if it happens.

I'd also like to be able to take on a regular and constantly available job/profession, like how you could always sign on with a caravan company in the first Fallout. It could also work into my first idea, allowing you to get paid for healing injured or sick npc's that randomly spawn in certain towns and then be asked to stay on as the town doctor. Likewise, having a specific skill at a high level could get you a job in a town or community that lacks a person in a profession related to that skill.

For example:

-A community that lacks a mechanic would hire a character with a high repair.
-A character with high guns skill and perception could get a job as a sniper/guard in a town that needs protecting. (Like Boone/Manny in Novac)
-A town with a casino would hire someone with high strength and unarmed, high luck and perception, or high speech and charisma as a bouncer, a dealer, or a performer respectively.

There could also be dark or sleazy jobs as well.

-A high weapon skill plus high sneak could have your character approached by someone looking for an assassin.
-A high endurance and charisma could land you a job as a prosttute or porm star.
-High strength and barter would get you a career in slave trading, or pimping.

I could keep going, but I'll stop here. Each job would have a minimum skill/SPECIAL requirement, but the higher they are the better you do and the more you get paid. In addition to the pay, communities could also offer residency for cheap or free as incentive for working with them.
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Lynne Hinton
 
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Post » Thu Jul 04, 2013 3:34 am

Following on from a previous post:

Here's a few thoughts (sorry if they're repeats somehow)

1 - More VATS targeting options. Fallout 1 and 2 lets you target eyes and groins. Although that being left out of the recent ones didn't make it less fun, I felt like it would have made it more enjoyable. In the old fallouts, I ALWAYS targeted the eyes and ending up blinding half of the people/creatures I fought and they ran away scared. Failing that, a shot to the groin if you really don't like an NPC was very satisfying. It kinda felt like VATS could have had this option easily, seeing as the majority of the game, hardly any enemy had the opportunity to be blinded and flee.

2 - Making ammo/stims scarce for a while. First few quests in the older Fallouts felt almost overwhelming to the point where you were saving your game every few minutes. In FO3 and NV, that's a non issue. Ammo and stims seem to fall out of everything, making you unstoppable very quickly. The only real challenge was fighting a tougher enemy meaning you had to place your shots more carefully. I'm not suggesting that these things should become scarce all the way through the game, but I felt very attached to my stack of 13 stimpacks when I got them in FO2. And payed much more attention to how I fought my fights. I suppose if you get to a particular faction at some point through the campaign, you could have easier access to such things.

3 - Different critical hit options. Seeing a super mutants head fly off in three different directions was cathartic a few times but you quickly realise that that is all you see when you land them more often. Why not mix it up a little. Zombies in Left for Dead disintegrate in a lot of different ways that makes each death feel unique (to some degree). I had a lot of fun spraying a Pancor jackhammer into four bandits and seeing them die in three different ways. It felt much more organic than what we saw in FO3 and NV. Don't get me wrong, I still like it when it happens, but I felt I liked it more in the classic Fallouts.

4 - Classic Fallout camera perspective. Please take this idea with a grain of salt. I just felt the option of having a fixed top down camera with similar navigation options to the classic fallouts made the game flow a lot better. I'm not suggesting that the entire game be made in this style, but having the option would suit me perfectly. I keep trying to imagine what a modern day rendition of FO1 and FO2 would be like graphics wise if the control style was the same.

-Elaboration: During combat, player could enter this mode through a hotkey. When pressed, view camera snaps into the sky over an sensible sized area where pure VATS combat would take place. Player would effectively see a HD version of FO1 and FO2 playing out. In addition, player can still position themselves in cover if they want. Pressing CTRL would toggle crouching and knock a few points of enemy accuracy. Doing that behind cover increases that drop in enemy accuracy.

5 - Carry on after the main campaign. I hate protagonists dying. I want to see what I can do after I've saved the day and see all the grateful (or terrified) people react to me afterwards. I'll still probably end up getting any dlc that comes along afterwards but I don't want it to be the one where my guy survives miraculously at the end. A heroes efforts should be fully rewarded. A lesson Bioware forgot, I'm sure you'll agree.

6 - Crafting your own guns. Not with pre-generated recipes. I mean along the lines of building a creature or vehicle in Spore. Break a weapon down into component parts (say at a workbench) and then you have blueprints for the matching parts. Those parts can then be assembled into a combination to form a new pistol or whatever else. But of course, it's limited. You wouldn't be able to build an AK47 rocket launcher. You could however build a single shot explosive round AK47. Or better yet, a low yield tri-barrel grenade launcher or something in between. Give the player more flexibility and they will feel like that world belongs to them.

Elaboration:

-Each weapon is in a category (Pistol, Shotgun, SMG, Rifle, Machine Gun, Explosive Launcher0 etc...)

-When crafting, player can break a pistol down into its component parts (grip, barrel, magazine, sights, body).

-Once broken down, player can use those blueprints at any time they craft weapons.

-The player can then create their own blueprint of a pistol for example by using a mix and match of other parts from other pistols (like the handle of a .357 revolver, the barrel of a Desert Eagle, the body of a Desert Eagle, sights from a Glock 17 and a drum magazine).

- However, the player can only have three blueprints of each weapon type, each one having a speciality (which would be Power/Accuracy/Firing Speed.

-Each weapon would have one 'focus' and one 'side focus' (kind of like a major/minor earned in American Colleges) but never all three.

These options could offer so much variety. But player could always just stick with vanilla weapons, but me? I crave MORE!

Thanks for reading, :smile:

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Kanaoka
 
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Post » Thu Jul 04, 2013 2:02 am

Totally agree. Felt good t oget some work done, especially if you did the job well ($3000 for a flawless caravan run in FO2). Felt very satisfying and showed a glimpse of society trying its best to keep things normal. The variety offered by this could lead to MANY more hours sank into gameplay.

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Grace Francis
 
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Post » Wed Jul 03, 2013 11:40 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.
-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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mishionary
 
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Post » Wed Jul 03, 2013 5:29 pm

What i would like to see in the new fallout games are mod contests to literally be added into the game for free. This may seem far-fetched to some but allow me to elaborate.

Fallout 3: Mother ship zeta - Terran starship command

I watched the entire play through of the mod and honestly it had a better storyline than that of the original DLC itself the mod creator managed to create low-detail cut scenes with humour "Americans having French accents" along with a serious storyline about building the vault dwellers own faction to match that of the enclave , I am not going to spoil it for people part one is in this link

http://www.youtube.com/watch?v=wyYGYdtkPB0

#1 I know the main point of the protagonist of a fallout game is not to become the sole overlord of the game but more a mediator of events but I think if done properly and executed by Bethesda studios not the fallout NV devs then it could work.

#2 I would like the ability to make traps in game , if a raider can set up a grenade trap why cant the clearly more intelligent protagonist especially with the new graphics engine :wink: but I think the graphics should only be improved if you can make sure there are no graphical bug spots such as rocks that are levitating above the ground or getting stuck in a tree in FO NV (worst bug i have experienced)

#3 A deeper lore with a promise of 250 hours of main storyline game play first time playing , I am not going to tell Bethesda how to run their company because frankly the storyline (vanilla game) are impressive.

#4 Halo 4 do something extremely unique in that every week they release an additional add-on to the main storyline maybe Bethesda could hire a few mod developers to do this?

#5 As I have seen mentioned so many times in this forum - Sprinting and vehicles , now sprinting is a must have it must completely negate the stealth skill and auto detect with enemies but with a strength boost when using melee weapons and maybe a unique VAT kill rather than just standing there taking hits from a super mutants super sledge :wink:. Vehicles on the other hand will require an extremely large map , larger than that of skyrim or else it will make the game to fast as well as making fallout to domestic.

#6 extreme environmental attributes - An example would be fire , in the previous fallout games you could pretend to be an evil demon by standing in the bonfires and not take any damage however in skyrim you would jump in a furnace and take damage which i find more logical

#7 Its my weakness but aliens , i LOVE THE ALIEN easter egg it was a nice past time that needed improvement and expansion now this will get me flamed but who wouldn't enjoy their own alien ship >.>

Well that's all for now - Let the trolling my wishes begin.

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Cat
 
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Post » Thu Jul 04, 2013 4:58 am

All my answers are in the quote. Couldn't figure out how to seperate the points

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Vahpie
 
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Post » Wed Jul 03, 2013 3:04 pm

-I wasn't talking about NPCs during combat...... I wan talking about NPCs in towns you are just walking around.

-Some use of skill to make a boss fight easier is always a good idea, like how you could reprogram Commander Jabsco, the leader of Talon Company, turrets during his fight. However, one should NEVER be able just use speech to bypass a boss fight entirely. Its illogical, its like going up to Hitler and just saying "you should stop killing people cuz its bad" and then him going "OK!" immediately after.

-No it isn't......... I have never had a problem figuring out who gives quests in Elder scrolls games, and everyone in those games have names. Also, who cares what the HUD shows? the HUD showing their name is because its a game.

-Well, I never said to get rid of ALL railroading, just to lessen it.

-That has nothing to do with what I was talking about. I was talking about the economies of towns and cities, and how they survives, not the art style.

-Jails in smaller cities would be impractical, but in something as large as Rivet City, or Megaton, or in more civilized areas like the NCR. There should be at least one.

-Irrelevant. Ash piles cause massive save-game bloat.

-Then have a message come up saying someone important is dead and the game is broken, and tell the player to reload a save, or continuing playing in the doomed world, Just like how Morrowind did it.

Also, dont respond to someone's post inside a quote of that post, it's really annoying, and difficult to read. just do what I did, and put - after each point. There is no need to split each point into individual quotes.

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Carlitos Avila
 
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