Fallout 4 Speculation Suggestions and Ideas #141

Post » Sun May 18, 2014 2:13 am

I also think archery could be a good fit for a Fallout game. Not only are the obvious tribal bow and arrow options, but there's a wide range of tech progression you could explore with a weapon like that, and they're always useful for a stealthy sort of character, too.

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BRAD MONTGOMERY
 
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Post » Sat May 17, 2014 9:51 pm

FO4 skill list:

Archery

Barter

Explosives

Speech

Guns

Melee

Science

Lockpicking

Energy Weapons

Sneak

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Tiffany Carter
 
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Post » Sat May 17, 2014 8:27 pm

Yet another idea:

To keep people from spamming stimpacks and other consumables, (except for food, maybe, I guess) the game could play an animation of the character using that item. For instance, using a stimpack would mean your character put their gun away, roll up their sleeves, and stab themselves in the arm. This animation could also be done with sodas, involving the character put their gun away, pull out a bottle, pop the cap, then chug away.

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Sophie Louise Edge
 
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Post » Sun May 18, 2014 5:17 am

Just ten out of which half are combatskills?

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Andres Lechuga
 
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Post » Sun May 18, 2014 3:57 am

Regarding destructible environment.

I think some people are under the impression that a destructible environment is 100% of the game world can be destroyed

or that important areas will be made easily bypassed simply by destroying a wall or door.

All a destructible environment needs to be and all it should be is a cool feature which adds depth and realism.

Important doors or other would not be made to be so easily bypassed it's foolish to assume that a destructible environment

would be made to be game breaking try to understand that what's destructible and what isn't will be taken into

consideration it's highly unlikely important quest lines would be bypassed simply by tossing a grenade.

For the love of god don't turn something that would be super fun and cool which adds depth and realism into a bad thing

as it's so not.

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Matt Terry
 
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Post » Sat May 17, 2014 7:32 pm

I think it should handle destructible walls and doors like the first Deus Ex did. Where you need a certain number damage to open the door. But the only way this works is if ammo is rarer and weapons rarer too.. Too fix lockpicking to make it more balanced I would probably turn it into the Craftiness skill.. Which you craft things with and pick doors with.. And obviously, blowing open a door will alert pretty much everybody to your location (so make the AI smarter, less all-knowing, and uses the environment more often.
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Neko Jenny
 
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Post » Sat May 17, 2014 2:27 pm

As much as I dislike to self quote I forgot to mention a key point and considering that this post was the last one made

on the other page and a lot of people might miss it I decided rather then edit I would quote please forgive me.

What I failed to point out above is the fact that not only will a destructible environment NOT be made to be game breaking

but it will actually add far more to quests and puzzle solving a few examples are as followed.

1. A platform supported buy four beams with no way to the top yet you can see something at the top so in order

to retrieve what's on the platform you must destroy one or two of the beams after the platform comes crashing down

you discover what you had seen was a dead body on which is a key a key that will open an indestructible door

you can now continue your quest.

2. A old fish tank with no water or fish in it yet you notice something shiny within it so you shoot out the glass inside

you find a porcelain gun / hinting at metal detection playing a part within FO4.

3. A tree with a helmet hanging off one of it's branches so not to damage the helmet you shoot out the branch thus

retrieving the helmet in great condition.

I could go on and on about how a destructible environment can be used to improve overall game play as it's a no brainer.

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Batricia Alele
 
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Post » Sat May 17, 2014 5:29 pm

A porcelain gun would explode. You'd be better off breaking it and using it as a makeshift knife.

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Kortknee Bell
 
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Post » Sun May 18, 2014 4:21 am

Better AI. They should use grenades when you try to hide inside the building or some other obstacles.

Also they should act more of a team, trying to flank you and using covering fire.

Also if you have killed multiple enemy human like enemies in the certain spot like a door entrance, they should avoid going there, maybe they should retreat or make a counter ambush tactic.

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Thomas LEON
 
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Post » Sat May 17, 2014 2:30 pm

I think it was more of a prediction.

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Ross Zombie
 
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Post » Sun May 18, 2014 5:47 am

A working subway or above-ground rail transit system, however small, would be an interesting and welcome addition. :banana: I relish in the idea of having to escort shipments to various locations and being attacked by raiders or thieves. Hell, I'd enjoy a justifiable Fast Travel. Fast Travel, even for non-hardcoe players, can brake the immersive experience of the game. It simply devalues the travel experience, which is in no small part what the Fallout games have ended up becoming. Plenty of mods out there offer up an alternative (restriction really) via vehicles, all of which, however, never actually move themselves in game. You simply must approach or board the vehicle to utilize Fast Travel.

In general, I'd say vehicles would be welcome, if they were appropriately restricted by some means: obstacles, obstructions, or even constant attacks from raiders etc. Sure, you can have a car, but don't be surprised when everyone wants to kill you for it, thus rendering your possession of one not so appealing as intially thought. :bonk:

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Céline Rémy
 
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Post » Sat May 17, 2014 3:16 pm

I'd like it if the swampfolk or some variant of them come back if the setting is appropriate (especially if the setting ends up being New Orleans). I think they do work as a good alternative to super mutants. If they swampfolk do come back I'd like them to be treated more indepth then they were in Point Lookout. I'd like to see female swampfolk and go more indepth about how there society works (are they clanish, or is there society one big cthulhu cult or some Lovecraftianesque variant as hinted at in Point Lookout). Also I don't think all swampfolk should be hostile. i think there should at least be a few non-hostile ones.

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Killah Bee
 
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Post » Sat May 17, 2014 8:24 pm

I like this idea a lot. It would be really cool mechanic for cheap ammo and damaged guns.

Sounds like Half-Life 2 :D
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Oyuki Manson Lavey
 
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Post » Sat May 17, 2014 4:59 pm

-I'd prefer if it didn't take 7 shots with a 9mm, directly in someones bare face, to kill them.

-Better AI, of course. I'm sick of people just running straight at me. It's not that hard to make smart AI. Even the AI in Halo 1 were better, and that was 12 years ago.

-NO Dual wielding. You're a post-apocalyptic survivor, not Neo. It totally ruins the mood.

That's pretty much it for me. All the other thing I want are obvious(better graphics, smoother gameplay, etc).

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Betsy Humpledink
 
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Post » Sun May 18, 2014 3:28 am

In regards to the whole 7 shots point blank in the face to kill them.....

That's exactly how it should be. Remember this is an RPG so when you hit some one, regardless of where, your taking away from their total HP.

Why should my 9mm suddenly do 20x it's normal damage just because someone just got closer to me? Having a system which your describing would completely null gun stats in favor of realism. This is not something that fits in a game like Fallout.

Now what could be(perhaps) an appropriate solution is a perk or simply just a new blanket feature to the game where if you hit someone in the face that's not wearing a helmet your c chance of landing acrit shot or something like that(damage multiplier) would be raised.

EDIT:

archery is an iffy subject IMO. Yea it might be cool or whatever but it's functionality definitely comes into question. Sure when dealing with lower level enemies in sure i it would be a damn fine killing machine, but what about the guy whose wearing ANY type of armor? Your arrows would simply bounce right off of him.

Now there are surely a good deal of enemies who aren't very well protected - IE: fiends, raiders, junkies, just about all mutated animals(I'm guessing super mutants skin is extremely tough, comparable to rhinos skin perhaps....arrows wouldn't do much but piss em off). So I guess there would be enough enemy types to make it a viable weapon but I still think the devs would need to approach it very carefully.

The design(s) of it would need to have the Fallout feel to it, the different types of arrows, and how to classify which skill it should be in. I don't think it's worthy of its own skill but perhaps it could be placed in a new skill with a few other, kind of similar weapons. Perhaps stealthy types of weapons. Throwing knives, poisons(that actually work/that you want to use), that sweet wire that you use in the Hitman series to silently choke out your victims.

Maybe I'm taking it too far but I guess I can see where these types of weapons would have a place in the game.

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Cedric Pearson
 
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Post » Sun May 18, 2014 4:23 am

I looked this up and your right the (glock 7) is a myth thank you for the heads up.

O.k. given the above and the fact that FO is at the end of the day a science fiction game I propose rather than the glock 7

be in the fish tank we make it a (carbon-fiber/ceramic barreled pistol) this is a proposed yet unconfirmed weapon which

in theory could pass detection.

If this is not to be excepted no problem it changes little regarding the destructible environment points I have made.

As for the half-life 2 thing I can't say as I have not played however I might have to check it out now sounds like a good game.

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Jessica Phoenix
 
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Post » Sat May 17, 2014 7:19 pm

Who would we be hiding our weapons from in the first place? The only time, correct me if I'm wrong, we have to use a concealed weapon is in the casinos.....oh and that one part in The Pitt.

Don't take that too seriously, I'm just bustinyour balls.

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Taylor Tifany
 
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Post » Sun May 18, 2014 3:13 am

Mayhap. Still, if I were to predict I'd go for:

Guns

Energy

Close Combat

Social

Stealth

Science

Which would be full of [censored] of course.

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Curveballs On Phoenix
 
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Post » Sun May 18, 2014 1:57 am

leave my balls out of it thank you very much (joking) well not really lol but you get what I'm saying I hope which is it's all good.

I just felt that it might be a cool feature why not? It would be something new and I'm sick of the hole level 20 to 30 invincible

PC thing forcing us to use a weak weapon at a high level might spice things up a bit and IMO would be really fun.

I would love it if FO4 had a few quests which opened up at level 20+ that forced me to think outside the box rather than

simply walk up and VATS everything with little to no regard.

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Emilie M
 
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Post » Sat May 17, 2014 9:32 pm

Nah, that's far too complicated. It would look more like this-

Cool stuff that goes BANG BOOM WOOSH!

&

Lame nerdy boring stuff.

These will be the two skills we will be able to invest in.

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pinar
 
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Post » Sat May 17, 2014 2:32 pm

Don't get me wrong, I'm all for options like that. I certainly hope that there will be more than a few quests that aren't as simply as going from point a to point b and killing everything in between(Skyrim).

I'm really hoping for quests that make you sit there and go WTF? What do I do? Hopefully they make it so there are multiple paths to choose from and not just make it "go there and kill everyone and bring me back this certain item".

God I hate repeatedly doing fetch quests. Having a few is good, they make for good filler for the game but too many of them gets very tedious and annoying IMO.

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Lizbeth Ruiz
 
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Post » Sun May 18, 2014 4:54 am

oops forgot about Survival

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Alexx Peace
 
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Post » Sat May 17, 2014 3:53 pm

I think that FO4's movement and gunplay should be similar to that seen in Far Cry 3 or STALKER. The movement in both those games (particularly FC3) makes the player feel fast and agile all while providing an appropriate sense of weight to the PC. While I don't mind the combat we have right now using it and VATs can be a bit jarring at times.

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Ronald
 
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Post » Sat May 17, 2014 5:14 pm

I couldn't agree more in fact your making me think about posting some ideas as to what types of level 20+ quests FO4 could

and should have obviously it would only be my opinion but still it's something that should be discussed I think.

I guess the main problem I have regarding this issue is that as soon as I hit level 20+ it's like the games over yea I get that

the DLC is new and bla bla bla but still it's like o.k. no one can kill me now I have most of the high end equipment and a ridiculous

amount of ammo my VATS is beefed and all I need do is walk up and kill everything.

A unarmed quest would be great IMO and not like the start of MSZ or the start of the pit or dead money I'm talking about a front to back

balls out hand to hand quest no weapons lots of thinking and use of stealth / lockpicking / hacking / puzzle solving ect..

I'm going to think up a few for next thread I hope you do as well.

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Big Homie
 
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Post » Sat May 17, 2014 2:47 pm

Agree. I find Far Cry 3's cover system to be some of the best I've seen. The player isn't stuck to cover like most games do with their cover system and you can actually maneuver smoothly while doing so.

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Red Bevinz
 
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