Fallout 4 Speculation Suggestions and Ideas #141

Post » Sat May 17, 2014 6:35 pm

SPECIAL in FO4

Str- How much you can carry, melee and unarmed, recoil control

Per- Accuracy both with ironsights and VATs, able to detect traps and enemies better, lockpicking, convo options (ex. If you get mugged you can choose to say to the mugger "I noticed that you're shaking. This your first time sticking someone up?"

End- Can improve your base health, damage and rad resistance, damage threshold, how long you can go on without food and water

Char- How many companions you can get, convo options

Int- Skill points, convo options, ability to make chems and craft ammo

Agi- AP amount, reloading and drawing speed

Luck- Crits and the chance of random things happening to you (enemies' guns jamming, mines not going off, stumbling upon a crate full of caps, etc.

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Wayland Neace
 
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Post » Sat May 17, 2014 5:32 pm

I hunt and shoot pretty regularly and while I agree with the jamming and maybe the dropping, if your strength is too low. Unless the gun is an energy/explosive weapon and is in really, really bad shape it shouldn't explode.

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Elizabeth Lysons
 
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Post » Sun May 18, 2014 5:33 am

I think that with fallout 4 you should have co op. But I think that you should be able to choose to have a pip boy or not. It might ruin the game but if you choose not to have one you could use a map to choose locations. Like a bag that has a little display on it to show you what you are choosing and in co op if you could call for help you could use a radio. And you could use a compass for direction. I like this so the armor is not ruined and it gives the game a twist. People could choose what they want. I think without a pip boy it will seem more fun. Hope other people feel the same.
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Vicki Blondie
 
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Post » Sun May 18, 2014 3:49 am

Agree with you here. The only kind of gun that should have any real chance of exploding would be something like a zip gun or a pipe rifle - i.e. some crude device scrounged together out of whatever junk is easily at hand.

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Amiee Kent
 
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Post » Sun May 18, 2014 5:34 am

Or the gun could explode because of a bullet not shooting out of the gun and being sort of a dud, forget the technical name, and when you fire another bullet the gun "explodes", because of the impact between the two bulkets. Luck could definitely affect the amount of times these happens and I'm talking this is really rare to happen like 25% percent with luck 1 not even that but a really low chance of this happening. If it happened too often it would just get aggregating maybe 0% for luck of 5, 1% for a luck of for etc.
You could still repair the gun though because only really the barrel blows.

It's possible for this too happen with modern firearms but its the bullets fault, so maybe cheaper ammo raises the percent.
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Maya Maya
 
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Post » Sat May 17, 2014 2:19 pm

I would like to see some more small details that would add to the appearance of the game, like being able to see through windows or a weather system.

Also i think it would be great if there was stuff to do if u didnt feel like doing a quest. There are several billiard tables in fallout 3 and NV, why not make them playable. You could do what NV did with collecting and finding cards to play card games, but u could do the same with billiard balls. Or there could be a minigame where u shoot at targets and play for caps.

One last suggestion i have is to give us a reason to keep visiting towns, add something to them that makes us want to go back. Some towns have nothing to offer so there's no reason to go back. Maybe add property in several towns

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Hope Greenhaw
 
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Post » Sun May 18, 2014 4:03 am

Xbox One has announced a developing kit feature free with the console. When the question was posted on Reddit as to whether this includes third party modding such as with the PC an Xbox executive said it'd be up to the developers.

Now I realize this is via an internet article and therefore is subject to be complete bull crap, but on the chance it is in fact true.. I'd like for Fallout mods to carry over to the Xbox One to allow for a richer experience. I believe it was possible with Skyrim, however the current gen console strict policies wouldn't allow for such a thing.

http://www.huffingtonpost.com/2013/07/25/xbox-one-developer-kit-games_n_3653033.html

http://www.nowgamer.com/news/2018003/xbox_one_to_support_mods_its_up_to_developers_says_major_nelson.html

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GabiiE Liiziiouz
 
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Post » Sat May 17, 2014 3:15 pm

hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

Microsoft allowing mods on Xbox One games seems too good to be true but I'll keep my eye on this.

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Britta Gronkowski
 
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Post » Sat May 17, 2014 2:40 pm

I agree, please dump STEAM as a exclusive vendor and installation requirement. Requiring an active net connection to install & play a SP game is annoying as hell, and thier application has caused more issues than I can shake a stick at.

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Scotties Hottie
 
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Post » Sat May 17, 2014 10:16 pm

Do you mean a http://en.wikipedia.org/wiki/Hang_fire because that would definitely happen in the Fallout world

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Quick Draw
 
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Post » Sat May 17, 2014 6:47 pm

FACTION IDEAS

-AMAZONS : I'm thinking large, primitive looking, muscle bound, head hunting tribals with the durability of super mutants armed with bows & arrows, spears, clubs and stone war axes. They could be the result of a vault-tec experiment were only women were put into a vault. There was also a vial of a weak strain of a airborn FEV stored virus in a lab the vault. When the ground shook because of near by hit when the bombs dropped the vial of FEV fell off the counter and broke. The virus got into the air duct system and mutated the inhabitants of the vault into humanoid creatures that were no longer truly human but not quiet super mutants either (They became large, primitive and muscular but their skin stayed the same and they did not become asixual.) The strongest and largest member of the tribe is the chief and hostile to outsiders although the player should have the option of establishing peaceful relations with them. The Amazons lifestyle would be similar to head hunting tribes in the Amazon basin.

-GHOUL GANGS: When the bombs fell many of the prisoners in a large Prison Complex for Juvenile Offenders became ghoulified. The ones who kept there sanity and reasoning escaped from the prison (the ones who became feral ghouls got left behind) and settled in the ruins of a nearby town (lets just call it Springfield). The ghouls then formed a greaser style street gang called the Springfield Aces. They pretty much dress (wear duck ass wigs, motorcyle jackets, white t-shirts, jeans, and engineer boots) and carry the same type of weapons (snub nose revolvers, zip guns, switch blades, tire irons baseball bats, hunting knifes) they did before the bombs dropped. The gang was led by Wolfie Lee and Butch Nelson. The gang kept the town free of raiders and wastlanders and soon ghouls from the surrounding area started settling in the town. Some joined the gang and others started businesses in town (a bar, a hotel, a chem factory and even a brothel) to cater to visiting ghouls and human traders (the only humans who can enter into the town are traders who have to pay a tax of 10 caps to the gang to get in) . Things went fine in Springfield until Wolfie Lee and Butch Nelson got into a fight over a poker game (Butch accused Wolfie of cheating). Butch left the gang and formed the Springfield Bombers (they're like the Aces only they wear letter jackets and canvas basketball shoes instead of leather jackets and motorcycle boots). Half the gang left with Butch and now the town is split into. Springfield is now a war zone and all of the business in town are suffering because of the violence. This puts the player in a "Yojimbo" (or a Fistfull Of Dollars) type situation. You can either make both sides agree to a truce, take one side over the other, destroy both gangs or choose not to get involved at all.

I'll post more faction ideas later.

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Quick Draw
 
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Post » Sun May 18, 2014 2:45 am

that is what I mean, I just forgot what the term for it was thanks.
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Amanda savory
 
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Post » Sun May 18, 2014 3:07 am

I don't think that whether or not you hit should be determined by a RNG; if you point a gun at a person six feet in front of you, the crosshairs are lined up perfectly, and you pull the trigger, you should hit the target, even if you don't have much/any training in the use of firearms. That's not the shooter fan in me talking, that's just how guns (usually) work. That said, I think that the interaction between skill level and gameplay can and should be a lot more complex. On a basic level, skills should be a lot harder to level up, or we should get fewer points to invest overall. Weapons should be locked into tiers a lot harder in regards to skill level. Like, revolvers should be very "easy" to use, semi-automatic pistols should be unlocked next, then hunting, then automatic weapons, all the way up to... whatever would logically be the most difficult weapon to use effectively. Miniguns, maybe?

Gun skill should affect things like sway, frequency of jams (although that might run over with Repair), and reload speed. Maybe your character wouldn't even know to aim down the sights of the weapon until he hit 20 Guns because he learned everything he knows about shooting from 80s action holo-tapes. Fundamentally, I think that the best thing that Bethesda could do would be to make skill level felt, not just displayed through random missed shots when your level's too low.

Peripherally related, I think that it would be cool to add interaction between the different skills. Like I said, maybe your effectiveness at restoring weapons and preventing jams would be determined by a mix of Gun and Repair, or increase chem effectiveness with a formula that accounts for Medicine and Survival. I mean, that sort of thing makes sense, right?

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Khamaji Taylor
 
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Post » Sun May 18, 2014 3:25 am

interesting concept. That would make it more of a signature weapon, as it would be the weapon you'd use the most (unless I misunderstood your idea). Cool idea.

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Rhiannon Jones
 
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Post » Sun May 18, 2014 5:07 am

The mixed wielding would be what I would like. I'd also like to have the ability to use a gun as a melee weapon if I run out of ammo. Additionally, as you said about when you duel wielded it was mostly point and shoot, I think if they added duel-wielding into Fallout, the player shouldn't be able to use iron sights.

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Greg Swan
 
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Post » Sun May 18, 2014 4:42 am

Ya ... I can't agree with this. I've fired a Taurus Judge (.45 colt, not acp and 4/10ga) with one hand just fine. I can also fire my 1911 with one hand with fairly decent accuracy.

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Megan Stabler
 
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Post » Sat May 17, 2014 7:37 pm

I don't think a colt m1911 is quite the same as a .44 magnum, which is a pretty powerful firearm. Revolvers generally also have more recoil.
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Michael Korkia
 
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Post » Sun May 18, 2014 5:21 am

Regardless of whether or not you can fire a sidearm one-handed accurately, there's no real reason to dual-wield guns. The human brain isn't designed to acquire more than one target at a time, so the only way you could use two guns at once with any sort of effectiveness is if you were using both to shoot at a single target. Obviously, at that point, it makes a lot more sense to just use one gun with both hands for greater accuracy.

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Albert Wesker
 
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Post » Sun May 18, 2014 5:23 am

No but a Taurus Judge is much more powerful than a .44 mag.

Go look up a YouTube video of someone dual wielding handguns. Its not as hard as you think. BTW I'm kinda arguing for the sake of arguing. I don't think there should be dual wielding either but don't say its not realistic.

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Jessica White
 
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Post » Sun May 18, 2014 2:58 am

That's kind of interesting...the exploding part. If we have the opportunity to craft weapons from scratch, perhaps they would have the potential to explode in our faces.

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C.L.U.T.C.H
 
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Post » Sun May 18, 2014 12:33 am

Have to admit that I didn't much care for Steam either, but now i like it. Skyrim and the Steam Workshop have worked out well for me.

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Emily Shackleton
 
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Post » Sat May 17, 2014 2:02 pm

That may be how it is in RL but this is an RPG not a real life sim. So in that regard I don't care if my enemy is 2 feet in front of me, if my guns skill svcks(10 or below) I better miss damn near everyone of my shots. That's how RPGs work.

And as for the whole weapon tier thing, I'm gonna say no. That feels too much like GTA. Besides that some people like to use big guns and perhaps weapons that would be in higher tiers right from the get go.

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Taylah Illies
 
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Post » Sun May 18, 2014 2:49 am

Well the only real reason for dual wielding handguns would be if your tactics were exclusively for targets at point blank range... IE the clearing of a room or something, and in that case id still opt for a submachinegun akin to the MP5SD. Or handgrenades :).

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Chris BEvan
 
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Post » Sat May 17, 2014 2:26 pm

Just had an idea pop into my head while playing Skyrim. It would be nice if when you hit a certain lvl and had a fairly high sneak skill(talkin like 70+) if you could get a perk so that if you sneak up on enemies or non hostile npc's you could have the option to silently knock them out.

Perhaps a little menu could come up when you click on the person to either pickpocket or KO.

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Franko AlVarado
 
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Post » Sun May 18, 2014 1:35 am

Im all for mixed wielding and pistol whipping.

I don't think you should be able to dual-wield magnums as thay are way to powerful for that however I see no problem with

dual-wielding pistols if you don't have a shotgun or are out of shotgun shells dual-wielding pistols is an excellent close range

alternative.

I like this idea you should have a few options pop up depending on your level or maybe as perks.

1. Pickpocket.

2. Assassination.

3. K.O.

4. Tie shoes together.

#4 was only a joke but still it would be funny as hell IMHO and if it was a perk I would pick it and put it to good use.

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Catharine Krupinski
 
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