Fallout 4 Speculation Suggestions and Ideas #141

Post » Sun May 18, 2014 5:47 am

I noticed that some people are asking for domestic elements such as owning houses in all the towns (that you can decorate, I presume), marriage, etc..

Aren't we getting dangerously close to "Fallout: The Sims" here? I always imagined Fallout being about nomadic adventure and survival.

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Julie Ann
 
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Post » Sun May 18, 2014 1:45 am

I like the idea of non-lethal takedowns a lot. I don't see a lot of point in dual wielding.

@Flick, I'm pretty sure people's frame of reference for the domestic elements here is Skyrim, not the Sims. The housing wouldn't be high on my list of priorities (though it's useful to have safe places to store stuff), but I do think being able to forge stronger relationships with NPC's is desirable. Sometimes the Fallout series can feel a little too solitary. A protagonist without any strong ties to other people i can be thin on motivation, especially since the games don't generally feature very strong main plot hooks. Besides, there was marriage back in Fallout 2, and being able to rent rooms has been present in several games.

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Janeth Valenzuela Castelo
 
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Post » Sat May 17, 2014 7:30 pm

Fallout 2 had marriage in the sense of it being a shotgun wedding as in "you slept with my daughter now you have to marry her." She isn't much help at all.

One of the things about Fallout is that we are a character that comes into an area, changes things while trying to do our own thing such as save Vault 13 or Arroyo and then moves on. We aren't supposed to settle down, get married and have three kids, open up a store and join the local council. We are supposed to be solitary. Sure companions are apart of the series but not in the sense of becoming married and babies and all that.

I am pretty sure Fallout 3 wasn't going to have companions hence "Lone Wanderer" but Bethesda changed and added a bunch last minute. Getting to know the companions and their history, helping them out with a quest they have is as about as far as Fallout should go, the way Fallout New Vegas has it.

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latrina
 
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Post » Sat May 17, 2014 10:50 pm

i have a small one and its just a radio where we can put whatever songs we want (for example in grand thef auto you have a radio( Pc) where you can put your favourite songs i would like the same ) :)

thats all

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Nicole M
 
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Post » Sat May 17, 2014 7:28 pm

@ wastelander 101, thats a good idea. Having multiple options depending on how skilled you are in stealth/sneaking. I usually max out stealth but become bored after a while due to its limitations. Sure sneaking up to a super mutant and lacking a live grenade in his pocket is fun(actually cleared the entire downtown DC area like that) but at some point it starts to get old.

Adding abilities to take out your enemies in a non lethal way is just something that I believe would add a lot to the game especially people who want to play a sneaky pacifist type character(such as my self) who only uses force when it's absolutely necessary.

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Bethany Short
 
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Post » Sun May 18, 2014 3:39 am

Hey all, sorry if some of my ideas are repeats, but I haven't been able to read through absolutely everything.

- What I have seen are the comments about a brutal weather system, which I'd really love! Just picture having to stay indoors because it's raining radioactive waste - or getting side quests to collect worms that only surface when this happens, etc. This could range from dangerous sandstorms to radioactivity danger zones, and would require special protective equipment to circumvent... Much in the way dragons were the enemy in Skyrim, in Fallout the environment alone will kill you.

That being said, I also want to see snow-capped mountains for some reason. So maybe the technology exists where an installation can control weather patterns to keep visitors away, hence the buildup of Ghouls nearby for instance.

- Which brings us to finding shelter of course, and being able to dig out your own home vault, Minecraft-style, would be truly awesome.

- I'm not quite sure how multiplayer would work, unless certain cities had community 'overlap' where you can meet and trade with fellow players/friends?

= Now my #1 wish is for The Commonwealth to be our location, and for the player to be an actual android. This makes the character creation process quite appropriate. Your tutorial is in a factory of The Institute, where you and other androids are built to serve. Then they all hatch a scheme to break loose, but only you escape. Along the way you'll cross paths with The Railroad, with a main quest line being to break back into The Institute... which means you must first seek out a rogue android scientist that can alter your face customizations. For example, a new disguise is required unless you want to go in guns blazing.

= Of course, choosing to aid The Institute anyway is how I want to play. Therefore my ideal perk would be "Blade Runner: +10% damage to androids and unique dialogue options with certain characters". Can we say Voight-Kampff test?

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Jonny
 
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Post » Sat May 17, 2014 7:04 pm

It'd be nice if you could get a companion like Elizabeth from Bioshock: Infinite.. Hands down the most useful companion I've ever had. They usually just get in my way, start fights, cause issues, etc. I'd like an out-of-the-way, item gatherer.

Not saying essential, but hanging back and staying out of fights, providing supplies and having a good story and likable personality.

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Jason Wolf
 
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Post » Sat May 17, 2014 2:24 pm

I am guessing you were using your dominant had when you fired it and that you are stronger than I am lol. Fire it again using your none dominant hand and see how well that works out. Then find a second gun and try it with both. That and it is a revolver so cocking it will be tricky as well.

A Colt 1911 isn't as powerful as a 44 magnum. I am not sure any .45 is more powerful than a 44 magnum despite being a bigger caliber. My experience with handguns isn't that great since I can't own any, but I have fired my share of them, including what must have been a Taurus Judge because it could take .410 shells lol. I think the only caliber of handgun I have yet to fire is a .50 cal.

Rifles and shotguns is what I am allowed, I haven't bothered to get my restricted license because here we can only take handguns from our home to a gun range and nowhere else. The only reason I would want to get that license would be so one day I can inherit my father's guns.

Haven't played that game so I will have to take your word on that.

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Alina loves Alexandra
 
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Post » Sun May 18, 2014 5:40 am

Yeah if Fallout 4 is going to be in the Commonwealth and Androids play a main role in the game as in the main plot, it will be a giant referece of Blade Runner. Might as well just call it "Fallout Blade Runner."

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yessenia hermosillo
 
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Post » Sun May 18, 2014 5:09 am

44. Mag? I shot one when I was 6 and didn't know how to properly hold it or brace myself, the gun kicked back and made a pretty nasty cut above my eye. Although when I was 14 I was able to hit 4/5 with it from a decent distance (two-handed), at 16 I could hit 4/5, but mostly averaged 3/5 one handed. Last I shot the magnum I was 19, but still could only average 4/5.

Glock was my pistol we owned, perfect fit and just felt right. Not saying I could hit a damn thing dual wielding, but the kick on pistols and revolvers aren't too serious. Then again I've never fired a D.Eagle.

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Beulah Bell
 
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Post » Sun May 18, 2014 4:53 am

I am not saying a person can't use a .44 with one hand, I have done it, I didn't like it and used both hands. But again like Matthew Starr I am willing to bet you used your dominant hand while firing it. If you are right handed, I would dare you to fire it with your left.

I know you aren't talking about duel wielding, but my point is if people are going to shoot a gun one handed they will use their stronger dominant hand, just as you would if you were throwing a ball.

I have fired pretty much every caliber of handgun but for a .50 cal. I even fired that .410 or a version of it that Starr was talking about.

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Harry Leon
 
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Post » Sun May 18, 2014 5:39 am

Sandstorms that cause minor damage to both your character and your equipped gear would be something. I'd figure a sandstorm ought to cause degradation to your armor and gun.

Maybe even a scripted area that starts a quest. Large storm hits and when you seek shelter in a bunker or structure you bump into a minor faction or something (I feel like that's how the BoS in New Vegas should have worked).

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Ice Fire
 
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Post » Sun May 18, 2014 5:19 am

They should make the Enclave reappear, one last final push to finish them off.

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mishionary
 
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Post » Sun May 18, 2014 5:35 am

Oh I know. I have tried my non-dominant (left hand) with the Glock. I hit one target after expending the entire clip. I can't throw a baseball with my left-hand either without looking like a [censored] :tongue:

I'm more or less picking at the idea of not being able to hit a target because it's an RPG. I understand the player accuracy should be impaired but not to the standard some are setting. I think a little kid who's not even a teenager could do pretty well with a .22 or a 9mm. A grown advlt hardened by life in a tougher environment shouldn't be having too big of an issue when firing a handgun or small caliber rifle, even with a strength of 3 or 4.

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jennie xhx
 
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Post » Sat May 17, 2014 2:55 pm

Well as I said in other posts with smaller calibers such as a .22 it might be more practical to do it with some skill, but reload should still take some more time. The larger the caliber the harder it would be to duel wield with any skill, based on our STR, Skill with the weapon and any perks. With SMGs it would be next to impossible to shoot straight, it would just be spraying bullets.

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Nany Smith
 
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Post » Sun May 18, 2014 3:23 am

I want to see the classic weapons make a comeback, Wattz, Winchester P94, Desert Eagle, M16, etc.

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CYCO JO-NATE
 
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Post » Sat May 17, 2014 10:15 pm

I can fire accurately with my off hand as well as dominant just fine. Though this is only practical in a CQB scenario where react point and shoot is all that is needed. Though with enough training and repetition you learn to essentially aim over the sight with effective accuracy kind of like you do with a paintball gun. Point is that yes you can dual wield though its not practical; you ever wonder why an outnumbered trained force is able to take out a larger superior in numbers opposition...? Accurate rounds down range, controlled shots. Spray and pray is not practical or effective unless you are laying down suppression, but that is just to keep your oppositions heads down so another element can maneuver in for the kill with controlled accurate shots at point targets.

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luis dejesus
 
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Post » Sun May 18, 2014 5:23 am

That's one of the things I loved about the game (Dishonoured) you could finish the game without killing a single NPC now it was

hard as balls doing so but killing was an option rather than a necessity which was great IMO as it added replay value. My 1st

play through I was a evil scum bag who killed every single NPC that I could get my twisted hands on the 2nd play through I was

a hero only killing the real evil NPC's. If you haven't played Dishonoured yet you should it's a good stealth game.

Now back to FO.

K.O. options would be an excellent addition to the game IMO as it would add a new build for your PC not only would you put points

into sneak if you decided to go for the good guy build but you would put points into spech,medicine,science,lockpicking, ect..

some perks that back the good guy build would be cool as well like the animal friendly perk but maybe with super mutants or something

also a dart gun that K.O. NPC's would help in a tight spot so would a few smoke bombs.

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Philip Lyon
 
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Post » Sun May 18, 2014 5:02 am

We already finished them off.....3 major times already. Once on the oil rig, then again in Fallout 3, then they again in Broken Steel. BS was s severe overkill imo. That whole dlc literally had like 2 pages of dialog script and the rest was mindless enclave killing.

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Victoria Bartel
 
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Post » Sat May 17, 2014 6:26 pm

We agree that dual wielding shouldn't be in the game, but you're missing my point. I'm not saying it's impossible to fire a gun in each hand simultaneously; I'm saying that there's no reason to.

I've never played GTA (seriously), and we agree that FO is an RPG. But here's the thing: it's still a shooter. If I miss, it should be because my gun wasn't aligned properly, not because the RNG said "no." I shouldn't have tried to justify that statement with realism. More importantly, if the game walks like a shooter and talks like a shooter, it should act like one, too. Of course, Fallout's still an RPG, so keeping in mind that this game's an RPG/Shooter hybrid, I think that Fallout's RPG elements (skills, perks, etc.) should have a more physical interaction with gameplay.

That said, if my Guns skill is really low, I agree with you that I shouldn't be able to hit much of anything. If you don't meet a gun's skill/STR requirements, sway should be unmanageable and spread should be irrecoverable. Hell, if you're a 1 STR, 10 INT Science nerd trying to hit people with a SMMG, the gun should straight-up fly off of you when you try to fire.

My main problem with that specific gameplay mechanic (accuracy based on RNG) is that it can be really hard to tell if you're missing or not when you're not using V.A.T.S., especially if you're using an automatic weapon.

I'll illustrate what I'm trying to say with an example in the extreme opposite direction: X-COM. X-COM is a tactical, turn-based RPG. Accuracy based on RNG is fine in a game like this because your chance to hit is a major part of the game's strategy. Gameplay revolves around troop placement and turn-by-turn strategy, not the actual act of shooting. When you order a unit to attack, it even displays percentage chances of hitting and critting.

So once again, I think that it would be a bad idea to implement/re-implement hit chance as a game mechanic in the next Fallout because the only way that you could really feel it in moment-to-moment combat is if you only actually fired in V.A.T.S. And if you're doing that, what's the point of making this game a Shooter? (whether or not you feel as though it was a mistake for FO to go from tactical RPG to FPS RPG is a whole different can of worms)

Honestly, we're arguing for the same thing, here. I want FO to be the best RPG it can be. But since it's also a Shooter, I want the RPG elements to make the shooting more fun by allowing you to really alter your playstyle based on how you build your character, and I want the gunplay to make the RPG elements more fun by making those choices feel weighty and important. I feel like you're contradicting yourself when you say that this is an RPG and not a "real life sim," but say that guns shouldn't be locked by skill, but that was just a suggestion on my part.

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Dina Boudreau
 
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Post » Sun May 18, 2014 5:48 am

Somebody please for the love of nuka look up the song I suggested and validate my opinion and therefore myself! Hahah once again its called "he shouldn't-a hadn't-a oughtn't-a swang on me" from the film the great race, i swear its funny and perfect fit for fallout. Starts slow picks up after a few seconds
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Heather Kush
 
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Post » Sun May 18, 2014 4:19 am

I would like weight to have a lot more impact on sneaking. Travelling with only 100 pounds should give you a large advantage over carrying 300 pounds. That way, using lighter weapons such as pistols or knives would have some advantages over a heavier weapon like a sniper rifle.

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Lucie H
 
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Post » Sat May 17, 2014 8:04 pm

I agree with you.

Sound and weight should have a relationship the more weight your PC accumulates the more sound you make.

A problem that I can see with this is how extremely bothering it would become dealing with constant sounds coming

from your PC all game long so what I would propose is that rather then us the player hear movement sounds the

movement sounds can be spotted coming from the PC on the map like a circle moving outwards the more weight

your PC has the larger the circle same with your sneak skill the higher your sneak skill the smaller the circle appears

on your map any NPC's within the circle would hear you and activate accordingly.

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Daniel Lozano
 
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Post » Sat May 17, 2014 8:53 pm

I liked it. It's fun, and it does have somewhat of a Fallout feel to it.

Validation complete :)

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Ron
 
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Post » Sun May 18, 2014 5:57 am

I want every building to feel different.. I don't want buildings to feel copy and pasted all over the place. I don't know why with such a large budget that it isn't possible.
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Charlie Sarson
 
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