Car from F2 run on energy or microfusion cells. Just imagine how short your rides on nuclear cars in F4 would be, if they were to explode after few shots...
Car from F2 run on energy or microfusion cells. Just imagine how short your rides on nuclear cars in F4 would be, if they were to explode after few shots...
Nuclear power is ultimately electrical power; as Kalasanty11 [above] states, the car in Fallout 2, was modified to run on the energy weapons power supply. That meant that you had to recharge it when it ran down... In Fallout you could be a weeks walk from a town and the car dies; you would have to take what you can carry and hike to the next town ~and they might not sell energy ammo... but once you found some, you'd hike your PC back to the car and recharge it. The car made travel exceptionally fast ~when it worked. And the way it was designed... the player knew all too well what a hassle it was to walk from town to town... and they were usually in for quite a shock [the first time] at how fast they could travel to and from places they used to spend days walking between.
I would like to see this: http://features.cgsociety.org/newgallerycrits/g14/24814/24814_1120336728.jpg
But I'd be okay with this: http://www.youtube.com/watch?v=B7nxZUeAe0w
I highly doubt Bethesda's terrible gameplay engine would support a fluid form of vehicle transit if they were large clunky cars. Bethesda still hasnt managed to get riding horses enjoyable. Unless they were slow stalking motorbikes as used in the shadow-hedgehog games, is all I can see working in balance with the exploration demand.
Though to be honest having say a Brahmin pulling a cart would be extremely feasible and the fact that it hasn't been in is shocking I think. The apocolypse has made us go back to the 17th Century in terms of vehicles and transport and back the best way to transport goods was carts pulled by horses. Brahman. In Skyrim there was that carrage-taxi system that seemed to make sense enough.
FO4 should break the mold of their standard human character body types and build ones that are more true to live so that the people in the game are not just made in the old male, female, or child molds. Things like different weights, heights, postures, and walking styles could make NPC's more lifelike. Make the NPC's age directly effect the character's physical stature along with having more NPC options like baby/toddler, youth age 3-6, youth age 7-10, youth preteen, teenager, young advlt, advlt, aging advlt, aged advlt, and elderly.
This is a lot more work than you might think. You can have unique figures in the game now... but they have to have their own skeleton/animation... That's what feral ghouls are; but notice that feral ghouls cannot interact with chairs or wear clothing or armor. All the people that can, are running on the same animation set, and have to be about the same shape and size. Skyrim did improve on this with deformation that seems to behave like a lattice deform. But to have several shapes and weights means to have variant animation sets. that it a hell of a lot of work.
There are racing games done with Gamebryo. I think they would have to change the camera controls to match Halo, and lessen the effect of the car driving over small rocks in the road.
Knowing bethesda, vehicles would probably be real glitchy but If vehicles are implemented in the next Fallout game than I assume they'd have to be small like those mall-roavers or buggies. Then to balance the game Bethesda would I hope double the map size and deconstruct the vehicles by (weight, speed, fuel consumption, ect...) and would most likely remove the fast travel but keep the map markers(similar to GTA) but would still have to be slow enough not to run over everything. Preferably I don't want bulky cars but smaller more obscure alternatives.
They could even take out fast-travel and you'd be compensated, or make the military helicopters you find either hijacked or officially taxied by someone as the new quick travel. Kind of like "fly" in pokemon. It would be even cooler if you could get quests to shoot down enemy planes or escort someone on the ground with you in the air holding a sniper. Those were my favourite missions in Saints Row III.
Agreed but future games could learn from Fallout Tactics when it comes to combat.
Depending on your skills, traits and perks, we the player depending on the companion should have more control over what they do. For instance if we have a companion with extensive military background and our character has similar knowledge (traits, perks, ect) then we should be able to give that companion specific orders as in "don't shoot unless I do" or "stay here and provide cover fire" or "Don't do anything until I get back!" That last one would be great, I hate companions in Fallout 3 and New Vegas cause they always run out and take my kills or ruin my sneaking.
Basicially our skills, perks, traits, reputaion and so on should also provide us unique dialogue with followers that translates into giving them orders. Now will they always follow them? Now that wouldn't be RPG now would it, but it would be great if they would say something like "I couldn't just stand by and watch you get your ass kicked."
But yeah there should also be the good old days of companions just dropping their weapons and running from a fight.
If we can prone and all that in the next game, all the better.
In addition to the random encounters i'd like to see I'd like to see a deeper thing that can be activated after you defeat the main storyline, or based on the time and date after you sleep where the towns can be attacked by ghouls, raiders, slavers,Chinese Soldiers, etc, and they can become overrun. Sorta like in Undead Nightmare where they can become overrun by zombies. You could live in one of the towns and every once and a while raiders would attack it and you'd have to defend the town. I would like to be able to move into a house anywhere and fortify it , and locking the doors and just because you go in does not mean you are complicity safe ,
I dont think our characters skills should determine what the companions can do. If we were persuasive enough to get a military type companion to accompany our nerdy tech type character on a mission i dont think he should tell him,"no i wont cover you" because our character cant shoot.
I'd like to see our character needing companions to supplement his own shortcomings. That of course would need changes to the skill system so you cant max every skill easily. I would like to see my Small Gun/Lockpicking/repair character need to bring a computer specialist with him to certain quests. This companion would not know how to use a weapon to save his or your life. He would follow you and cower when shooting started. Characters that can shoot should be mercenary's and have very little depth to them beyond pay me and ill shoot stuff and no i wont carry your junk. Who was that guy you could rescue from slavers in Fallout 2...i found him annoying and useless at first but after he shot me in the back a bunch of times i took his gun away. Come to think of it, i think he only repaired one thing for me...
New Vegas would let us tell companions to "stay here" didnt it? I hope i didnt imagine doing that.
No need for that I think; just FIX it. The so-called [misnomer] 'Fast Travel' has been broken in their games for as long as I can recall. Just repair it in the Fallout series ~to match how it's always been done in the Fallout series. I never understood how it could ship so messed up, with such a perfect example already in the series.
*Remember: If they implement it correctly, the car can run out of power, and you'd have to leave it if you couldn't recharge it at the time; hike somewhere and return later. Functional 'Map Travel' should always be in the game.
I'd prefer it as just a time lapse (one that doesn't cost anything either ~except time; and preferably an element of risk for using it).
*This is the example, for both short trips and long, (which you have seen, I'm sure):
http://www.youtube.com/watch?v=XbigblL3wbU
sorry, but:
"NO WAY"
Many of the things you are asking for are IMHO a thing of the past (and very very very tedious and repetitive!) so please do not bring those back (those who want to reload because they brought along the wrong gear (not enough ammo/food/water, wrong weapon and armor etc.) they can play "hardcoe" but do not punish those of us players, that just want to experience the story and don't have time to spend hours on theory crafting equipment, skills etc.), i for example hate:
- empty wasteland (or nearly empty anyway, because walking from A to B is boring, if there is not much there to find and it just svcks up your time!)
- no quest-markers (i want to know where to go, even more if i have a hightech pip-boy computer strapped to me, with a map where people show me where i have to go to)
etc. (i don't even want to read all that, i mean, i don't want to offend anyone, but i for one want to have a story, exploration and side-quests (exciting ones, not the World of Warcraft like "Kill ten of this" ones!) and not endless tedium!)
as for what I want?
well, I would need to think about that - ATM I only know what I do not want:
A return of "oldschool" games (with all the tedium they had - it was good that most of this baggage was left behind, hell i would go even further and like to have the weight system (at least for playing on Normal and Easy) dropped at all (!) for example, along with degradation of weapons (it's unnecessary IMHO) and armor (hell, upgrading stuff, ok - even armor (that is what i missed - i mean we get this amazing amors ranging from simple leather armor to hightech power armors and even stealth armor, but we can't upgrade them, while we can upgrade even the most boring weapons from the start of the game (at least in F:NV)) but the degrading was just added tedium (carrying weapon-repair-kits, if you could afford them, needing to take jury-rigging or having to rely in - expensive (!) - vendor-repairs!)
Note: I am not saying all old games are bad (they most deff. are not!), but they were so unwieldy and tedious - they had better stories then most new stuff thought (note: I still love Fallout, hell, I would say I love it more in 3D then the old isometric games!)
greetings LAX
ps: i will try my hand at compiling a list - hope I can come up with some good stuff!
I'd prefer people stop complaining about Fast Travel existing, it's an entirely optional feature that doesn't affect your game should you ignore it. I use it because I like being lazy. That's like fussing cars are in games because they can get people places quicker. If you don't like it, you can [censored] walk.
I just read this with Mr. House's voice..
Personally, I like having the option of fast travel myself, but you are right, it is entirely optional, and very easy to ignore. Cars are not so easily ignored in Fallout, since you walk past them all the time in game. That's a constant visible reminder, whereas fast travel isn't such a constant and visible reminder that it's there to use...or not.
I don't mind having cars in game, just not as an option for traveling to and from. I like them because they make for great explosions...and don't we all already know just how awesome explosions are?
New Vegas I believe does have the option to tell them to stay and I believe Fallout 3 does as well. But it doesn't work if they within sight of you. They will come running gun blazing to kill that bloat fly while you were trying to sneak up on some powder gangers and spoil the whole darn thing.
Skills, perks and traits imo should play a roll because if done well we should have more than one way to get companions to join us. For instance, low intelligence. Where we can get Arcade Gannon to join us out of pitty if we have low intelligence. It would be awesome to have that in future games, were we try to tell a companion what to do and they say "I am not taking orders from a special person. Let me handle this."
If our speech is good enough to get people to join us, but we might not be skilled enough to tell companions what actions they should do or when to shoot and if we do they could tell us to screw off. Or even have companions suggest tactics if they are more skilled or experienced then us. As in we go to a building or town they have been to before but we haven't, maybe they could have us follow them.
But yeah companions should have good things and bad things to them. If they are smart and know science they can help us hack computers, but they could be completely useless in a fight. Or be great in a fight but svck at science and even piss off other NPC.
We could also have companions and their reputations tie into our reputations. Such as the older Fallouts some companions hate other companions and wouldn't work with you if you were with them. But this should go further and if you spent alot of time with a companion with a bad reputation, your reputation should start to fall as well. You would have to ditch that companion and over time explain yourself to people to rebuild a good reputation.