Fallout 4 Speculation, Suggestions and Ideas #191

Post » Sun May 18, 2014 4:11 am

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...

User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Sun May 18, 2014 2:00 am

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.

User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Sun May 18, 2014 12:38 am

Okay.. Maybe the car idea sounds pretty cool in a big wasteland.. But, I don't really want the car to be too big.. More like a van design would be neat.. Or perhaps they could just add cars everywhere.. NCR used trucks and trains in New Vegas (without the use of animations).. Would be neat to see military trucks come driving by every once and awhile. It could act like a vertibird (if you are near roads sometimes too). Though trains would be awesome. Ever since seeing them in Red Dead Redemption, I would love to see them in Fallout. Though there would need to be a lot of new animations and everything else that comes with implementing vehicles.
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Sat May 17, 2014 6:05 pm

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

User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Sun May 18, 2014 1:18 am

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.

User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Sat May 17, 2014 4:03 pm

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.

User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Sun May 18, 2014 12:42 am

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.

User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Sat May 17, 2014 6:21 pm

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.

User avatar
Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Sat May 17, 2014 10:54 pm

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.

User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Sat May 17, 2014 8:17 pm

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 ,

User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Sun May 18, 2014 3:29 am

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.

User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Sat May 17, 2014 1:40 pm


Oh yeah, a more detailed method of interacting with your companions would be awesome. I was impressed with the way The Bureau: X-COM Declassified handled tactical combat, having something like that implemented in the game (along with making combat more brutal and dangerous) would be amazing.
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Sat May 17, 2014 3:10 pm

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. :confused:

*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.

User avatar
dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Sun May 18, 2014 5:14 am

For a general comment on fast travel... I'd think implementing fast travel properly as it was would require some reconsiderations on the size and structure of the map also (and I'd love it if they did that). I don't know how it would feel if the travel system if that nature was just to bypass a few minutes of hoofing over already familiar in detail terrain.

If the current size and structure are kept, I'd probably go for something more of a cost-benefit design for "fast travel" design to make it a gameplay feature of actual significance.
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Sun May 18, 2014 5:21 am

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

User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Sat May 17, 2014 7:16 pm

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!

User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Sun May 18, 2014 12:00 am

To: DARTHLAX

Why do you need quest markers? I would rather quest circles where it just says that the quest objective is in a certain area. Having less objects doesn't make it boring, have you ever played STALKER. There is rarely anything to be found on the ground yet i search everything because there might just be. Though, if you saturate the world, why would I want to look in every box or container? What gives the greater incentive, the answer is lesser items and a more barren wasteland. Logic trumps all when it comes to game design, logic would say that there wouldn't be many items to be found because of past scavenging but also makes the game most ideal and fun. Though, I am sorry, but if you want to go to the lazy route, the developers will craft the game for the lazy gamers in mind. If we all want more hardcoe options you will undoubtedly receive a casual mode with it. Your other things about carry weight and armor degradation really scares me. I suggest books for you, videogames aren't only about the writing and that appears to be the only thing you care about. Yes, you aren't saying old games are bad, you are saying all games are boring :( ? Why do you think people who liked the old games want it isometric? I sure as hell don't and I liked the old games?
User avatar
Marina Leigh
 
Posts: 3339
Joined: Wed Jun 21, 2006 7:59 pm

Post » Sun May 18, 2014 5:10 am

Explain the "thing of the past". I can't consider a game requiring some attention from the player a "thing of the past".

You say "no way" but you can't bother to even read it? You say you want to experience story and exploration as if what I wrote would somehow deny that from you (even though I don't even talk about story all that much).

It's pretty hard to counter such a vague criticism and explain the possible misconceptions, or engage in a discussion about it.

Feel free to read up and write proper criticism if you want to criticise, you aren't hurting anyone's feelings with an honest opinion (the least of all mine).


Yes, I've seen that. And it's a perfect example of how it could be done, if only the manual distances weren't countable in seconds or a couple of minutes (and thus the destination also often visible). I dunno, it just feels a bit... weird with a map so small.
User avatar
James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Sat May 17, 2014 4:14 pm

Everything that exists... is a thing of the past. :shrug:

What examples you say that you don't like ARE core to the Fallout series; at least until they warp it otherwise with another two games. :shrug: It's not how FO3 is, but FO3 is the minority at the moment; (there are several other Fallout games).

*(Nobody seriously expects that them to change it from FO3, so not to worry.) :sadvaultboy: Fallout 4 will be the game you want it to be; they will make sure of it.

It's supposed to be; and that's precisely what it's supposed to do, and did in every other Fallout game prior to FO3; by design.

What exactly did you like about Fallout? (and that you would want to see in the new games?)
*Myself: I liked the conversations. In Fallout you always felt a certain apprehension when talking to strangers; (the wise players even saved their game at every encounter with one).
I don't see that anymore in the recent games; and I miss it. NPCs that were supposed to be scary in Fallout seemed scary; can anyone say that of any NPC in Fallout 3? I miss that... Marcus was scary in FO2... Anyone think so in NV? (This is not rhetorical: I've never encountered Marcus in NV, and am curious how the recent appearance stacks up to FO2).

Travel in FO made sense, and cost you heavily in the early game; (This was a good thing IMO; and as you might know, the game quits on you if you dawdle about, or even if you are just unlucky enough to run out of time on the way home with their salvation); this is also a good thing IMO; and sadly something I never expect to see in any Fallout game again, until the IP gets sold again.

I liked that most of the containers in Fallout seemed to logically be empty, unless they were in someone's house, where they actually lived, or in a place that was deadly to be in. The idea that obvious places near any kind of settlement would not have been looted 150 years prior... seems ludicrous to me. :shrug:

If it's that close, the game doesn't even have to allow it; the precision can be loose enough that if you are in the area, then that's close enough to not bother with the map.

In the example, I didn't have a game with many found locations; and alas... the pipboy map is useless to simply travel at leisure instead of to a marker: (I really hope they change that back to the way it was before... So many things they could have improved upon, and simply discarded instead. :sadvaultboy:
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Sat May 17, 2014 1:36 pm

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.

User avatar
Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Sat May 17, 2014 11:11 pm


As do I, very much so. But I also wish, that which ever way the go about it, they adjust the feature to actually concern the player and the gameplay (instead of merely being the conveniency feature for the impatient - sometimes it makes me wonder a bit, that a huge map is insisted, but at the same time it's insisted that one can skip it; wouldn't smaller map, or maps, serve better for more concetrated content and less eventual tedium...).
User avatar
ShOrty
 
Posts: 3392
Joined: Sun Jul 02, 2006 8:15 pm

Post » Sat May 17, 2014 10:11 pm

I just read this with Mr. House's voice..

User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Sat May 17, 2014 5:58 pm

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? :banana:

User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Sun May 18, 2014 1:32 am

Fallout 2 did it best IMO; everything was junk, but the PC could find the car in the Den, and find the parts, and have a car; (probably not the only car either, but working cars were rare as hen's teeth).
User avatar
Averielle Garcia
 
Posts: 3491
Joined: Fri Aug 24, 2007 3:41 pm

Post » Sat May 17, 2014 3:14 pm

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.

User avatar
DAVId Bryant
 
Posts: 3366
Joined: Wed Nov 14, 2007 11:41 pm

PreviousNext

Return to Fallout Series Discussion