Fallout 4 Speculation, Suggestions and Ideas #196

Post » Fri Apr 04, 2014 6:20 am

This thread is so that we can keep all the discussion, rumors and speculation in one place.
This topic is for a friendly discussion of ideas and suggestions for Fallout 4.

We all have opinions about what the next game should have and should not have. Each of us has the right to express that opinion freely. There are points we agree on and points we do not agree on. This means that people are going to disagree with you on some things. Accept that and move on. No need to beat your point so far into the ground that no one wants to look at it any more.

At moderator discretion, threads about specific and distinct topics as they relate to FO4 and the rest of the Fallout series may be acceptable in the Fallout Series forum. General idea/suggestion topics for a future Fallout game will either be closed, or moved to this one.

This thread should be used to discuss items you'd like to see in a future game, gameplay tweaks, quest ideas, things you hope are not in the next game and so on. If you want to discuss major issues, use a separate topic - such as the discussion about adding multi-player or co-op play, which already has a thread. Please search first to see if there is an active/recent thread on a particular topic.

Something to note. Discussions of Child Killing is not allowed on these boards. Don't even bring it up in this thread. It won't happen in any future game from Bethesda, so there is no reason to even discuss it. If you post about this subject, you may be Warned and or Banned from the boards for doing so.

This is also not a thread to discuss current or past Fallout Games, other than to mention an aspect of the game you want to see included, or not included, in a future Fallout game.

http://www.gamesas.com/topic/1496507-fallout-4-speculation-suggestions-and-ideas-195/

http://www.gamesas.com/topic/1494933-fallout-4-speculation-suggestions-and-ideas-194/

http://www.gamesas.com/topic/1492896-fallout-4-speculation-suggestions-and-ideas-193/

http://www.gamesas.com/topic/1490066-fallout-4-speculation-suggestions-and-ideas-192/#entry23383025
http://www.gamesas.com/topic/1488233-fallout-4-speculation-suggestions-and-ideas-191/#entry23341022

http://www.gamesas.com/topic/1486923-fallout-4-speculation-suggestions-and-ideas-190/
http://www.gamesas.com/topic/1485487-fallout-4-speculation-suggestions-and-ideas-189/
http://www.gamesas.com/topic/1484659-fallout-4-speculation-suggestions-and-ideas-188/
http://www.gamesas.com/topic/1483938-fallout-4-speculation-suggestions-and-ideas-187/
http://www.gamesas.com/topic/1482975-fallout-4-speculation-suggestions-and-ideas-186/
http://www.gamesas.com/topic/1482021-fallout-4-speculation-suggestions-and-ideas-185/
http://www.gamesas.com/topic/1481257-fallout-4-speculation-suggestions-and-ideas-184/
http://www.gamesas.com/topic/1480783-fallout-4-speculation-suggestions-and-ideas-183/

User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Thu Apr 03, 2014 9:37 pm

Community Wishlist

I spent a few months going through all the threads and compiled all the best wishes into one big list. Bethesda, I understand you can't directly take ideas but take a look at this list in whole and gain insight into what could make a truly revolutionary Fallout. You have a pretty important checklist here and as you still have yet to announce anything I feel it's important that you use this list to your benefit.

___________________________________________________________________________________________________________________________

Show spoiler to unveil list:

Spoiler

World:

  • More larger settlements, similar in size to Rivet City and Megaton
  • If the world is large enough, include vehicles but in small numbers. If it isn't large enough, do not include them.
  • A map with different varied environments that cover different parts of the map
  • Towns should have bigger populations
  • Each town done by a different artist like Skyrim but with a different style each time as well
  • Different types of weather such as rain, snow, heavy wind, hail, dust storm, etc. along with day/night effects
  • Towns should evolve
  • A world the size of Skyrim's
  • Have farms and explain how settlements interact with the world
  • Bring back the dark, depressing atmosphere of Fallout 3
  • Make the majority of buildings accessible, less boarded up / inaccessible ones
  • In most areas of the map, you should fear for your life once nightfall hits
  • More funny/creative dev easter eggs (SuperDuper Mart domino effect, perverted teddy bears, plunger room, etc.)
  • Add barber shops
  • If a town has been around for years and is a nicer place, it shouldn't be dirty/trashed
  • Similar to Lonesome Road DLC (NV), overturned and damaged skyscraqers can turn into caves and such and are explorable

Player:

  • Human is the only race at the start but you could become a ghoul or super mutant later on through specific means. It should effect the way people see you.
  • Different body types (average, skinny, chubby, buff, etc.)
  • Scars, tattoos, freckles, birth marks, piercings, etc.
  • Age and height modifier
  • Many more varied and better hairstyles, same for facial hair
  • Be able to choose a default expression
  • Age slider actually shows aging (wrinkling, liver spots, etc.)

Characters:

  • Evil children
  • Very little to no essential NPCs
  • What you say to certain people has consequences
  • People notice your followers
  • Bring back Dogmeat or their descendant
  • Greater diversity of animal/creature type followers
  • All followers should have depth to themselves along with stories/quests and should always be more than just personal slaves
  • Followers are not only limited to combat roles but can be strictly a support role
  • You can command followers to use their good skills if your skill isn't good (such as lock picking a door, disarming mines, etc.)
  • Have followers interact with the world and people around you
  • A west coast super mutant or two, who have wandered over to the east coast
  • More cannibals
  • Rapists
  • Enemies level similar to the Skyrim system but tweaked a bit
  • More wildlife
  • Different types of dogs
  • Uncle Leo reappearance
  • Amputee people
  • Spiders
  • More Legendary-type enemies like New Vegas
  • Bring back Floaters
  • Have a couple Behemoth Robots from FO: Tactics somewhere in the game
  • Include Fallout 2-style Sentry Bots
  • Some intelligent Mirelurks
  • Feral ghouls can be caught feasting on dead humans and will try to eat you too

Story:

  • Good writing with no plot holes
  • Ending should have many slides showing the effect you had on towns, factions, situations, followers, people, etc.
  • Bethesda, create your own new lore and don't rely on originals too much (example: FO3 putting enclave against BOS and having super mutants everywhere for the sake of it, both of these were a far stretch for the original lore)
  • There should be no clear white vs. black but simply a world full of many shades of grey
  • Very blank slate type of beginning
  • Your actions have an effect on so many things in the game world, even small actions
  • You should never be forced into helping one faction
  • No definitive ending. After the credits roll, have one more quest. Reflect the players decisions on the world as best as possible
  • Longer story than all previous Fallouts

Quests:

  • Bring back the generated quests of Skyrim, but improve on the issues and shortcomings it had.
  • A big amount of side quests like NV.
  • A good amount of those side quests are also very detailed like FO3's.
  • Multiple quests in towns, that stay within the town
  • Options to capture people alive, in and out of quests
  • Misc quests marked down similar to Skyrim, with a counter for collection quests
  • Jobs including but not limited to bounties, caravan jobs, assassinations, courier deliveries, being a bouncer, town patrols, etc.
  • Challenges brought back from NV but expanded upon (instead of just kill 50 ghouls put some fun & creative ones)
  • IF marriage is introduced, do not have it be dull and make sure it fits in with the Fallout world (no happy ending fantasy marriages, perhaps make it more fall in love with a stripper/hoker)

Gameplay Mechanics:

  • Improved gore and add eye & groin shots
  • Sprinting
  • Bullet drop in long distance shots
  • Penetration system where bigger rounds can go through multiple people
  • Grenades possibly having their own button/key
  • Keep the DT system
  • Dynamic crosshairs
  • A minimalized cover system while in 3rd person
  • Always have an alternative way to a situation than just combat
  • More random encounters
  • Prone position
  • Limited function with crippled limbs (applies to player and NPCs)
  • Different types of locks
  • Being able to use explosives on locks
  • Doctors charge more for removing addictions and radiation, the cheaper the more inexperienced they are which opens up room for error
  • A trade system which has effects on people around you ( ex. you sell rare power armor and find someone in the wastes wearing it)
  • More things to spend caps on
  • Many more scary moments
  • More gambling games and mini games
  • Better sneaking mechanics and stealth kill scenes
  • Make being a thief more profitable
  • From the very beginning, the PipBoy can be swiped for a handheld version at any moment
  • six is brought back and done differently. Nudity before actual act but six is still a blackout but with more noises and controller rumble
  • Useable pool tables
  • Better workbench that doesn't exit you after each crafting
  • Useable ovens for cooking food
  • Lights and other things can be turned on and off by switches
  • Readable pre-war books
  • More unique items you can pickpocket off people
  • Give ham radios a purpose
  • Be able to change the color of the Pip-Boy light
  • In crafting, you can 'free craft', crafting without blue prints

Perks:

  • More perks that have actual effects rather than skill boosts
  • Bring back Traits in addition
  • Contract Killer/Law Bringer perks include actual quests
  • Dual wielding perk (in the fun league of perks like Bloody Mess)
  • Perks every 2 levels
  • Ability to repair/build robots
  • No longer forced to take a perk when asked, can proceed on without picking any

Skills:

  • Adding back Small Guns and Big Guns or other skills, to spread out the points more and have your character have more specific weapon skills
  • Introduce more skills
  • Medicine (or another skill) should affect chems by increasing (higher skill) or decreasing (lower) the potency, lowering addiction rates the higher your skill, and duration (higher skill = chems last longer)
  • Skill point caps raised to 200
  • Survival involves more than just being able to cook
  • Some skill presets for different types of players
  • Speech possibly split into Persuasion (persuading one to listen to you or give up info) and Deception (being able to disguise oneself and tell defensive lies)
  • Skill not REQUIRED to hack/lockpick, but being below the certain amount makes the mini game a lot more harder
  • Low Intelligence in SPECIAL will literally make you dumb and will reflect on your dialogue choices
  • Any SPECIAL skill with a 1 or 2 has severe consequences
  • The higher your Charisma, the more followers you can have
  • SPECIAL has a greater impact on gameplay and dialogue

hardcoe Mode:

The majority of these would only become active during hardcoe mode, although some could make their way into normal mode.

  • Sleep decreases your skills more and more the longer you go on without rest and perhaps you could even pass out if gone on for too long. Passing out in 'unsafe' areas includes a chance of being awaken by an enemy attack on you
  • Have tons of different moods your player can plunge into, some with positive skill effects and some with negative
  • Radiation decreases max HP by 1% for each 10 rads
  • Option for having only one life
  • Option to turn off quest markers
  • After death the save is inaccessible but could display your stats and cause of death
  • Backpacks that increase weight capacity, not necessarily a hard core feature
  • Weather affects the body. Not wearing the right clothes within the cold will lead to frostbite and a slow death, wearing too much clothes/not being hydrated within the heat rapidly increases food/drink/sleep meters, etc.
  • Fast travel possibly disabled, rely on you or other people's transportation
  • If being transported by someone, you have a chance of running into a dangerous random encounter
  • Raw food has a high chance of sickness, some more than others
  • Some infections and diseases
  • Realistic damage applied to you and everyone else (head shots equal instakill, only a few bullets on unarmored body for death, explosives could be instakill, explosive shockwaves cripple many body parts, etc.)
  • Ammo and aid items are a lot more scarce
  • Inventory space is managed differently and you can't have a bunch of huge things (no Minigun in your back pocket for emergencies but if you really need it, it will likely be your only primary weapon)
  • An optional choice where you can only save in beds
  • Chems can be overdosed and kill you almost instantly
  • Be able to set camp in the wasteland
  • Chem addictions have more severe consequences (such as Med-X making you more susceptible to damage)
  • The need for tools for repairs
  • Pip-Boy is real time
  • Reducing someone to ash/goo destroys everything in their inventory
  • Doctors Bags don't instantly heal but steadily heal for around an in-game hour
  • Fixer has a percent chance of curing addictions and it lowers the more severe your addiction(s) is/are
  • The lower their condition the more your gun will actually jam during firing and the chance of critical failure quickly goes up (completely destroying the weapon
  • Just about any action you perform will cost some AP

Karma:

  • If the owner of property has been killed, taking their items no longer gives bad karma but is still labeled as stealing
  • If the owner of a bed has been killed by you, you can use the bed
  • Karma is determined like FO1/2 meaning your reputations among everyone is added up to an average

VATS:

  • VATS shouldn't be completely OP. It should be more strategic, expanded on what NV did.
  • VATS is real time, just slowed down a lot
  • No damage reduction, you should take almost 100% damage but there should be a limit to how much HP you lose so you don't get killed while firing (such as 85% of your HP can be lost)
  • Player stops firing if enemy runs behind wall/cover
  • Be able to exit VATS at any time
  • Unarmed and Melee Weapons can select specific parts too

Audio:

  • More music in general
  • A very big list of quality voice actors who are either unknown or b-list. No famous actors.
  • Improve the ambient music
  • Temporary semi-deafness from explosions
  • Combat music changes based on the severity of who's attacking
  • Some feral ghouls let out a couple words before being killed (the little humanity they have left)
  • High quality weapon sounds and hear the bullets fly by and ricochet

Visual:

  • Shadows
  • Limited DoF (depth-of-field)
  • People's faces show emotions
  • Bring more animation and life to conversations
  • Bump up the texture resolutions
  • No weird tinted skies but instead clear, realistic looking ones
  • Vegetation
  • Fire spreads to the surrounding area
  • Some destructible environments
  • Mirrors you can look in
  • Improve the UI. One thing to be done is fixing the aid and misc sections which become cluttered and also improve the Notes section by organizing schematics, recordings, etc.
  • Also be able to look at items in full 3D view like Skyrim, look at original games for inspiration
  • Another improvement would be the ability to make folders in your save files so you can sort them out
  • Pip-Boy needs other improvements as well such as level selection in interior maps and an upgrade to the hot key system (frustrating to use on consoles)
  • Improve the HUD with not as much of a bloaty feeling and be able to enable/disable specific parts of the HUD
  • The Pip-Boy's map of the world would be 3D like Skyrim but with a Fallout twist to it
  • In addition to first and third person, include a top-down view
  • Battles with dozens of people on screen at once, maybe more
  • Many more fluid animations in every single category, all around the game world
  • Some animations include people playing harmonicas, littering empty bottles, playing chess (playable by the player as well), etc.
  • Some cutscenes
  • Many different textures and models for each generic enemy and possibly a full-on randomization process
  • In character creation, the sliders shouldn't just continually click left or right but just move along smoothly
  • When you take all the clothes off someone, the top (bra/shirt) would come off both male and female
  • Redesign the feral ghouls
  • Enemies can get their limbs torn off but still be living
  • Be twitchy and have a shaky camera when on too much Jet
  • Animations for everything you activate
  • Walking leaves foot prints
  • Visible legs in first person
  • Player has many idle animations that come from their high skills, location, etc.
  • While sprinting you hold your two-handed weapons down (assault rifles, shotguns, snipers, etc.) and hold one-handed weapons up
  • If your limbs are crippled they should show wear and tear (blood, bullet holes, etc.)
  • Weapon conditions should show decay (rust, cracks, etc.)
  • More player death scenes rather than just rag doll
  • Better and more varied graffiti across the wastes
  • Better draw distance (objects are poorly drawn while in scopes)

AI:

  • Covering fire, repositioning, cover usage, flanking, flushing enemies/you out with grenades are some good things that could be implemented.
  • Enemies that are clearly overpowered should flee very early on
  • Smarter follower AI that also notices how you are trying to fight in a battle
  • If you pull a gun out and aim it at someone, they should be reactive and pull out their gun as well
  • Enemies and regular NPCs react to dead bodies

Engine:

  • Revamped Creation Engine or completely new
  • Script extender/more scripts already built in
  • The executable should support up to 4GB RAM
  • Remove any bugs especially game breaking ones
  • Fewer loading screens
  • Little to no invisible walls
  • Be able to render more items within a cell more smoothly
  • Climbable ladders
  • Cloth physics
  • DirectX 11 support
  • Be able to get on the top of all buildings (or the majority)
  • Entering buildings within a town or area requires no loading screen and instead you have an animation where you open the door and close it behind you
  • Be able to see through & out windows
  • Higher controller/mouse sensitivity

Leveling:

  • No level cap but skill points slow down over levels and perks stop entirely

Weapons:

  • Bring back and expand on weapon mods
  • Be able to put unique upgrades on weapons such as faster fire rates, more damage, slower degradation, etc.
  • Iron sights brought back (obviously)
  • Different levels of scopes
  • Re-armable traps and traps you can set
  • Thrown weapons should be able to be retrieved
  • Fun weapons (think Rock-It Launcher, Railway Rifle, or MIRV)
  • A lot of weapons with much variation (working on the numbers NV brought to the table)
  • Be able to repaint weapons and customize weapons in other ways
  • Bring back different ammo types
  • Strength requirements brought back
  • Weapon degradation needs to be slowed down or replaced with a new system
  • Crouching gives small accuracy bonus, going prone gives a big bonus, rapid fire increases recoil and hip fire increases sway. All negative stats get reduced the higher your required skill is.
  • Many more craft-able weapons
  • Be able to hold your breath and focus when in a scope
  • Stun gun type weapon
  • Bring back most weapons from the originals
  • Throwable rocks
  • A carry able and mounted M2 Browning
  • Mortar
  • Ability to rename weapons
  • NPCs with modded weapons
  • A weapon that yanks people's heads off
  • Corrosive & chemical type weaponry

Aid Items:

  • Chems have a range of different hallucinations
  • Alcohol makes you more and more drunk and psycho will make neutrals/friendlies appear hostile
  • Ability to bottle your own water
  • Smoke able cigarettes that also have many negative effects especially in the long run
  • Visual effects from chem usage
  • Stealthboys can be turned on and off during use instead of being permanently on

Unarmed:

  • While fighting you should do different moves than just the same punch every time

Armor:

  • Some armors with switchable pieces, similar to TES
  • Be able to repaint armors and customize armor in other ways
  • Many regular clothing options
  • Shields and riot shields
  • Armor mods/upgrades
  • Keep New Vegas system of categorizing armors as light, medium, heavy
  • Power armor helmets change your first person view as well as including a toggleable night/heat vision view
  • Holsters, ammo pouches, etc. could be added to certain armors/clothings (have no effects on stats)

Factions:

  • Unique joinable factions with unique quest lines
  • Different Raider gangs and Raiders that aren't automatically hostile
  • Enclave only has some remnants at max
  • BOS should have very little to no presence either
  • Bethesda, have the majority of factions be ones we've never seen before

Housing:

  • Be able to put different types of furniture
  • Be able to correctly place down items you have collected
  • People who you can hire to do services at your house
  • Mannequins to put your clothes/armor on
  • Weapon display walls and showcases
  • Be able to move all your stuff from one house to another
  • Ability to rename your containers

Misc:

  • Don't rush the game
  • Tunnel Snakes reference(s)
  • Another competition for a user-made perk like Fallout 3
  • A Great War flashback
  • Listen to the community! Take a look at mods as well
  • Unlock a flyable Vertibird at the end of the story

___________________________________________________________________________________________________________________________

If you guys have any more suggestions I'll add them to the list if they're good enough. Also make sure to pass this along to Bethesda through emails, social networking, and others.

User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Thu Apr 03, 2014 8:10 pm

Well for starters bethesda should be the one to make this game not someone else.New vegas was a failure.

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lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Thu Apr 03, 2014 8:35 pm

Happy april fools? oh wait its the 2nd.. Umm, hmm.. New Vegas was the best fallout game in the series, Fallout 1 is close though.. Pal, replay it, give love to the game. Then you will enjoy it. Its beginning is a little slow but it becomes far far far far far more interesting as time progresses.

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cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Fri Apr 04, 2014 5:39 am

Some concept art of mine that I will post again:

A idea for http://www.project610.com/files/Chair%20Two.jpg

As well as a http://www.project610.com/files/Chair%20One.jpg

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Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Thu Apr 03, 2014 8:30 pm

Oh my, I love the first one. Its like a little victorian mixed a retro robot.. I could totally see Elisabethan-esque leader in a fallout game sitting on that.

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Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Fri Apr 04, 2014 5:59 am

One thing that I want is to be able to put weapon mods onto unique, named weapons. It was disapointing when I first realized you couldn't do that. And I like the "pre-war flashback" idea. I've always wanted a side quest dealing with what life was like before the bombs fell. One of my favorite moments in Fallout 3 was listening to Carol's story of what happened to her as the bombs were dropping.

And yes, being able to exit VATS at any time NEEDS TO HAPPEN! I can't count how many times having this ability would have saved me from wasting ammo or blowing myself up from a misthrown grenade.

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Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Post » Fri Apr 04, 2014 5:08 am

New Vegas brought character traits back (like Good Natured and Build to Destroy). It would be cool to see more of those that affect gameplay or story elements. I would also like to see Fallout 4 have the skill and S.P.E.C.I.A.L. dialogue options that Obsidian implemented.

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Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Fri Apr 04, 2014 9:48 am

1, falling damage. I like to explore. see where i can go. its a big turnoff to fall what looks like 10 feet and die instantly. the game has hit locations. just cripple both legs and damage my armor and take a big health hit... but why kill my character when he only dropped what looks like 10 feet? really is annoying especially when i havent saved in the past 10 minutes.

2, the second thing that dissapointed me about Fallout New Vegas: Yes Man and Bennie. That part of the story felt so completely broken. I was like, 'wow Bethesda, you really dropped the ball here, screwed the pooch, wtf?'

[i could ramble about this for some time but either you get it and agree with me or you don't.]

3, the way they handled brotherhood of steel was pretty great in all fallout games, EXCEPT fallout New Vegas. i always envision the brotherhood as: respected, but unexplained. i would love to see the player character kept completely in the dark about the brotherhood's actions and technology and motives... until this grand cut scene/exposition part way thru the game when suddenly it is reavealed that the brotherhood is in fact an underdog that is holding off some catastrophic calamity that the rest of humanity doesnt know about, and because of the players skillset and experience, only YOU can save the world's bacon, with the brotherhood supplying you with the best of the best from all their resources. i think that is great to see them go from part time enigma, part time overwhelming threat, to... We Need You, Now, or Everyone is dead meat....... that is how i see the brotherhood of steel...

4, fallout needs to go online. i would love to see an action fallout game that is episode based like left 4 dead. how cool would that be... run n gun, multiplayer coop, simple inventory management, voting, difficilty settings, steam based. i think that would really open you guys up for some MMO territory. i would love to see a survival fallout game where you spawn in your home region. you live in seattle? your fallout character spawns in seattle. live in dallas? same. live in lousiana or new hampshire? same. use an outhouse as a respawn zone... make respawning more of a 'you stupid craphead' deal where you have to stay in the area of the outhouse for 2 minutes cant fight, just sit there and [censored] to other players about how you died, idk. [godamnit i ran out of radscorpion antitoxin! any of you mofo's make that [censored]? ill buy all of it you got!] whatever. make it fun, but go online somehow someway man.

5. in the fallout new vegas expansion dead money. i HATED the indestructible speakers. what happened to EMPHASIS on PLAYER CHOICE? give me an option that if i have 100 lockpick skill and 100 repair skill and 100 science skill and spend a feat i can take that damn collar off, or let me make my armor out of the same [censored] that speaker is made out of or something. but i hated those INDESTRUCTIBLE speakers. let me find C4 and blow that [censored] to smithereens... something.

6. always make sure that deathclaws respawn and are highly dangerous non humans. at some point you would think deathclaws might send a deathclaw hunting party after you after you killed over 100 of them? how badass would that be to round a corner and have 6 deathclaws there to rip you a new airhole at the top of yer neck? something. deathclaws and radscorpions are my favorite fallout original creatures. always always do something cool with those guys. [like how the enclave was trying to keep deathclaws as attack hounds was really cool, from fallout 3]

7. make addiction tough, because the drugs are fallout's magic system. so make it tough to get addicted, BUT ALSO make it always possible to get healed from it, but challenging. addiction is a big deal.... and you guys are treating it so inneffectively.

8. please make it not crash. [when fallout 3 crashes and falout new vegas doesnt... im like, yea i like fallout 3 storyline better then fnv storyline BUT: fallout 3 crashes on my rig and fnv DOESNT CRASH. so i dont play fallout 3. :( ]

thats my best two cents at this point in time. i love fallout, it is my favorite video game franchise and i am always pleased with all of your work. i remember in fallout 3 entering a room from outside and having the sunlight shine thru holes in the metal walls of the shack i was in and thinking: 'i am home...'

love the work you guys put into this stuff. sounds like a dream job. gg.

-BLOODSHOT

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Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Thu Apr 03, 2014 9:28 pm

Some of these things should, imo, be considered and searched for possibilities from while making the game and designing the gameplay:


Short version (just bullet points) :

Spoiler


General gameplay:

- More direct skill and stat uses on items, environment and NPC's (healing, repairing, examining, entering worldmap, etc) -- with a supportive interface in the vein of old school RPG's and adventure games.

- No level scaling; or, at most, an adjusting scaling where easy fights do not disappear when the more challenging ones appear.

- More frugal skillpoint economy and higher gaps between levels to make it slower.

- Upwards scaling skillpoint costs for mid and high level increments.

- Wold map and nodes large enough to support exploration (+classic map travel).

- Grid inventory (with both weight and space limits).

- One page character sheet.

- PDA pipboy.

- No compass markers for quests, no compass markers for locations, no compass markers for enemies.

- More comprehensive quest descriptions and mapmarkers for general quest areas (toggleable if possible), let the player find things out him self but don't leave him in the dark without any hints.

- Minimap with perception based (including distance) detection of close by NPC's or critters (also, perception/perk/trait based color codes for disposition).

- Less aggressive wilderness AI. Combat is generally where you want it (not always, but often).

Timed dynamic quests:

- Quests that have timelimits; but instead of said timelimit causing pure failure, it would open up new possibilities (where appropriate, not always).

Lockpicking, repairing, hacking, manual healing:

- A skillcheck with a timebar (not a "timelimit" but how long the attempt takes for the character based on skill versus task difficulty).

- No pausing the world. Everything happens in realtime, so you can get interrupted.

- No minigames.

Gunplay and VATS:

- Skills for projectile weapons greatly (!!!) affect accuracy (spread, sway), recoil control (each bullet fired throwing the aim off the target, and increasing spread), and general handling (reloads, holstering, unholstering, etc).

- Static bullet damage ranges regardless of skill, and generally higher damage output across the board.

- Melee/HtH skills affect attackspeed and damage.

- Critical failures.

- Close proximity penalties for firearms in.

- Less loot and supplies.

- Action points into combat resource; every action aside from moving eats up AP (shooting, reloading, opening inventory, doing stuff in inventory, quick key use.....).

- Focus on less frequent and less "run'n gun", but more slow paced, tactical, challenging and character driven combat.

- Categorized craftable and modifiable weapons with tangible upsides and downsides.

Healing and drugs:

- Tolerance meter for drugs and medication with severe OD effects.

- Maual healing (made viable and needed through less available provisions) - a skillcheck with a possibility to fail and critically fail to cause more damage.

- Animated stimuse to prevent spamming -- or, heal overtime.

Skillsystems:

- Retaining the premise, greatly upping the effects (skills and stats being more of requirements than recommendations as they are now), but revising the workings to better suit the current style of gameplay.



Long version (with more details) :


General gameplay suggestions (again -- but updated):
Spoiler

Here's some of my ideas on along which lines I would like some aspects of Fallout 4 to be made (I posted this before Fallout: New Vegas was even annouced, and several times again since then, but made some changes so I'm not just reposting the same thing over and over again). Whether or not all the following would actually work in the game, is beyond me as I'm not a game designer, but at least to me it sounds decent on paper for altering the current form of FPS gameplay.
The WALL OF TEXT:

A minimenu:

There would be a minimenusystem that would trigger various functions needed during the gameplay. Pressing (for example) the mousewheel would open a dropdown menu (somewhat similiar to Fallout 1 and Fallout 2) beside the cursor that would present commands like Enter Worldmap, Heal, Heal Other, Repair, Rest/Wait etc. If well implemented, this could potentially offer a greater gameplay diversity through bigger possibilities for direct skilluses in several situations. Available commands would be highlighted and non-available would be greyed out.


General gameplay:

The general gameplay would be quite similiar to F3 and F:NV. You roam around the wastes doing quests and exploring. But combat would be less frequent unless the player decides otherwise - in other words, you could pick some of your random fights. (Though I'd very, very much prefer it, I'm not suggesting ISO/TB gameplay, since I don't believe for a second that Beth would implement it no matter what. :dry: )

This could partly be handled through wildlife AI, which would be set less aggressive in general. An aggression stat would be implemented which would vary from species to species - from completely neutral (only defensive combat) to total aggression (hostility almost immediately). The animals would have their own immediate surroundings, or personal spaces, somewhat like in Risen and Gothic series, and partly in F:NV. Get too close and you get a warning sign from the critter giving you time to get out of their space, linger and be chased off (or be attacked, if you don't flee). The radius of the space and the time you are tolerated in it would depend on the critter.

The mainquest would be scaled to a certain degree through chaptering it (not visibly, as in presenting a loadscreen: Chapter 1: In which you slither out from the uaginal cavity and learn the first lessons of life, but through certain major events through the main quest). And after those, the game would replaces some of the lower level enemies with higher level ones in the MQ areas - defeating which (if not gettin past by other means) would require you to level up some more. Or through a nonlinear levelscalingsystem where, for example, when one starts the game at level one, the enemies in the levelscaled zones would range from 1 to 10, and after one hits somewhere between levels 12 to 15 (which ever works the best) some of the lower level creatures scale up to about level 18 to 25 (but not all, to not make the world appearing to spin around the player too much). This would offer both, challenge and sense of progression to the player, as one becomes better than the current enemies before they scale up again.

There wouldn't be any quest- or enemycompasses, but there would be (toggleable, perhaps) minimap in which you could see the living beings in immediate vicinity. Perception would determine the range in which you see things, and with a perk (with appropriate requirements - outdoorsman and perception, for example) you could tell the difference between friendly (green dot), neutral (yellow dot) and hostile (red dot) targets.

The questcompass would be replaced by mere markers on the map which would point towards a general area instead of the exact target. And with that, the quest descriptions would be more accurate.

The wrist pipboy would be scrapped and replaced by a more handheld PDI like contraption, which would offer a more userfriendly inventorysystem (something like mix of what Morrowind or S.T.A.L.K.E.R. had, for example) with less scrolling while still holding the tabs to sort items by their nature, a one page charactersheet much akin to the original games -- no more tabs behind tabs behind tabs. All actions during combat but shooting and moving would cost action points (opening inventory, using items inside it, using quick keys, etc) - more on this later.

Skillcap would remain at 100, but the cost to raise them would rise as follows: 1-50 1:1, 51-75 2:1, 76-100 3:1, the point being, the better you get the more difficult it is to get even better - this would make a maxed skill equal to skillcap of 175 - and I think it'd be easier to utilize the full scale of the skill, if it caps at 100 (instead of having skills cap at 200 or 300). Also, the gaps between levels would be raised:

How it is now (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level):

Spoiler

z=n+(y+150)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 350 - 550
4 - 500 - 1,050
5 - 650 - 1,700
6 - 800 - 2,500
7 - 950 - 3,450
8 - 1100 - 4,550
9 - 1250 - 5,800
10 - 1400 - 7,200
11 - 1550 - 8,750
12 - 1700 - 10,450
13 - 1850 - 12,300
14 - 2000 - 14,300
15 - 2150 - 16,450
16 - 2300 - 18,750
17 - 2450 - 21,200
18 - 2600 - 23,800
19 - 2750 - 26,550
20 - 2900 - 29,450
21 - 3050 - 32,500
22 - 3200 - 35,700
23 - 3350 - 39,050
24 - 3500 - 42,550
25 - 3650 - 46,200
26 - 3800 - 50,000
27 - 3950 - 53,950
28 - 4100 - 58,050
29 - 4250 - 62,300
30 - 4400 - 66,700

How it should be (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level) for example:

Spoiler

z=n+(y+200)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 400 - 600
4 - 600 - 1,200
5 - 800 - 2,000
6 - 1000 - 3,000
7 - 1200 - 4,200
8 - 1400 - 5,600
9 - 1600 - 7,200
10 - 1800 - 9,000
11 - 2000 - 11,000
12 - 2200 - 13,200
13 - 2400 - 15,600
14 - 2600 - 18,200
15 - 2800 - 21,000
16 - 3000 - 24,000
17 - 3200 - 27,200
18 - 3400 - 30,600
19 - 3600 - 34,200
20 - 3800 - 38,000
21 - 4000 - 42,000
22 - 4200 - 46,200
23 - 4400 - 50,600
24 - 4600 - 55,200
25 - 4800 - 60,000
26 - 5000 - 65,000
27 - 5200 - 70,200
28 - 5400 - 75,400
29 - 5600 - 81,000
30 - 5800 - 86,800
31 - 6000 - 92,800
...and so on up to, say 50The formula I made may not be correct, but the point remains.



Timed, dynamic quests:
Spoiler

For the larger events, and where appropriate otherwise, the game would take time into account. Not to push for failure (except for where it's appropriate), but for altering the conditions of the quest. Like postponing a quest (which is narrated as "urgent") enough, and the conditions to solving it get harder.

Simple example (somewhat paraphrasing the Goodsprings versus Powder Gangers situation):

You get a mission from a village mayor to scout some raiders and find out why they've been appearing so active lately. You obtain info about an upcoming raid on the village you got the mission from "in two or so weeks". You neglect it and go about your business for a while. Then you decide to finish the quest and deliver the info, but upon arrival, you notice that the raiders have seized the village, killed most of the denizens and captured the rest. Two options from there on to solve the quest (1) Take on the raiders and free the captives, or (2) Strike a deal with the raiders and recieve an additional questphase.

Had you delivered the intel in time, the village would've prepared and fought the raiders off with (or without) your further help.

These events would be there to point out that the world doesn't revolve around the player and that neglecting given responsibilities has consequences.



Map and Travelling:
Spoiler

A return to the classic worldmap system (with some tweaks to make it look more... erm, "modern"). The actual FPP/TPP playground area would be roughly about 2x or 3x the size of Fallout New Vegas; and the area is divided into 5-7 (or so) hubs scattered in the worldmap which vary in size and content. General gameplay in those would be about the same as in F3 and F:NV, run around and do local quests and explore.

When you enter the node you could spawn at any "formidable" (as in settlementlike in size) location you've already found. The first time entering a node you would spawn at the side of the map on special spawnpoint for that purpose (which could be used later on too, of course).

Outdoorsmanskill is reintroduced (or merged within the Survival skill) and works similiarly to Fallout 1&2 with the difference that nonhostile encounters are always avoidable should the player so decide (to decrease the amount of loadscreens).

The worldmap itself is zoned in couple of ways:
- The farther away from the starting position, the harder the enemies and vice versa; but there is still a (small) chance to encounter harder enemies on starting grounds and vice versa, based on outdoorsmanskill, luck and placement of the zone (but still keeping the MQ areas within reasonable range of enemies).
- The map is zoned into territories, which each have their set of unique enemies as well as a few commonones that can be found on every zone.

Each zone has about 5-7 small maps for random/special encounters, which are either hostile or nonhostile, and are based on the topography of the location in the worldmap and the contents of the encouters would be based on the zone in which it occurs.

The visitable locations on map would be as follows: A settlement - with explorable wasteland around it to provide smaller sidequest and exploring. Or just a visitable location like a majorsized building, militarybase, factory etc. They could even include two settlements, but in general all towns would be much bigger than those in Fallout 3 or New Vegas.

Each settlement has its own set of architecture (not too different from other settlements, but so that one can tell the difference), general theme and mindsets. These are small things, but they would add a lot of variety to the game.

Entering worldmap from a node would happen through the edges of the map. In Fallout 3, when you bumb to an edge of the map, you get a popup message that says: "you cannot go further that way" - now it would be like this: "e) enter worldmap".

To not have to always run to the edge of a map, you could use the minimenu command "Enter Worldmap", which could not be used indoors, during combat or if there are enemies nearby. However, escaping combat through the edge of the map would be possible.

Fasttravel through world map would offer options for pacing (could be enabled by a perk, or be an ability from the get go). Such as "Cautious", "Casual", and "Rushing". Where "Casual" would be the normal travelspeed with no bonuses or hits, "Cautious" a much slower, but with giving a bonus to outdoorsman in determining avoidance of an encounter, and "Rushing" much faster, but with giving a hit to outdoorsman. There would also be related quests, solving which could be easier by utilizing this system (to make it have a bigger point).



Repairing:
Spoiler

Repairing happens either with repairkits, by gunsmiths in towns/caravans, or by a duplicate.

The kits would repair a fixed and relatively large amount of CND and have limited amount of succesful uses (and would offer a small bonus to the skill and crit. failure) each, but they would be expensive to buy, weight a somewhat hefty amount and would also be weakened and eventually broken by a certain amount of critical failures and general wear. Gunsmiths and repairmen would be very expensive but would get the job done no matter what. A duplicate would repair a small amount of CND (with no bonuses or hits to skill or crit. chance) so that you'd have to weigh the benefit of losing the weapons monetary value against the increase in CND (at least at early stages of the game).

Success in repairing is dependant on repairskill (a diceroll happens, dreadful I know). And the repairing takes a certain amount of time (few seconds) depending on the chance of success.

One would now be able to repair guns and armor beyond his/her skill but the further above the skill they go the harder they would get to repair. The math is irrelevant (as long as it complements the premise), but here's a quick idea on how it could go:

After the guns/armors condition is above the skill, the amount going above is turned into percentages that is taken away from the skill. IE: skill = 30 and rifles condition = 80. Condition - skill = 50. 50% of skill (30) is 15. So trying to repair a weapon in condition of 80 with a repairskill of 30 would give a chance of success of 15%. This is not necesserely realistic, but it is assuming that the more shiny the condition gets, the more difficult (but not impossible) it would be to repair it further.

Guns and armor would also have a chance for a critical failure if an attempt to repair fails. Critical failure, instead of repairing the gun, has a reverse effect. The chance would be from 1% to 10% (depending on the weapon) if a trait or a perk doesn't raise/lower it.

The increased hardship of repairing would be compensated via much slower degredation rate (based on the weapon, of course), though the effects of CND (jamming during firing, reloading disorders, rate of fire, damage, buying/selling values) would also be much bigger and more frequent.

There would also be a possibility to repair broken robots or computers or what ever there is to repair, by pointing the target opening minimenu and selecting repair.

Also, while repairing would work much like explained above (the 1-100 CND scale would remain in the background to provide for it but all effects would be tied to the 20% thresholds - when attempting to repair, you'd see the successrate according to how the 1-100 scale behind the screen), the visible item health would be changed to 1-5 scale, to offer more robust effects.

The weapon health would be changed from being a 1-100 scale to 1-5 scale and give each rank more profound effects on the weapon, additionally I'd hide the item health-o-meter and add a title in front of the item name so that one never knows exactly where their weapon health goes.

Example:

- Well Maintained Assault rifle or Fine Assault Rilfe (CND 5; well maintained bonus: accuracy +5%, no disorders, -5% from critical failure chance))
-> Assault rifle (CND 4; assault rifle at its default condition, no extra bonuses, but 5% chance of jam)
-> Dirty assault rifle (CND 3; -5% to accuracy, -10% to rate of fire, 15% chance of jam, 10% higher chance of "critical failure")
-> Worn Assault rifle (CND 2; -10% to accuracy, -10% to rate of fire, 20% chance of jam, 15% critical failure chance)
-> Crummy Assault rifle (CND 1; -20% to accuracy, -15% to rate of fire, 25% chance of jamming, 20% chance of critical failure)
-> Broken Assault rifle (CND 0; no shooting with this piece of [censored] anymore, no repairing it either, skilled weaponsmith NPC's could repair it at a cost up to CND 2 for the same price they usually take from full repair from 1 to 5, or offer a few caps from the spare parts)

With each rank, while going downwards, requiring varying degrees of usage. And Repairing (success and amount of repair (from half a rank to 1 rank) would happen through skillchance affected by certain factors (Gun cnd, duplicate cnd, repairkit, skill level, etc). CND 5 would be a high skill privilege reachable by no lower than 80 in repair.

I would boost all the negative effects and make them count much higher in combat.

Additionally I would add cleaning kits to add a slight timed bonuses to the weapons (-> Clean worn assault rifle: cleaned bonus +5% accuracy, +5% rate of fire, -10% jamming, for example).

With Melee and armed HtH the effects would consist of damage reduction, and higher critical failure rate (which would break the weapon).
With Armors the effects would consist of lowered DT and DR and lowered "social status" (when going on in really crummy gear, people initially think your a vagran or a bum just loitering around).



Healing & drugs:
Spoiler

Stimpak usage would be animated, so no more smashing a quick key for dozens of stims in few seconds (I like this method more than the concept of heal overtime from HC-mode of F:NV). The speed of the animation would be dependant of the related skill (doctor). More over stims now would always heal the same amount (no skill effect in there), and they would come in two variations: stimpaks and superstimpaks. Both of which would be rare and expensive (so that you cannot live off of them, but also have to rely on other methods of healing) and superstims much more so than ordinary stims.

The player would have a tolerance meter which would measure how much the player can medicate himself before overdosing. Overdosing would cause an instant loss of health according to how much the limit is surpassed and would also cause some visual distortions and statloss. The effect would last for a while and the time would be depending on endurance and doctor skill (and perks/traits that would modify it). The tolerance meter slowly lowers itself after the medication is done, and the magnitude it is filled is dependant on the drug used (powerful drugs - like Jet and superstims for example - obviously fill it more quickly), related skill and perks/traits modifying it. Using food as a healer would not affect the tolerance meter, but food would have a heal-over-time effect.

Doctorskill would be reintroduced and so would manual healing. Manual healing would be similiar to Fallout 1 & 2 (only a few uses/24hours - they would take few in-game hours to be completed - success is determined by skill), and couldn't be used in combat or when enemies are nearby. Healing cripples wouldn't be possible with stims or sleeping, but would require manual healing and the ability to heal cripples would be dependant of the doctorskill and the skillrequirements of the crippled bodypart (head and torso would be harder to treat than legs and hands), otherwise a doctor is a must see.

Manual healing would be entered by the minimenu, which would also have the "heal other" option to heal a companion or other alive being in need of assistance.

Healing through sleeping would work similiarly to Fallout 1 & 2.

Addiction would need a doctor or a certain amount (pretty long) of time to heal. Radiation poisoning needs a doctor or radaway (which would be rare and expensive).



Gunplay & VATS (should it be implemented):
Spoiler

Gunskills would now have much heavier effect on waivering and general accuracy than what it is in F3 or New Vegas, utilizing the skill and STR requirement system from New Vegas (but more heavyhandedly). In addition, the players stance, movement, weapons type and recoil also would affect it.

The normal (according to skill) situation would be standing still and aiming through iron sights (firing from hip would give a large hit on accuracy). Crouching would give a small bonus to accuracy and going prone would give a slightly bigger bonus (with the bonus from aiming coming on top of that). The tradeoff with going prone and being accurate would be extremely slow moving and turning, and it would take its time for the player to get up and ready the weapon again. Firing from the hip would cause bigger spread. Movement would also give a hit to accuracy -- the faster you move, the bigger the waivering with ironsights and spread with hipfiring. Recoil would work dynamically based on the gun used, and would throw the aim off a bit with each shot (while bursting, the amount of recoil per shot would stack up eventually leading to firing straight up -- with hipfire, the "offaim" would be a bit smaller, but the spread would increase).

Guns would do generally more damage and the damagestats would be ranges. IE: Huntingrifle - dmg 11-20, like in Fallout 1&2, but with growth of related skill raising the minimum amount closer to the maximum (though not as far as up to having a static damage, there would always be some range left).

The combat overall would go through a total overhaul. No more run 'n gun FPS bullsh*t but more slowpaced, focused and tactical. A RTwP/TB (optable) setup with full control over the player character and partymembers would be nice. But of course that ain't gonna happen since nothing but horrid FPS twitching is viable way of gaming anymore.

So instead, actionpoints would count in combat.

A simple example:

Lesser cost rate:
Shooting (very low cost) - shooting with not enough AP's left would give a hefty penalty to accuracy and recoil control
Reload (low cost) - reloading with not enough AP's left would triple the time it takes to reload and increase the chances for reload failure

Moderate cost rate:
Using quick keys (cost rate depending on what's being done, changing a weapon (moderate cost), using stims (higher moderate cost), changing ammunition (high moderate cost due to including reloading)) - with not enough AP's, quick keys won't work, no stimspamming or changing weapons, tough luck.

High cost:
Inventory access - with not enough AP's, inventory access is denied, run for cover and wait for the AP's to refill.
Using items inside inventory - if AP's run out during doing something in the inventory, you can still browse and assign quick keys, but after that only action allowed is to exit inventory.

Additionally, no AP's left would increase running speed for... say.... oh well, for examples sake, 20% to provide chances to get to cover while AP's recharge.

And AP's would recharge much slower while moving and at normal rate while being still.

All that only during combat (and during shooting/whacking thin air when not in combat for the lesser cost actions).

Consider AP's in the lesser cost section as representing exhaustion.
And in the moderate and high cost sections as representing mental strength, situtional loss of focus, a panic of sorts leading to indesicion and inability to operate properly.

NPC's would also have their own AP's which would dictate their performance (a bit differently than the PC, since NPC's don't use quick keys or the sort).

In vats you would now have an option to choose a firing mode. Rapid fire - a hastily aimed rapid shooting towards the target; or aimed shots, which would be the opposite of rapid fire.

Rapid fire would lower the accuracy a bit and you could only target a foe as a whole; but it would spend less actionpoints, while aimed shots would cost more and calculate the accuracy without minuses, and you would be able to target specific body parts. The bonuses and hits of chosen stance would be similiar to those in realtime firing.

Being prone in vats would force you to choose a firing sector (so that the player doesn't spin like a dreidel in all directions while being the most accurate he can). Prone position would also be the most expensive stance to fire from, while standing would be the cheapest, and being crouched in the middle. The player would be able to change his preferred stance in VATS, but at a cost.

About craftable weapons... I once toyed around with an idea where there was to be 3 categories of weapons based on their craftmanship. I can't quite recall all the specifics, but the general idea was to have:

Category 1: Post war selfmade weaponry (craftable, high damage output, cheap and easy to repair, high availability, high modability, fairly cheap -- but, non reliable (prone to jam and reload disorders regardless of CND), low accuracy, fast deterioration rate (constant need of repairing)).
Category 2: Pre war Home defense weaponry (more reliable, more accurate, lesser deterioration rate -- but, less damage output, more expensive, less available, moderately harder to repair, non-craftable and less modable).
Category 3: Pre war military grade weaponry (Very high damage output, very high accuracy, very high reliability -- but, extremely expensive and rare, barely modable, non-craftable, very hard to repair).

Something along those lines, and with each category having 1-3 (max) base weapons for each type of weapon (pistols, SMG's, rifles, assault rifles, machineguns, shotguns etc). You'd that way have an entire category of highly modable weapons to craft from scratch and alternatives which have their ups and downs over that category. Weaponcrafting could be handled through related skillthresholds (what ever the skillsetup for that sort of crafting would be).

Close combat penalties for firearms (especially heavy and long arms).

- In face to face combat where the other side is toting a firearm, a chance (manual triggering for the player, but chance based success) for the NPC to perform defensive move and shove the players gun and facing off and slightly stagger the player (and possibly then deliver a more damaging blow/s). This to remove the horrendous way it is now where... you know how it is, and possibly slightly improve closecombat.

Also, damage bonus for melee/HtH enemies (animals included) that come in numbers (overwhelm the player). One guy with a knife or one gecko might seem harmless to your assault rifle toting combatarmor wearing character, but if there are three or more, you better dispatch them before they reach you or you are in serious trouble no matter what armor you wear (if the DT eats all the damage, turn it into fatigue damage that'll eventually collapse the PC after which the foes start to pummel the "weak spots" in the armor and healt starts to drop).

Generally, turn up the damage done by weapons -- the previous situation might seem that it puts a melee oriented PC in a rougher than needed position, but if you are skilled enough, and if the damage values are higher, you may be able to drop one or two before they get to overwhelm you (if you see a group or powerarmored melee units, though, you might want to reconsider attacking them with melee yourself unless you are absolutely skilled and geared enough).
In addition, projectile weapon skills affecting accuracy, not damage (except for - possibly - higher critical dmg multipliers). And locational armor DT values (head, torso, feet, hands).
Enemies and the PC are generally more easily taken down by weapons (no more people eating 30 bullets or 50 stabs and still coming on strong), but only if you know how to use them.

Alernatively - for VATS - it could remain functionally almost as it is, but it would be made a separate phase based combat mode altogether (at players choice) where you would queu up actions and execute them as you do now, but instead of the game hopping back in realtime, it remains in phasebased mode and the enemies would get their actions through the execution phase based on their own set of action points - kinda like how combat in Wizardry 8 and, to a lesser extent, Wasteland works. This would allow for more precise and accurate control of the possible companions too than what we see in the games now.




Lockpicking:
Spoiler

Success is determined by skill so that you can try to pick any lock from very easy to very hard; and NO minigame involved. It would work somewhat like repairing; lock level - skill (if the skill is under the lock level) = percentual number that is taken from the skill. If the skill surpasses lock level, the chances are purely skillbased with maximum chance of success being 95% (this, the max chance, would go for every chance based system). And the percentual chance would be presented when moving the reticle over the locked object: E) Pick lock [Very hard: 13%], for example.

Lockpicking would be animated so that you either see your characters hands doing the job (FP view) or seeing your character from behind (TP view). You would have the ability to turn your head (or the camera) some ways left and right to see if someone is coming - so the game doesn't pause during the picking. But looking away from what you're doing, would have an effect (see below).

Picking locks would take a certain amount of time depending on your skill and level of the lock (aka the chance of success). When attempting, there would be a timebar similiar to what Vampire - The Masquerade: Bloodlines had. Skill would give bonuses to the time it takes to pick a lock in such manner that you don't get bonuses to picking hard locks before your skill surpasses maximum level of normal locks. More over, the bonuses would stop stacking up after your skill surpasses the next level of difficulty (no bonuses to picking normal locks after skill level of 75, for example, depicting that there is no way to open that kind of lock any better - other than with a fluke).

Each lock would have a certain amount of tries before (if you keep failing) the lock jams for a certain amount of time (preferably at least a couple of weeks, so that your attempts at just waiting at the lock for it to unjam would be a tedious job and prevent exploitation of the system). Moreover locks would have a chance for a critical failure that would immediately jam the lock despite if it was you first attempt, and critical success, which could occur at any point during the time it takes to pick the lock -- both of these chances would be very small.

This system would also be fit for hacking.



Difficulty settings:
Spoiler

The difficulty setting would affect the following:

Startingpoints of th skills (this would work so that easy players would be able to max out almost everything and the harder you go, the less can max out and the more you need to rely on specializing). The toggle would work dynamically so that if you start with easy and change it to hard half away through, your skill would take an appropriate hit.
The gaps between levels -- the harder the setting, the more XP you need for a levelup.
Base carry weight (before STR modifier).
Base HP (before END modifier).
Number of encountered enemies
Slight (!) changes in NPC/critter HP and damage modifiers

HC mode (one time toggle on/off, no flipflopping) would affect the following:

Number of enemies encountered
Severity of negative effects (stat/skill losses and their effects, crippled limbs, diseases, poison effects, etc)
Add a Nutrition gauge (thirst and hunger combined) -- could do without this though.
Damaging effect of radiation.
Add weight for absolutely everything (meds, ammo, random clutter like pencils, everything).
Slower base speed for stimpakking (before skill modifiers).
Harsher addiction and withdrawal effects.
I'll come up more when I have time...



Thoughts on a skillsystem more (IMO) in line with the current gameplaystyle (This will contradict with some of the ideas in the longer suggestion above as I haven't had time to merge them properly, but that doesn't matter as I endorse both systems.) - now with an incomplete (har har) SPECIAL outline:
Spoiler

Ok, so going by the current gameplaystyle where dicerolls no longer apply (which is a shame)... redesign the characterprogression system to better suit it (to be more responsive and give more immediate feedback to the player as s/he progresses).

At character developement every SPECIAL defaults as 5 as it is now, but there are no bonuses to add, just a possibility to rearrange the points. Increasing SPECIAL during the game, would be a special occurance like finding an implant and then someone who can install it. Traits increasing stats would offer an equal drawback in some other stat (or a general drawback). There'd be an individual perk for every stat offering a one time bonus of plus one -- as it was in the original Fallouts. And rare cases where an equippable item gives a bonus for during the time it is equipped (like how PA gives a bonus to strength). Nothing more. The point is to make the character one builds to hold throughout most of the game. And to help that there'd be hard SPECIAL requirements for certain items and activities.

Perks would be more like additional abilities that the skills do not govern straightforward (like pistolwhipping, enhancing stimpaks, increasing inventory space and/or such) but still offer the requirements for. They'd also have tiers (up to 3) to enhance said abilities when appropriate.

Skills would now have a 1-10 and some others 1-5 point scale. With each point cumulatively increasing the price of buying it. Each of these points would also hold more to it than mere nominal increases with little to no visible effect (like how it is now with the 1-100 scale). The skills would work more like thresholds opening new related abilities than random numerical values. At characterbuilding phase each skill would default to 0, but the player would have 4 free points to put in which ever skills s/he wishes with the maximum initial increase being 2.

A couple of "along the lines of" -examples of the skills and their effects:
Spoiler


Guns:
oooooooooo
Cost : The first two - 5sp, 3rd and 4th - 10sp, 5ft and 6th - 15sp, 7th and 8th - 20, 9th and 10th - 25sp. This would equal a skillcap of 150 with the current method.
Effect: 0 p oints - You are so terrible with guns you suffer 50% damageloss and 75% of accuracy loss with any conventional firearm, plus your unholstering, holstering and reloading take much more time. Points 2, 4, 6, 8 and 10 would open "proper" usage of guns in their respective tiers of 1-5. Having lacking skill of one tier would result in 50% penalty to accuracy and 25% penalty to damage, lacking 2 or more tiers would offer similiar penalties of 75% and 50% plus decresed reloadspeed and increased probability of jamming during reload and firing regardless of weapon condition.
Points 1, 3, 5, 7 and 9 would offer a 25% bonus to accuracy for the previous tier of weapons (except for 1, which would offer it to the next tier and 10 which would offer an accuracy bonus to all tiers), and similiarly with damage but with an increase of 15%.
This would make increasing the skill a paramount act, if one wishes to master it (unlike with the current system where a skill 50 - for example - is quite adequate to handle all given situations the game offers).

Energy weapons:
oooooooooo
Cost: 5, 5, 10, 10, 15, 15, 20, 20, 25, 25
Effect: Similiar to guns otherwise, but in place of damage increases/decreases would be heating/cooldown effects which would be harsh enough to greatly limit firing large amounts of highly powerful energy ammunition. In effect, energy weapons would be much more powerful than guns, but also much more limited in rate of fire and most of them would also, due to their light effects, hinder stealth.

Melee:
oooooooooo
Cost : 5, 5, 10, 10, 15, 15, 20, 20, 25, 25
Effect: Same as guns and ew with tiers, but in place of accuracy increases/decreses would be attackspeed. Lacking a tier would offer a 50% penalty for overall damage and 25% for attackspeed, lacking 2 tiers similiarly 75% and 50%. Points 3, 6 and 9 would also offer a "special move" which would be slower than normal attack, but more powerful.

Explosives:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: With explosive based weapons, refer to the guns section. 0 points, you can throw grenades and dynamite very inaccurately, that's it; 1 point - opens up the ability to create and tinker with satchelcharges and firebombs and removes penalties from grenades and regular dynamite; 2 points - landmines and their modified and custom variants enter the picture; 3 points - creation and operating with C4, semtex, and other plastic explosives and remote detonatables; 4 points - Energybased explosives (electricity, EMP, plasma, etc) explosives; 5 points - Mix and match your own cocktails with all available ingredients.

Sneak:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: With 0 points you do not sneak, you're so clumsy that going crouched wouldn't make any difference. Each point decreases the chance of detection according to circumstances (LOS distance, lighting, sound) by 15%. Also, point 1 - ability to use light armor without penalties, point 3 - ability to use medium armor with decreased penalties, point 5 - ability to use heavy armor with decreased penalties.

Speech:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: Wit h 0 points, regular default dialog (plus other skill/perk related options); with points 1-5, thesholds for related speech-check lines.

Lockpick:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: Wit h 0 points you do not pick locks, you simply have no idea how to. Each point opens up ability to open locks at respective levels. The skill also modifies the amount of time an attempt takes. Also, if a minigame is involved, which I wouldn't put there, each tier increases the durability of the lockpick when attempting current or previous tiers.

Barter:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - 20% selling value, 200% buying value; 1 point - 40% selling value, 175% buying value; 2 points - 60% selling value, 150% buying value; 3 points - 80% selling value, 125% buying value; 4 points - 100% selling value, 100% buying value; 5 points - 120% selling value, 75% buying value.

Science:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: Hacking abilities similiar to lockpicking. Also handling the modding requirements for energy weapons. Thresholds for various skilluses outside of inventoryitems.

Repair:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - you do not repair anything by yourself, Point 1 - Repair light armor to top condition, medium armor to 50% CND, and heavy armor to 25%, Point 3 - Repair medium armor to top condition, medium armor to 75% and heavy armor to 50%, Point 5 - Repair all armors to top condition. Handles various crafting requirements and modding reqs for Guns category of weapons. Thresholds for various skilluses outside of inventoryitems.

Medical:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - you can use stimpaks but they only heal 50% of their potential, and after 5 in a row, you suffer double the overdoespenalty. Point 1 - Ability to heal 30 HP manually when no hostiles are around, and with a cooldown time for use. Intoxication meter allows for 5 stimpaks in a row without overdosing. Point 2 - Manual healing cooldown time decreased for 25%. 7 stimpaks without penalties. Point 3 - Can use 1 superstim without a penalty. 30% chance of healing a crippled limb. Point 4 - 10 stims or 2 superstims without penalty. Cooldown time decreased additional 25%. 50% chance of healing a crippled limb. Point 5 - 75% chance at healing a crippled limb. 5 superstims or 15 stims without penalty.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SPECIAL (outline, and not including governed skills and related bonuses):
oooooooooo
S - Carryweight, melee/HtH damage and attackspeed modifiers, lifting and moving heavy objects, weapon STR requirement modifiers, (+ other situational misc tasks)
P - Accuracy, vision distance, identifying consumables and their effects (in conjuction with survival skill), detecting traps, (+ other situational misc tasks)
E - Base HP, HP/level, poison-, radiation-, damage (other) resistances, sprint time, (+ other situational misc tasks)
C - Initial reaction modifiers, companion nerve, soothe (a chance of rendering humanoid enemies nonhostile for a moment -- situational) (+ other situational misc tasks)
I - Skillpoints/level, identifying objects not in the range of perception, (+ other situational misc tasks)
A - Movespeed, actionpoints, weapon handling speed, jump height and distance, (+ other situational misc tasks)
L- Luck is blind :wink:



Another alternative method for skills could be to structure them into skilltrees of sorts, to present general knowledge and specialization:
Spoiler


This can work with both of the afore mentioned progressionstyles, generally.

For the 1-100 system, the skillpoint costrates would work the same as explained in General Gameplay up above - 1-50 1:1, 51-75 2:1, 76-100 3:1. But after the point where the skill reaches 50, it would split (with skill appropriate for such splitting) into 2 or 3 specialization paths. This would be to present the general knowledge (1-50) of a given category and the requirement to specialize in order to excell (51-100) in various ways within the said category, a need for higher focus to master something at the cost of other things. This could also, potentially, address the plea for more skills as well as the demand for higher gameplay variety.

Some of the skills and specializations could - for example, it's not a fleshed out list - be like:

Guns (general knowledge about and handling of conventional firearms from pistols to LMG's, etc) - skillpoints 1 to 50 - cost 1:1;

* Pistol grip (specialization path for conventional firearms held with one hand -- like pistols, and lighter SMG's) - skillpoints 51 to 75 at the cost of 2:1 and from 76 to 100 at the cost of 3:1

* Rifle grip (specialization path for conventional firearms held with two hands -- like larger SMG's, rifles, and assault rifles, and gauss/antitank rifles) - skillpoints handled as above

Alternatively, the Guns specializations could be:

* Precise weapons (specialization for single/semiauto firing regardless of weapon used) - illustrates focused fire and accuracy - skillpoints handled as above

* Imprecise weapons (specialization for burst/full auto firing regardless of weapon used) - illustrates recoilcontrol - skillpoints handled as above.

Energy weapons (general knowledge about handling weapons that use energy as their means to cause harm)

* Plasma (specialisation path for plasmaweapons)

* Laser (specialisation path for laserweapons)

Explosives (all manners of things that go boom)

* Traps (spotting, disarming and arming of higher grade traps, whether explosive or not)

* AOE (area of effect) weapons (rocketlauncers, greneadelaunchers, flamethrowers, grenades, etc)

Close Combat

* Melee (extensions of your fists)

* Hand to hand (your fists and feet)

Speech (general logic and reasoning)

* Persuasion (make people act according to your whims)

* Deception (the art of lying)

Medic (first aid bandaging)

* Doctor (manual healing of greater proportions)

* Pharmacist (the medicineman skill to create uppers, downers, laughers, criers, and healers)

Barter (knowing the value of an item and the ability to make others know it your way -- this skill does not need to split)

Repair (basic tinkering with stuff)

* Craftsman (create high class protective wear and Guns)

* Maintenance (repair and maintain higher class [/i]Guns[/i], armor and other appropriate utilities in the game)

Science (basic scientific knowledge)

* Computers (hacking and reprogramming)

* Electronics (repairing energyweapons and other higher grade electrical devices)

Outdoorsman (basic knowledge of the nature)

* Cooking (cooking for the royal)

* Biology (identifying different plants and animals to make the difference between healthy and unhealthy)

Stealth (the ability to do things without other people noticing)

* Sneak

* Steal

Security (opening stuff without a key)

* Conventional locks (opening stuff with lockpicks)

* Electronic locks (opening stuff with electronic lockpicks)

There's only 12 primary skills ( for now, could be added more if appropriate and not overlapping others), but the specialization paths cover - imo - a lot of that.

The 1-10 skillprogression system - explained earlier in this post - could utilize this for those skills that reach for 10 points, while those that do not, remain as they are.




TL;DR?:

Spoiler


Make the game lean less towards the TES style of gameplay - find a better middleground in between - to create a greater diversity between the two franchises.


Even still TL;DR?:

Spoiler


Learn to read pal....



Things I'd appreciate if omitted or otherwise excluded (read: not implemented to begin with):

- Sandbox map -- the game can still be an open world (like how the first games) and support random exploration with large enough "nodes".
- Main focus on exploration -- this shouldn't be the selling point of the game, it's fine for TES, but Fallout should be set apart from that series in all ways possible.
- Too heavy focus on combat more than other styles of gameplay -- there should be more balance on how to fare with the gameworld, well made and settlement centric nodes would support this in that there'd be less empty space that needs to be filled with random combat.
- Straightforward FPS run'n gun combat - there's nothing more boring in these games than RPG combat hampered by FPS mechanics (and while this works both ways, I do not care about improving the FPS elements at the cost the RPG side).
- And stop wasting time in handplacing every sandbead in the desert. There's absolutely no need what so ever to not use procedurally generated landscapes in a wasteland that is mostly sand, rocks and rubble. Use that time to create as unique and differing focus spots as possible.
- And most importantly... less content from the Big Bag of Cool-on-paper +1 -- think before implementing, does it fit the setting, does it make sense, does it have a real purpose.
- Extraterrestials
- All that The Settlers/Sim(s) stuff like: building a house and playing home, building a city and "defending" it, forming a faction, setting up and managing a shop, farming, playerdriven marriage and romances, and all that useless and distracting fluff which is better suited for other games that use them as a the core point of gameplay.
- No multiplayer of any kind - there is a [censored] ton mp games out there for pepole who want that, there's absolutely no reason what-so-ever to have it in here.
- Excessive strive towards "realism" over statistics based gameplaymechanics and RPG feel.
- Combat music -- seriously, it just gets in the [censored] way.

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Sakura Haruno
 
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