Fallout 4 Speculation, Suggestions and Ideas #211

Post » Tue Jul 08, 2014 11:18 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/1503490-fallout-4-speculation-suggestions-and-ideas-210/

http://www.gamesas.com/topic/1503231-fallout-4-speculation-suggestions-and-ideas-209/
http://www.gamesas.com/topic/1503088-fallout-4-speculation-suggestions-and-ideas-208/
http://www.gamesas.com/topic/1502946-fallout-4-speculation-suggestions-and-ideas-207/
http://www.gamesas.com/topic/1502751-fallout-4-speculation-suggestions-and-ideas-206/
http://www.gamesas.com/topic/1502421-fallout-4-speculation-suggestions-and-ideas-205/
http://www.gamesas.com/topic/1501992-fallout-4-speculation-suggestions-and-ideas-204/
http://www.gamesas.com/topic/1501097-fallout-4-speculation-suggestions-and-ideas-203/
http://www.gamesas.com/topic/1500787-fallout-4-speculation-suggestions-and-ideas-202/
http://www.gamesas.com/topic/1500555-fallout-4-speculation-suggestions-and-ideas-201/
http://www.gamesas.com/topic/1500363-fallout-4-speculation-suggestions-and-ideas-bicentennial/

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Antony Holdsworth
 
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Post » Tue Jul 08, 2014 1:13 pm

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Ally Chimienti
 
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Post » Tue Jul 08, 2014 10:40 am

Community Wishlist


SHOW SPOILER TO UNVEIL LIST

Spoiler

Table of Contents:

1. World
1.1. Towns
1.2. Structures
1.3. Housing
2. Player
2.1. Leveling
3. Characters
4. Companions
5. Enemies
6. Factions
7. Weapons
7.1. Unarmed
7.2. Weapon Modifications & Features
8. Aid Items
9. Armor
10. Story & Writing
10.1. Quests
11. Karma & Reputation
12. Gameplay Mechanics
12.1. Economy
12.2. Mini Games & Interact-able Items
12.3. Crime & Punishment
12.4. Combat
12.5. Stealth
13. VATS
14. Skills
14.1. S.P.E.C.I.A.L
15. Perks & Traits
16. hardcoe Mode
17. Audio
18. Visual
18.1. Player & NPCs
19. User Interface
19.1. Pip-Boy
20. AI
21. Engine
22. GECK / Modding
23. Misc







1. World:
  • If the world is large enough, include vehicles but in small numbers. If it isn't large enough, do not include them. Vehicles should also be focused on more as important tools that can be used as transport, rather than just vehicles to crash around, this is a post-apocalyptic world after all.
  • In addition to vehicles, have rideable bicycles as well that could be found way more frequently.
  • A map with different varied environments that cover different parts of the map
  • In addition to more environments, the whole map in general should contain more vegetation (way more than Fallout 3)
  • Different types of weather such as rain, snow, heavy wind, hail, dust storm, etc. along with day/night effects
  • A world the size of Skyrim's or larger; spread towns and populations out more than Fallout 3 & NV
  • More funny/creative dev easter eggs (SuperDuper Mart domino effect, perverted teddy bears, plunger room, etc.)
  • More underwater exploration with some underwater combat included
  • For realism sake and better world design there needs to be bigger gaps between civilized and hostile zones. In the middle of the two is just the wild and the wildlife within it.
  • More emphasis on areas with very poor light. The player must navigate their way through the dark with their pipboy light (inferior as it only casts around you) or with additional lighting elements such as flashlights, torches, helmet-mounted lighting, and flares. Perhaps fixing / "powering up" the lighting systems could be an option.
  • More interactive objects that have an effect on the world (the truck above Cottonwood Cove in NV), some coming with skill checks

1.1. Towns

  • More larger settlements, similar/bigger in size to Rivet City and Megaton
  • Towns should have bigger populations
  • Each town done by a different artist like Skyrim but with a different style each time as well
  • If a town has been around for years and is a nicer place, it shouldn't be dirty/trashed
  • Towns should evolve
  • More frequent regeneration of misc items in trash cans/bins/etc., mainly within towns

1.2. Structures

  • Have farms/power generation/etc and explain how settlements interact with the world
  • Make the majority of buildings accessible, less boarded up / inaccessible ones
  • Add barber shops
  • Similar to Lonesome Road DLC (NV), overturned and damaged skyscraqers can turn into caves and such and are explorable
  • Arena battles where you can participate, bet, or watch.
  • Make use of the rooftops
  • IF vehicles are added, add repair shops to fix your vehicle when it's damaged by gunfire, explosives, and crashes. Additionally, you can purchase repair tools for your garage to fix the vehicle on your own (the vehicles fixes would factor into your Repair skill). See garages in Section 1.3 Housing for more info

1.3. 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
  • If you leave a companion at your house, they will actually seem at home. If appropriate skills are met, they can sometimes be found utilizing a crafting table, chemistry set, etc.
  • IF vehicles are added, add purchase-able garages outside of bigger towns to safely house your vehicle. This prevents it from being stolen. Additionally, free garages on old damaged pre-war houses could be used. These garages however do not make your car completely safe and Raiders as well as other people looking to steal the vehicle will break into the garage. Traps can be set to prevent intrusion. See vehicle theft quests in Section 10.1 Quests

2. Player:

  • Different body types (average, skinny, chubby, buff, etc.)
  • Scars, tattoos, freckles, birth marks, piercings, etc.
  • Makeup
  • 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.)
  • Option for no eyebrows and/or teeth
  • Increase or decrease amount of hair on body
  • Ability to change the clothes you're wearing underneath (when you don't have any apparel equipped)
  • Be able to change the tone of the player characters grunts, yells, etc.

2.1. Leveling

  • Higher level cap than NV's 50 with the tradeoff being that perks stop at some point as well as skill points eventually leveling off as well. This happens earlier on, meaning creating a fully maxed out player should be near-impossible but being able to achieve a high level is an option for people who wish to do so.
  • An equivalent of Logan's Loophole is put in the game but rather than being a trait it is now a choice that doesn't occupy a trait space. This choice cuts down the level cap by a little more than half.

3. Characters:

  • No essential NPCs, anyone can be killed. If an important person to the story dies, a warning will be displayed. Children remain essential.
  • What you say to certain people has consequences and NPCs can be offended
  • Conversations with NPCs are deep and it pays off to listen to them
  • Local dialects and terms among people (not everyone knows to call a mutant cow a Brahmin)
  • A west coast super mutant or two, who have wandered over to the east coast
  • More cannibals
  • Rapists
  • More wildlife
  • Different types of dogs
  • Amputee people
  • Starving people ; starved-looking people
  • Grotesque mutants
  • Some intelligent Mirelurks
  • See and/or hear about the hairy Deathclaws of Fallout Tactics

4. Companions:

  • Revamped Companion Wheel command system brought back
  • People notice your companions
  • Companions have chats and interact with each other
  • Greater diversity of animal/creature type companions
  • You can make a companion wait for only a set amount of time and then they will come back to you.
  • All companions should have depth to themselves along with stories/quests and should always be more than just personal slaves (Skyrim)
  • Companions who mirror you and will judge you on your actions based on what you do and their ideology if they have one or not
  • Companions are not only limited to combat roles but can be strictly a support role
  • You can command companions to use their good skills if your skill isn't good (such as lock picking a door, disarming mines, etc.)
  • Have companions interact with the world and people around you
  • Mercenary followers that cost caps
  • When going to sleep, followers should say something to you first and then go do something while you sleep

5. Enemies:

  • Many enemies have no level scaling and the enemies with level scaling have unnoticeable scaling. Enemies with locked high levels are a must to defend areas low-level players shouldn't yet enter (so they don't obtain high-level items).
  • Disregard Fallout 3's bad leveling where e.g. regular Super Mutants all turn into Brutes and Masters, therefore creating some unknown lack of regular SMs and suddenly powerful ones all over.
  • Feral ghouls can be caught feasting on dead humans and will try to eat you too
  • Different types of Feral Ghouls meaning some that still run, some that are slower and walk, some that crawl, etc.
  • Spiders
  • More Legendary-type enemies like New Vegas
  • Bring back Floaters
  • Have a Behemoth Robot from FO: Tactics somewhere in the game
  • Include Fallout 2-style Sentry Bots
  • Less emphasis on adding more enemies simply to shoot at but more emphasis on the stories behind enemies and why they are there in the first place
  • Enemies that attempt to capture you alive rather than dead, perhaps as a faction

6. Factions:

  • Unique joinable factions with unique quest lines
  • Different Raider gangs and Raiders that aren't automatically hostile
  • Factions that were in previous titles (Enclave, BoS, etc.) must match the game's location (for example NCR would be in California but not the East Coast)
  • Have the majority of factions be ones we've never seen before
  • Faction memberships have consequences
  • Many people have requested player faction/base building, if this is done then implement it into the story and not as a secondary game mechanic.

7. Weapons:

  • Re-armable traps and traps you can set
  • Thrown weapons should be able to be retrieved
  • Fatmans need to be more practical and have missions where they are strongly suggested to be used.
  • 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)
  • 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
  • Bring back most weapons from the originals
  • Ability to rename weapons
  • NPCs with modded weapons
  • NEW WEAPONS: Throwable rocks, corrosive & chemical type weaponry, stun gun type weapon, a carry-able and mounted M2 Browning, a mortar, a weapon that yanks people's heads off, crossbows, recurve bows, speargun

7.1. Unarmed

  • While fighting you should do different moves than just the same punch every time
  • People can be knocked out

7.2. Weapon Modifications & Features

  • Bring back and expand on weapon mods
  • Unique weapons able to be modded as well
  • Be able to craft sticky grenades/mines and attach explosives to other weapons (such as duct taping dynamite to a spear)
  • 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
  • Be able to hold your breath and focus when in a scope
  • Be able to repaint weapons and customize weapons in other ways

8. Aid Items:

  • Chems have a range of different hallucinations & visual effects
  • 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
  • Less abundance of 200 year old food
  • Stealthboys can be turned on and off during use instead of being permanently on
  • Healing through sleep now works similarly to Fallout 1 & 2 (a calculated amount of time based on severity of injuries must be slept for a full recovery)
  • If chem addiction lasts for too long it begins to affect your characters physical appearance.
  • Less abundance of stimpaks compared to NV & 3, more challenging to discover

9. 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)
  • Ability to place any duster over any armor

10. Story & Writing:

  • Good writing with no plot holes
  • Ending should have many slides showing the effect you had on towns, factions, situations, followers, people, etc.
  • Do not revolve the game's story around androids. Androids (which are AI) have been done before in Fallout 3 & Fallout Tactics (even New Vegas, as Mr. House is a talking screen outside of his container). They also are not original and have been done to death throughout media. It would simply be a rehash of something else and that would be very uninspired writing. Lastly, it opens up far too many plot holes and inconsistencies that would need to be covered in the writing. Nothing good can come from putting them in the game.
  • Bethesda, create your own new lore and don't rely on the West Coast lore of the 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)
  • Hire better writers. The writing done on the Civil War in Skyrim (as well as The Pitt in Fallout 3) was a step in the right direction with moral greyness but still lacks proper rewards and consequences. The reward does not have to be a unique weapon (although nice), it could also be a perk taught to you by the person you helped. These are far superior rewards compared to 50 caps and some ammo.
  • There should be no clear white vs. black but simply a world full of many shades of grey
  • Ability to play a 100% pacifist playthrough
  • 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
  • Include a definitive ending; give warnings beforehand and make automatic saves before the game ends
  • Longer story than all previous Fallouts
  • Explain some lore/popular questions
  • More politics between humans, Super Mutants, and ghouls within big nations. The reason being after many decades, they should be more blended. However despite this blend, some racial issues will continue to remain.

10.1. Quests

  • Quests can be failed.
  • Do not go overboard with fetch quests
  • Some quests have time limits, failing to meet it can either change the quest entirely or result in failure
  • IF vehicles are added, your vehicle can be stolen and this initiates a quest. Some areas your vehicle is more likely to be stolen.
  • Bring back the generated quests of Skyrim, but improve on the issues and shortcomings it had. The Radiant quests given from factions factor into reputation, lower reputations mean simpler jobs and higher reputations mean more demanding jobs.
  • A huge amount of side quests on par or exceeding 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/unmarked quests marked down similar to Skyrim, with a counter for collection quests
  • Quests thought out so well that even the slightest differences in play can completely affect the outcome (different tactics in combat, going different directions, accomplishing goals in a different order, etc.) A variety of dialogue choices should still be available however.
  • Jobs including but not limited to bounties, caravan jobs, assassinations, courier deliveries, being a bouncer, town patrols, etc. Some of these would be pre-designed, while others would be Radiant (generated).
  • Challenges brought back from NV but expanded upon (instead of just kill 50 ghouls put some fun & creative ones)
  • No marriage

11. Karma & Reputation:

  • If the owner of property has been killed, taking their items gives bad karma but is no longer labelled as stealing (can't steal what nobody longer owns)
  • 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
  • Your overall karma has a wider effect on NPC disposition of you making it harder or easier for you to become friendly with someone.
  • Killing evil characters nets you less good karma while stealing also nets you less bad karma as well. This is to prevent players from becoming too evil/good early on.
  • If chem addiction lasts for too long it will permanently affect your reputation.

12. Gameplay Mechanics:

  • Sprinting
  • Keep the DT system
  • Ability to switch between real time and turn based. The turn based mode would be inspired by https://www.kickstarter.com/projects/375798653/superhot and your actions would be limited by your AP like the original Fallouts.
  • A minimalized cover system while in 3rd person (skimming along the walls and cover, popping over cover while firing/aiming, etc.)
  • More random encounters
  • Prone position
  • Climbable ladders
  • Limited function with crippled limbs (applies to player and NPCs)
  • Many more scary moments
  • six is brought back and done differently. Nudity before actual act but six is still a blackout but with more noises and controller rumble
  • Pip-Boy: Be able to change the color of the Pip-Boy light
  • Pip-Boy: From the very beginning, the PipBoy can be swiped for a handheld version at any moment
  • Fall damage completely redone: Small falls = slight health damage, medium falls = health damage & good chance of having legs crippled, long falls = massive health damage & legs instantly crippled. The player should never die from more or less feasible jumps/falls, epic heights are needed for deaths.1
  • Falling a long distance will cause you to lose control and be helpless in mid-air meaning you won't land on your feet. This renders hopping down cliffs difficult as you will fall over and tumble down.

12.1. Economy

  • 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 desirable vendor items & vendor-specific items
  • More things to spend caps on

12.2. Mini Games & Interact-able Items

  • More gambling games and mini games
  • 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, skill books, etc.
  • Give ham radios a purpose
  • In crafting, you can 'free craft', crafting without blue prints
  • Different types of locks for lockpicking
  • More terminals to hack and more options to choose from (there is an over abundance of door unlocking, needs more robot reprogramming/light power manipulation/gas line explosions/toxin releases/etc.)
  • Re-do the hacking minigame and make it more skill-based. It involves too much guesswork and repetitiveness as it stands. This does NOT mean make it easier.

12.3. Crime & Punishment

  • Bribery, intimidation, and robbery of NPCs as gameplay mechanics. However, these all affect your reputation if witnessed and if you let the victim live to tell the tale. Robberies of NPCs affect reputation the most, reflecting negatively on just about every faction very heavily as word spreads.
  • Punching someone in town is treated differently than shooting someone
  • Make being a thief more profitable
  • More unique items you can pickpocket off people
  • When you are witnessed stealing valuable items, the owner or a friend of the owner (if armed) may pull out a gun and yell at you to drop it instead of simply pestering/following you.

12.4. Combat

  • Always have an alternative way to a situation than just combat
  • Improved gore
  • Bullet drop in long distance shots
  • Bullets & projectiles move at realistic speeds
  • If not behind proper cover explosives can and will knock down player character and NPCs
  • Penetration system where bigger rounds can go through multiple people
  • Projectiles now also penetrate certain walls, debris, barriers, etc. (anything with a penetrable tag on it in the engine). An entrance point is created (like already) and an exit point is created as well. After exit, the projectile has lost some of its force and its trajectory may be altered.
  • Grenades possibly having their own button/key
  • Dynamic crosshairs
  • In face to face combat, make it so the enemy will often push you or your weapon out the way (as to avoid the static up close combat of FO 3/NV)
  • Melee and hand-to-hand enemies as well as creatures receive damage bonuses when attacking in numbers. This promotes the need to take these foes out before they reach you because if they do you will be in serious trouble no matter what armor you wear.
  • Reintroduction of critical failures from Fallout 1 & 2, actively affecting both the player and NPCs

12.5. Stealth

  • Better sneaking mechanics and stealth kill scenes
  • More incentive to use stealth and concealed weapons
  • Massive overhaul on sneak: (1) you should not able to be totally hidden in front of somebody, (2) no matter how much noise is produced NPCs should not see you through walls and know you're there, (3) NPCs must allow for sneaking past - one entrance w/ non-moving guards is bad game design, etc.

13. 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
  • Add eye & groin shots
  • 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
  • Ability to slow down or speed up VATS kill cams

14. 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
  • Better character builds meaning much more emphasis on tagged skills. Tagging a skill no longer provides a flat bonus of 15, but each point invested in the skill counts for double like Fallout 1/2. You should be meant to stick to your characters goals and it should be very hard to change i.e. you can't just go from a ruthless melee weapons character to an all-out energy weapons character.
  • The higher your Medicine skill = less chance of addiction & OD.
  • 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).
  • 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
  • A return of the Doctor skill and a reintroduction of 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 dependent of the Doctor skill and the skill requirements of the crippled body part (head and torso would be harder to treat than legs and hands), otherwise a doctor is a must see. Manual healing is also able to be performed on injured companions or others in need.

14.1. S.P.E.C.I.A.L

  • 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

15. Perks & Traits:

  • More perks that have actual effects rather than skill boosts
  • Bring back Traits and more of them
  • 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
  • The Wild Wasteland trait is now a gameplay choice instead and doesn't occupy a trait space.
  • Bloody Mess perk becomes a trait like Fallout 1/2 and provides no damage bonus
  • Intense Training perk not available until level 12 and only one point can be added to each attribute (similar to Fallout 1/2's Gain Attribute perk)
  • Fix the Animal Friend perk: Animals won't attack you at rank 1, however if you attack them they still continue to remain friendly. They should attack back if attacked and especially defend their buddies if you purposely cause them trouble. At rank 2, the animals are suppose to protect you from hostiles. The problem is followers will defend these animals even if they attack allied humans.

16. hardcoe Mode:

The majority of these would only become active during hardcoe mode, although some could make their way into normal mode. Perhaps players could enable hardcoe mode features in normal mode through an Advanced Options window but turning on hardcoe mode turns on every single feature. Some features may not be allowed to be toggled in 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 or being robbed
  • The game remains real time when you pause
  • 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 (after death the save is inaccessible but could display your stats and cause of death)
  • No compass markers for quests, locations, and enemies
  • Playing the radio gives away your position
  • 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 self-repairs
  • Pip-Boy is real time
  • Stimpak/chem usage/changing ammo, armor, weapon/etc. is now animated meaning you can no longer spam effects. An action queue will be shown in the Pip-Boy and upon exit you will perform your actions in 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
  • A slider for increasing enemy spawns
  • Followers now require ammo supplied by you and this ammo actually decreases from use now.
  • Stimpaks have weight

17. Audio:

  • More music in general including more radio stations
  • A very big list of quality voice actors who are either unknown or b-list. No famous actors.
  • Improve the ambient music
  • Bigger variety of music genres that still fit within the game atmosphere and the 50s
  • 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
  • Actual audible sounds produced by armor (depending on bulk and weight)
  • Robots have their FO 3 voices back again, not their NV one
  • Death narrations brought back from original Fallouts, can be turned off

18. Visual:

  • DO NOT include the http://www.nexusmods.com/skyrim/mods/30/?
  • Shadows
  • Limited DoF (depth-of-field)
  • 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
  • In addition to first and third person, include a top-down view
  • Many more fluid animations in every single category, all around the game world
  • Some cutscenes
  • Weapon conditions should show decay (rust, cracks, etc.)
  • Better and more varied graffiti across the wastes
  • Better draw distance (objects are poorly drawn while in scopes)
  • Darker nights
  • A camera that operates more like Fallout 3's and not New Vegas

18.1. Player & NPCs

  • When you go to sleep you actually lay down on the bed
  • Accurate player head-tracking in 3rd person view
  • People's faces show emotions
  • Bring more animation and life to conversations
  • See breathing if cold out
  • Battles with dozens of people on screen at once, sometimes more
  • People playing harmonicas, littering empty bottles, playing chess (playable by the player as well), etc.
  • Many different textures and models for each generic enemy and possibly a full-on randomization process
  • When you take all the clothes off someone, the top (bra/shirt) would come off both male and female
  • Redesign the feral ghouls
  • NPCs 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, equipped weapons, etc.
  • Visible player conditions (burnt, bruised, sickly, poisoned, starved, dehydrated, etc.)
  • While sprinting/walking/idle-standing you (and others) 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.)
  • More player death scenes rather than just rag doll
  • When someone is set on fire they should stumble around, if a critical occurs they will drop and roll until they burn to a crisp. Anyone touched by someone on fire will also catch on fire.
  • When arms are at rest the Pip-Boy's light should swing with arm movement similar to a lantern. When aiming down the sights it should behave like a flashlight.

19. User Interface:

  • Improve the UI and make it PC-friendly
  • Be able to look at items in full 3D view like Skyrim, look at original Fallout games for inspiration
  • Although there should be less of them, loading screens should be more interesting similar to Skyrim (where you view game assets in 3D instead of looking at static pictures like in Fallout 3/NV)
  • Another improvement would be the ability to make folders for saves
  • Ability to sort saves by character
  • Multiple autosave files like Skyrim
  • Ability to rename save game files
  • Improve the HUD with not as much of a bloaty feeling and be able to enable/disable specific parts of the HUD
  • Before adding a mod, upgrade, customization, etc. to a weapon you get a visual preview
  • In character creation, the sliders shouldn't just continually click left or right but just move along smoothly

19.1. Pip-Boy

  • Fix the Aid and Misc sections which become cluttered and also improve the Notes section by organizing schematics, recordings, etc.
  • 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)
  • A codex system within the Pip-Boy that keeps track of creatures you encounter, notable NPCs, items, advancements in lore, and other things.
  • The Pip-Boy's map of the world would be 3D like Skyrim but with a Fallout twist to it
  • Do not forget to include roads onto the world map like you did with Skyrim
  • Be able to set points of interest on Pip-Boy map
  • More understandable stat increases from items and from chems w/ an explanation (how do they give these increases?)

20. 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
  • NPCs should notice bodies, open doors, knocked over/missing objects, and anything out of place. This will send their AI into an investigative mode.
  • AI in the wild are less aggressive, in combat the AI is at its most aggressive (not always, but often)
  • NPCs will take over a job if the previous NPC was killed
  • NPCs need to recognize mines (frag mines, etc.) that are theirs and quit blowing themselves up.
  • When sniping, the AI will some times fight back by pitting a counter-sniper against you

21. Engine:

  • Revamped Creation Engine or completely new
  • Script extender/more scripts already built in
  • Make the game 64bit and uncap the amount of memory the game can use
  • 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
  • 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
  • Do not hold back the game with support for Xbox 360 & PS3; strictly next-gen only

22. GECK / Modding:

  • Steam Workshop integration
  • Develop better terrain manipulation controls for better detail and use terrain paints instead of copy-pasted rocks and cliff sides everywhere.
  • Ability to add more lighting (which was capped in Skyrim causing texture popping and blackouts on textures)
  • Uncap the 255 mods you can use without worrying about memory overload
  • Compiler with an extended limit of characters
  • Map all of the properties/objects/actors by their Form ID's or other coded number that doesn't rely on the Editor ID name so that if you wanted to organize your objects you wouldn't have to remap/link all of your aliases/objects to your object again just to change the name.
  • More sensible movement within the render window & key remapping
  • Proper scaling
  • Either no hard cap on the number of animations, or support a few extra slots ~even if unused in the official game. This would allow a modder's custom gun to support adding a custom reload; or unique attack animation.
  • More intuitive ~or at least better documented Object-palette workflow; and material set usage; and addons (models)
  • A modest selection of additional dialog from all (or at least most) of the principle voice artists. For instance... Mr. Burke [via GECK content files], could say, 'I have another job for you, are you interested?', and then [affirmative], "I have an acquaintance looking for a delivery boy"... "Be at [Ten Penny's | Dunwhich | Rail yard | the Rivet City Bridge].... at [1,2,3,4,5,6,7... O'clock]" , "[he/she] will fill you in on the details".
  • Working/Reliable support for world space creation
  • Sort By Function - allowing you to sort objects by their type
  • Options to map orbit, pan, zoom on keyboard and mouse
  • Snap To Function - allowing you to take an object and snap it to another
  • Decent text editor with syntax highlighting
  • Place-able Pivot Point - Ability to orbit around any where in the world without losing control, like you do so often in the CK
  • 1st Person View / Testing - Ability to walk around in the CK
  • Exposed access to the foot/floor kinematics (the behavior of the feet adjusting to uneven ground height); or just an explanation of how to use it in custom models.

23. Misc:

  • Don't rush the game
  • Do not let Fallout 4 easily be dubbed a "Skyrim with Guns" - make Fallout a distinct series
  • 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
  • Have Obsidian help with development
  • Take on more volunteers for things like consults, graphics work, coding, bug squashing, etc.
  • Take advantage of your M rating
  • Despite being about TES, Bethesda employees should take big notes on this video: https://www.youtube.com/watch?v=JweTAhyR4o0

The Community Wishlist compiles the best wishes for Fallout 4 from all of this forums threads.

Disclaimer: This list in whole will massively help you gain insight into what could make Fallout 4 an incredible game. The ideas contained within this wishlist are all only suggestions the forum's members feel would improve the game and we do not claim them in anyway. Bethesda, go ahead and use whatever ideas you like, you've earned it. :wub:

If you have any more suggestions I'll add them to the list if they're good enough. If you would like to show this wishlist to Bethesda, you can contact them http://www.zenimax.com/more and http://www.gamesas.com/index.php?app=members&module=messaging§ion=send&do=form&fromMemberID=365941.

User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Tue Jul 08, 2014 2:22 am

To bring the synths back on the table I recently wrote something about a possible Commonwealth Scenario that I'd love to discuss here.

The idea isn't finished yet, but it's already very lengthy:

Spoiler

FALLOUT 4: The Commonwealth


A4-17: "You would not know what it's like to have been created, but try to imagine for a second. Not only do you actually have a creator, he or she also designed you, made you perfect in his or her way, perfect to reach his or her goals. Even your memories, your past was created. Your entire purpose was created. Do you feel betrayed? Maybe. Do you understand, what the hell is going on in this mad world where you're nothing but an object of pleasure at the mercy of someone else's whims? Maybe. Do you team up with the voices in your head who tell you to shut the [censored] up and go down the way that destiny had laid out for you? I sure didn't do."
PC: "(≤3 INT) Why you feel and say sumthings like: Humance is bad. Or for examplez: Why you caring who's bettter? Everybody equally good!!"
A4-17: "Wow, you're an exception. I generally don't think of humans as inferior to be honest. That's actually her thing. Most humans are somehow an obstacle and that's where we agree."
PC:"(≤3 INT) Who cares anywaves. You really dumb."
A4-17: "Thank you little human. You're very wise."
PC:"(INZ) Myou is to be thanked, masta - I like chicken and butterfrice."


Quotes:

Spoiler


"What is a man against a synth other than the terribly pitiful excuse of not being without potential?"

"(to a female PC) Oh, yes you are. You are a man of mankind that is your race. We are synth, the next step of evolution. You brought us forth, as animalkind gave birth to you. You are the link."

-A0-A1



"Can you see her in the skies, the mother-that-birthes-herself? You cannot stand her gaze, can you? Neither can the synths. This is the base for an alliance. I probably don't need to tell you, but don't listen to that Anastasic-Catholic [censored] these bishops try to feed your head upon. Sounds nice, such a world in hands of a loving god, doesn't it? Well just look around yourself in this wasteland. God is not loving and caring. And yet she's not a man."

-Sister Louisiana



"I've given up on debating with imbeciles about the nature of technological marvels their minds would never have come close to grasp. I am 150 years old. ..or am I? I don't care for numbers anymore, I want Results."

-Doctor Zebed?us



"Well I was build an escort service, so the logical step was to become a prosttute. That was after the railroad finally managed to free me from the institute's influence. Bet you know 'bout freedom, darling. Folks lose themselves in philosophical gibberish, yet I remain best in what I do. So it's either coin right now, or you may blow this beautiful night goodbye."

-Daisy Delight (A4-04)



"Transcending humanity sounds like a nice concept? Yeah, Anastasic came up with nice ideas, too. Listen, the A3-series not only caused our prestige the most damage. They swallowed money, time, resources, lives. And possibly minds, considering Zimmer or Elkmann. People can become so obsessed with perfection, that not even flawlessness could satisfy them any longer."

"See, in marked contrast to the idealists who took over 2200, I don't like this job. This is no passion of mine, I was born into their structures and learned to adapt, just like the synths adapted to the wasteland. And the wasteland to them."

-Dr Covault



"Failroad mind your backyard!"

-Graffiti at the Museum of Fine Arts, Boston




More dialogue with dumb ( ≤3 INT) PC:

PC: "Hubble. I come in peace and I love scien."
Doctor Zebed?us: "You've heard of me I'm sure. My science is clearly non-negotiable and so today, the whole world out there knows the name of the number one terrorist."
PC: "You meanin' Citizin Fighter? He's cool vows I'm supposed to think."
Doctor Zebed?us: "You're a human who might not be interested in science, am I right?"
PC: "(45 science) Heisenberg indeterminacy principle!"
Doctor Zebed?us: "All right, show me what you got."
PC: "(15 science) The Pythagorean theorem? U can'd spell Pythagorean wivout 'gore'."
Doctor Zebed?us: "This is as bitter as it'd be to finally get that taste back again. Do they fear saying my name out there?"
PC: "Well, anybodnz hasn't hurt from u, so why you askin? Oh, sorrowse, you wur actuenly finkince dad u's rriiialy an summybuddy out in wastelan'?"
Doctor Zebed?us: "My mind circuits run straight, thanks to the nonexistant god of science, so I'm proud to be capable of deciphering this garbage. So you say nobody knows who I am anymore, am I right?"
PC: "Well, you are very owle and many time is passing by every year. And now many winters were and you~ very old now. I mean like, reilley old, like, a fousan yearce owls. I'm aczuoelly deaf serioes rite now. Nobdoy is still alife to have seen ya, ixzep'd dees gouhliman's an wimance."
Doctor Zebed?us: "(see the above quote) And if nobody else wants results, nobody else will withstand me. And this is where you come into play. A dumb mercenary, a perfect tool. You'll BOMB my MOTHER[censored]IN' NAME RIGHT BACK INTO THE HEADS OF THESE LOWLIVES."
PC: "Better you givin' me many cool stimpax for payment or an very expensive weaponz for BOOM! Becuz I've many capz alreddy... and not like to alwaise count stupid money."







I. The Starting Position

Spoiler


The New England Commonwealth will not feature any major factions known so far. No BoS, no enclave (of course, there is none anymore, 'cept the outposts in chicago, which might've been abandoned long ago), no MWBoS, no Legion, no Daughters of Hecate, no Mutant Liberation Army (no supermutants at all; Ghouls will appear, though, for obvious reasons). It is all new. Well except the few given things Fallout 3 laid out for us:

1. The Commonwealth itself is nothing but a war-ravaged quagmire of violence and despair. Inside the sealed environment of the Institute, however...
2. The Institute has created true artificial intelligence (A.I.) and is capable of manufacturing androids, also referred to as "synths" - short for "synthetic human" - the name by which they will go from now. Hardly makes them original, but it's a start.
3. A3-21 represents the pinnacle of artificial humanity, a being that would take years to replicate. He's also probably a creation of Dr. Zimmer himself.
4. Synths, according to Dr. Zimmer, have fake skin and blood, and are programmed to simulate human behaviors, such as sleeping and breathing. They can even eat and digest food realistically. The androids created in the Commonwealth have no rights, and are viewed as nothing more than machines, and they are often used as slaves.
5. Any synth that attempts to escape is hunted down by the Synth Retention Bureau, a special branch of the Commonwealth Police. A3-21 was part of this institution.
6. Another organization active against the Commonwealth, the Railroad, functions in direct opposition to the Institute. Named in honor of the Underground Railroad, the Railroad's mission is the rescue and salvation of synthetic humanoids primarily, though enslavement as a whole is also fought against.
7. A synth's mind is somewhat controllable, one can at least delete and restore their memory through software commands (even to the point of giving them false memories).

(parts are copypasted from nukapedia)

Now, what do we make of this given information?

1. We can assume that synths have made a lasting impression in the commonwealth. Everybody should know of them, they should be plentiful, history should be influenced heavily by their occurrence.
2. Many synths are no longer part of the Institute and should have (at first) followed the agenda of the railroad or similar opposing factions.
3. Synths are like humans, except artificial. Benefits and disadvantages come with this.
4. There has been sort of a technological ever-revolutionary process finally leading to the creation of A3-21 as the most valuable executed blueprint.


Now, I'm not a fan of retroactive continuity, so I don't intend to make any of Fo3's given lore non-canon. I'm a strong believer in that every aspect of this game, except Little Lamplight maybe, can be developed and elaborated to the point of logical inherent and overarching (regarding the series as whole) consistency. So I do not plan to retcon the synths as actually being mind-controlled humans, or some such ideas, although I'm not blind to the problems that arise from having super-SCIENCE!, that could eventually make everything possible.

Let's take a history lesson.





II. The Commonwealth, 2077-2199

Spoiler


The Institute has a long history of research and development in robotics, seeing as Mr House, later the founder of RobCo Industries, attended the MIT in the years before the Great War. Now, Fo3 indicates that they have remained a boon of scientific progress even after fires of atomic warfare purged the world in 2077. Would they remain hidden inside their closed, vault-like environment? Maybe until 50 years after the bombs fell, or so. But they need non-robotic personnel, nourishment, resources, experimental playground. And maybe they're a little conceited and power-hungry. (I will later continue this)

I would strongly assume, that they emerged as a powerful force in the years after the heaviest radiation had vanished. Through their technological advantage, they could have purified the water, enforced law and even brought peace back into the wastes, that until then were primarily inhabited by savage tribes and raider gangs, that terrorized the few established settlements.

The Institute reintroduced technology into the wastes, securing their resources, while carefully and arrogantly retaining their predominant position in the commonwealth. And as they were soon confronted with opposing forces, who didn't want to accept the MIT's hegemony, they became even less merciful in flaunting their might. Enemies to the regime were silenced and brutally tortured. The Institute tried to conserve the image of benevolent rulers, who were given no other choice, but ever-growing parts of the population soon lost all trust in their sovereigns.

Cries for freedom became audible, the smell of revolution polluted the airways, expressing its face in (among others), the leader of a catholic clan by the name of Victor Anastasic (the name of the clan was Vis Anastasis, accordingly), who openly demonstrated against the regime and provided the rebellion an ideological matrix. The clan utilized forbidden EMP-weapons and destroyed many robots, whom they viewed as ungodly abominations, harmful to the position of man as God's final creation.

The situation became even worse for the Institute as they discovered that elements of their own had secretly worked against their interests, supplying the rebellion with weapons and blueprints, which in the end were their sole advantage over them. The Institute's elite soon came to perceive that the commonwealth had ultimately overcome the need of saviors like them and as they continuously lost soil and support, they fearfully realized their eventual and inevitable doom.

The head of MIT's internal hierarchy was formed by scientists who at this point in time had long since transcended humanity. Imagine brains in a jar, most of them alive since before the Great War. Unstable entities, that during their unnaturally long lives had stripped themselves of nearly everything that once had made them human, except the greed of breaking through any insurmountable obstacle that deemed to prove their cause wrong. As the rebellious hosts, composed of forces that decades ago had been foes, arrived before the gates of the institute, they found all doors impenetrably sealed. Only a few advanced robots and people had been left behind by the MIT. Easy prey. But war is a dirty business.
As the earth opened and nuclear devastation once again rained down on the Commonwealth, the screams of desperate people mixed with maniacal laughter, promising that no matter how high you set your hopes and how close victory might seem...

The hollow sun shone down on great America and appeared to not give a single [censored] this day.





III. The Aftermath, 2199-2265

Spoiler


Very drastic and multi-faceted events followed the second apocalypse, an incident that went down in history as the devil's work as opposed to the Great War, which was viewed as of divine will by Vis Anastasis (Anastasic had died a martyr during the civil war and was transformed into some kind of nearly-Jesus-like saint by his disciples - a man who, before finally ascending to heaven, had walked through purgatory to proselytize the lost souls that had been engulfed by nuclear fire; btw the mix of latin and greek in Vis Anastasis is intended as the catholics deliberately drew on any Christian-religious scriptures they could get hold of), that marked the beginning of the endtime. The area around the ruins of MIT were considered forbidden territory, anyone who would wander there would become cursed and shunned by the surviving populace, who in these desperate times evermore turned towards religion and faith. Charity was needed and the Christians, after waging a righteous war, were very altruistic, whereas lacking the uniformity of pre-war catholicism.

While the people on the surface of a scarred commonwealth struggled for survival, the Institute (as a faction) had sealed itself deep beneath the ruins of the MIT. Some among them, anxiously aware of the head-scientists plans, had also taken refuge inside two long since abandoned Vaults in the region namely Vault 68 and Vault 81. They had seen themselves on the losing end of a struggle against the madness of the institute's elite. Driven out of the MIT, they were trying to save as many of the ignorant populace as they could. Time had been scarce though and most people accounted the warnings of antagonistical doomsday-preachers insincere and insidiously harmful.

The head-scientists would meet their end nonetheless, as those who had stayed with them, seemingly supporting their objective, would seize the opportunity of the elite's triumph during the second nuking. They bloodily revolutionized the Institute from within, killing nearly all of their almost omnipotent elite in the least suspected moment, with the commonwealth already doomed to perdition. The Institute would prevail cleansed of the elements which had led them to their decay. This act of retaliation had (in their opinion) washed their slate clean, finally being free from the dictate of their oppressive sovereigns.

Newborn idealism, pride for their pre-war roots and thirst for scientific advance incited the Institute to reintroduce progress into the wasteland. But their image was blacker than black for the populace: the Institute was viewed as the devil incarnate after all. They quickly reconnected with their remaining allies in vault 81 (Vault 68 laid too far outside the forbidden territory around the MIT and was thus unreachable) and now organized democratically; collective thought-processes should bring about a solution for their unpleasant situation.
Military campaigns were quickly discarded as self-harming and unproductive to their ends - comprehension of and collaboration with the locals were desired, but unfortunately seemed unattainable.

The remnants in vault 68 developed a different approach, leaving behind their previous identities and forming a new confederation, the Alliance of Science (working title). Fed up with the way things had been going, but still aware of their exceptional position as scientists (as opposed to the uneducated populace), they determined to team up with indigent physicians, researchers and scientists of the wastes. Always carefully hiding their former allegiances, they were educating commoners and helping with agribusiness, medical treatment and reconstruction. Robotics or weapon technology on the other hand became a non-issue under the watchful eyes of Vis Anastasic and its zealous representatives. So as the Institute remained independent but destitute, the Alliance of Science lost their unrestrained autonomy, but regained influence.


IV. Man/Machine, 2265-2277

Spoiler


"What do you feel when you drink a glass of water?
What is it that you feel when you take a shower? Whenever you hug or kiss or scream? When you bring home your children from school, if you know there was a time when parents had children in school? When you had a hard day at work? When you had a good day? When you make love, when you reach an orgism? What do you feel whenever you cut yourself while shaving? What does victory feel like? And shame and envy and pain? Curiosity? Rebellion? Taking things to the extreme, while regretfully forgetting other things? A normal day? Radioactivity damaging your brain until you run into the metro tunnels like the other freaks? What does it feel like to be a human?

Isn't it simply a cocktail of hormones and electrical signals, running through your brain? Emotional and mechanical becomes one?
Perhaps a much better question is this: Don't you also rely on them? Isn't your mere existence as a human being chained in unified boundary to them? Let's say you only lose some of them. Put your brain into a slumber between robotical shoulders, lose animalism, sensualism and buy immortality. Like they did before. Do you pay dearly for it? Is it possible for a technological standard to not only reach the level of humanity but to become harder, better, faster, stronger? (Sry for the pun, if this is a pun. A synth's intern data storage probably succeeds mine in efficiency. [censored] bastards are right. They are better than humanity. But unfortunately for them, they cost more money. ) But still human?

Perhaps your answer is yes, and I respect that, given the experiences you might've had here. Mine is no. I've seen and felt the truth. They no longer even fool themselves into believing that they need to be treated the same as humans. They are superior. And they make use of their superiority, just as we did in the realm of animals. And their act of replicating superceding that of humans? [censored] this [censored]! We cannot befriend them or even let them be. They'll take their rightful throne, so they all must die or we will be the animals of the future! There may be some who integrate well into our society, but what kind of society does humanity have here anyway? She will unite them and I only have but this one chance to ruin her plans. I will pay with my life if I'm caught here. Do we have a deal? I cannot kill you with my bare fists, but I swear that I'll try to if I can somehow coerce you to help us. To help us all."

-En Moettill, head slave to A0-A1


To be continued...





Quests

Spoiler

1. It Only Hurts for a Little While

This quest is about investigating the brahmin epidemy, that had befallen many local brahmin in last months.
As most investigative quests are, it's by definition mostly decisionless until a given point, when decisions are to be made.


2. Love Letters in the Sand




3. Sail Along Silvery Moon




4. He's Got The Whole World In His Hands

This is the questline that would bring about victory for Vis Anastasis. It's very complex and has several parts and equally possible decisions. The major faction questlines don't interfere as much with another as those in New Vegas. But just like with You'll Know It, When It Happens/Arizona Killer in that game, there'll be major events, that each faction witnesses. There will be option for certain truces between certain (even major) factions, also there'll be more than three/four.

The quests in the questline have the following titles:
He's Got The Whole World In His Hands - Genesis
He's Got The Whole World In His Hands - Exodus
He's Got The Whole World In His Hands - Leviticus
He's Got The Whole World In His Hands - Numbers
He's Got The Whole World In His Hands - Deuteronomy
He's Got The Whole World In His Hands - The Savior of The World



5. Into Each Life Some Rain Must Fall




6. G.I. Jive

Tell me what you think and if this could/should inspire Bethesda.

User avatar
Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Mon Jul 07, 2014 11:25 pm

The general community is very much against the appearance of Harkness-like Androids in Fallout 4.

User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Tue Jul 08, 2014 10:29 am

They aren't Harkness-like, because Harkness is unique. Of course one could still say they're Harkness-like .

I don't think the Community is generally against androids as long as they are executed well.
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Tue Jul 08, 2014 1:14 am


But Harkness isn't unique. Zimmer, Zimmer's bodyguard, and Pinkerton are all androids.

Upon death they each drop an android component, which signifies they are not human. This item, cannot be pick pocketed, because it is a drop only upon death as you pull it out of their corpse.

Androids thinking they are human, fake memories, etc are not new and hardly a fresh idea. It would be a mistake to have this be a focal point of a FO game. Not only have we battled robots before, but we have also combated or dealt with AI. I can't even imagine the lore problems orwhat if scenarios that can develop from such a story line. Not to mention the difficulty of any kind of originality, from a writing team which has yet to impress. If they place a game in Boston I would hope it has nothing to do with androids, and in fact I would be relieved if the number of androids encountered was 0 and the replicated man quest be labeled as wild wasteland and non-canon.
User avatar
Matthew Aaron Evans
 
Posts: 3361
Joined: Wed Jul 25, 2007 2:59 am

Post » Mon Jul 07, 2014 11:39 pm

I know and I also adressed this point before. They are canon unfortunately. But I think we should make the best of this situation instead of retconning them out of existence. Meaning any question that arise regarding their creation should be answered and the synths should be written into a living, breathing part of a multi-faceted game that centers around humanity.

Btw, Armitage (who is of mich worse quality than Harkness) and Harkness are the only featuring synths in Fallout 3. Pinkerton and Zimmer are Cyborgs, anything else wouldn't make any sense. I think Victoria Watts carries one too, so she's also a cyborg.
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Carlos Vazquez
 
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Post » Tue Jul 08, 2014 1:50 am

They could just set up the game somewhere where they don't need to use nor "retcon" the androids. :shrug:

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MARLON JOHNSON
 
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Post » Tue Jul 08, 2014 12:08 am

....Or it signifies they've been working with androids.

#Occam'sRazor

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ANaIs GRelot
 
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Post » Tue Jul 08, 2014 7:38 am

...or Bethesda can just sidestep it in their next game entirely, which would be the wisest course of action.

Morality can be exercised in a better way than through androids, which has been a topic beaten to death through countless films and books in the past.

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Zualett
 
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Post » Tue Jul 08, 2014 12:15 am


Could also be an implant, like the ones in New Vegas you can buy. The player gets one too if finishing the quest for... whoever the guy from the Commonwealth was.
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joseluis perez
 
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Post » Tue Jul 08, 2014 1:20 pm


But it can't be pick pocketed or snooped. So, unless they work on androids and decided to swallow the component....

Btw, it is android component. Not cyborg component. The game guide clearly gives a oh boy they not human!!!! clue.

Also, nothing is 100% canon until it is backed up by further lore. It can be easily whisked away by wild wasteland, never to be seen or heard from again.
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joannARRGH
 
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Post » Tue Jul 08, 2014 5:50 am

I'm a supporter of the principle of integrity. When somebody throws me a bone, I want the entire skeleton, especially when the bone is already rotting. I can imagine synths being written in an original way as well as I can imagine a Fallout 4 completely devoid of them nontheless being very badly written.

I can understand where you come from though.

Could you give us that excerpt from the game guide, I'd much like to see that. Android component = component of an android that could have just as well been integrated into a human body via chirugical enhancement. Seriously how does them being synths make any sense?

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Riky Carrasco
 
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Post » Mon Jul 07, 2014 11:43 pm


Then it wouldn't be called an android component.

@General I can't see any original story dealing with androids. If a Beth writer can think of one, he/she should quit their job at Beth and write a book and original screenplay with said original story and become a famous sci-fi author.
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Verity Hurding
 
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Post » Tue Jul 08, 2014 4:18 am

well this thread has spiraled out of control. how about the next fallout taking place in the south?

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Bethany Short
 
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Post » Tue Jul 08, 2014 12:18 am

1. It would be, as it's the same component an android uses. Longknife already pointed out Occam's Razor.

2. Original story is what happens after synthetical humans integrate into human society. What will they do, what will humans do? Of course we need synths that aren't 100% clones of humans. Otherwise we could just have clones, not androids. From this stem flourishes a multi-layered story.

Btw every story has been told already. Any writer who can think of anything truly new should quit their jobs and write it.

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{Richies Mommy}
 
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Post » Tue Jul 08, 2014 1:51 pm

That's already been done, watch Bicentennial Man.

And no, Fallout is rather original. There's no other post-apocalyptic narrative that follows America split off after 1950 and progress down a retro path towards doomsday.

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Justin
 
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