Fallout 4 Speculation, Suggestions and Ideas #216

Post » Sun Jul 27, 2014 12:50 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/1504514-fallout-4-speculation-suggestions-and-ideas-215/
http://www.gamesas.com/topic/1504197-fallout-4-speculation-suggestions-and-ideas-214/
http://www.gamesas.com/topic/1503984-fallout-4-speculation-suggestions-and-ideas-213/
http://www.gamesas.com/topic/1503706-fallout-4-speculation-suggestions-and-ideas-212/
http://www.gamesas.com/topic/1503642-fallout-4-speculation-suggestions-and-ideas-211/
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/
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Sun Jul 27, 2014 8:58 am

Fallout Tactics' https://www.youtube.com/watch?v=VwvnREVigyo&list=UUg2D1zReyIvlUb3nxHtWe3g Make it canon :tops:

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Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

Post » Sun Jul 27, 2014 12:41 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
  • Radioactive goo/acid spills & puddles brought back from originals with the need to cross through them with boots (Fallout 2) or a radiation suit. They will frequently block off nice loot so it helps to cross them. Going through them without protection quickly erodes away at and decreases your armors condition before eventually killing you.

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

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)
  • People of the wastes should react more appropriately and not be all careless. Coming up to people in the wastes they will likely aim their guns at you and initiate a conversation (similar to Legion/NCR assassins in NV, your words will either let you move on or combat will ensue). Also if there is an issue with a town (such as the water wells of Goodsprings being overwhelmed by Geckos), people of the town should show stress and weariness.
  • 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
  • Canned and packaged foods can be cooked giving them better benefits

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
  • Pre-war clothing comes in different colors rather than the same for all (e.g. red/green/blue/yellow/pink/orange sixy Sleepwear)
  • 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.
  • Radiant quests can sometimes affect the outcomes of towns, people, etc.
  • 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
  • 'Last witness killed' mechanic brought back from Skyrim
  • 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.)
  • Backwards pedaling movement is more realistic and you move much slower but can receive faster backpedaling depending on your Agility. This makes walking backwards and continually shooting an enemy that more difficult.
  • 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.
  • 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
  • Wearing Power Armor and having a high-power weapon equipped will cause low level humans that would normally attack to run away from you
  • 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.
  • There is a pain threshold meter and you can become too much in pain (usually after taking too much damage at once) and this will have increasingly negative effects on player. Only way to stop the pain is let it level off over time, Med-X (instant pain relief but addictive and too much will result in OD), or you can sleep off the pain.
  • Fast travel 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
  • Can openers required to open and eat canned foods such as Pork-N-Beans
  • 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.)
  • Have to pre-load magazines and reloading before discharging all bullets puts a partially loaded magazine back in your inventory (such as a 5.56mm Banana Mag w/ 6 of 30 rounds left).
  • Ammo and aid items are a lot more scarce
  • Inventory space is managed differently possibly through a grid layout 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 or it could just be done where you perform the appropriate animation after each animation.
  • 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)
  • Adjustable FOV without console commands
  • 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.

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Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Sun Jul 27, 2014 12:56 am

I can only agree with the previous posters and add this genius idea:

I want to give some insight into Fallout: South Dakota. How could such a game look like?

My map:

http://www.directupload.net/file/d/3686/x5ggn5dv_png.htm

http://www.directupload.net/file/d/3695/4fwhhze9_png.htm

Meet AMDI:

AMDI sat bored on the terrace of the Catron Boulevard. The terrace had half melted away in the nuclear war and only where he sat, one had reasonably good view of the crusted surface of a city as there had hardly ever been another. He put the binoculars away and once more began reading the newspaper. The threat of the 'Free Youth' was not banned, everywhere kamikaze bombers and small guerrilla squads catched a black eye in the fight against the mainly from Rapid City (where AMDI had just parked his plump ass) originating elite soldiers of the Union. The center of the triangle was lost. The main trade routes were on ice, Prosper had locked itself away and was hardly attainable in any form from the outside. Mission continued trade with the central settlements, even those that the Youth had collared. They tried to be able to master this situation through weakness. Some even spoke of negotiations and peace plans, even if the other side clearly would've a low opinion of such ideas. So there was plenty to do. On the one hand crazed revolutionaries, which obviously had to be slaughtered, on the other beasts from the outside world, that already endulged themselves over the battle-ravaged areas and proved a great threat for the people. Even jobs as a negotiator or spy he would have accepted, but no. He was a thug for Turquit. Turquit paid miserable, he was just a low animal in the hierarchy of this crazy Raider City and he also was a bad gambler. And there was no one AMDI could have beat, because no one wanted to give Turquit a wipe here, aside from the occasional debt-collector, whom Turquit would often pay or stave off. He was too just and too powerless.
AMDI was conceivably unhappy with his situation. He had scored Turquits girl was not fair, that was true. The girl had probably had no more inclination in this, and had escaped. So he worked his debt off for Turquit. Well not entirely as Turquit even paid him, sorry buddhist that he was. He could simply shoot the guy down, secretly of course, and just disappear. Nah, too risky. What if that would get out? For the death of the little fat man someone would want revenge if only because he or she could not recover from a corpse Turquit's gambling debts. There had to be some way to get out of this ridiculous situation. AMDI was a free man after all. He took the paper and brought it Toni, then he loitered for one hour at Turquit's, only to be sent back home again. He tried again to repair the radio, to no avail. The newspaper had been three days old. More recent information did not exist here. Tomorrow would come a new stack. The toilet worked brilliantly and as far as he was concerned the sewers of Rapid City still were reasonably functional. You could rinse off after all. He disappeared into the poor bathroom (which proved to be -opposite to the main dwelling- amazingly shabby) and [censored] the toilet seat full. That was stupid, no doubt. He got a rag, wiped away the crap and washed it out with cold water. Hot water did not exist here, let alone disinfectant, as where these stuck-up pricks from Mission dwelled. Who needed something like this. In former times, AMDI had wiped his ass with razor blades. He had already switched to comfortable.

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alicia hillier
 
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Post » Sun Jul 27, 2014 11:49 am

At least something everyone could agree with. :clap:

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Marquis T
 
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Post » Sun Jul 27, 2014 11:22 am

having played FOT again make the destroyed calculator ending. r lee ermey is cool and all, but really I want the mwbos to suffer some.

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Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Sun Jul 27, 2014 5:58 am

At least a decent Fallout RPG would be nice to have.

Better middleground between the design goals of the original games and the adopted TES formula.

Systems design that makes an actual difference. Weighty skills, weighty attributes; both of which properly reflect into the gameplay - that you are missing investment in them, or the contrary, reward you for the investment. Balanced to not be all maxed out in one go (not even halfway). Systems that the player is required to ponder while doing !what ever! in the game, rather than suggested but ignorable.

Interactivity laced with reactivity. In the world, in dialog, in inventory. Skill and stat use opportunities (player initiated if he figures out to try) in places not necessarily clear or highlighted.

Cause and effect. Not always good and beneficial. Gotta think what you do, even as random acts. Or you might find it that you probably shouldn't have -- on the other hand, some things might yield some surprising result.

Choice and consequence. From character creation to the very ending of the game (a proper ending). In everything. Character progresion, narratives...

Interconnected world that is consistent and selfaware. Does not revolve around the player (doesn't hide the challenges and scale to the player, doesn't always require the players presence for something to happen - eg. timed quests and events). The player adapts to the world and the game, not the other way around.

Trust for the player to be able to figure out the game. No handholding.

Content focus evened out between random pointless hiking around and written/designed questing and combat/non-combat content.

And all sorts of other [censored] I don't care write anymore. So; make it a smart and multifaceted cRPG that the series originated as (yeah, as if, but that's the suggestion :sadvaultboy:)

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Siobhan Wallis-McRobert
 
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Joined: Fri Dec 08, 2006 4:09 pm

Post » Sun Jul 27, 2014 12:39 pm

I believe they can suffer a lot more under Barnaky then if they are just left to their own devices.

Ideas I have for what could happen with the Barnaky Ending.

The Mutants trained by the BoS form the Mutant Liberation Army. Including many humans who sided with them.

Barnaky in an attempt to purge the BoS of any mutant lovers uses the Inquisition (and they had that before Barnaky) to ID all those who once supported the idea of mutants joining.

Some find they are on that list and are going to be killed or sent to a Gulag (which again they had before Barnaky).

They try to kill Barnaky and fail.

Barnaky's systems are damaged and he loses a lot of control over the robot forces. He can no longer control them all at once. Which the MWBoS would only be able to build and repair the robots in Vault Zero which has limited capacity. All outside facilities built by the calculator to build and repair robots were destroyed, badly damaged during the war with the MWBoS and the nuclear power plant was destroyed so they wouldn't have power anymore. So it would be up to Vault Zero. Which means Barnaky would have a very stained supply line when it comes to robots.

Barnaky becomes more paranoid and speeds up the purges of his forces. Which weakens his forces.

The MLA allies with what's left of the Reavers and develops weapons or obtains weapons that deal with robots easier.

The MWBoS become more brutal in their actions in their attempt to maintain control over their territory. More people rebel and refuse to join.

Enemies of the MWBoS (everyone) starts to gain the upper hand and the MWBoS are on the retreat.

Reduced to strongholds across the Midwestern United States the MWBoS, what's left of them become more fanatically devoted to Barnaky and his cause.

Groups that once allied against the MWBoS start to turn on one another or at least believe their war is now won with the retreat of the BoS. The Humans in the MLA, at least most of them leave and start new lives.

Decades later the MWBoS is prime for a comeback, to unite its strongholds from Chicago to Colorado Springs under one banner again. The Mutants of the MLA are now weakened since the bulk of their human forces long ago abandoned the cause or even just died from old age.

It could also be possible that some Enclave remnants allied themselves with Barnaky and his forces. Not to crazy about that option but it could be possible. Since Chicago was known to have an outpost of Enclave that was formed after the events of Fallout 2 when the Enclave left Navarro to head to DC. Chicago is also the backyard of the MWBoS.

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N Only WhiTe girl
 
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Post » Sun Jul 27, 2014 6:37 am

Do you want to hear it happen or it to be the game?

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Laura Shipley
 
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Post » Sun Jul 27, 2014 7:50 am

I wouldn't keep high hopes for anything from Fallout Tactics to make it into Fallout 4. Bethesda don't particularly adhere to the formula and plots of the previous game, and frankly don't care. Much less so about Tactics, a game that's only semi-canon.

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Nicole Elocin
 
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Post » Sun Jul 27, 2014 1:30 am

I would settle for hearing about it. I would actually be really happy to hear about it.

But to see it would be even better but that being said hopefully it wouldn't be the main focus of the whole game. I am with a lot of others here and hope that Fallout 4 will have little if any interaction with anyone calling themselves "The Brotherhood of Steel." They are becoming over used. But that being said if we are to have BoS in the game it should be the MWBoS and under Barnaky.

It's been over a hundred years timeline wise since we last seem them. It's time we get an update.

I believe under Barnaky they can serve as a great example for Lyons and his people of what not to do. After all the MWBoS started out a lot like Lyons and his people. They wanted change but how to go about making that change can turn ugly. The MWBoS can serve as stark reminder of how things can go wrong, or right depending on how you look at things :evil:

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jodie
 
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Joined: Wed Jun 14, 2006 8:42 pm

Post » Sun Jul 27, 2014 3:42 pm

I agree with both of you and share your pessimism.

The course I'd like to see a new Fallout game take is (as Styles also pointed out) to move on from established factions and pre-war mysteries. It needs to refocus on humanity and war as central themes for the franchise. Mutation and SCIENCE! should imho be reduced in their significance to a point of being only marginally relevant to Fallout's history.

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Ben sutton
 
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Joined: Sun Jun 10, 2007 4:01 am

Post » Sun Jul 27, 2014 6:47 am

As always I would like to see more aliens and a moon base. Would love to see what a 50's moon base would look like, some reason I am thinking it might still be working. With the big empty having teleportation tech and holograms I don't see why we couldn't get to the moon. Be crazy to have the hologram be a ship that actually works. Maybe space commies as well, with stealth space suits.

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DeeD
 
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Post » Sun Jul 27, 2014 8:06 am

And you know http://www.project610.com/files/Stare.png

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Syaza Ramali
 
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Joined: Wed Jan 24, 2007 10:46 am

Post » Sun Jul 27, 2014 11:40 am

It's funny how we want probably the exact opposites from the new game. I think even the B.O.M.B.-001 from Van Buren was (or would have been) too over the top.

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Rachel Tyson
 
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Joined: Sat Oct 07, 2006 4:42 pm

Post » Sun Jul 27, 2014 10:08 am

:thumbsup:

That's what I was going for mainly. Let new ideas take some room, instead of reiterating endlessly on the old ones. No harm in referencing the previous stuff, and in fact I'd call it advisable, but I'd keep it simple; traveler stories, hearsay from an ex member of "something", and old holodisk traded from a wayfarer, stuff like that. The people who notice it, know what they hear/see, others don't have to mind it as anything else but "some background stuff".

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[ becca ]
 
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Joined: Wed Jun 21, 2006 12:59 pm

Post » Sat Jul 26, 2014 11:57 pm

What I'd actually like to see is an empty Enclave propaganda Vault in the mid-US or something along the lines. Would help explain the abundance of Enclave soldiers in Fallout 3 when they had means of resupplyment.

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matt white
 
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Post » Sun Jul 27, 2014 5:20 am

That style of information gathering would greatly add to "exploration" don't you think. So in that sense it would be a win win for those who love exploration over pretty much everything else and those who want a new refreshing story but would still like to have some updates with past factions.

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Jessica Lloyd
 
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Joined: Fri Aug 25, 2006 2:11 pm

Post » Sun Jul 27, 2014 10:36 am

Well to bad, I'm not saying I want the aliens to be better of than the wastelanders. Could make it so that there is a crashed alien survivor town that has been waiting to get back home some they "got hit by another spaceship" in 47. But the ships captain has been under orders by corporate back on Xenu to keep them there for study in how they all end up dying or something vaguely Vault-Techy. And moon bases are fun.

The 50's were about over the top when it came to the military, in fact they could put Project Orion in the game. It is pure Fallout what with it's unique way of achieving orbit with the detonation of some 200 nukes.

The North West or North East would be very interesting. The cultures there would be really different from the rest of the nation if they go full Postman in the Washington, Oregon area, lobsters and survivalist in the North East. I would love to see a traveling circus. Think about all the lore we could get outta a group the wanders the wasteland. Be cool to get quests by having to hear about them at bars where npcs are getting drunk. And am I going to far to say I want the fallout universe to have a darker town? F3 and NV downplayed the peoples suffering, add in weight as a factor for the game. So you have fat npc's that are gluttonous greedy monsters that hand out treats to those that do its work. And some more brains controlling people like PL, it would make sense you hear about them at bars as people unwind and unload.

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Daniel Holgate
 
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Joined: Tue May 29, 2007 1:02 am

Post » Sun Jul 27, 2014 3:49 am

Absolutely. The Hegel reference of Caesar in NV (thesis + antithesis -> synthesis) needs to be applied to Fallout. A synthesis of the best elements of old and new is to be achieved.

South Dakota maps updated:

http://www.directupload.net/file/d/3695/gfg7zypy_png.htm

http://www.directupload.net/file/d/3695/4fwhhze9_png.htm

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Horse gal smithe
 
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Post » Sun Jul 27, 2014 4:02 am

How about being told about such a place, or the means of having the Enclave numbers in DC by someone (if asked .. "So, what's your story?"), eg. from an ex officer now occupying himself with booze and farming corn? And even then, more ambiguously by not really mentioning anything really straight and by name (eg, no: "We were the Enclave. We came from X and got our reserves from Y."). Let the player do some math there. I kind of shun the idea of an in your face reference existing just to give highlighted answers to a game that's of no concern anymore. And relating to Syles' post below yours, some ambiquity would be beneficial to discovering things (because it might leave you thinking about it for a bit longer than seeing a table with an American flag and a computer stating the obvious).

It would, yes.

Both would be fine with me. There's Seattle and Vancouver in NW, and Detroit is closeby to NE. And I'm not really against the Massachusetts rumor either, so long as it is not about androids. And who says it has to be a place that is "well known", it could well be centered around, say, Greenville Mississippi and surroundings.

Basically, a setting that has something new to offer than clinging on to the old, already used story elements.

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CHangohh BOyy
 
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Post » Sun Jul 27, 2014 3:19 pm

I'm all for the 50's references but I prefer them to stay pre-war or for creature/robot design, not as a story driving force. We already have this strong background from before the war that carries on through the series. I mean, Nuka-Cola is everywhere.

Aside from the brains (of course) I'd like to see all that. Especially the wandering circus and the bar atmosphere. It'd enhance Fallout very much.

Even nicer. I prefer this kind of storytelling. Not only is it less likely to stumble over plotholes, it's also more immersive, as the people/locations/game doesn't tell the player everything because they somehow know it's the player who needs to have all this info.

I'm hopelessly in love with the idea of enhancing the androids into becoming a flavorful and unique lore element (probably an impossible task) but aside from that I sign your statement.

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Susan
 
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Post » Sun Jul 27, 2014 11:00 am

Yeah, ever notice how all the alien stuff in Fallout is all special encounters or Wild Wasteland besides Fallout 3?.. I can honestly say if the aliens became canon or even played a remote role in the game like some alien planet "Xenu" and a moon base, it would without a doubt be my last Bethesda game. Now if I was the only one to feel this way, then it wouldn't matter.

I dunno if you ever Googled people's response to the aliens. An overwhelming number of people find it negative and want it to be non-canon (as it was merely a throwback to the special encounters in the previous Fallouts). I can guarantee a lot of negative reviews if they made it a big part of the game. I mean Mothership Zeta got toasted by mainly users, but some critics as well.

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SUck MYdIck
 
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Post » Sun Jul 27, 2014 2:01 am

My post was an attempt at humor on my part and at the same time showing my suggestion that I disagree with you without having to go into a long debate which would derail yet another suggestion thread.

:foodndrink:

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Penny Wills
 
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