Fallout 4 Speculation, Suggestions and Ideas #225

Post » Sun Oct 12, 2014 11:43 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/1508111-fallout-4-speculation-suggestions-and-ideas-223/

http://www.gamesas.com/topic/1507556-fallout-4-speculation-suggestions-and-ideas-222/

http://www.gamesas.com/topic/1507095-fallout-4-speculation-suggestions-and-ideas-221/#entry23760439

http://www.gamesas.com/topic/1506418-fallout-4-speculation-suggestions-and-ideas-220
http://www.gamesas.com/topic/1506053-fallout-4-speculation-suggestions-and-ideas-219/
http://www.gamesas.com/topic/1505719-fallout-4-speculation-suggestions-and-ideas-218/
http://www.gamesas.com/topic/1505367-fallout-4-speculation-suggestions-and-ideas-217/
http://www.gamesas.com/topic/1504858-fallout-4-speculation-suggestions-and-ideas-216/
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/

User avatar
Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Post » Sat Oct 11, 2014 9:25 pm

No psykers in future Fallouts.

Bring in a little more insanity. Break with everything and at the same time fulfill every prophecy. Set your frame right and do not reach for what is beyond.

A ghoul who transcended the stage of a glowing one and became pure, insane radiation, her mind fractured and confined within a cave of radioactive waste.

A husband who punches his wife, with her defending his behavior.

An artist who tries to depict post-apocalyptic realism, with nobody giving him any credit or even caring for what he does in the first place.

A band of wandering craftsmen who dress up as janitors and help towns with everyday maintenance, with people frowning upon their culture, suspecting them of bringing bad luck.

A tribe in which everyone is slave and leader at the same time.

User avatar
Brian LeHury
 
Posts: 3416
Joined: Tue May 22, 2007 6:54 am

Post » Sun Oct 12, 2014 12:56 am

What is wrong with psionics?

Technically, a Psionic attack already exists in the form of Mirelurk kings.
User avatar
Nathan Barker
 
Posts: 3554
Joined: Sun Jun 10, 2007 5:55 am

Post » Sat Oct 11, 2014 10:26 pm

1. I would like to see a greater focus of giving the player background information, via the background itself, rather then via NPC dialog, so we can avoid the ever infamous questions like "who is X faction!" despite the fact the player character has lived in a world with X faction for the last like 20 years, and should know who they are already. Maybe they could add actual books, we already have notes and computer terminals, adding books could allow larger doses of information then short notes and terminal entries do. It would also allow us to read a little snippet of all these skill books we pick up, which would be a nice touch.

2. Make attributes do some common sense things that they dont already, why does raising my agility not effect how fast I move? Or give us a sprint option where how long you can sprint is based on your endurance or something.

3. Try to make the opening not as long as Fallout 3's, while I found it a great way to get immersed in the game world, it was painfully long on replays. At the same time though, I would prefer we don't just get dumped into the game world like in NV's opening. Skyrim's opening was a little better, but that first cart ride was a tad on the long side.

4. If you have to have a disguise system, make it require both armor AND a helmet, it was pretty silly that the NCR would forget who I am the moment I put on Legion armor right in front of them, despite being their greatest war hero, and idolized by them.

5. If you have to have a faction reputation system, make it so that I don't lose rep with a faction for things they don't see me do. Skyrim's bounty system, and how it removes your bounty if you kill the last witness, is a good start for something similar with reputation.

6. Make a combined DT and DR armor system. NV and Fallout 3 showed why each one alone simply doesn't work.

7. I would like to see a less bloated crafting list then the NV one, while also reincorporating the schematic system Fallout 3 for special weapons. It was sad that crafting got majorly nerfed in NV, due to removing all the unique things from it, but at the same time, Fallout 3's unique only crafting system didn't have enough common things in it.

8. If you are going to make a large raider presence like you did in Fallout 3, make them joinable, or at least make them go non-hostile if you have evil karma. I know this was at one point going to happen in Fallout 3, and I was sad that it was cut.

9. If you are going to have a big war plot, give each faction roughly equal amounts of content.

10. Add some weather effects, we know the engine can do it, its been in both Oblivion and Skyrim, and Its dumb that neither the CW nor the Mojave ever get rain, and we never see any of the "dust storms" that supposedly plagued the CW.

11. Make the world more believable/more explanation of how things function as a greater economy, both Fo3 and NV were absolutely terrible at this in their own ways.

12. Better use of space. No more Nellis/Sharecropper Farms/Freeside levels of unused space.

13. Bigger DLC. Make the DLC large enough to be worth the cost.

14. I would like to see the bonuses attributes give to skills changed to potential rather then a base increase to skill power. To use a fantasy RPG for an example, since the primitive weaponry is easier to talk about, instead of STR giving a flat bonus to all melee weapon damage, it gives you potential weapon damage, which you need skill level to fully unlock. For Fallout's 1-10 SPECIAL system, every 1 point of something like STR would equate to 10 points of a skill getting its full value.

The reason behind this is twofold. First off, attributes by themselves are largely blanketing, taking STR to get more carry-weight ends up forcing you to become a master in all melee weapon types because STR = melee weapon damage, this highly limits character progression options, and enforces a large level of homogony between characters, which defeats the purpose of RPGs, and character progression, by making everyone largely similar. The second reason is that outright removing attributes, and spltiting everything into their seperate individual skills, limits in what ways a character can be limited, or their skills can be damaged, and removes a lot of early game character diversity, as seen with Skyrim.

In this system, if you had say 5 in STR, then 1-50 in melee weapons skill will provide you with the fullest damage that that 50 skill can provide, if you go above 50 melee weapons skill however, you will only get 50% of the bonus damage increase, so getting to 100 melee weapons skill, with only 5 STR, will make you have the damage of 75 melee weapons skill at 10 STR. The same would be true of something like lockpicking and perception. 5 perception + 50 lockpick skill gets you that 50 lockpick skills full value, but getting to 100 lockpick with only 5 perception would make that 100 value only give what would be equal to 75 lockpick skill at 10 perception.

This would help negate the rather nonsensical notion of somehow being a master user of every kind of melee weapon, regardless of your skill level in each individual melee weapon type, simply because you got 10 or 100 STR, depending on the game, to get more carrgyweight, while still making attributes necessary to get the fullest out of skills, instead of just removing attributes entirely and shifting everything to skills like Skyrim did. This would also make attributes more valuable then they are currently in Fo3 and NV, since they only give a meager like +2 to skill level per rank right now, without making them the only thing that really matters in most cases like older RPGs did.

15. Future Fallout Games and major DLC
Fallout: Seattle
--DLC to Portland and Arroyo
Fallout: Houston
--DLC to Dallas and New Orleans
Fallout: Miami
--DLC to Tampa and Orlando
Fallout: Boston
--DLC to NYC
Fallout: Detroit
--DLC to Chicago and and Toronto
Fallout: Nashville
--DLC to Atlanta

Aren't robobrain pulse attacks also psionic?

User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Sat Oct 11, 2014 11:24 pm

I figured the robobrain attack was more Sonic in nature.
User avatar
MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am

Post » Sun Oct 12, 2014 11:28 am

I always took this for a sonic attack.

The thing about every psyker that has at least a semblance of what the master was capable of, takes away from him imo. The kid from New Vegas was ok, because it wasn't even clear (to the generic NPC) that he was one, but I wouldn't do them anyway. The psychic connection between the beastlords and their animals for example is far too much. We already have technological wonders in Fallout, actual magic would burst the frame I think.

User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Sun Oct 12, 2014 10:51 am

According to the GECK, the robobrain mind attack is apparently a robobrain variant of the mesmetron.

It is apparently, according to the wIki and the GECK the mirelurk attack is called a "Mirelurk Shriek" and is label as sonic damage.

User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Sun Oct 12, 2014 3:39 am

Here's the ingame quote:

"Mirelurk Kings use a devastating sonic attack to debilitate their foes from afar."— http://fallout.wikia.com/wiki/Fallout_3_loading_screen_hints

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

Post » Sun Oct 12, 2014 4:56 am

Interesting. I always thought the mirelurk had an animation where it touched it's head during the attack, implying to me it was psionic, and not sonic.

But I don't see a problem with psionics. Psionics isn't magic, and it was in GURPS, FO roots. Especially if psionics aren't tied in with FEV.
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Sat Oct 11, 2014 10:00 pm

I have no qualm with psionics, but MCA seems to have put the nail in that coffin; stating that all Psykers in the FO setting existed in the Master's Vault, and died with the destruction of the cathedral.
User avatar
Claire Mclaughlin
 
Posts: 3361
Joined: Mon Jul 31, 2006 6:55 am


Return to Fallout Series Discussion