Agreement and Disagreement.
1) Uncross Super Mutants. Being able to play a super mutant would be a huge selling point for me. I dont know about android, but Cyborg would be interesting, and not beyond the realm of possibility.
2) If you dont want to play past the end of the main quest, dont, but drop the "US" crap, because I DO. I like seeing what happens to the world after I'm finished being the hero, rather than just being informed of it by proxy and not allowed to play any more. This may be fallout, but THE GAME COMPANY MAKING IT IS BETHESDA, and they make a certain kind of game, and I happen to LIKE the elder scrolls series. This is a large part of why I liked Fallout 3 much more than New Vegas (namely the non-linear go anywhere and do anything gameplay where I could be level 16 by the time I even consider doing the main quest ("I COULD go searching for my lost father, but oh look, a sprawling desert wasteland calling to me to explore!") I was extremely displeased when I got to the end of FO3 and was basically told "Ok, that's your lot, you're dead now, move along. Oh, you want to play more? Well then start a new character!"
3) Mixed Agree/Disagree regarding Liberty Prime. The Liberty Prime sequence was extremely cool, but horribly uninvolved. A sequence like that with MUCH MORE player involvement would be great, especially where your progress helps govern the event's progress, rather than simply following along behind at a brisk pace. Keep the epic, but lose the "You're just here because I like being watched" angle.
4) Dungeons and Raider Groups are a staple of the Bethesda MO, and something I also actually enjoy. I LOVED spending hours underneath the Washington ruins exploring old subway tunnels and finding long-lost goodies, like the Burnmaster. As for raider groups, or generic 'Goblin Encounters' in general, you kind of need those to fill the place in a little. Granted, it should only be where appropriate, and not taken to extremes, but the wasteland would seem awfully empty without a little bit of roughage out there to waste your bullets on. Besides, the raiders and mutant encounters in FO3 all seemed to have been intentionally and intelligently placed, with small outlying camps of 3 or 4 individuals scattered throughout the wasteland, and larger communities nestled into various bunkers and shelters, hiding and scurrying like cockroaches.
Now to add my own Dont Want list:
5. -DO NOT seal us into a strictly linear railroad path by surrounding us with invisible walls made of monsters that can kill me instantly, like New Vegas did. Dont tell me I have to go to X, then make EVERY SINGLE PATH OTHER THAN X a surprise instant death trap and quick-load sandwich. Let me freaking explore!
6. -DO NOT give us another a$$-pull ending like the Change Of Management quest in New Vegas where you are promised ultimate power over the destiny of the city and lead a glorious robot revolution to drive out the NCR and Legion and rule over New Vegas as the new Mr. House, only to have the robot conveniently find a "Free Will Program" that magically appeared in Mr. House' computer for no adequately explained reason at the very end! I dont care if you let us rule the city, dont even give the option, or just come up with a better excuse than Magic Last-Minute Phlebotinum! Dont even HAVE the option if you're not gonna do it properly!
More may or may not come later.
1. No, the game I had set up in my head would allow for Super Mutants to easily be playable, but considering the amount of dialogue they require and the complete change in gameplay it's just not realistically possible.
2. Already stated why it should not be done in previous threads, in no mood to rehash the same debate again. So a simplification is all I can give:
Fallout is about changing the world, not just letting it stay the same, in order to play after the ending sliders it can go about in three ways.
21. Let the player continue past the game ending and show some changes and let the player break the future.
22. Downplay every ending slider so none of the effects of your decisions are so big or future impacting that they have to redesign the world.
23. Allow an easter egg continuation that shows some slight changes but which is completely non-canon.
I know you want to play past the ending and have the effects of your choices be shown, but there just isn't enough time or money for them to do that.
Cause they have to redesign the entire gameworld because of the ending sliders and it's just not possible without them being forced to draw money and resources from other areas in the main game.
And then we have the ending sliders, what if an ending slider says Pepe Le'shawn became mayor of Breadtown in a few years after the ending? He can't just turn into mayor directly, it has to actually take several ingame years for that to happen, and what if you kill him? Then you break the ending slider.
The ending sliders "could" be watered down so that the changes aren't so heavy that they have to redesign the gameworld after the ending but that is a horrible design decision cause Fallout is about changing the world, not just giving it a slight nudge.
They either have to break the Fallout concept or take money and resources away from the actual game or it won't happen.
There is after all only so much a development studio can do, cause really picture it, picture all the different kinds of ending sliders there are for New Vegas.
All the new models and textures and NPC's they have to create and change previous ones.
All the new dialogue to really reflect on the changes made in a meaningful way.
All the new quests that would have to be created to give the aftermath something to gnaw on.
It's too much to be included,
And if the ending sliders are watered down then it breaks the Fallout formula. And I'd much rather that Fallout stays true to it's roots than that it allows post-ending gameplay simply cause some people can't use the [Load Game] in the menu.
3. I don't mind an ending sequence feeling 'epic' and I agree that it should involve the player a lot more (which was the point actually) but Liberty Prime hardly fit in, it's an easter egg moment at best, it should have just stayed down in that basemant but actually allowing it to walk around and say nifty catchphrases made the ending ridiculous.
4. Having dungeons is fine but the amount that FO3 had became ridiculous, it might be Bethesda's thing but it isn't Fallout's thing and Bethesda needs to learn how to separate two franchises from another and not merge them into the same. And the raider groups were absolutely horrible, they had absolutely no variation and all were comically chaotic evil. Raiders should have a point for being there, generic enemies thrown in there just for teh lulz is boring. I at least want notes and diaries from them to flesh them out when I kill them. (And unique appearal.)
5. Well New Vegas had a story reason for doing it but I wouldn't mind it if they went fully explorable or invisible wallapalooza.
6. Maybe Yes Man knew about it all along and didn't tell you? He's suppose to say yes to everything you say and explain everything you ask, but the Courier never thought about asking about a free will program so I guess Yes Man never had to reveal it. (It's not a secret unless someone asks about it. Let me put it into context, I'm bisixual but I don't go around advertising it or include it as part of my greeting to people I meet "Hello I'm Gabe and I'm bi." That being said, unless my sixuality comes up to question I have no obligation to announce that I like girls. So I think Yes Man might have played you all along.)