Fallout 4: Speculation, Suggestions and Ideas # 42

Post » Fri Nov 18, 2011 8:45 pm

Some Derivate stat tweaks I'd like to see.

Skillpoints: 6 + INT (5 = 11)
This puts more emphasis on INT influence and means you generally have less skillpoints available.

Carry Weigth: 50 + 20 * STR (5 = 150)
Again influence of STR is enlarged, while limiting overall carry weight. Given overall amount of loot of Fallout 3 and New Vegas this seems like a reasonable compromise being a pack Brahmin and carrying only what you need.

Hitpoints: 50 + 20 * END (5 = 150)
There's no hitpoints on level up. You'll need some more perks that influence your hitpoints to compensate compensate, but overal it puts more emphasis on armor

Action Points: 50 + 5 * AGL (5 = 75)
It would depend on AP cost, strictly speaking the highest AP cost would have to be 55. Taking a point from Project Nevada, there would be sprinting which cost AP.

Melee/Unarmed Damage: STR - 2 (> 0)
No influences unarmed as well.This will help STRENGTH be more of a focus for unarmed characters, because in Fallout 3 and New Vegas STR isn't needed for an unarmed character.

Endurance should also influences fire resistance.
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Andrea P
 
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Post » Fri Nov 18, 2011 7:07 pm

What I don't understand is why the games don't use at least that method of deriving stats already, what they do use is far more complicated and doesn't seam to actually add anything to the game.
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Ice Fire
 
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Post » Fri Nov 18, 2011 5:56 am

I think that the next Fallout installment should include Chem overdoses. I mean, in FO3 and FNV you can take as many chems as you have and merely get addicted to them. I think it will be a nice touch to the game to add an overdose. So let's say for a big boss battle in FNV you take Med-X, some Rad-X for radiation, Psycho, Turbo, Jet and maybe even some Ultrajet. All those chems bubbling inside of you can really set your stats up! But you can't die from an overdose. I think it will add a fun little challenge to the next game, so people won't feel invincible when taking all of these things.

Of course a person doesn't die immediately from an overdose, there are previous effects to show that you're overdosing. Like from Med-X withdrawal, your stats lower and things get foggy from time to time. The same concept can be used, and just the same way if you go under water - if you stay too long you begin to rapidly lose health. It can be the same effect, giving time to get to a doctor if you can. Some things to fix up an overdose could be Fixer. Although it only removes addiction, what's to say it can't stop an overdose? Kind of like a shot of adrenalin can curb an allergic reaction. It really adds good immersion to the game, at least I think so.

What do you guys think?

I've been addicted to Med-X thanks to my Stealth Suit for a while and haven't really felt the effects of it. It doesn't really 'hit me hard' like it does in the real world. An overdose reaction to taking a lot of Chems in the game would really shake things up a bit. Plus, it's not like we haven't heard of overdoses in Fallout before. Boxcars in FNV can overdose if you give him enough Med-X.
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Sanctum
 
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Post » Fri Nov 18, 2011 6:03 am

Yes to overdoses.

But END should decide how much you can take before you OD.
And if you have 1 END in total then you overdose directly for being far too frail for any kind of substance.
Hell, Super Stimpaks overdose you.... Maybe even regular Stimpaks? (Healing Powder and Doctors are a 1 END characters best friends)
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i grind hard
 
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Post » Fri Nov 18, 2011 3:54 pm

I just want the game to be announced.
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Becky Cox
 
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Post » Fri Nov 18, 2011 8:48 am

On the topic of overdoses, it shouldn't be a lasting effect, it should just be very severe and long enough to get you killed, what I mean is it shouldn't work like addictions in that the screen blurs every now then, it should blur alot at once the moment you overdose, then you skills and other stats start to go down, it should also temporarily treat you as if your legs are crippled so you can't walk properly.
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Jah Allen
 
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Post » Fri Nov 18, 2011 11:43 am

On the topic of overdoses, it shouldn't be a lasting effect, it should just be very severe and long enough to get you killed, what I mean is it shouldn't work like addictions in that the screen blurs every now then, it should blur alot at once the moment you overdose, then you skills and other stats start to go down, it should also temporarily treat you as if your legs are crippled so you can't walk properly.

That's exactly what I'm getting at! :D

Endurance should definitely play a role. Rapid loss of health, lowered stats, impaired vision, crippled movement all because of an overdose of chems. It would definitely get people to think more seriously of their Endurance stats, how many chems they want to take and another challenge in the game.

EDIT: Things like Fixer could slow down death from an overdose and not completely stop it. Like when a shot of adrenalin curbs an allergic reaction, it doesn't stop it but it gives you more time to get the help you need.
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Kate Murrell
 
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Post » Fri Nov 18, 2011 10:58 am

There's no precedent for this, but I'd like them to go back in time for Fallout 4. Society has progressed too much since the 1 and 2. Fallout 3 was pretty far in the future from 2. The games don't really tie in to each other that much (1 tied into 2, but things have only marginally linked up since then), so why don't we go back to a more chaotic time in Fallout history? Perhaps we could revisit the Midwest or bring it back home to California. This may sound like sacrilege to the hardcoe fans, but maybe we could remake 1 and 2 (not for Fallout 4 of course). Just some spare change for thought.
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Lloyd Muldowney
 
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Post » Fri Nov 18, 2011 8:06 pm

There's no precedent for this, but I'd like them to go back in time for Fallout 4. Society has progressed too much since the 1 and 2. Fallout 3 was pretty far in the future from 2. The games don't really tie in to each other that much (1 tied into 2, but things have only marginally linked up since then), so why don't we go back to a more chaotic time in Fallout history? Perhaps we could revisit the Midwest or bring it back home to California. This may sound like sacrilege to the hardcoe fans, but maybe we could remake 1 and 2 (not for Fallout 4 of course). Just some spare change for thought.


There is pecedent for having a game "go back in time." Fallout Tactics takes place after Fallout and before Fallout 2.

Bethesda said they wouldn't go back in the timeline. Would be good if they did go back in the timeline in another part of America, that will not effect canon of the other games. Set it away from California. To have a game take place a couple decades after Fallout Tactics and take off where it left off would be good.
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Kari Depp
 
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Post » Fri Nov 18, 2011 1:41 pm

My idea for F4 was that the PC is a man/woman who is pre- war and before the war happened, a smaller unknown group of scientists mastered cryogenic sleep. Their goal was to survive 1000 years or until the world became more stable. They pick 50 people, 25 male and 25 female and sent them to a vault similar to vault tech vault but much smaller and hidden very well. All the residents (including the PC) of the mini vault would sleep for 100 years and wake up to check on the progress of the world. You will skip to the year 2177, (just like you skip years in fallout 3) and scout the surrounding area. Maybe see the development of the mutated creatures as you scout and this part of the game will be used as the PC's tutorial. After this the PC returns to the mini vault and sleeps for another 100 years to year 2277 and this time the PC isn't part of the scouting party. When the scouting party returns they had less men and women and clearly some were killed or missing. After this event they go back to sleep, but the PC wakes up in year 2292, 15 years after your most previous awakening, to find the vault abandoned. You find out on a terminal that everybody was released from their cryochambers do to a security breach but yours malfunctioned and released you a year after this event. Your PC was lucky enough to get the cryochamber that would not fit in the main cryochamber room so was moved to a less noticeable room which saved you from being discovered. The PC then leaves the mini vault to seek answers. You do eventually find out what happened but you also discover a new enemy to Fallout. The enemy would be mutants from a vault, but not super mutants. The mutants would be slightly bigger than a human but still smaller than a super mutant. Haven't thought of names for the enemy or even where the story takes place except maybe Central America and maybe call it the central wasteland or something... Anyway you find out that some super mutants have joined these new mutants because they have a "master" and other super mutants feel threatened and rather be rid of them. Your allies would probably be a mixture of BoS, some NCR (small NCR settlements) and a local militia. But these mutants will have the same effect as F3, more of a secondary main enemy. The main enemy would be another army but are not for justice but more of a dictatorship like Caesar. Their army will have slaves but not revolved around a slave army. The army would be originated from the Annexed Canada area and have a huge army due to not having war with an equally sized army. They are spreading their army south and run into the BoS, NCR and the local militia.

Of course Caesars Legion can be included and maybe have an effect that the enclave had in FONV except they wouldn't help NCR. I liked the idea someone else had in this forum that the Talon Company Mercs moved west due to the conflicts in the East. The Enclave could be another faction and maybe have a bigger effect than FONV. I was thinking of having a giant ruined city in the middle of the map that had skyscraqers half standing still but it may be to much to have that. That's all I can think of, I could go way more in detail but all I can say is I want it to be as big as Fallout 3 with randomness included, not like FONV. Although I Liked FONV's weapons. Combine the two! Oh and if someone could think of a name for the PC that would be nice. I was thinking the Centennial Man but that wouldn't work if the PC is a woman. Anyway that about wraps it up.
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ruCkii
 
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Post » Fri Nov 18, 2011 9:53 pm

I'm not sure if this has been discussed given that I've avoided the forums until I'd finished everything, but I loved FWE for FO3 and its inclusion of the alternative start concept. Given how many people love to RP I think that this would be an excellent idea for FO4. Imagine, instead of being generic wasteland wanderer or worse a delivery boy (okay a bit harsh) you could start as a tribal, BOS, Enclace remnant, Khan, wastelander etc. This could have an impact on what factions you could join or in the case of Enclave and BOS give you a faction to begin with. Origin choice would effect stats, skills and perks availabe as it does in FWE. Each origin could have a different start location and a short series of quests as in the excellent, ryhmes with bag on cage: origins. If you love Fallout, which lets be honest we do, you will start this game at least a dozen times and probably finish it four or five times.

Extra origins could be included as DLC. All it would take to make them feel authentic would some extra dialogue options like the [Legion] options in LR. As part of this there could be quests and investment posibilites for faction bases, giving you something to spend that 100 000 caps that you have towards the end on something more exciting than a 30 000 cap weapon. It would be cool to be mayor of Goodsprings and build a wall, plant some new crops, fight off raiders etc. I think that these ideas would allow us to flesh out our characters more. I really have a hard time imagining my super soldier who looks like Roy from Blade Runner ever being a courier. What do people think?
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Teghan Harris
 
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Post » Fri Nov 18, 2011 8:24 pm

Cryogenic sleep being alien technology as shown in Mothership Zeta and biomedicine used to preserve Mr.House being something only the absolutely rich, powerful and smart could do, I don't think it'd be fitting to give 50 men and women random access to such technology.

What I WOULD like to see in the next Fallout, is a cult of Ghouls (similar to the Underworld from Fallout 3). None of the ghouls in any of the Fallouts mention the world before the war in detail. But I think the next Fallout should have a cult of Ghouls that all lived before the war and have gone insane still believing that the world hasn't ended and their lives and just peachy. I think it'd add for a good background IN GAME for what really happened in the war. The closest we got to this was Brailee Ewers from Arefu in Fallout 3 but she was just crazy and actually human. This same concept can be used to add real in depth information of the pre-war world through ghouls.

You could add quests and things, used in terms of the ghouls like 'Water Mrs.Daniels' petunia garden.' she will point you to where she 'thinks' it is. The object would be to successfully gain trust from the crazy ghouls to open up info from the pre-war world.

I think it'd be fun, the story could use some structure.
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Jesus Lopez
 
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Post » Fri Nov 18, 2011 7:04 am

There's no precedent for this, but I'd like them to go back in time for Fallout 4.

I've said it before; If Bethesda went back on their only forward on the timeline-policy, they get a lot of freedom to create something new from the ground up and connect it to future games.

I'm not sure if this has been discussed given that I've avoided the forums until I'd finished everything, but I loved FWE for FO3 and its inclusion of the alternative start concept. Given how many people love to RP I think that this would be an excellent idea for FO4.

It's often hard to program for all the different origins.
It's something I thought about before though, in terms of history rather. The history would on one hand influence tag-like bonuses (so as a replacement to tag) and on the other effect reaction by certain people. In essence you could add histories that add you to a faction, but it something that might intevere with the story and should never be permanent. A better method would be to keep it small (locally), give you a job/history inside the town you start in.
Your concept has a somewhat similar idea, though I don't like that it effects your stats and which perks you get. That turns it into a specific class system, a big no-no in Fallout for me.

Cryogenic sleep being alien technology as shown in Mothership Zeta

Fallout did have cryogenic pods. It had problems with keeping people alive after thawing (at least after considerable time had past).
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Quick draw II
 
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Post » Fri Nov 18, 2011 8:28 pm

Three dog. I for one, think he should be back in Fallout 4. Given his age and if the timeline doesn't go over 10 years. He could be spreading the word of BoS.
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NIloufar Emporio
 
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Post » Fri Nov 18, 2011 9:25 pm

Is this true or is it just a pridiction?
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Jason Rice
 
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Post » Fri Nov 18, 2011 12:25 pm

If it's gonna be a follow up to F.O.N.V:
-Make Mr. House or Yes Man The Canon Ending to New Vegas to keep things interesting.
-It would be really cool if the setting was in New York City
-Buff guns (the lead spitting ones)
-More Weapon Mods plz
-Make the Legion be more prominent in the area (there weren't many of them in the mojave outside of the fort)
-Keep the NCR at a minimum. I think there was too much NCR in New Vegas. Maybe just make a few settlements that include some NCR officials.
-Give the Enclave a little bit bigger role, but not too big. (Maybe the size of the Mojave BoS Chapter)
-Eastern Brotherhood of Steel (Elder Lyon's Chapter) needs to be heavily included.
-It would be neat if you ended up catching with Desmond (The ghoul from point lookout) in the setting.
-Three Dog needs to come back.
-There weren't enough fiends in new vegas. There need to be lots of small communities of them spread out, like in Fallout 3.
-Make it seem like a nuclear explosion ACTUALLY HAPPENED. New Vegas doesn't really look like what I would picture as post apocalyptic.
-Give guns (lead spitting ones) some more accuracy, especially when firing down iron-sights.
-Give it the 1930's-1950's retro feel like Fallout 3 had. I didn't really catch on to the post-apocaplytic western theme in New Vegas.
-Make the vaults a little more important.
-Give us some backstory to the character we currently play.
-Maybe add some post-apocalyptic working TV's playing on a loop or something. (Weird idea, I know, but maybe)
-If Mr. House is canon for new vegas, give him a presence in the setting.
-Add some references to the courier and the lone wanderer.

All in all, I think it would be totally awesome if all these factions we have been working with (or fighting) clashed together in the setting, while still capturing that raw, retro theme that Fallout 3 caught.
Looking forward to a great game if you guys follow through with it! :D
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Eve(G)
 
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Post » Fri Nov 18, 2011 5:26 pm

Set in Florida with giant alligators , More Enclave, and no deathclaws
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Leah
 
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Post » Fri Nov 18, 2011 11:34 am




It's often hard to program for all the different origins.
It's something I thought about before though, in terms of history rather. The history would on one hand influence tag-like bonuses (so as a replacement to tag) and on the other effect reaction by certain people. In essence you could add histories that add you to a faction, but it something that might intevere with the story and should never be permanent. A better method would be to keep it small (locally), give you a job/history inside the town you start in.
Your concept has a somewhat similar idea, though I don't like that it effects your stats and which perks you get. That turns it into a specific class system, a big no-no in Fallout for me.





I suspected that this may be the case. Histories sounds like an excellent idea. I understand your criticism of the perks and skills idea, but these would only be on creation and have no permanent impact. My contention is that people always RP in Fallout games and FWE gave people a way of doing that in a way that was more supported by the game. I think that some restrictions must be part of that more supportive RP environment. Maybe have a history that confers no bonuses but has no game impact for those who want to do everything with one character?
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Tracey Duncan
 
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Post » Fri Nov 18, 2011 3:02 pm

I'm not sure if this has been discussed given that I've avoided the forums until I'd finished everything, but I loved FWE for FO3 and its inclusion of the alternative start concept. Given how many people love to RP I think that this would be an excellent idea for FO4. Imagine, instead of being generic wasteland wanderer or worse a delivery boy (okay a bit harsh) you could start as a tribal, BOS, Enclace remnant, Khan, wastelander etc. This could have an impact on what factions you could join or in the case of Enclave and BOS give you a faction to begin with. Origin choice would effect stats, skills and perks availabe as it does in FWE. Each origin could have a different start location and a short series of quests as in the excellent, ryhmes with bag on cage: origins. If you love Fallout, which lets be honest we do, you will start this game at least a dozen times and probably finish it four or five times.

Extra origins could be included as DLC. All it would take to make them feel authentic would some extra dialogue options like the [Legion] options in LR. As part of this there could be quests and investment posibilites for faction bases, giving you something to spend that 100 000 caps that you have towards the end on something more exciting than a 30 000 cap weapon. It would be cool to be mayor of Goodsprings and build a wall, plant some new crops, fight off raiders etc. I think that these ideas would allow us to flesh out our characters more. I really have a hard time imagining my super soldier who looks like Roy from Blade Runner ever being a courier. What do people think?


Great idea but that would take a unreal amount of game power
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louise tagg
 
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Post » Fri Nov 18, 2011 7:39 am

-Make Mr. House or Yes Man The Canon Ending to New Vegas to keep things interesting.

Let Caesar get his Rome... and set in Toronto that was barely hit by nukes. Toronto is part of the U.S. in the fallout universe.
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Lillian Cawfield
 
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Post » Fri Nov 18, 2011 4:26 pm

Let Caesar get his Rome... and set in Toronto that was barely hit by nukes. Toronto is part of the U.S. in the fallout universe.

Allowing Caesar his rome could prove problematic for future games though.
If Legion manges to create an empire meant to last a couple of centuries and with no faction as large or powerful to prove a threat to them then what is going to stop them?
I wouldn't mind Legion taking over everything from a lore point of view as I love them.
But gameplay wise if Legion takes over too much then the combat would be like New Vegas is with NCR only worse.
Basically, either you have next to no enemies or you are enemy with almost everyone.
So if they steamroll over NCR then for future games it could prove difficult to create a good atmosphere with lots of varying factions.

Let NCR win, and have Lanius survive, he goes back to Legion lands to strengthen them and in doing so creates his own empire, Legion will become... Not softer. Just more cautious, and their expansion will be slowed down somewhat but still expand. And then NCR can die out completely.
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Tiffany Carter
 
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Post » Fri Nov 18, 2011 1:09 pm

As long as they keep in the gender choice - since it's such a rare thing in gaming - improve the character creation, have an emotional context to the character you play as in regards of background and story and have an interesting story as well as excellent gameplay then I'm content.
And of course, no multi player, at all, in any way and form. Single player only thank you very much. And not glitchy, buggy and messy. Sick of games being so unfinished these days.

And good humour, nothing too over the top, but subtle and always funny.
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HARDHEAD
 
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Post » Fri Nov 18, 2011 11:31 am

I would be chuffed to peices if there was some sub catagorys for fallout 4 like story weapons and appereal location .I mean do you expect bethesda to read through 42 identical threads jeez louise.
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Jessica Colville
 
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Post » Fri Nov 18, 2011 6:19 pm

I would be chuffed to peices if there was some sub catagorys for fallout 4 like story weapons and appereal location .I mean do you expect bethesda to read through 42 identical threads jeez louise.




Well they could be who knows what they have interns doing. I mean this site is ran by them.
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GPMG
 
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Post » Fri Nov 18, 2011 3:00 pm

I just read a story called "the long tomorrow". It is a cool work of post apocalyptic fiction written by the author who wrote "the empire strikes back". The general theme of the novel centers on the development of post war culture. In it, the survivors by and large become Mennonites (since they knew how to farm and live off the land already) and they develop strong religious taboos surrounding technology specifically atomic technology. At anyrate, it is a very interesting story and I think the theme lends itself very well to the fallout series. In considering what setting, I guess we haven't seen a midwest setting. Mayne its because farm country isn't quite as obviously exciting as Vegas or Washington dc. But chicago
and the great lakes area could be cool. I know they have this real life atom smash thing in a mineshaft in northern Minnesota, that could be pretty cool. I am aso reading the leatherstocking tales by james fenimore cooper. Those stories are an excellent source
for iconic, archetypical characters.
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Jessica Raven
 
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