Fallout 4: Speculation, Suggestions and Ideas # 42

Post » Fri Nov 18, 2011 8:39 am

Fallout 4: Speculation, Suggestions and Ideas

Thread #42

This topic is for ideas and suggestions for Fallout 4 so that we can keep all the discussion in one thread. Other very 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.

Some Previous Threads
http://www.gamesas.com/index.php?/topic/1194408-fallout-4-speculations-suggestions-and-ideas-20/, http://www.gamesas.com/index.php?/topic/1198327-fallout-4-speculations-suggestions-and-ideas-21/, http://www.gamesas.com/index.php?/topic/1202938-fallout-4-speculations-suggestions-and-ideas-22/, http://www.gamesas.com/index.php?/topic/1205578-fallout-4-speculations-suggestions-ideas-23/, http://www.gamesas.com/index.php?/topic/1206720-fallout-4-speculations-suggestions-ideas-24/, http://www.gamesas.com/index.php?/topic/1207575-fallout-4-speculations-suggestions-ideas-25/, http://www.gamesas.com/index.php?/topic/1208461-fallout-4-speculations-suggestions-ideas-26/, http://www.gamesas.com/index.php?/topic/1211654-fallout-4-speculations-suggestions-ideas-27/, http://www.gamesas.com/index.php?/topic/1213887-fallout-4-speculations-suggestions-ideas-28/, http://www.gamesas.com/index.php?/topic/1215296-fallout-4-speculations-suggestions-ideas-29/, http://www.gamesas.com/index.php?/topic/1217839-fallout-4-speculation-suggestions-and-ideas-30/, http://www.gamesas.com/index.php?/topic/1219846-fallout-4-speculation-suggestions-and-ideas-31/, http://www.gamesas.com/index.php?/topic/1221849-fallout-4-speculation-suggestions-and-ideas-32/, http://www.gamesas.com/index.php?/topic/1224988-fallout-4-speculation-suggestions-and-ideas-33/, http://www.gamesas.com/index.php?/topic/1227613-fallout-4-speculation-suggestions-and-ideas-34/, http://www.gamesas.com/index.php?/topic/1228587-fallout-4-speculation-suggestions-and-ideas-35/, http://www.gamesas.com/index.php?/topic/1230959-fallout-4-speculation-suggestions-and-ideas-36/, http://www.gamesas.com/index.php?/topic/1231781-fallout-4-speculation-suggestions-and-ideas-37/, http://www.gamesas.com/index.php?/topic/1233565-fallout-4-speculation-suggestions-and-ideas-38/, http://www.gamesas.com/index.php?/topic/1235466-fallout-4-speculation-suggestions-and-ideas-39/, http://www.gamesas.com/index.php?/topic/1239668-fallout-4-speculation-suggestions-and-ideas-40/, http://www.gamesas.com/index.php?/topic/1243132-fallout-4-speculation-suggestions-and-ideas-41/
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Post » Fri Nov 18, 2011 2:03 pm

Companions
Spoiler
Companions:

Have charisma determine how many companions we can get.

Have companions have interactive dialogue between each other and have some dialogue locked out until we advance in certain quests or go to certain areas or speak to certain people. (In order to have them always have "something" to say, I hated how I could deplete companion dialogue so easily in FNV)

Have at least a dozen (preferabely more) companions and have some that doesn't like each other. (Not every companion has to be a book of text but none of them should be just a line of text either, simply needs more companions for conflicting interests and morals to work.)

Have companions have their own morals, have each of them have ultimatums during certain quests, like if you want to help J instead of M your companion will tell you that he/she/it cannot believe you want to side with J and says that they'll leave if you side with them. (Companions have their own morals, they should stand by everything we do.)

Have certain companions be very strict with what they will equip. (Like Boone, he should've been more attached to his Hunting Rifle and refused to change to something else because of this sole connection he has to his past.)

Don't follow the same formula of 1 SM, 1 ghoul, 1 animal and 1 robot, switch it up a little, maybe 2 ghouls, 1 super mutants, 2 animals and no robot companions.
Just no more of that same formula, it's getting predictable and boring. It can very well still be a Fallout game without a robot or animal or super mutant companion.

Have certain companions have defects and specialized skills, like Cassidy, if you gave him Psycho or Jet he would suffer a heartattack and die.
It makes for more realism to not have everyone be in top shape.

And certain companions should have other skills to help you out, Arcade for example should have been able to hack computers for you, he should also have been able to perform First Aid and Doctor once a day if you've run out of stimpacks, hydra and doctors bags. I know there are companions perks, but those are always passive, I want active companion skills too.



SPECIAL
Spoiler
Change in SPECIAL:

Strength:
  • Each point in strength raises carry weight.
  • It increases Blade, Blunt and HtH damage too. Say a weapon has 5 in STR requirement, that means that it's damage presented will be the norm, now, if you have 6 in STR you get a 0.10x bonus in damage, meaning a weapon that requires 3 in STR req gets a whopping bonus of 0.70x in damage.
    It also works the other way, so if a weapon has 5 in STR req and you have 4 then you get -0.15x in damage.
  • Strength also affects the chance at which you can be knocked down, and also decides how much recoil a weapon will have if you meet the soft requirement for the weapon or above.





Perception:
  • Perception affects your accurcy, the less you have the worse you'll shoot, the more you have the more of a bonus you'll get towards accurcy.
  • Perception also allows you to see traps better, meaning that if you don't meet the PER requirement to see the trap or don't have a sufficient Traps skill then the trap will be invisible to you until something trips it. (same with mines.)
  • At gas areas where the gas can be ignited will only show it's blurryness if you have 4> in PER.
  • PER allows you to notice of a food or drink item has been tampered with. (Survival also affects that.) ((This is mostly for certain quests.))
  • It decides at what distance enemies will show up.
  • If you have 2 or less in PER then everything from 70 meters away will be somewhat blurry. (If you have 1 or 2 in PER then glasses give x2 PER.)





Endurance:
  • How much your health will be through the entire game. (Base health is 50, each END give +15 HP) ((You no longer get any more HP from leveling up, the END you have will this time around actually be important.))
  • How fast action points generate
  • How much stamina you have for sprinting.
  • Poison and radiation resistance.
  • Chem addiction resistance.





Charisma:
  • Charisma affects Nerve stat for companions which determines how much they will follow orders and how strong they are.
  • It also affects the number of companions you can hire.
  • NPC's in the game follow a "personal rep" meter this time around, meaning that if you for example help that rancher guy in Novac to find out what is killing his brahmins and solve the quest then you get +20 personal rep with him and +10 with everyone else in the town.
    The personal rep will decide the NPC's attitude towards you, how big the reward will be, how much of a discount you'll get and of course; When a NPC will give you a quest. (Boone for example would not give you his personal quest until your rep is at 50 with him, meaning you have to solve other quests in the town before his open up.)
    But here is where charisma comes in. CHA decides the base personal rep with NPC's, 5 is neutral, 6 means +5 and 10 means +20 in initial person rep with all NPC's in the game, while 4 means -10 and 1 means -40.
    Personal rep is also affected by other things like what faction you've helped or messed with, how much you buy items from stores (not sell, but buy), if you're female or male, if you have six appeal, black widow, lady killer, confirmed bachelor and cherchez le femme. (Might also count towards other perks, like Tribal Wisdom will inherently give +5 personal rep with any and all tribals in the game upon selecting it.)
    Personal rep is a very cranky thing, you can be loved by the entire town but because you accidentally made a joke about the bartenders late wife he'll still hate you.
    So NPC's will remember things, not everything is in the collective factions anymore but their personal opinions about you. (Though Faction reputation will still exist and still have a large importance.)
    So Charisma helps out with giving you a nice boost to this.
    And with a mid-high level CHA perk you only get half as much negative personal rep from people when you do them ill.





Intelligence:
  • Intelligence affects how many skill points you receive from skill books.
  • It affects how much of a bonus you will receive from skill magazines and how long it will be.
  • It affects a lot more dialogue options.
  • It determines how many skill points you'll receive.
  • It also have effect on how whether other highly intelligent characters in the game will think of you. (Personal rep) If you have a low INT they will consider you a savage and won't bother discussing things with you.





Agility:
    Affects:
  • jumping height
  • jumping length
  • fall damage
  • reload speed
  • close combat attack speed
  • Total amount of action points.





Luck
  • Determines how often/seldom you will receive critical failures: getting knocked down, getting twice as long poison length, accidentally dropping a weapon, getting blocked despite high Blunt and STR, receiving critical hits et cetera.
  • Determines your luck on the gambling table.
  • Determines how successful you'll be when you try to smuggle something in without a high Deception skill.
  • Determines how lucky/unlucky you'll be at the operating table. (quest wise when NPC's can be healed Luck will affect your performance despite your skill, so with Luck 1 you might accidentally kill Caesar even with 100 Medicine. (Luck overpowers any skill your character may have, cause no matter how skilled she/he is Luck is cosmic, it doesn't care how skilled you are, you have bad luck then bad things will happen to you.)
  • 1 Luck means you have a 0.1% chance to choke on an edible item and die.
  • Luck affects how successful your sneak attempt will be. (With a bad luck the logical conclusion is that a top ninja could still mess up despite his training.)
  • Just a veeeery little thing but: it affects how often NPC's will accidentally give you a bit more in quest reward due to them counting wrong. (High luck) Might just be 6 stimpacks when you were suppose to only get 5, or it might be 50 caps extra because the quest giver overlooked how much money he actually had at hand.



Overall it means that with a bad luck the game will curbstomp you, and with good luck it will pleasure you. (Does not mean it's insta-win by any means, just means you'll be more lucky here and there.)



Skills
Spoiler
This is the skill list I would like to see for Fallout 4.

01. Blade
02. Blunt
03. Hand to Hand

04. Guns
05. Chemical Weapons

06. Explosives
07. Energy Weapons

08. Persuasion
09. Deception
10. Barter

11. Gambling (Only if gambling minigames are removed)
12. Chemistry (Primarily crafting but has other uses too.)
13. Mechanics (cosmetic change from Repair (Includes some aspect of Science as well))

14. Pilot (Only if Vehicles are present.)
15. Electronics
16. Medicine

17. Survival
18. Outdoorsman (Only if a map node system is in place with world travel)
19. Hacking
20. Lockpicking

21. Steal
22. Sneak
23. Traps (Only if there is a good amount of traps and we can craft and use our own.)
24. Armorer

Now let me explain them.

1. While swords (fencing) and knifes are different combat styles I'd rather not make a long list too long, but bladed weapons and blunt weapons function differently.
Blunt weapons use brute force to crush the enemy, while bladed weapons, which are mostly knifes, aren't really a strong suit for someone to charge a deathclaw with.
So Blade is mostly the stealth skill, an assassin skill, but there "are" weapons that are of more impact that you can use like swords, machetes and fire axes but they are harder to find. Spears go in this skill too, they function completely different but again, the skill list is already long, better to just throw them in here. Thrown spears on the other hand are governed by the Throwing skill.

Bladed weapons have faster attack rate, has more frequent criticals, do more sneak critical damage and can cause bleed effects which drain the life of the enemy.

Bladed weapons are powered by Agility, along with Sneak, the higher the Agility is the better you sneak, the better you sneak the more common the sneak attacks will be.
It also affects attack speed directly, so if push comes to shove having high agility can make up for the lack of damage if you have to fight an enemy toe to toe.
Again, blades are primarily meant to be used as stealthy weapons, it "can" be used as brute force too (fireaxe for example.) but they are meant to be exploited for their criticals.

2. Blunt, the omega to it's alpha, the straight forward brute skill, heavier, louder, stronger, while Blade weapons have a greater critical chance, critical damage and a bleed effect the Blunt skill's weapons are high DAM but slower and not very suitable for sneaky kills.

Blunt weapons are slower but does more damage, they don't have a lot of criticals or especially high critical damage but they make up for it by being able to knock back enemies, knock them unconscious, break through defensive stance (well, not if you have a tire iron but a super sledge is gonna break through just about anything.) and cause much higher limb damage. Blunt weapons also cause severe damage towards equipment, each hit causes 30% of your dealt damage towards the equipment attacked. (This means that if the enemy's armor has 200 item hp, and your weapon does 20 damage, then 6damage is caused to the item hp. If you used a weapond that dealt 60 damage then 18 item hp would be gone. Remember that most armors and weapons are pretty deteriorated so hitting the enemy three times with a 60 damage weapon means 54 item hp will be gone.)
((This is meant so that the Blunt class don't became too OP, cause while it can cause knockdowns, knockbacks, cripples and break through enemy defense and has great damage, it also trashes just about anything you attack, so if you accidentally hit the enemy's Trail Carbine then it's gonna be pretty broken.)

Blunt weapons are powered purely by Strength, the more strength you have the greater the damage is and the more likely the benefits are to happen.

3. Basically Unarmed with a name change, think it freshens it up a little. It's core design is the same but it would be nice with more combat moves and to be able to kick like in the old games. (And kick down doors as well. )

4. Like in New Vegas.

5. Chemical Weapons, this weapon skill includes all fire based weapons chemical weapons, fire included, Flame Gun, Flame Rifle, Flamer, Incinerator, Incendiary Grenade et cetera.
It should be it's own skill because fire based weapons does not fit in any other skill (Except incendiary grenade).
If you build in this skill you will have it easier and have it harder, the damage of the weapons is quite large but the problem is their ammo consumption.
They're also "rare'ish". You can get the Flame Gun easily of course but the rest is a lot harder to come by.

6. Like in New Vegas?

7. Like in New Vegas.

8/9. Why the split of Speech? Because they're both different. Persuasion means you know how to persuade people it has a lot more dialogue options than deception does, but deception governs the success rate of disguising yourself, the game should of course need more infiltration missions in order for disguises to be more of use.
Anyway, just cause you're a smooth talker don't mean you have a poker face, they're both different, and should be split so.
Deception also means you know where to hide stuff on yourself and not making them "stand out" and can smuggle items.

10. Should be expanded upon, allow us to barter more deals through dialogue, some speech options in New Vegas could honestly have been used as Barter options.

11. I think that Gambling should be reinstated and that the minigames should be removed, I hate the minigames, if I want to play black jack I'll go online and find a game to play. Gambling should be based on character skill, not player skill, so yes, back with Gambling.

12. Chemistry is a crafting skill primarily, with this one you know how to craft various drugs, poisons, acids and other items.
Chemistry should also have it's quest and event sequences, maybe there's some mold on a beam supporting a house and your character figures out that he can use chemical component #42 and apply it to the mold which creates acid and therefor eats away at the beam, collapsing the house. (Dunno how this would work or if it even could work but yknow, have certain moments where a high Chemistry skill can come in handy.)

13. Mechanics is a renamed Repair, functions basically the same way, it has a bit of Science in it as well, but mostly it's a cosmetic change.
Well, that is IF we have vehicles. If we do have vehicles in FO4 then this skill will come in handy for repairing vehicles and sabotaging others.

14. Pilot, well... Vehicles, if they're in the game then the Pilot skill determines how good your character is at steering the vehicle and how far he can jump with it and other things. (I'm not very interested in cars so I don't know what a good driver can do with a car really.)

15. Electronics can be used for crafting various electronic items like shock batons, cattle prods, electronic lockpicks and mashing down certain items into scrap electronics. It can also be used to recharge drained cells. You can cut the power of places with this and turn off any lights, terminals, alarms, forcefields and turrets that were connected to it (Not every place will become blacked out, some places have back up generators for alarms and turrets.) And of course a lot of quests can be solved by using it, like sabotaging any electricity powered things.
You can also, depending on how high your skill is, turn off any robots and turrets and then with Hacking convert them to fight for you. Though converted robots don't get any +damage or +health from the conversion. They can be repaired with Mechanics and scrap metal/electronics.

16. Medicine... I'd rather have First Aid and Doctor back but there are already so many skills on here.

17/18. If we have a map node system with random encounters then this skill will function just like in the old games, I don't know if these two should be merged or not though, merging them could make Survival too useful but leaving them as separate could make Outdoorsman feel hollow.

19. Hacking, what it sounds like, you can hack any computer interface with a deep coded lock.

20. Lockpicking needs a new minigame system and an option to make it dicerolled, otherwise it's basically the same as before.

21. Steal, I think that Steal should be brought back, but if brought back then there should be a lot more moments where can steal something of value.
Not necessarily of $ value but rather quest value, say someone has a key on himself, you could either disguise yourself with Deception and say you're a new high ranking officer, you could use Electronics to turn off the lights by cutting some wires and have him lured to the wires trying to fix it and shocking himself unconseaus(???) you could smooth talk him with Persuasion or you could use the Steal skill to take it from him.
If you are sent to jail for a little while at some place you could steal the guards key when he's making his rounds, or you could steal back any confiscated stolen items by stealing the key from another guard and steal back the confiscated goods.
You could pay a hefty sum of money to get in at some place and then steal back the money, or you could steal the ammo from the guard and engage a fight with him causing him to either retreat or fight with his bare hands.
It could be a very very valuable skill.

22. Sneak only means you're great at keeping yourself undetected, it does NOT mean you're a great thief and it does NOT you know how to conceal items better.
Just means your footsteps are that of a mouse and you blend in with the darkness, mainly for getting around undetected and to silently kill things.
This means you can still be successful with the Steal skill even if you are detected by someone, as long as you're not completely detected by the one you're stealing from.

23. And finally, Traps, first off, traps should be more deadly, secondly, there should be more of them, ranging from a huge log chained to the ceiling to an alarmed door.
So for the skill to be worth it let there be more traps, hell, let there be moments (not a lot) were you can't even continue further in a building until you've disarmed the trap.
You can also create traps of your own, and yes, they are very deadly.

24. Armorer, used for crafting new armors and for reinforcing old ones and generally maintaining armors, this means that Mechanics/Repair does NOT repair armors, it's all decided on this skill. So if you have a low Armorer but high Mechanics/Repair then you'll be crap at repairing armors but great at repairing weapons.
The better armor you have the easier to repair armors it is, and you can also choose to further upgrade your own gear a lot of times and even craft new combat armor from cheap materials to sell for a high price.


Skill cap should be 200. (I'd rather have it at 300 though.)


Note:
Take a locked door, you want to open it:
With Strength you can bash it down, though the sound of the door breaking will make any NPC in the nearest 30 meters come looking for what it was. (Can only be done to wooden doors)
With Lockpick you can pick the door or container with no NPC awareness penalty.
With Explosives you can blow up the door though any container you blow the lock off has the chance of the item becoming destroyed. This will alert any NPC's in 70 meters. (You can only use C4 and Time-Bombs to blow open a lock, C4 is expensive and Time-Bombs are timerequireing to craft.)
With Chemistry you can craft different acids, all with different strengths, some able to chewing through Very Hard and some only being able to handle measly Very Easy locks, this will cause a smell that make any NPC's in 20 meters come looking for the source of the smell. (There is a delay to it.) ((Acids have to be crafted and the better ones are harder to get the materials for.))

Lockpick remains the best solution, Explosives is expensive and can damage the items inside container and draw everyone's attention, Strength cannot be relied on for every kind of door, only wooden ones and Acid is very hard to craft the better acids with, so a lot of time has to be spent hunting for materials.
So while other things can be used to pick locks it still remains as the alpha solution.

Options!

Extra note:
By removing Gambling Pilot, Outdoorsman and Traps it would end up being:

01. Blade
02. Blunt
03. Hand to Hand

04. Guns
05. Chemical Weapons
06. Explosives
07. Energy Weapons

08. Persuasion
09. Deception
10. Barter

11. Chemistry (Primarily crafting but has other uses too.)
12. Mechanics (cosmetic change from Repair (Includes some aspect of Science as well))
13. Electronics
14. Armorer

15. Medicine
16. Survival
17. Hacking

18. Lockpicking
19. Steal
20. Sneak

Pilot, Gambling, Outdoorsman and Traps only works if the game is designed a specific way, so they are less likely to happen.



Races
Spoiler
Let us choose what race to be in Fallout 4.

Start out with:
* Wastelander > Prime Normal (race trait)
* Super Mutant > Nightkin (race trait)
* Android

* Ghoul
* Trog

Android (UnDeCafIndeed + Gabriel)
Pro's
- Base HP (before endurance effect) x1.5
- Double effects from endurance
- +1 to Str, End and Per (changed my mind with the perception)
- +5 initial DT
- Does not require SLP/FOD/H2O
- +2 to detecting enemies on radar (10 real PER = 12 PER for the detecting enemies)
- Unique perks exclusive to Androids
- Immune to radiation and poison

Con's
- Base skillpoint gain halved (if the formula is 10+(intx0.5), it would be 5+(intx0.5) for androids)
- Perks one level later than others (if normal rate is 1:2, for android it'd be 1:3)
- -2 to max int and cha
- When lit on fire, it lasts twice aslong as with others, though fire does not do more damage than normally
- Does require ENRG and SYN
- Pulse or Tesla or Shock weapons inflict twice as much damage on Androids.
- Harder to heal oneself due to very expensive mechanics NPC's and expensive healing items.
- Harder to find healing supplies, those one does find (scrap metal/electronics) does very little to heal oneself
- Very reliant on Electronics and Mechanics which means Android players might have a slightly/heavily limited amount of skills.



Wastelander
Pro's
* Bonus to initial reaction from humans.

Con's
* Initial reaction from mutants and ghouls halved.

Wastelanders have no greater pro's nor con's over the other races, they are the default race, basically, they are the SPECIAL 5.5.5.5.5.5.5.
The race with the most freedom but also with the least bonuses and penalties.

Prime Normal trait tweaks:
Pro's
* +1 INT
* +1 CHA
* Persuasion, Deception, Barter, Electronics, Mechanics and hacking gain x1.5 (This meanas that with this race trait and the normal trait Good Natured you can get a massive head start on support skills with the extreme drawback to combat skills.)

Con's
* Endurance effects with +% to rad and poison resistance is halved.
* All combat skills are decreased by x1.5



Super Mutant
Pro's
* Base health x2.5 (Base health is 100 in FO3 and NV so it's 250 for Super Mutants.)
* +5 to min STR (6 is the lowest, can't go lower than that. (How much sense would it make for a super mutant with 3 in strength?)
* x1.5 damage with all blunt weapons and Hand to Hand weapons.
* x1.5 reloading speed and equipment speed with big weapons (minigun, flamer, gatling laser)
* Immunity to Radiation and +30% poison resistance.
* +10% damage resistance against laser, explosives, bullets and fire.

Con's
* -6 to max INT (V87 super mutant = dumb dumb by even Tabithas dumb dumb's standards.)
* -4 to max CHA
* Due to super mutants hostility towards humans a lot of them will kill SM's on sight and the rest will be very suspicious of you.
* Cannot use smaller weapons. (SMG's, pistols, revolvers, sawn off shotguns et cetera.)
* Has veeeeeery few armors in the game.


Nightkin trait tweaks: (Sebor13 + Gabriel)
Pro's
* Stealthboys last twice as long and can be used two times before depletion. (Perk later on can allow to recharge depleted stealthboys.)
* Have a greater chance to find stealthboys in random container spawns.
* x2.0 sneak. (If base sneak with tagged is 30 then it becomes 60)
* +1 min AGI

Con's
* health is x1.5
* +3 to min STR
* -2 CHA for super mutant NPC's. (Due to the schizophrenia.)
* You occasionally hear whispers and enemy voices and can see random red dots pop up on the compass while there is nothing there. (Craziness.)
* Friendly NPC's can also show up as hostile dots on the radar.




Ghoul (UnDeCafIndeed + Gabriel)
Pro's
* Each tagged skill earns 2.5 more skill points than for other races. (Ghouls have after all lived for a very very long time.) (So if base is 15 then it means 37 per tagged skill)
* Machines that use "detect life" scanners cannot see them. (Thanks to Broken Steel that made ghouls have 0% body heat...)
* Gain exclusive perks surrounding radiation bonuses. (Healing crippled limbs, storing radiation, unleashing a radiation cloud like Glowing Ones can, stuff like that.) (Hell, every race except for Wastelanders and Prime Normals should get exclusive perks for their races.)
* 100% radiation resistance.
* Radiation heals over time (slowly). (Both health and crippled limbs.)
* Kinsman ability, feral ghouls and aggressive SM's are more likely to leave the player alone if not provoked (not being friendly, just having a possibility to be less agressive and ignore the player).
* Bonus to initial reaction for non-feral ghouls, neutral/friendly SM's and human ghoulsympathisers (excluding characters with set mindsets).

Con's
* Cannot wear heavy armor or power armor.
* -1 to Charisma (I saw that thing on Arcanum about "beauty" and I think that would suit ghouls better but since we only have Charisma I guess this'll have to do.)
* -1 to Agility. (They aren't exactly the best gymnastics, they'd probably lose a limb if entering the OS. )
* -2 to max Endurance.
* No natural DT or DR.
* +15% recieved damage.
* (those two due to skin and flesh conition)
* Initial reaction from humans halved (other than ghoulsympathisers).
* Slower movement than humans.



Troglodyte
Pro's
* +7 DT (due to their thick skin
* Sees better in dark areas
* x1.5 to Traps, Survival skills
* x1.5 to base health
* +2 to min END
* x3.0 to END effects. (Radiation and poison resistance.)
* Gain no penalties to any races initial reactions, Trogs are neutral with all other races. (Ferals and krazies can still attack them but are not "as" likely to do so.)

Con's
* Takes longer time to adjust to bright areas when leaving a dark area
* -2 to max ITN
* -2 to max CHA
* -2 to max AGI
* Gains no bonuses to initial reactions.



Unlootable Armors
Spoiler
Unlootable armor/clothing:
* If you explode the enemies head then their headgear is destroyed.
* If you shoot off an arm, leg or explode the entire body then the armor is destroyed too.
* If an enemies armor reaches 0 CND then it becomes broken beyond repair, so even if you don't chop off a limb the armor might still be unlootable.

This means that it's best to go for headshots and try to get as little "splatter" as possible.



No more health for leveling up
Spoiler
Here's a wild idea, how about having fixed player health?
No +hp per level.
The only way to get an increase in health is by taking Intense Training>Endurance, Lifegiver or getting an Endurance implant.
If they balance the enemies health, damage and armor around this fixed health then it could produce a more balanced combat.

So it's base health + ENDx#.
Say that base health is 50 and each END gives +5, this means that top health for a lvl 1 player is 100.
By getting Lifegiver we get +15 more health and by taking rank two we get +15 more.
The max amount of health is then 130 for the player character.

This means that armor is far more important than it was before and if balanced right then even regular small time raiders could become a challenge if the player isn't careful.
Right now I feel that END is pointless, it used to give more health per level the higher it was, now all it does is increase base health, so if it's gonna stay that way then remove the +hp per level and balance the game's combat around it.

(All weapon stats will of course have to be changed.)

Why I would like this is because I feel that humans should be humans, this doesn't necessarily mean realistic combat (headshot=instakill) but the player character should not be able to walk around like a god because he/she has 500% more health than the average human in the game.
So the player character can get better in his/her skills and get perks and traits (which a large amount of NPC's should have as well.) but we don't magically become a bullet sponge.

It's just that, how come we can walk around with a ridiculous amount of health while the NPC's don't get to?
I understand that with better Endurance we can withstand more damage, but how do we magically get this +health increase per level?
We should not be any better with health than other humans are.
Why should we? Cause we're the player character? Yeah, we've seen how balanced that turned out in FO3 and FONV.
It all depends on your and enemies END stat.
If an NPC has 8 END and a metal armor MK II it means that it's a tough son of a [censored].
If he wields a minigun then we should fear for out lives.

So say we find 5 raiders, three of them have END 6 while two have END 3.
Their health is: 80+80+80+65+65.
Your character has END 8, it's 90.
Total amount of health is 370 versus 90.
Depending on your equipment and theirs they can present a tremendous challenge.
The strength is in numbers, the more enemies you face the harder they will become.
Cause while facing one of them is reasonable since you both have the same amount of health facing 5 means their health tops yours.

Make combat more exciting by making all humans equal, all depending on what armor and END stat we/they have.

Only problem I see for this is those that "want" demi-god characters.
But yknow what?
If you want a demi-god then turn the difficulty down to Very Easy AKA Cakewalk.

Note: I know I can nerf myself, thing is, I shouldn't have to, the game should be balanced towards making a challenge to the player.
Extra Note: I know that this might seem unorthodox(Is this the right word?) for an RPG but what harm comes out of it? We can still improve our health if we wish to it's just that we don't get such an absurd health over other humans.
Third Note: Players are given health every tenth level. ENDx0.5hp. At level 40 the total amount of a 10 END character is +20hp. (if cap is at 50 then the total health a player can earn is 155. (Which is well over any human character. Still less than super mutants, trogs, deathclaws or giant radscorpions though.)



Disadvantages (Yay for self enforced perma-nerf)
Spoiler
Add Disadvantages to the character creation.
Disadvantages are strictly negative features for those of us who want to roleplay or gimp our characters permanently.
So if we think that we are too powerful then at our next character we can pick the Bad Health disadvantage which lowers our base health by half.
Or we could pick the Barely Stabilized disadvantage which removes any health given by level ups.
Giving enough variations of Disadvantages we can optimize the game more for our preference and us who want it to be harder can make it so by permanent gimps.
Those who does not wish to use these don't have to.
You can pick as many Disadvantages as you want.
Examples:
* Enemies give twice as much damage.
* Poisons are twice as lethal. Rank 2: Trice as lethal. Rank 3: Four times as lethal.
* Limbs have 50% less maximum health.
* Permanently cripple [limb]. 6 ranks.
* Enemies reload 20% faster. Rank 2: 40%.
* Enemies run 10% faster. Rank 2: 20%. Rank 3: 30%.
* Enemies attack 10% faster. Rank 2: 20%. Rank 3: 30%. Rank 4: 40%. Rank 5: 50%.
* Stimpacks heal slower on hardcoe Mode.
* Food Items no longer give health.
* Water no longer give health.
* Radiation intake it doubled. Rank 2: Trippled. Rank 3: quadrupled. (Base rad 2rads/1sec, rank 1: 4rads/1sec, rank 2: 6rads/sec, rank 3: 8rads/sec.)
* Healing items are more expensive to buy.
* Radaways are rarer to buy.
* Critical failure is more likely to happen. Rank 2: likelier (This is a real word?).

By giving us this new self imposed permanent gimp feature we can create our own balance in the game and tweak it the way we want to.
Sure, we're suppose to play the game according to the game's set rules, but if you as developers fail to create good rules to follow that are balanced then we who are on consoles are [censored] all out of luck, cause at least PC users can get mods to tweak their balance.
This new mechanic is needed for us who want to create our own balance on consoles and maybe even PC, for us who feels that the game isn't hard enough and want to make it harder.
Sure, I can choose to, in Vegas and FO3, to avoid buying the radaways, but it feels like I'm locking myself out of the games content.
I cannot play the game as I want to play it.
If I find radaways I want to be able to buy them without worrying about breaking the balance.
So how are these permanent gimps different?
Well, they're permanent, for us who are weak willed and are bad at imposing limitations on ourselves this is a great solution.
Cause once we create the character then the damage is done, no matter how much I want to find 200 radaways I simply won't be able to.
It's like a bandaid, imposing limitations on ourselves as it currently stand can be like pulling it off very slowly and then placing it back on the skin and slowly pulling it off again, it's annoying and slightly painful.
But these disadvantages are like pulling it clean off, once you've checked the ones you want and finish character creation then the changes has been made.
I for one am bad at imposing limitations on myself, when I find a new great weapon I want to be able to use it without having to worry about enemies becoming too easy to kill, so with Disadvantages I can check the box to make them have more health or DT or maybe lower my own damage by 10 to 50%.

I see no reason why this shouldn't be included.
Might take some coding and scripting to fix but once done it can really help people like me.
And if you don't like it, then you don't have to use it.
Win win in my eyes.

"But isn't like that now? If you don't want it to be unbalanced then don't use the good stuff?"
Yup, it is, but why shouldn't I be able to use the good stuff?
By including this new feature I can use the good stuff and still have it balanced.
I can choose to use any high level items, perks, armors, weapons, meds and chems I want to.
And if I checked a lot of Disadvantages at the start of the game then even though I use these high level stuff I can still have it balanced.

"But won't they have to balance the game towards these?"
No, they won't. The reason for these is to simply make it harder in a vast variety of ways for the player.
It's only there for us who think the base game is not balanced.
So they only have to focus on balancing the Vanilla in their own way and leave it up to us to balance it out in our way with Disadvantages later if we feel that it isn't balanced.

And I don't think that too much time and resources will be spent on this.
They're basically like perks, just the other way around.
Can't be too hard to design, code, script, blabla for professional developers right?

[edit]

You get to relocate your disadvantages at lvl 10, 20 and 30 (every 10 levels).
Cause in case one disadvantage didn't turn out the way you expected you can still relocate it later on.
Would be kinda bad if you gimp yourself on a couple of things then at lvl 13 figure out it did not turn out the way you intended it to and are now stuck with that character or have to restart your entire character.
So you will be able to respec Disadvantages but you won't be able to do it any time you want to, you get 4 chances, one at creation and 3 more at each 10 levels.



I do NOT want
Spoiler
So I've said tons of stuff I "want".
Time for stuff I absolutely do NOT want:

No Enclave as major faction, minor or like in New Vegas with remnants is fine.
No cover behind chest high wall mechanic unless it's completely optional. (Meaning I don't get shot dead four times over for not spurting from cover to cover.)
No automatic regeneration of health at the get go. Only allow that through perks and implants. And even then somewhat limited.
No linear game design a la FO3 where we're forced to join a faction we don't want to join.
No Liberty Prime or Oblivion ending where I don't get to do crap.

Don't continue the game past the ending, that's an Elder Scrolls thing, not a Fallout thing. Fallout needs to have lots and lots of ending sliders that tell the tale of the wasteland after we're done affecting it. Allowing us to continue will just devalue those ending sliders or the ending sliders will follow ES design and "not" change the world, which Fallout is all about; Changing the world. Unless it's an easter egg continuation like in Fallout 2.

No perk every level. And no perk every other level if the cap is higher than 30. Make it every third and make them more powerful instead.
No slow-mo feature, this isn't Max Payne.
No Matrix jumping around crap, this isn't Wet.
Don't merge Guns and EW, this isn't Elder Scrolls.
Do NOT allow us to get pregnant or have a child, a baby takes 9 months, this isn't Fable.

Don't allow us romance options in the game if the writing for that romance isn't loooooooong and very greatly written. (Long enough that it doesn't just "stop" like companions do after we've exhausted their dialogue options and personal quests.)

Don't allow us to buy shops here and there, this isn't Fable. Allow us to buy "maybe" ONE shop, and have another one where a guy wants to go into a partnership with you where he does all the paperwork and you do the more practical things.

No realistic health and headshots as default, have that in a [Realism Mode] or exclude it completely.
No bullet sponges.
No more "[Intelligence 8] So you fight the good fight with your voice?" *shudders*
No more super mutants that can be killed with a freaking hunting rifle.
No more 1 damage from a super mutant fist to the face.
No more level scaling.
No more dungeons every 40 meters.
No more generic Raiders, all groups in the game has to have a name and some lore building to them through notes, dialogue, quests and audio logs.
Don't merge Guns and Energy Weapons.
Don't do any marriage crap.


Healing and Drugs

Spoiler
Rework the healing and drugs system.

Drugs should take a couple of seconds to kick in, the stronger the drugs the faster and more effective they are. So a weak Psyho takes maybe 10 seconds to kick in and only does 15% extra damage. While a strong Psycho takes 3 seconds to kick in and has 30% extra damage.

Hydra and Healing Poultice should take longer to heal limbs but there should be a negative effect to them too, for 12 in game hours limbs take 50% extra damage. Cause right now they're far too powerful.
Addiction for Hydra and Healing Poultice makes the 50% extra damage permanent until you visit a doctor or use Fixer.

Fixer should have a % chance of removing addictions, the stronger the addiction the harder the % for a Fixer to fix it. Making doctors more viable choices but also more expensive.

Doctors Bag's should not instantly heal limbs, when using a doctors bag an ingame hour should pass.

Stimpaks and Super Stimpacks should have a max limit to how many can be taken like how potions in Oblivion could only be used a certain number of times.
It's based on the END stat, for 1stimpack:1END while 1SuperStimpak:2END.
When you reach this limit a message pops up telling you you can overdose if you take any more, for each additional stimpak you take the overdose chance is raised by 20%.
So if you reach the limit and take another stimpak it has a 20% chance to overdose you and the next has a 40% chance.

Healing Powders have no overdose or limit to their usage, making a high supply of them a great substitute.

Addictions should be more hurtful, making an addiction a pain in the ass to have, maybe additional effects to the -stats?
Like, Med-X can cause your max health to decrease or make more impervious(?) to pain (+damageonplayer).
And Steady can cause your accurcy to drop or your recoil to be more severe.
Super Stimpaks can cause head pains a higher chance to being knocked down and a max health drop.
Just make addictions something to fear more.

Healing items shouldn't be used for granted, they shouldn't be just positives, there needs to be a negative to them too so the the player doesn't rely on them too much and so they don't abuse drugs all the time.
Could also make Endurance's addiction resistance (5%:1END) and perks more useful.


Bethesda, the absolutely first thing you should do in Fallout 4 is
Spoiler
implement the wattz 2000... WHY HASN'T THIS BEEN IMPLEMENTED YET!?!? /capslockiscruisecontrolforc00l.


New civilized humanoid ideas
Spoiler
Intelligent Mirelurks
Spoiler
Oh! I got it!
Okay, so I want Mirelurks to be intelligent and capable of interacting with humans on a civil level and hopefully spread out enough to be a big part of the franchise and I know how to make them intelligent!

Okay, so a breeding ground for mirelurks has been in a mentats production facility for over a century, these mirelurks has through generations of mutation along with the mentats effect grown capable of human intelligence.
They are not cavemen but they are not the avarage human either, they're something in between, intelligent but inexperienced with mechanics, electronics, trade and social standards.
Storylines could include racism towards them, them overpopulating their home and need to find other lakes and rivers to colonize, humans hunting them down for their meat and eggs, discrimination, maybe even interacial relationships and so on

It's not too farfetched to me, mirelurks has gone through heavy mutations and add in that a certain breed has had contact with mentats over generations of breeding and it could very well work.
Since they produce very rapidly as they lay eggs over carrying a fetus inside them for 9 months they could expand quickly if the choice of the player to tell their leader to colonize other lakes and rivers is made canon.

I really want a new civilized humanoid race to be part of Fallout, and I think Mirelurks could work. I'd rather have Trogs but if I can I'd like both.
Cause Super Mutants are dying out, and while new ghouls can be created they cannot procreate so they are eventually going to be a dying race as well unless they finally use Reservation from Van Buren.
So I think it's best to introduce new civilized races as early as possible and let them work out their differences with humans over the course of games while subtly killing off Super Mutants and possibly regular Ghouls.

Replies
http://www.gamesas.com/index.php?/topic/1243132-fallout-4-speculation-suggestions-and-ideas-41/page__view__findpost__p__18883677


Sandmen
Spoiler
Sandmen are sort like Desert Ghouls, they are like thin The Thing's, very cracked and tough skin, an inherent DT bonus and Agility disadvantage.
Their mutation came from the ghoulification, causing them to rapidly regenerate their lost tissue, but due to the constant exposure to the desert their skin stopped falling off and at some point started to layer over their scabs, causing a very cracked skin that is continuously layering itself with new tissue. Every couple of years they forcefully shed their scab-skin and start a new because it becomes too hard for them to move.

How about that? Sandmen is of course just a working title which I myself hate, sounds too Star Wars'y.

----

The Sandmen is just an appearnce I've had in mind for years, never really expanded on it, so their culture is not something I have thought of.
But I thought of another thing to add to their mutation, in Broken Steel ghouls apparently have no body heat, yes it's ridiculous but let's roll with it.
Sandmen hate that cold, so they thrive in the warmth of the sun and especially the deserts which is what caused them to spend so much time in the sun to alter their mutation in the first place.


Blood Men
Spoiler
Now Bloodmen, they work on that mentats idea I had.
Pre-war there was a facility that was working on making plants out of flesh, plants that would grow out of the ground and eat bacteria, flies, bugs and basically anything coming in contact with them but which would produce edible meat for protein. The plants are also blood red.
The experiment was to solve starvation issues in less fortunate countries and to provide a secure future for America in case overpopulation becomes such a trouble that cows and chickens cannot be produced fast enough.
When the bombs hit the plants slowly grew out of the facility and have slowly spread across an enourmoues(?) area.
Very early of the Great War a band of survivors found these plants and set up camp near them, they offered meat straight out of the ground which was such a comfort that they made a small town.
Over the course of one and a half century of eating these plants they have through generations been genetically altered themselves, they've lost contact with the outside world and devolved into a very basic tribe.
They are roughly the size of Lily in New Vegas, very muscular, blood red skin, pitch black hair, very fair faces.
They have very strong regenerative abilities. But. They are strict carnivores now. And because of their size they need to fill a certain quota of nurishment. This means not many of them leave their lands, and those that do rarely have pretty reputations. The ones that have been encountered outside of the blood lands are very unpredictable, if you travel with one of them and they get hungry it won't be too long before they panic, kill you and eat you. They simply don't know what to do when they get hungry. Due to this they are often causing problems in communities with brahmin herds, often being called demons because of their demonic appearance.

In the blood lands other animals have eaten these "plants" as well and mutated, becoming far more dangerous. The blood lands is not a place for the inexperienced, it's animals are often camoflauged and very dangerous when entering their territory.

One problem with these plants is that, they eat other plants, and they breathe too, so the air in blood lands are really thin.
And if left alone, these plants could potentially take over the world (in thousands of years maybe but still), they eradicate any other trace of life and leaves behind only a sea of mutant fleshy plants, if or when they take over the earth's land they will svck up all the air and leave the atmosphere completely drained.

It's a pitch of what I had in mind for Blood Men.

----

About fleshy plants, my idea was kinda with blood grass and those blood bush thingies from Oblivion, there are only 4 or 5 types of plants growing in blood lands so there aren't gonna be trees or anything like that.
The idea of their pitch blood red colour is simply for shock and awe artistic design wise. Imagine laying eyes on a sea of blood for the first time only to discover it's a mutated kind of plant.
Hell, since they feed off of contact they could drain health from you as you walk this land unless you have an armor type on with accompyning boots that prevent it.
So the reason for their pitch red is simply to shock the player, it'll look like a massive bloody mess has happened.
Changing the design could work but I dunno if it would give the same shocking impact and their natural colour is the cause for Blood Men to become demonic in their appearance.
Like, how if you eat carrots you turn yellow or if you eat tons and tons of tomatoes you turn red, the plants has one of those enzymes or whatever that will colour the person eating it if too much is ingested.

But they're both just pitch'es, they need work.
The design I had in mind for Bloodmen doesn't clash as well if the land isn't bloodred though.

(I'd rather the game uses a map node system, imagine loading a new node and then BAM! smack dab in an organic mess.)

The blood lands would of course have more to it than just "omygoshthelandiscoveredwithbloooood!", the Bloodmen know of what the plants curse is that they kill off other plants and can potentially kill the world so they salted the borders in order for the plants to not be able to set soil there and they keep out outsiders and prevent people from taking the plants with them.
A storyline could include people wanting to use these plants for food and doesn't care about thier so called "curse" as it's free food. They consider it a gift from the gods that should be spread freely.
But the Bloodmen knows that if it's distributed through trade then control over the blood plants would seize to exist and the end of the world above water would be drawn even closer.

----

2. Well they kinda breather a lot more than plants would and they produce no new oxygen which regular plants do, oxygen still gets through blood lands but in a lot more limited amount which could cause a -1 END until the player gets adjusted to the thin air.
And here's how I thought about it that say that there is a small circle that is blood land, now, say that cirle gets big enough for the air in the middle to be so thin that even the plants there cannot survive, then the borders would act like a giant wave continously swalloing everything in it's path whilst killing it's own plants as well.
Couple this with trading of the plants and it won't just be isolated to one area, no it could very well spread all over, killing every plant in it's path and draining the oxygen to such low levels a lot of the plant life dies out.
The end of the world could just be a prediction that the Blood Men has, doesn't mean it has to be true, but allowing the plant to breed freely can still be catastrophic. Besides, the Blood Men is a tribe, they have long since forgotten that the earth is round and that there are 5 continents (Or is it six?) They only know that there is land and that the plant is going to kill it if they lose control.



Legion getting a lighter shade of gray
Spoiler
The Legion are going to change no matter what ending is used, the new Caesar could be more kind towards mutants.
Or maybe at first just using them.
Using the ghouls to create the radioactive stretch of land could be solely for Legion's safety.
And only later a bond between mutants and Legion form.
They allow them into their lands and basically go "You leave us alone and we'll leave you alone but you break any laws and we're coming for you."
After a while mutant settlements started and caught Legions attention.
Since mutants cannot procreate and since they can't serve in the Legion what should be done? Enslave them? No the new Caesar knows of the past Caesar's mistakes. You need allies.
And since ghouls can be used for radioactive areas where their soldiers cannot go, what's better? To send them in as slaves when they could just sneak the hell out of there? Or befriend them and contract them to help them out at the radioactive area.

So at first, they were just using them for their own safety, but in time they created a good relationship with them.

Change is going to happen to the Legion or whatevers left of it.
And this could be change for the better.

Besides, I want a mutant friendly land for once, and Legion being that? It feels very ironic somehow.

Oh and they don't really... Well they don't hate/loathe/dislike them either but uhm... Yeah they don't "like" mutants, at least not most of the Legion, but they obey Caesars command no matter what.
And they don't consider them "humans" though. That might be a bit discriminative. But it's like "Well, I don't consider you a human and that's final, still, you don't [censored] with me and I don't [censored] with you, now if you want to live here that's fine, I'm not gonna behead you but if you break the law I won't give you any special treatment, you'll wind up on the same cross that humans wind up on."

The ghouls find it distateful how the attitude of some legionnaires are but as they still don't oppress them to the same degree as other places have they find Legion's lands to be safer to live in due to the strict order it has and lets their smug comments pass.
I mean, a land where they can actually live in without feeling threathened? A land where there are no raiders in? A land where they can have successful trade and even settle down like the normal humans they used to be?
That's not worth spoiling over some smug comments.

User avatar
Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Fri Nov 18, 2011 6:15 pm

i'd like to see a mix of fallout 3 and new vegas with the skyrim engine. i'd like things like the metro underground from f 3 and also more civilisation like you saw in new vegas. to me new vegas was to enclosed, it was quite small and it was also to untouched by the war but f 3 had the gritter darker post war setting. i loved the faction rep in fallput nv and actually being able to side with different factions. fallout 4 to me needs a large open enviroment but to me what it really needs is a proper city/town with a large population. In fallout nv you hear stories of thousends of legion and ncr troops but wherever you go this does not seem evident.
User avatar
Enie van Bied
 
Posts: 3350
Joined: Sun Apr 22, 2007 11:47 pm

Post » Fri Nov 18, 2011 10:02 am

I have made multiple changes with backstory of factions and I am currently working on vault backstories.

My mega-post:
Spoiler

Note that these ideas are for a game that ALSO features Detroit and St. Louis, Chicago is just the focus.

I have been playing around with some faction ideas for a Chicago game but they keep getting buried in the suggestions thread.

Major Factions:
The Syndicate-
After the Great War dozens of gangs took control of Chicago and in 2254 the Enclave Chicago outpost managed to unite them under the Treaty of Chicago, forming the Syndicate. They had decided there symbol would be a crow rising into the air. The Syndicate has a perfect set up, they are within Brotherhood territory so they are safe from the Radiation and the MLA, the Brotherhood capital is in the heart of their territory, forcing the Brotherhood to cooperate with them, and they have a good relationship with the Communist Republic of Detroit, giving them many cars and small arms.

The Radiation-
After the Brotherhood lost most of its territory during the Brotherhood-Mutant War a group of peaceful, religious ghouls formed the Children of the Wastes. They believed that ghouls were the next step in evolution and should be worshipped like gods, not looked down upon like lesser beings. They had multiple bases, including the Reservation, Stronghold, Wigh an Paterso, Waste, Rad Nation, and Radiation. Brotherhood saw Radiation as a perfect military base to get their influence to the town Dirty Water so they told the Children of the Wastes to abandon it. The Children of the Waste refused, they did not want to abandon their home and the Brotherhood attacked. They wiped out the base and declared that they would ‘cleanse’ the MW from all ghouls. Outraged by this and saddened by the loss of Radiation the Children of the Wastes beliefs changed, they no longer wished to spread the word of ghoul rights peacefully, they now realized they fell upon deaf ears. They wished to be gods to men and they realized the only way to do that is through violence. They began military campaigns, slaughtering and enslaving humans, the adopted a new name for themselves, the Radiation in honor of the base that had been destroyed by the Brotherhood. There were many scientists within the Radiation, they experimented on humans to try and find a way to get ghouls to reproduce. They now terrorize the wastes as a brutal fighting force. Their symbol is the radiation symbol.

The Mutant Liberation Army-
A number of mutants at a labor camp broke free, stealing weapons, and going out into the wasteland when the Brotherhood was at its prime. They began going around releasing other mutants and humans who were mutant rights activists. They eventually formed the Mutant Liberation Army, attacking the Brotherhood and saving mutants. When they were big enough they attacked and took over St. Louis, the city that once was home for most of the supermutants. After that the war against the Brotherhood has been switching between in the MLA’s favor and the Brotherhoods.

The Brotherhood-
The MWBoS after the Barnaky Ending, they once controlled all of the territory from the Rocky Mountains to Lake Erie but after an MLA attack on the sensor array station that controlled their robots was destroyed, the fighting robots entered a self-destruct sequence and the non-combat robots continued on their last orders. They retreated back to the Chicago area, temporarily shutting down Barnaky and bringing him from Vault 0 to Chicago. After that and many more years at war the Brotherhood is very weak, they’re barely able to control the small area around Chicago that makes up their land now. Their symbol is a steel ring with two BoS symbol swords through it in an X formation.

Minor Factions:
Talon Company-
With Talon Company gaining very negative reputation from their gruesome work in the Capital Wasteland (Known by Talon Company as the Capital Incident) they decided to spread west. Along the way they became rivals with the Red Hands, a large mercenary group from the MW similar to Talon Company. Although they still fight from time to time they have decided to make Chicago mark the borders of their turf.

The Communistic Republic of Detroit-
After the Great War most of Detroit was reduced to a large crater. A man named Howard Day lead his slavers into a part of the city that was not badly hit (the western part) and set up a large monarch slaver faction. Forty years later the kind hearted heir of the slaver community decided to abolish the slavery and named his free settlement the Kingdom of Detroit. He lived as a monarch for twelve years until he found an elementary school textbook that explained communism. Liking the idea that all were equal and, checking to make sure he did not turn it into a dictatorship like Pre-War communist countries, he made his settlement communistic and renamed it the Communistic Republic of Detroit. Even in 2294 the Communistic Republic of Detroit’s government is working fine, they have even expanded their borders and formed a second settlement called Troy. They once tried to annex Odin but failed.

The Legionaries- (Mitheledh, WONDERWOMBAT, and I)
With the death of Legate Lanius and Caesar Lucius rose to power. After poorly ruling Caesar's Legion for three months a twenty-six year old man named Daniel Tanning (before his tribe was absorbed into CL) claimed his name was Augustus Caesar and he was the only son of Caesar (which is a lie). Many supported him (because he was so charismatic and has some similarities to Caesar in appearance) and he attempted to overthrow Lucius. The attack failed and Augustus fled east with his supporters. He changed his followers’ way of life greatly. Women became equal to men in almost any area (except men are the only ones who can be warriors), warriors now carry shields, they wear metal plated body armor, they worship Minerva (Athena) instead of Mars (Ares), they have well established cities with art ( mostly paintings and music) and literature (history books and fictional novels) being made, and only middle and low class men through the ages of 20-25 were obligated to serve in the military. However people could volunteer as early as 15 and stay until they were 65, and if the upper class wanted to they could volunteer.

Most other members of CL went southeast and formed the Servants of Jupiter.

The Red Hands- (Niceman Candy and I)
An elite outfit of organized and well-equipped mercenaries who follow the strict orders of an omnipresent leader. Even as far as mercenaries go, they are the most vicious and merciless mercenary group known to exist in the Midwest.

The Red Hands and Talon Company are rivals, with Talon Company controlling almost every contract east of Chicago and the Red Hand controlling everything west. But both factions strike fear into both their targets and employers.

Far Go Traders-
http://fallout.wikia.../Far_Go_Traders Once a trading company in California, when the Crimson Caravan drove them to near bankruptcy they signed a contract with the Legion and worked for them for many years. However once the Legion reached the MW the Far Go Traders branched off, still trading a lot within the Legion but also in the war torn, rich MW. In Brahmin City about 60% of all of those caravans are employed by the Far Go Traders.
In a quest you can secure all trade under the Far Go Traders.

Vaults:
Vault 71-
A vault that had been composed of 500 happily married couples between the ages of 28-32. Each Vault Dweller was required to take the Standard Vault Citizen Test (SVCT) every year after they reached the age of eighteen (and they were also required to take it before entering the Vault) and they had to receive the Standard Vault Citizen Disease Vaccine, which prevented that person from catching most diseases. At least that was all the Vault Dwellers were told, for 10% of the first generation of them that was completely true but the other 90%s was tampered with so it sterilized them. On the SVCT one question asked whether or not they planned to have two children, only people who answered yes to that and the question of whether or not they were happily married were allowed within the Vault. So everybody who could have a child had two, their annual vaccine was given the chemical that sterilizes them after their second child was born.

So the second generation was only made up of 100 people, the Overseers (Ten people who worked for Vault-Tec's brains were put into robots who ruled the Vault) said this was a state of emergency and claimed to come up with (it was actually all planned, the following was in their instructions) Spouse Week, when the youngest person of that generation turned 18 they all had one week to find a spouse, those who didn't would've been kicked out of the Vault in a time where they were still told it was too dangerous (everybody foudn a spouse), then they were all required to have three children before they turned 32. Nobody could have more or less than four children; everybody was sterilized after the birth of their fourth child.

So the third generation was made up of 200 people, given the same rules. Everybody was in their early forties or late thirties when the Vault was open (it was required to stay shut for 100 years) and they had children that were about ten years old. Their Vault was directly below the town hall of a town near Chicago called Wheaton, after those one-hundred years the front signs W and N faded so (starting as a joke among caravans) they came to be known as HEATO (also because the sign had the name in all capital letters).

They had been given a G.E.C.K. which they used on the large farm next to their town, farming wheat and corn and selling those to caravans for weapons and other needs. For one-hundred and fifteen years it was like that until the Radiation (a large group of ghouls who felt that they have inherited the planet and any humans they find should be punished for their ancestors destroying the planet (dropping the bombs) through slavery) enslaved the entire town.

Vault 68-
A vault that had been filled with gangsters and mobsters. People were to teach their children all about the gangs and mobs of the past. When the vault opened they only had small guns, such as 9mm pistols, revolvers, and sub machine guns. All of the former residents of this vault formed tribe gangs that fought one another for over a century before the Treaty of Chicago was made and the Syndicate was formed.

Vault 42-
This vault had only been given low wattage light bulbs. The vault residents emerged as pale skinned light sensitive people. They live along the edge of Crater in old buildings with thick clothes strung in between them and in their original vault. Many farmers and security guards have found work in their settlement, guarding and farming for the town, causing two parts to grow, the vault dwellers and the workers.

Vault 29-
Vault 29 was a normal vault until the second generation in the vault was around eight years old. Then the brain that ran the vault killed the advlts and made the children believe she was a goddess. She had been a pre-war scientist named Diana; she had founded a village called Twin Mothers that was in a greenhouse constructed on the surface outside of the vault. There the vault dwellers lived in peace, worshipping the former scientist as a goddess. She tells them there is no world outside of their settlement, although scouting robots tell her otherwise. If you show up she will tell you to leave. If you go back and she notices you she will say you are a demon sent to terrorize Twin Mothers. Everybody will become hostile. If you sneak back in and tell everybody of the world outside they all abandon Twin Mothers and eventually find themselves in New Persia.

Story:
I was thinking that F4 should have you being a former resident of the town HEATO, starting with you being kidnapped by the Radiation and then your escape to a Brotherhood controlled town that is soon attacked by the MLA. Then you can chose what you want to do, try and free the citizens of HEATO (which would be a very long quest), help the Brotherhood fight the MLA and the Radiation (which gives you the chance to attack the Radiation base with the help of the Brotherhood) help the MLA (which also ends up giving you the chance to attack the Radiation), or you can help ghoul activist groups throughout the wasteland and can become an Honorary Ghoul and be allied with the Radiation (that you can chose to exploit and free the people of your town, or not).

By the way, I think the character should be called the Tribal.
Note, every settlement has a militia or are under the protection of a faction.
Settlements:
Boscbel- Brotherhood
The town Boscobel Pre-War, Boscbel is a Brotherhood outpost and the only safe path to the Dead Forest where educated missionaries and their hired guards go to try and modernized tribals with little success.
The Crater- Independant
Use to be the city Madison, it was directly hit by four nuclear bombs. After the Great War all that was left of it was eight blocks to the west, two blocks to the east, three blocks to the north, and four blocks to the south. Everything else is just rubble (but after the war it was brimming with good loot, now only the well hidden stuff is left).

Detroit- The CRD
The capital of the Communist Republic of Detroit. Detroit’s main export is vehicles, from motorcycles to cars to tanks. They are very accepting of outsiders and are willing to grant citizenship to all that they know have not caused them problems in the past.

Troy- The CRD
The second settlement of the Communist Republic of Detroit, they are the trading capital of the CRD. The only road to Detroit is through Troy.

The Ruined City- Independent
Used to be the city of Cincinnati, three nuclear bombs were set to fall on it but one's timer was off and it detonated in the center of the city 150 stories up. The bomber was killed in the explosion, the second and the third bomber's planes crashed in the middle of the countryside. The second's detonated with him in it but the third bomb was a dud and the occupant survived. He became a ghoul, living in small camps, moving every three days and scavenging (finding a dictionary and teaching himself English). When the heavily populated Vault 69 opened (as part of the pun of what it was made for anyway) The Bomber became a legend. He is still around in 2294 (when I hope the game takes place) and you can meet him. He has a special Chinese Pistol that has been modified to cause more damage than the average hunting rifle, but it only holds six shots. There are four ways to get it, convince the Radiation to allow the Bomber to live out his days among them, convince the people of the Ruined City to allow him to live there, kill him, or steal it from him.

As said in the first sentence (I got a little off track) the bomb exploded 150 stories up, destroying everything at that height and above. The people who lived there had decided to call it the Ruined City because of how creepy almost all of the buildings in the downtown area where the same height or shorter. It is the third most populated settlement (behind Chicago and Detroit).

Vendetta- MLA
The Brotherhood had been defeating the MLA, pushing close to their capital (St. Louis) and had made a large camp where thousands of mutants were executed. Within three years the MLA pushed them back and had decided to make the camp a base they called Vendetta, to symbolize their need to avenge those who were murdered there.

Brahmin City- The Far Go Traders
The main base of caravans trading among one another, named for all of the pack brahmin parked around it. You are more likely to find a good deal here than anywhere else in the wasteland.

Edgeland- Brotherhood
The northern edge of known life. The Brotherhood has scouted far north of there and has not found a single settlement or even a living creature. Everything north of there is called the Deadland.

Chicago- Syndicate and Brotherhood
A city completely controlled by the Syndicate, a large number of tribe gangs that are (unknowingly) united under the former members of the Enclave Outpost.

St. Louis- MLA
The capital for the MLA, well protected and where many mutants are trying to form a government.

Champion- Independent
A wealthy town that is well known for its fighting arenas. There are four, the Scrayper (named after Thomas Scrayper, the founder of the first fighting arena in Champion, the only one to offer every form of fighting (melee, unarmed, small guns, and all weapons), the Bloody Blade (a melee fighting arena), the Iron Fist (the unarmed fighting arena), and Weapon's Free (offers a free for all fighting arena, meaning you can use any kind of weapon). The only things in Champion are clinics, weapon dealers, drug dealers (although drugs are illegal in Champion) and, of course, the arenas.

Gale- Independent
A large town that used to be a tribal village, it's enemy was the tribe to the north, now the town of Clinto. They were at war for decades; until the Brotherhood showed up and forcibly turned Gale and Clinto into normal towns so their caravans from Napers could have a route to Lance and Vendetta (Vendetta was under the Brotherhood control for another seven years after that). They still despise one another, even in 2294 (the year I think the game should take place).

Clinto- Independent
Founded by a man who changed his name to Clinto after founding the town. He said the people of Gale were brutal, cannibalistic savages (he once lived in Gale but was outcasted for stealing) and he gathered much support over his campaign in eliminating Gale (he holds a pretty big grudge). Generations after he died they still hated Gale, and when it was made into a normal town by the Brotherhood they still despised Gale, their parents telling tales of Gale tribals kidnapping children for cultic ceremonies.

Westown- Independent
Brahmin City is the headquarters for all caravan companies but Westown is where many of the smaller ones have warehouses full of their stock (Brahmin City is very expensive, triple what you have to pay in Westown). Westown also is as the "Route to the North" because it is the most direct route to all northern settlements.

Spring- Independent
Once three raider gang lived in that area, the Brotherhood captured or killed the raiders and forced them to become a town so their caravan route to Lance and Vendetta would be complete. Things have fallen apart without the Brotherhood had stopped guarding the town it has fallen into slums ruled by five gangs, the largest gang before the Brotherhood had broken down into three smaller gangs. It's one of the most unsafe settlements in the MW.

Jacks-Independant
A farming settlement that went quiet two weeks before the game started. When you head into town you find that a group of crazy nightkin lead by the Shadow (a figment of their imagination) has told them to take over the town. If you persuade them that the Shadow does not exist or you kill them then the people of Jacks thank-you for saving them and they will dedicate their military force to whoever you side with.
Odin- (Mercman and I) Independent
A small but deceptive raider gang that took to take over the remains of Odin (London, Canada) when the Communistic Republic of Detroit tried to take over. They are now a settlement but, although rude to untrustworthy outsiders, are very civilized.

The New Kingdom- Indepedent
After the Great War a tribe that was run by a monarchy settled in the MW. When the Brotherhood was the strongest faction on the planet they had annexed that tribe, bringing them to their standards of living. When the Brotherhood began falling apart the ex-tribe became free again and formed the New Kingdom, once again ruled by a monarchy but with some changes. Now civilians can vote a family out of power if 75% or more disapprove of their style of ruling and now the town militia is volunteer (it used to be a draft militia, before the Brotherhood that is).

Taberna- The Legionaries
A Legionnaire settlement where Augustus Caesar lives. It is very large and well-defended, with its occupants trying to change their ways from a difficult CL life fighting to a new, more peaceful life.

Robur- The Legionaries
A Legionnaire settlement, although mainly a base. Very few civilians live here but many soldiers do.

Tribes:
The Iron Lines-
http://fallout.wikia...wiki/Iron_Lines Basically what the wiki says but they live in the area south east of Chicago instead, they are not very open to outsiders but if you approach their village and tell them you are a refugee from the HEATO tribe they will take you in as if you were on of their own.

The Furs-
Crazed tribals who kill descendants of grizzly bears (grizzly bears are called Beasts, Yao Gui are black bears) and wear their fur, which is how they got their name. They are cannibalistic, eating the bodies of the dead so that their souls can escape to heaven; they only eat people that don't die of natural causes when they are a fallen comrade or a fallen enemy. When any of a father's sons or man's brother reach the age of fifteen they must duel to decide who is the head of the family (whether it’s to the death or not is their decision). If you tell them that you are a refugee from the HEATO tribe they will allow you to become a member of their tribe, which will automatically give you the Cannibal trait (which I think should be a trait picked at the beginning of the game instead of a perk given later) if you don't have it already.

The Norse-
A large raider group who worship Norse Gods and go around slaughtering and taking from those who do not worship the Norse Gods. All raiding parties that run into you are hostile but if you approach their village they will allow you to join them, causing the raiding parties to become neutral. They are very unliked by all other tribals and basically everybody else. If you help Caesar's Legion expand and take over every settlement between their Eastern HQ and the area where the Isolated Tribals live the Norse will allow themselves to be annexed, abandoning their religion in a second.

The Iron Lines-
http://fallout.wikia...wiki/Iron_Lines Basically what the wiki says but they live in the area south east of Chicago instead, they are not very open to outsiders but if you approach their village and tell them you are a refugee from the HEATO tribe they will take you in as if you were on of their own.

The Rusty Hooks-
http://fallout.wikia...iki/Rusty_Hooks They are one of the largest raider gangs in the MW, numbering well into the 200s and having many villages. They are up to the standards of most tribes, although they are well ahead where weaponry is concerned. They possess a large amount of assault rifles, submachine guns, and munitions from a large shipment that crashed the day the bombs fell on the highway near where their raider gang would eventually call their home.

Scorpion’s Bite-
http://fallout.wikia...orpion%27s_Bite A deadly gang of chemists who use their knowledge to make the most powerful and addicting drugs in the MW but also to create the deadliest poisons possible, which they use in dart guns.
Their drugs such as Tranquil, Acro, and Burn (will go into further detail at a later date) are popularly used across the MW. They do not allow any outsiders near their base(that will cause them to go hostile) but are friendly to those they meet in the wasteland or in other settlements.

RMS Tribe- (Gabriel177dan)
The RMS tribe is a modern-esque slaver/tribal band of women.
They enslave men and force them to work in their mines and on their fields to gather as much materials as possible which they sell to other settlements in exchange for weapons.
No one really knows about their slavery.
The most outsiders know is that men are not allowed into their lands, and the women which enter always join them.
The name comes from a robot they worship, named Robotic Memories Storage, but it's acronym is what they took their name as.
The robot has the memories of a very influential writer in pre-war politics, though he did have great plans for how to exploit resources to their full potential he was a... Erm... Well... Man [censored]... A true sixist which considers women nothing more but [censored] toys.
But he isn't stupid; he knows that his charm and wits can win over any woman just like in the old world.
He uses these women for his own pleasure and for his grander goal: To tap out any and all resources.
They will be a fairly large faction (size-wise) and have a great deal of land.
They will use mid-high tier weapons, come in good numbers and have great tactics.
They mostly use their own customized leather armors. (Several variations)

If you're male, you will be enslaved and get a quest to get out.
If you're female, you can join up with them.

They are not the opposite of Caesar's Legion, those are the Daughters Of Hecate.

The Hooded Foxes-
Before the bombs fell a squad of US soldiers deserted the US Armed Forces, turned on their superiors, and freed Canadian Freedom Fighters who were being locked up in their base. After taking as much supplies, as many weapons, and as much ammo as they could they headed south. They were passing through St. Paul, Wisconsin that was once close to the US Canadian border when the bombs dropped. After the Great War they turned themselves into a settlement but decided to migrate further south when a north wind began spreading high levels of radiation towards their settlement. They ended up traveling all of the way to what used to be Waterloo, Michigan before deciding to settle down. After decades of simply taking down nearby raider gangs and robbing travelers the Brotherhood tried to force the nearby tribes, including them, to modernize so they robbed their weapon shipments, sabotaged their vehicles, and attacked their soldiers using guerrilla tactics. They wear animal furs as cloaks and hoods with scraps of Brotherhood soldiers’ armor. They wield everything from spears and beaten up assault rifles to Brotherhood standard weapons.


Creatures:

I had an idea a while ago of the Enclave Remnants in Chicago (who rule the Syndicate) have been testing FEV and are starting to make other monstrous soldiers like Frank Horrigan (which they named them after) but field testing went wrong 80% of the time due to the Enclave trying to make Horrigans so you might come across monstrous supermutants in PA labeled Horrigan MK1, Horrigan MK2, and Horrigan MK3. However towards the end of the game (no matter who you decide to help) The Enclave will have mastered creating them and will have an army of fifty Horrigan MK4s.


Brahmin
-Baby Brahmin
-Pack Brahmin
-Giant Brahmin
-Giant Pack Brahmin
-Mad Brahmin
-Bull Brahmin
Bighorn
-Baby Bighorn
-Giant Bighorn
Radroach
-Giant Radroach
Radiscorpion
-Giant Radiscorpion
-Baby Radiscorpion
Ghoul
-Feral Ghoul
-Glowing One
-Feral Ghoul Roamer
-Swamp Ghoul
-Desert Ghoul
Supermutant
-Supermutant Brute
-Supermutant Master
-Nightkin
-Nightkin Master
Centaur
-Giant Centaur
Deathclaw
-Giant Deathclaw
-Baby Deathclaw
Gecko
-Baby Gecko
-Giant Gecko
-Sand Gecko
Lakelurk
-Giant Lakelurk
-Baby Lakelurk
-Lakelurk King
Crow
-Giant Crow
Raven
Beast
-Giant Beast
-Baby Beast
Dog
-Vicious Dog
Bull Elk
-Giant Bull Elk
-Baby Bull Elk
Mount Lion
-Giant Mount Lion
-Baby Mount Lion
Giant Ant
-Giant Work Ant
Bloatfly
-Giant Bloatfly


Robots:

Cyberdog
-Giant Cyberdog
-Feral Cyberdog
Floating Eye
Mr. Gutsy
Mr. Handy
Protectron
-Modified Protectron
Security Bot (Like the Security Robots from Tactics)
Agricola Bot
Scurry Bot
Researcher Mk1
Locations: (not settlements)
Ancient Border Facility-
Before the Great War 60% of all science labs in the MW moved to a new bunker placed right on the border between West Virginia, Ohio, and Kentucky, it was called the Three Borders Facility (now referred to as Ancient Border). Most of them were very devoted to their work and had agreed to having their brains put into robots so they could continue researching long after they were supposed to die. In the year 2294 they are still working, develpoing newer technologies. Soon after the Great War they had realized the dangers of the waste and most of them had spent 20 years researching newer and better weapons (such as turrets) to improve the facilities protection. If you manage to get inside you will find a ton of powerful technology, but that is nearly impossible.

Windsor:
The smog combined with the radiation from the Great War mutated everybody from Windsor into mutated cannibals (http://fallout.wikia.com/wiki/Mutant_cannibal). The smog and the cannibals has helped preserve the ruins, keeping out scavengers and keeping the possible loot from falling apart (meaning you will find weapons and armor in noticeably better condition). The Communist Republic of Detroit tried to establish a settlement here but were pushed out by the mutant population.
The Bloom:
The remains of Bloomington. Although no bombs hit Bloomington the nearby nuclear waste dump along with an accident where the town hall’s nuclear reactor leaked caused it to be a highly radioactive area. Many feral ghouls live in the Bloom, keeping people away so the sandmen beneath can live peacefully. The Sandmen are ghouls who have lived in desert like temperatures for decades, drying up their skin. Their clothing is made out of rags, barely held together. They had wandered the desert for decades before settling down in the Bloom. They do not like outsiders, it will take a lot for them to be convinced you’re a decent person.

I have decided to come up with 'Wasteland Legends' for a MW Fallout game. Wasteland Legends should also be an in game book which your character can buy and read. It should also list there canon for what each character from each Fallout game did (Vault Dweller, Chosen One, Lone Wanderer, Courier, and the Warrior) along with a bunch of new characters.
Here's the first couple, and I will add more soon:

Vince the Butcher-
A legend that the MLA, the Radiation, raiders, and even the Brotherhood fear. A man who walks around wearing a wastehound hood and grimy pre-war business wear wielding nothing but a Unique
Cleaver (called the Butcher's Cleaver). He cuts all of the limbs off of his victims as he travels the wasteland with a former member of the Brotherhood who deserted after killing seven other soldiers for unknown reasons. (his friend is also a wasteland legend)
There is a four thousand cap bounty for him dead. However your character has the option to persuade him that the two of you need eachother to be able to cause some real havoc in the wasteland (in a random encounter with a karma check, he will then become your companion).

The Deserter-
Vince the Butcher's one and only ally, he was the champion of a small tribe until the Brotherhood recruited him. In the short time he was there he climbed the ranks until one day he killed seven of his commanding officers and fled into the wasteland with nothing but an assault rifle, a power armor helmet, a duster, and reinforced leather armor. Since then he has seen with a modified version of the helmet, with the leather armor under that duster.
There is a three thousand cap bounty on him dead and a four thousand cap bounty for him alive. If the player cannot recruit Vince the Butcher unless the Deserter enters his party aswell.

Ken the Peacemaker-
Ken's family was killed in front of him when he was seventeen for being unfit to work in Caesar's Legion. He was enslaved but one day he fled slavery and found himself in the town called Champion. After spending three years there he went back into Caesar's Legion territory and help to liberate a few small settlements, causing a full scale revolution in some areas. But after six months of doing that he was attacked by assassin's who permenantly crippled his left leg. He then returned to Champion to live out his days.
Caesar's Legion will offer you a large bounty for him dead which the Red Hands will also accept, coming after him every once and a while. If you worn him about it and/or heal his leg (due to him being pretty poor and unable to afford a doctor's treatment) he will become a companion. He will leave if you help Caesar's Legion.



DLCs:

-Warlords: The Escaped Slave (the protagonist) goes to Denver where the NCR is at war with CL (and CL is at war with two factions that broke off from them). You decide their fate, help the NCR, CL, the Legionaries (one of the new factions that abandon CL), or the Servants of Jupiter (another faction that abandon CL, they're allied with the Legionaries). If you help CL or get SoJ and/or the Legionaries back under their control they defeat the NCR and take back Denver, opening up to a few new ideas. If you help the NCR alone then CL is defeated in the Rockies but the NCR continues to attack, fighting the Legionaries and SoJ that lasts until the Legionaries and SoJ's defeat years later. If you help the Legionaries and/or SoJ alone then they take the Rockies and are greeted by hostility by the NCR which starts a war that lasts for years, it ends when the SoJ and the Legionaries sign a peace treaty with the NCR at Flagstaff. If you get the NCR, SoJ, and the Legionaries to become allies CL will be defeated and the Rockies will forever be the border of the NCR's land.

-The Deadlands: The Escaped Slave recieves a distress signal from the Deadlands (a place where the ground is made of ash and the skies are always dark gray, and no living thing has ever been found). When you travel their you find out the Ancient Border Facility scientist, Pr. L, who Pr. A thought he had killed had wandered the wasteland until he had discovered the Deadlands. It was there that he had found Vault 61 (a vault filled with fifty young couples and two of each animal) which had opened on schedule to find an empty, desolate wasteland. Pr. L had made himself out to be a god to them and continued researching, using the animals and vault residents as test subjects. He made many scout around the general area and eventually found a pre-war weather control testing facility (it had the same goal as the Big MT, the Big MT had finished first, they perfected the technology but accidently set it off shortly after the bombs fell, making the Deadlands into what they are and killing the scientists) and Pr. L moved into there and called upon test subjects whenever he needed them. That was until an eleven year old had been walking around and wandered into the facility. He had seen what Pr. L had been doing to some of the vault dwellers (he was trying to make an army of mutated creatures to kill Pr. A and take back the Ancient Border Facility) and he went back to the vault and told everybody. They then sealed the door and sent out a distress signal. For years Pr. L blocked it until his test subjects escaped into the Deadlands. The monsterous creatures breed and cannibalised to survive, making exit from Vault 61 too dangerous. You wander into ground zero of the Deadlands and fight many of these abominations to reach the vault. Once there they beg you to help them and then Pr. L calls you to his facility. He asks for your help in taking back his test subjects. If you help the vault dwellers than only a few manage to escape when a few tamed abominations capture you and a few others and bring you to Pr. L's facility. Once there you see him preform experiments on the vault dwellers and he forces you to past many puzzles and other types of tests. During that time he is finishing up a machine that can projects the chemical solution that he made the abominations out of onto and old weather balloon and to the MW. You must escape and make your way to his office, if you decide to side with him then the MW will be mutated into hideous abominations and Pr. L will have the joy of seeing Pr. A dead. If you side against him and destroy the weather balloon the MW is saved. If you side against Pr. L and leave the weather balloon then the MW will fall to the abominations and no joy will be gained from it by anyone.

All I can think of right now (its midnight and I got to get up early).


Major map update will be out in a few minutes.
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GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Fri Nov 18, 2011 3:34 pm

General gameplay suggestions (again):

Spoiler
Since long posts seem to be in fashion, here's some of my ideas on along which lines I would like some aspects of Fallout 4 to be made (I posted this (IIRC) before Fallout: New Vegas was even annouced, and once again last year, but made some changes so I'm not just reposting the same thing over and over again). Whether or not all the following would actually work in the game, is beyond me as I'm not a game designer, but at least to me it sounds decent on paper.
The WALL OF TEXT:

A minimenu:

There would be a minimenusystem that would trigger various functions needed during the gameplay. Pressing (for example) the mousewheel would open up a list (somewhat similiar to Fallout 1 and Fallout 2) beside the cursor that would present commands like Enter Worldmap, Heal, Heal Other, Repair, Rest/Wait etc. If well implemented, this could potentially offer a greater gameplay diversity through bigger possibilities for direct skilluses in several situations.


General gameplay:


The general gameplay would be quite similiar to F3 and F:NV. You roam around the wastes doing quests and exploring. But combat would be less frequent unless the player decides otherwise - in other words, you could pick some of your random fights. (Though I'd very, very much prefer it, I'm not suggesting ISO/TB gameplay, since I don't believe for a second that Beth would implement it no matter what. <_< )

This could partly be handled through wildlife AI, which would be set less aggressive in general. An aggression stat would be implemented which would vary from species to species - from completely neutral (only defensive combat) to total aggression (hostility almost immediately). The animals would have their own immediate surroundings, or personal spaces, somewhat like in Risen and Gothic series, and partly in F:NV. Get too close and you get a warning sign from the critter giving you time to get out of their space, linger and be chased off (or be attacked, if you don't flee). The radius of the space and the time you are tolerated in it would depend on the critter.

The mainquest would be scaled to a certain degree through chaptering it (not visibly, as in presenting a loadscreen: Chapter 1: In which you slither out from the uaginal cavity and learn the first lessons of life, but through certain major events through the main quest). And after those, the game would replaces some of the lower level enemies with higher level ones in the MQ areas - defeating which (if not gettin past by other means) would require you to level up some more. Or through a nonlinear levelscalingsystem where, for example, when one starts the game at level one, the enemies in the levelscaled zones would range from 1 to 10, and after one hits somewhere between levels 12 to 15 (which ever works the best) some of the lower level creatures scale up to about level 18 to 25 (but not all, to not make the world appearing to spin around the player too much). This would offer both, challenge and sense of progression to the player, as one becomes better than the current enemies before they scale up again.

There wouldn't be any quest- or enemycompasses, but there would be (toggleable, perhaps) minimap in which you could see the living beings in immediate vicinity. Perception would determine the range in which you see things, and with a perk (with appropriate requirements - outdoorsman and perception, for example) you could tell the difference between friendly (green dot), neutral (yellow dot) and hostile (red dot) targets.

The questcompass would be replaced by mere markers on the map which would point towards a general area instead of the exact target. And with that, the quest descriptions would be more accurate.

The wrist pipboy would be scrapped and replaced by a more handheld PDI like contraption, which would offer a more userfriendly inventorysystem (something like mix of what Morrowind or S.T.A.L.K.E.R. had, for example) with less scrolling while still holding the tabs to sort items by their nature, a one page charactersheet much akin to the original games. Opening inventory wouldn't pause the game (could be tied to difficulty - normal and beyond: No inventorypause, for example).

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). Also, the gaps between levels would be raised:

How it is now (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level):
Spoiler
z=n+(y+150)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 350 - 550
4 - 500 - 1,050
5 - 650 - 1,700
6 - 800 - 2,500
7 - 950 - 3,450
8 - 1100 - 4,550
9 - 1250 - 5,800
10 - 1400 - 7,200
11 - 1550 - 8,750
12 - 1700 - 10,450
13 - 1850 - 12,300
14 - 2000 - 14,300
15 - 2150 - 16,450
16 - 2300 - 18,750
17 - 2450 - 21,200
18 - 2600 - 23,800
19 - 2750 - 26,550
20 - 2900 - 29,450
21 - 3050 - 32,500
22 - 3200 - 35,700
23 - 3350 - 39,050
24 - 3500 - 42,550
25 - 3650 - 46,200
26 - 3800 - 50,000
27 - 3950 - 53,950
28 - 4100 - 58,050
29 - 4250 - 62,300
30 - 4400 - 66,700


How it should be (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level) for example:
Spoiler
z=n+(y+200)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 400 - 600
4 - 600 - 1,200
5 - 800 - 2,000
6 - 1000 - 3,000
7 - 1200 - 4,200
8 - 1400 - 5,600
9 - 1600 - 7,200
10 - 1800 - 9,000
11 - 2000 - 11,000
12 - 2200 - 13,200
13 - 2400 - 15,600
14 - 2600 - 18,200
15 - 2800 - 21,000
16 - 3000 - 24,000
17 - 3200 - 27,200
18 - 3400 - 30,600
19 - 3600 - 34,200
20 - 3800 - 38,000
21 - 4000 - 42,000
22 - 4200 - 46,200
23 - 4400 - 50,600
24 - 4600 - 55,200
25 - 4800 - 60,000
26 - 5000 - 65,000
27 - 5200 - 70,200
28 - 5400 - 75,400
29 - 5600 - 81,000
30 - 5800 - 86,800
31 - 6000 - 92,800
...and so on up to, say 50

The formula I made may not be correct, but the point remains.


Map and Travelling:


A return to the classic worldmap system (with some tweaks to make it look more... erm, "modern"). The actual FPP/TPP playground area would be roughly about 2x the size of Fallout New Vegas; and the area is divided into 5-7 (or so) hubs scattered in the worldmap which vary in size and content. General gameplay in those would be about the same as in F3 and F:NV, run around and do local quests and explore.

When you enter the node you could spawn at any "formidable" (as in settlementlike in size) location you've already found. The first time entering a node you would spawn at the side of the map on special spawnpoint for that purpose (which could be used later on too, of course).

Outdoorsmanskill is reintroduced (or merged within the Survival skill) and works similiarly to Fallout 1&2 with the difference that nonhostile encounters are always avoidable should the player so decide (to decrease the amount of loadscreens).

The worldmap itself is zoned in couple of ways:
- The farther away from the starting position, the harder the enemies and vice versa; but there is still a (small) chance to encounter harder enemies on starting grounds and vice versa, based on outdoorsmanskill, luck and placement of the zone (but still keeping the MQ areas within reasonable range of enemies).
- The map is zoned into territories, which each have their set of unique enemies as well as a few commonones that can be found on every zone.

Each zone has about 5-7 small maps for random/special encounters, which are either hostile or nonhostile, and are based on the topography of the location in the worldmap and the contents of the encouters would be based on the zone in which it occurs.

The visitable locations on map would be as follows: A settlement - with explorable wasteland around it to provide smaller sidequest and exploring. Or just a visitable location like a majorsized building, militarybase, factory etc. They could even include two settlements, but in general all towns would be much bigger than those in Fallout 3 or New Vegas.

Each settlement has its own set of architecture (not too different from other settlements, but so that one can tell the difference), general theme and mindsets. These are small things, but they would add a lot of variety to the game.

Entering worldmap from a node would happen through the edges of the map. In Fallout 3, when you bumb to an edge of the map, you get a popup message that says: "you cannot go further that way" - now it would be like this: "e) enter worldmap".

To not have to always run to the edge of a map, you could use the minimenu command "Enter Worldmap", which could not be used indoors, during combat or if there are enemies nearby. However, escaping combat through the edge of the map would be possible.

Fasttravel through world map would offer options for pacing (could be enabled by a perk, or be an ability from the get go). Such as "Cautious", "Casual", and "Rushing". Where "Casual" would be the normal travelspeed with no bonuses or hits, "Cautious" a much slower, but with giving a bonus to outdoorsman in determining avoidance of an encounter, and "Rushing" much faster, but with giving a hit to outdoorsman. There would also be related quests, solving which could be easier by utilizing this system (to make it have a bigger point).


Repairing:

Repairing happens either with repairkits, by gunsmiths in towns/caravans, or by a duplicate.

The kits would repair a fixed and relatively large amount of CND and have limited amount of succesful uses (and would offer a small bonus to the skill and crit. failure) each, but they would be expensive to buy, weight a somewhat hefty amount and would also be weakened and eventually broken by a certain amount of critical failures and general wear. Gunsmiths and repairmen would be very expensive but would get the job done no matter what. A duplicate would repair a small amount of CND (with no bonuses or hits to skill or crit. chance) so that you'd have to weigh the benefit of losing the weapons monetary value against the increase in CND (at least at early stages of the game).

Success in repairing is dependant on repairskill (a diceroll happens, dreadful I know). And the repairing takes a certain amount of time (few seconds) depending on the chance of success.

One would now be able to repair guns and armor beyond his/her skill but the further above the skill they go the harder they would get to repair. The math is irrelevant (as long as it complements the premise), but here's a quick idea on how it could go:

After the guns/armors condition is above the skill, the amount going above is turned into percentages that is taken away from the skill. IE: skill = 30 and rifles condition = 80. Condition - skill = 50. 50% of skill (30) is 15. So trying to repair a weapon in condition of 80 with a repairskill of 30 would give a chance of success of 15%. This is not necesserely realistic, but it is assuming that the more shiny the condition gets, the more difficult (but not impossible) it would be to repair it further.

Guns and armor would also have a chance for a critical failure if an attempt to repair fails. Critical failure, instead of repairing the gun, has a reverse effect. The chance would be from 1% to 10% (depending on the weapon) if a trait or a perk doesn't raise/lower it.

The increased hardship of repairing would be compensated via much slower degredation rate (based on the weapon, of course), though the effects of CND (jamming during firing, reloading disorders, rate of fire, damage, buying/selling values) would also be much bigger and frequent.

There would also be a possibility to repair broken robots or computers or what ever there is to repair, by pointing the target opening minimenu and selecting repair.


Healing & drugs:

Stimpak usage would be animated, so no more smashing a quick key for dozens of stims in few seconds (I like this method more than the concept of heal overtime from HC-mode of F:NV). The speed of the animation would be dependant of the related skill (doctor). More over stims now would always heal the same amount (no skill effect in there), and they would come in two variations: stimpaks and superstimpaks. Both of which would be rare and expensive (so that you cannot live off of them, but also have to rely on other methods of healing) and superstims much more so than ordinary stims.

The player would have a tolerance meter which would measure how much the player can medicate himself before overdosing. Overdosing would cause an instant loss of health according to how much the limit is surpassed and would also cause some visual distortions and statloss. The effect would last for a while and the time would be depending on endurance and doctor skill (and perks/traits that would modify it). The tolerance meter slowly lowers itself after the medication is done, and the magnitude it is filled is dependant on the drug used (powerful drugs - like Jet and superstims for example - obviously fill it more quickly), related skill and perks/traits modifying it. Using food as a healer would not affect the tolerance meter, but food would have a heal-over-time effect.

Doctorskill would be reintroduced and so would 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 dependant of the doctorskill and the skillrequirements of the crippled bodypart (head and torso would be harder to treat than legs and hands), otherwise a doctor is a must see.

Manual healing would be entered by the minimenu, which would also have the "heal other" option to heal a companion or other alive being in need of assistance.

Healing through sleeping would work similiarly to Fallout 1 & 2.

Addiction would need a doctor or a certain amount (pretty long) of time to heal. Radiation poisoning needs a doctor or radaway (which would be rare and expensive).


Gunplay & VATS (should it be implemented):


Skills would now have much heavier effect on waivering than what it is in F3, utilizing the skill and STR requirement system from New Vegas (but more heavyhandedly). In addition, the players stance, movement, weapons type and recoil also would affect it.

The normal (according to skill) situation would be standing still and aiming through iron sights (which would reduce waivering). Crouching would give a small bonus to accuracy and going prone would give a slightly bigger bonus (with the bonus from aiming coming on top of that). The tradeoff with going prone and being accurate would be extremely slow moving and turning, and it would take its time for the player to get up and ready the weapon again. Firing from the hip would cause bigger spread. Movement would also give a hit to accuracy -- the faster you move, the bigger the waivering with ironsights and spread with hipfiring. Recoil would work dynamically based on the gun used, and would throw the aim off a bit with each shot (while bursting, the amount of recoil per shot would stack up eventually leading to firing straight up -- with hipfire, the "offaim" would be a bit smaller, but the spread would increase).

Guns would do generally more damage and the damagestats would be ranges. IE: Huntingrifle - dmg 11-20, like in Fallout 1&2, but with growth of related skill raising the minimum amount closer to the maximum (though not as far as up to having a static damage, there would always be some range left).

In vats you would now have an option to choose a firing mode. Rapid fire - a hastily aimed rapid shooting towards the target; or aimed shots, which would be the opposite of rapid fire.

Rapid fire would lower the accuracy a bit and you could only target a foe as a whole; but it would spend less actionpoints, while aimed shots would cost more and calculate the accuracy without minuses, and you would be able to target specific body parts. The bonuses and hits of chosen stance would be similiar to those in realtime firing.

Being prone in vats would force you to choose a firing sector (so that the player doesn't spin like a dreidel in all directions while being the most accurate he can). Prone position would also be the most expensive stance to fire from, while standing would be the cheapest, and being crouched in the middle. The player would be able to change his preferred stance in VATS, but at a cost.

Lockpicking:

Success is determined by skill so that you can try to pick any lock from very easy to very hard; and NO minigame involved. It would work somewhat like repairing; lock level - skill (if the skill is under the lock level) = percentual number that is taken from the skill. If the skill surpasses lock level, the chances are purely skillbased with maximum chance of success being 95% (this, the max chance, would go for every chance based system). And the percentual chance would be presented when moving the reticle over the locked object: E) Pick lock [Very hard: 13%], for example.

Lockpicking would be animated so that you either see your characters hands doing the job (FP view) or seeing your character from behind (TP view). You would have the ability to turn your head (or the camera) some ways left and right to see if someone is coming - so the game doesn't pause during the picking. But looking away from what you're doing, would have an effect (see below).

Picking locks would take a certain amount of time depending on your skill and level of the lock (aka the chance of success). When attempting, there would be a timebar similiar to what Vampire - The Masquerade: Bloodlines had. Skill would give bonuses to the time it takes to pick a lock in such manner that you don't get bonuses to picking hard locks before your skill surpasses maximum level of normal locks. More over, the bonuses would stop stacking up after your skill surpasses the next level of difficulty (no bonuses to picking normal locks after skill level of 75, for example, depicting that there is no way to open that kind of lock any better - other than with a fluke).

Each lock would have a certain amount of tries before (if you keep failing) the lock jams for a certain amount of time (preferably at least a couple of weeks, so that your attempts at just waiting at the lock for it to unjam would be a tedious job and prevent exploitation of the system). Moreover locks would have a chance for a critical failure that would immediately jam the lock despite if it was you first attempt, and critical success, which could occur at any point during the time it takes to pick the lock -- both of these chances would be very small.

This system would also be fit for hacking.


Difficulty settings:


The difficulty setting would affect the following: Staring points of skills (this would work so that easy players would be able to max out almost everything and the harder you go the less you can max and the more you need to rely on specialization) and the gaps between the levels, the availability and prices of supplies (money, weapons, ammo, armor, meds, food etc), the number of enemies encoutered, starting health, slight changes on damage and enemy health modifiers, the severity of negative effects (crippled limbs etc).


TL;DR?

Make the game lean less towards the TES style of gameplay - find a better middleground in between - to create a greater diversity between the two franchises.

The END...


Thoughts on an improved (imo) skillsystem (This will contradict with some of the ideas in the longer suggestion above as I haven't had time to merge them properly, but that doesn't matter as I endorse both systems.):

Spoiler
Ok, so going by the current gameplaystyle where dicerolls no longer apply (which is a shame)... redesign the characterprogression system to better suit it (to be more responsive and give more immediate feedback to the player as s/he progresses).

At character developement every SPECIAL defaults as 5 as it is now, but there are no bonuses to add, just a possibility to rearrange the points. Increasing SPECIAL during the game, would be a special occurance like finding an implant and then someone who can install it. Traits increasing stats would offer an equal drawback in some other stat (or a general drawback). There'd be an individual perk for every stat offering a one time bonus of plus one -- as it was in the original Fallouts. And rare cases where an equippable item gives a bonus for during the time it is equipped (like how PA gives a bonus to strength). Nothing more. The point is to make the character one builds to hold throughout most of the game. And to help that there'd be hard SPECIAL requirements for certain items and activities.

Perks would be more like additional abilities that the skills do not govern straightforward (like pistolwhipping, enhancing stimpaks, increasing inventory space and/or such) but still offer the requirements for. They'd also have tiers (up to 3) to enhance said abilities when appropriate.

Skills would now have a 1-10 and some others 1-5 point scale. With each point cumulatively increasing the price of buying it. Each of these points would also hold more to it than mere nominal increases with little to no visible effect (like how it is now with the 1-100 scale). The skills would work more like thresholds opening new related abilities than random numerical values. At characterbuilding phase each skill would default to 0, but the player would have 3 free points to put in which ever skills s/he wishes.

A couple of "along the lines of" -examples of the skills and their effects:
Spoiler
Guns:
oooooooooo
Cost: The first two - 5sp, 3rd and 4th - 10sp, 5ft and 6th - 15sp, 7th and 8th - 20, 9th and 10th - 25sp. This would equal a skillcap of 150 with the current method.
Effect: 0 points - You are so terrible with guns you suffer 50% damageloss and 75% of accuracy loss with any conventional firearm, plus your unholstering, holstering and reloading take much more time. Points 2, 4, 6, 8 and 10 would open "proper" usage of guns in their respective tiers of 1-5. Having lacking skill of one tier would result in 50% penalty to accuracy and 25% penalty to damage, lacking 2 or more tiers would offer similiar penalties of 75% and 50% plus decresed reloadspeed and increased probability of jamming during reload and firing regardless of weapon condition.
Points 1, 3, 5, 7 and 9 would offer a 25% bonus to accuracy for the previous tier of weapons (except for 1, which would offer it to the next tier and 10 which would offer an accuracy bonus to all tiers), and similiarly with damage but with an increase of 15%.
This would make increasing the skill a paramount act, if one wishes to master it (unlike with the current system where a skill 50 - for example - is quite adequate to handle all given situations the game offers).

Energy weapons:
oooooooooo
Similiar to guns otherwise, but in place of damage increases/decreases would be heating/cooldown effects which would be harsh enough to greatly limit firing large amounts of highly powerful energy ammunition. In effect, energy weapons would be much more powerful than guns, but also much more limited in rate of fire and most of them would also, due to their light effects, hinder stealth.

Melee:
oooooooooo
Same as guns and ew with tiers, but in place of accuracy increases/decreses would be attackspeed. Lacking a tier would offer a 50% penalty for overall damage and 25% for attackspeed, lacking 2 tiers similiarly 75% and 50%. Points 3, 6 and 9 would also offer a "special move" which would be slower than normal attack, but more powerful.

Sneak:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: With 0 points you do not sneak, you're so clumsy that going crouched wouldn't make any difference. Each point decreases the chance of detection according to circumstances (LOS distance, lighting, sound) by 15%. Also, point 1 - ability to use light armor without penalties, point 3 - ability to use medium armor with decreased penalties, point 5 - ability to use heavy armor with decreased penalties.

Lockpick:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: With 0 points you do not pick locks, you simply have no idea how to. Each point opens up ability to open locks at respective levels. The skill also modifies the amount of time an attempt takes. Also, if a minigame is involved, which I wouldn't put there, each tier increases the durability of the lockpick when attempting current or previous tiers.

Barter:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - 20% selling value, 200% buying value; 1 point - 40% selling value, 175% buying value; 2 points - 60% selling value, 150% buying value; 3 points - 80% selling value, 125% buying value; 4 points - 100% selling value, 100% buying value; 5 points - 120% selling value, 75% buying value.

Science:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: Hacking abilities similiar to lockpicking. Also handling the modding requirements for energy weapons. Thresholds for various skilluses outside of inventoryitems.

Repair:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - you do not repair anything, Point 1 - Repair light armor to top condition, medium armor to 50% CND, and heavy armor to 25%, Point 3 - Repair medium armor to top condition, medium armor to 75% and heavy armor to 50%, Point 5 - Repair all armors to top condition. Handles various crafting requirements and modding reqs for Guns category of weapons. Thresholds for various skilluses outside of inventoryitems.

Medical:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - you can use stimpaks but they only heal 50% of their potential, and after 5 in a row, you suffer double the overdoespenalty. Point 1 - Ability to heal 30 HP manually when no hostiles are around, and with a cooldown time for use. Intoxication meter allows for 5 stimpaks in a row without overdosing. Point 2 - Manual healing cooldown time decreased for 25%. 7 stimpaks without penalties. Point 3 - Can use 1 superstim without a penalty. 30% chance of healing a crippled limb. Point 4 - 10 stims or 2 superstims without penalty. Cooldown time decreased additional 25%. 50% chance of healing a crippled limb. Point 5 - 75% chance at healing a crippled limb. 5 superstims or 15 stims without penalty.



A story/faction outline (I know it's futile to suggest anything regarding the story, but I got bored):

Spoiler

Faction (just an outline, inconsistencies may occur):
Spoiler

The Greenhouse

Location:
At the region around Greenville Mississippi, including part of the river.

Structure:
A Vault City esque large fenced settlement. An underground vault (what ever unused number) from where the inhabitants emerged; a large facility consisting of The Greenhous Genetics laboratories, The Greenhouse Institute and The Greenhouse Testfacility; normal settlement area divided into "the slum" with lower grade infrastructure, "the central area" with higher grade infrastructure, and "the Institute area" with the science facilities and top tier inhabitants.

Politics:
- Non-expansive in a military way, but spreads influence through other means (very high medical knowhow, clean genetically enhanced food and water etc.) some of which may not be too ethical (like secretly creating circumstances which need their expertise to be solved).
- Strict policies about hygiene and diseasecontrol -- the Slum area basically being a quarantine zone for outsiders wanting to move in (though, despite being an inhospitable host, still offering some benefits over living outside as well as the ultimate benefit of the possibility of getting to live in the central area).
- Military force concentrated on defending the city and surrounding areas, not too capable of attacking anyone.

History:
The Greenhouse was originated in the 60's by a Polish immigrant, a young medical student named Victor Zielinsky, who, with his wife Katja, left the ruins and rebuilding of Krakow in late 40's to seek for a better life in America. He continued his medical studies in New Orleans and funded his living and studies by working parttime at a local florist and some local farms. From these occupations he contacted the interest in plant and animal life, and eventually moved away from medical studies to genetics.

In 1965, due to not being satisfied with the life in a big city, he moved to Greenville Mississippi with his wife and 6-year-old son and started a greenhouse project with a goal to enhance the livestock and crops to produce more and more nutrientwealthy products, and to "create" decorative plants by mixing various species'. The start was a rockyone and he still had to have another occupation as a local doctor and a vet. But as years passed, the greenhouse project started to bear fruit. In 1976 he made a significant breakthrough in the area of animal genetics and was able to expand. In following years the Greenhouse Project turned into a fullblown sciencefacility called The Greenhouse Genetics. Victors son, Adam Zielinsky, had taken an interest in his fathers study already at a young age, and eventually took over the project in early 1980's when Victor died of lung cancer.

Adam, being passionate about his work, changed his last name to Green to connect better with the work he was doing, and to sound more "American". He continued evolving the project, and expanded further by establishing The Greenhouse Institute at the side of The Greenhouse Genetics facility. The Institute worked as a university of genetics and schooled people to work at the Genetics facility.

Adams passion to his work was such a powerful kind that it drove him to force the same passion to his daughter, Sylvia. Due to the strong belief in family ties and inheritance, he effectively brainwashed her to continue his legacy at the helm of the project. This line of action was then rooted to the Zielinsky/Green family as Sylvia passed it on to her child, and the chain went on from there.

Eventually the Greenhouse grew to be a national interest. The government had high interest in it and what it was doing, and at later point Vault Tec built a vault right next to the facility as part of the Project Safehouse. Pacts were made in secret and Reginald Green, the head of The Greenhouse Genetics at that point, was set as the overseer of the vault, which, like the other vaults, was sealed at 2077.

The overseers orders consisted of continuing the Greenhouse work, and doing medical experiments with the inhabitants in research of enhancing the human body. An accident was staged with the air- and waterfiltration systems and it was said that due to this, a form of plague had gotten in the vault. There was no permanent cure for this so the medical team started giving vaccines to people on regular basis. Most had a placebo, but some were intentionally contacted with various gene experiments. These experiments all led to deformation and horrible sickness, which of course was not the intent, but the eggs had to be broken for the omelet. This went on for years and the coverup held.

The vault doors finally opened at 2251 and the people emerged. With the aid of the vaults GECK, they formed a settlement around the vault entrance and the Greenhouse facility which they started repairing in working condition, as per ordered in the overseers instructions. It didn't take much time due to no direct hits of the warheads. The vault generators and the facilities own underground generators produced enough power to keep the settlement running and allowing it to expand a bit.

The young overseer, Victor Green (named after his ancestor), was appointed mayor and head geneologist. He restarted the Project Greenhouse which was to make the surrounding wasteland to flourish again, to produce wealth and health as it used to.

The neighboring settlements in the area took interest in The Greenhouse and commercial routes were established. Some people wanted to move in behind the protective walls and prosper with the advanced medical and agricultural prospects the Greenhouse offered, but due to Victors demands on high end diseasecontrol, they were packed in a fenced slumareas which eventually grew to form a full district. The Slum district occupants were regularly tested with various chemicals to assure they posed no significant threat of contaminating the central populace. The procedure was slow due to only few officials taking part in it which led only a handfull of people being tested at a time and for many times during a lengthy period of time. The district was full of people waiting to get tested, so new people were only let in the slum when others left or were let in the central district. The choosing of people to be tested was seemingly random and this led to some people living their whole lives in the slum waiting be tested.

It was not long after the facility got restarted when the first ghouls were met. At first they were shunned and driven away due to their appearance, but when it was learned that they had an abnormally long life, some were let inside, allowed to get past the line. And they were studied. Victor got immensely curious about their genetical structure and how it allowed them to live so long. With his most trusted scientists, he immediately started a behind the curtains project to create a vaccine which would give normal human the benefits of long and diseasefree life without the side-effects of rotting skin.

This was at first done in a civil manner, but when Victor learned he had cancer, he hasted the research. Soon the it consisted of cruel and inhuman practices. The testsubject were predisposed to enjailmet and torture, they were injected with substances that caused various diseases and deformations, they were cut to pieces to study their bodies' reactions to the chemicals. Victor justified all this with the, as he was sure of them, eventually succesful results and necessary evil in the betterment of human physiology which would, as he believed, eventually lead to the end of the wasteland and rapidly bring societies together again forming a better world.

He was was aware of how this would look in public, so extreme discretion was taken and all research was kept under a blanket. He also knew harvesting test subjects from the populace of his own city would eventually lead to lowering in popularity and desertion. So he, with his high security officials, staged diseases they knew how to cure in the other nearby settlements and then offered them medical assistance. They cured most for the show and kept others with the excuse of them being in such a bad shape they had to be quarantined, cremated or got disposed of by other means.

The growing efforts, however, spent more subjects than they could gather. Additional measures were taken and they started abducting people. They left clues in the wildersness which led to an assumption that the abductees were either killed and eaten by wildlife or cannibal savages, or captured by slavers. All this eventually rose suspicion among the other settlements, and a group of people started their private investigations to prove that the Greenhouse was in some way responsible for the ever growing number of missing people.

And this is the state the region is in right now in the year 2283, when a hasty stagíng of a form of smallpox got out of hand and spread throughout the region.


Interactions with the player (again, just outlining things):
Spoiler

The game begins with the protagonist (The Drifter) being held by a band of highwaymen. S/he is being stripped from his/her belongings and given a some water, and then sent out walking towards west along the burning wasteland (a slight nod to The good, the bad and the ugly). After few days of walking he passes out. A hunting party finds him and carries him/her to a nearby settlement where s/he is nursed. When The Drifter awakes, it occurs that there is some sort of plague in the settlement. Quarantine tents have been risen and the healthy do what they can for the ever growing number of the sick.
- The settlement provides some voluntary small local quests to provide a tutorial.
- Due to the towns own populace being preoccupied with providing for the sick, the drifter is given a task of traveling to a nearby larger settlement to find out why caravans no longer visit the settlement, and if possible to reopen the routes (with the info that the town can afford to pay well). The drifter is given some basic supply for traveling and self defence. The quest is trusted to the drifter in belief of his/her gratitude of saving his/her life. A reward is also offered and a notion is given that if the caravans do not arrive in time with supplies, the town will die out as they are running out of resources.
- The player can ignore this quest, in which case the town will die out (which has consequences later in the game).
- The quest leads the drifter to the ruins of Greenville, which has a major settlement established there. And from here the story starts to expand to all directions.


Endings (again just scetching here):
Spoiler

- The player can side with The Greenhouse, in which case the curel human testing will go on and and on for years to come and grow causing great pains and sorrow, but region in general also starts to prosper due to some scientific breakthroughs and the continuing medical assistance from The Greenhouse doctors. The wasteland starts to get green and fertile again for the region. --in a nutshell--

- The player can side with a coalition of the other settlements and bring to light what The Greenhouse is doing, which leads to the invasion and (accidental) burning of The Greenhouse, killing all the head officials and driving the rest of the populace back into the vault, burning the bodies in front of the door, and finally sealing it shut by collapsing the ground over the entrance with explosives. The lives of the people will go on relatively well, but without any of the Greenhouse advancements in technology and medicine. The research at the Greenhouse will never occur and all the benefits it would've offered to the soil and to the people are forever gone. --in a nutshell--

- A third ending which I haven't made up yet :laugh:



Things I'd appreciate if omitted from the current formula:
Spoiler

- Sandbox map -- the game can still be an open world (like how the first games) and support random exploration with large enough "nodes".
- Main focus on exploration -- this shouldn't be the selling point of the game, it's fine for TES, but Fallout should be set apart from that series in all ways possible.
- Too heavy focus on combat more than other styles of gameplay -- there should be more balance on how to fare with the gameworld, well made and settlement centric nodes would support this in that there'd be less empty space that needs to be filled with random combat.
- And stop wasting time in handplacing every sandbead in the desert. There's absolutely no need what so ever to not use procedurally generated landscapes in a wasteland that is mostly sand, rocks and rubble. Use that time to create as unique and differing focus spots as possible.
- And most importantly... less content from the Big Bag of Cool-on-paper +1 -- think before implementing, does it fit the setting, does it make sense, does it have a real purpose.

User avatar
James Potter
 
Posts: 3418
Joined: Sat Jul 07, 2007 11:40 am

Post » Fri Nov 18, 2011 5:25 am

Things I'd appreciate if omitted from the current formula:
Spoiler

- Sandbox map -- the game can still be an open world (like how the first games) and support random exploration with large enough "nodes".
- Main focus on exploration -- this shouldn't be the selling point of the game, it's fine for TES, but Fallout should be set apart from that series in all ways possible.
- Too heavy focus on combat more than other styles of gameplay -- there should be more balance on how to fare with the gameworld, well made and settlement centric nodes would support this in that there'd be less empty space that needs to be filled with random combat.
- And stop wasting time in handplacing every sandbead in the desert. There's absolutely no need what so ever to not use procedurally generated landscapes in a wasteland that is mostly sand, rocks and rubble. Use that time to create as unique and differing focus spots as possible.
- And most importantly... less content from the Big Bag of Cool-on-paper +1 -- think before implementing, does it fit the setting, does it make sense, does it have a real purpose.


- Sandbox map
Way I figured it could be done is to have around a dozen PL to HH to OWB sized maps and then have 4 city maps, like, when you enter a city map then that's all there is, you can on high buildings look over the rest of the city and see that it is bigger than the area you can be around in, just that they don't have the time/money/resources to fully flesh it out to the very borders of the city.
Like, New Vegas, it's small.. And that's cause of the sandbox gameworld, if it were to be portrayed as the actual city of Vegas then the entire map would have to be part of the city.
So just allow us to go through maybe The Strip+Freeside+Westside+North Vegas Square in each of these 4 cities, it's explained through NPC's and tricks of visual illusion that the city is bigger than the area you can be in, just that being able to traverse over the entire city would stretch the resources way too thin.
Then the sandbox'y areas the size of PL/HH/OWB can contain smaller towns, settlements and outposts.
That way we can have real cities that look like real cities without taking up waaaay too much space of the explorable gameworld.
That's my 2 cents on it.
The quests in these 4 actual cities would either take place in the cities through mostly non combat gameplay or would tend to ask of the player to go to other map nodes.

With this system of map nodes even smaller nodes could be used for special locations meant to be hidden until a certain point. Like Satallite Array Station in Broken Steel sized maps.
Could be used to avoid the player going to an important spot before (s)he's suppose to go there.

Oh and of course Fallout 1/2/T's travel system. No idea how random encounters would work. Seeing the same dozen maps over and over and over could get very tedious and unimmersive to some.
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Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Fri Nov 18, 2011 7:34 pm

- Sandbox map
Way I figured it could be done is to have around a dozen PL to HH to OWB sized maps and then have 4 city maps, like, when you enter a city map then that's all there is, you can on high buildings look over the rest of the city and see that it is bigger than the area you can be around in, just that they don't have the time/money/resources to fully flesh it out to the very borders of the city.
Like, New Vegas, it's small.. And that's cause of the sandbox gameworld, if it were to be portrayed as the actual city of Vegas then the entire map would have to be part of the city.
So just allow us to go through maybe The Strip+Freeside+Westside+North Vegas Square in each of these 4 cities, it's explained through NPC's and tricks of visual illusion that the city is bigger than the area you can be in, just that being able to traverse over the entire city would stretch the resources way too thin.
Then the sandbox'y areas the size of PL/HH/OWB can contain smaller towns, settlements and outposts.
That way we can have real cities that look like real cities without taking up waaaay too much space of the explorable gameworld.
That's my 2 cents on it.
The quests in these 4 actual cities would either take place in the cities through mostly non combat gameplay or would tend to ask of the player to go to other map nodes.

With this system of map nodes even smaller nodes could be used for special locations meant to be hidden until a certain point. Like Satallite Array Station in Broken Steel sized maps.
Could be used to avoid the player going to an important spot before (s)he's suppose to go there.

Oh and of course Fallout 1/2/T's travel system. No idea how random encounters would work. Seeing the same dozen maps over and over and over could get very tedious and unimmersive to some.



That's a good idea.

About the random encounters getting tedious (for some)... What's really the difference between traveling in an unchanging sandbox and having random encounters in small nodes with little variety?

They could make the encounternodes depend on the map topography and procedurally generate each time (drawing randomly from a pool of assets set for the different and specific terrainzone), so there'd always be at least some variety. I don't really know how the technicalities work, but I remember someone suggesting something to that effect a year or two ago.
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Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Fri Nov 18, 2011 9:17 am

Adding a couple more ideas from my other post:

Locations...more
Spoiler
An arena in Yankee Stadium for the PC to participate in- Races, gauntlets, good old fasioned deathmatches.
Imperial Hotel- A hotel/resort/casino based on the Empire State Building. Player home, has a shopping center on the ground floors, and is home to Mr. Rockford.
The Presige Hotel- Plaza hotel IRL. Nice, expensive; puts the ultra lux to shame. Player home available.
City Security HQ- MetLife/Pan Am building.
Chryslus Motors- Chrysler building.
The Hospital (or Grim State)- DLC http://www.opacity.us/site23_pilgrim_state_hospital.htm :cold:
The Trenches- Series of dug-outs along the northwestern side of Gateway from the fight with the Montagnards.


Weapons
Spoiler

http://www.google.com/imgres?imgurl=http://world.guns.ru/userfiles/images/handguns/great_britain/1287717873.jpg&imgrefurl=http://world.guns.ru/handguns/hg/brit/welrod-silent-e.html&h=475&w=650&sz=25&tbnid=sZUSLkDLixhpaM:&tbnh=90&tbnw=123&prev=/search%3Fq%3Dwelrod%26tbm%3Disch%26tbo%3Du&zoom=1&q=welrod&docid=lp1jD_Bbvb25dM&hl=en&sa=X&ei=vBSsTqOZIKLX0QG7urCDDw&sqi=2&ved=0CDwQ9QEwAw&dur=506
Pulse gun
Rivet gun
M1
Laser Knife?


Other
Spoiler
More Swing music (ie. sing, sing, sing) :dance:
PC (The Exile) experiencing post-traumatic stress disorder, like instants of just hearing gun fire, explosions, seeing "ghosts",etc.


Also- Thanks Sebor, glad you liked my ideas. :biggrin:
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Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Fri Nov 18, 2011 11:42 am

That's a good idea.

About the random encounters getting tedious (for some)... What's really the difference between traveling in an unchanging sandbox and having random encounters in small nodes with little variety?

They could make the encounternodes depend on the map topography and procedurally generate each time (drawing randomly from a pool of assets set for the different and specific terrainzone), so there'd always be at least some variety. I don't really know how the technicalities work, but I remember someone suggesting something to that effect a year or two ago.

If they cannot make them generate then at least 40 will do for Vanilla but with each DLC they should add another 10 at least.

Another idea I had about the world map is that; I don't like huge dungeons being placed too close to each other, so how about each PL/OWB/HH sized area has a couple of bigger dungeons but most of them lies out on the world map in smaller map nodes, like Toxic Caves, Ghost Farm and that graveyard place outside of Reno did it.

When we enter one of them we get a very small outside area and then the entrance to the dungeon.

This could help make the gameworld more coherent and they could use this system to try out different themes and settings.

How one finds these? Through conversations with NPC's, notes, terminal entries, diaries, overhearing NPC's talking to each other or finding them on your own with a high Outdoorsman/Survival or high Perception.


I really think this would be far better for Fallout than the current sandbox map design.
We could have real cities again, multiple this time, all of which are portrayed to realistic proportions yet with limited play area.
We could have a variety of themes instead of Fallout 3's purely anarchistic wasteland or NV's desert wasteland.
We could cover entire states again.
And main quest places could be locked off at certain specific map nodes so that the player doesn't reach them until they've advanced that far in the story. (Like say you need to find a Khan outpost, then that Outpost's location isn't revealed until after you make it that far.)

Only negative aspect with this is that it breaks Bethesda's formula which some might not like as they'd rather have one giant sandbox to roll around in rather than multiple smaller ones.

(Despite being a good idea (at least for you and me) I (sadly) doubt this will happen for Fallout 4.)
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Miranda Taylor
 
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Joined: Sat Feb 24, 2007 3:39 pm

Post » Fri Nov 18, 2011 3:31 pm

(Despite being a good idea (at least for you and me) I (sadly) doubt this will happen for Fallout 4.)


Yeah, it likely won't. But they should at least explore the concept of creating several smaller and highly distinct sandboxes instead of one equally grey at every corner -- they have the knowhow of creating visually nice locales. It's really getting tiresome (and a huge potentialsink) that Bethesdas games are, one after another, all the same with only some thematic changes and few technical upgrades.
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Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Fri Nov 18, 2011 9:29 pm

Spoiler


One thing I would like again like I have said before, a alien town full of several different types of aliens. They should all be only in one area that you need to do and get certain things to get to them. And once you get to them you can't fast travel to them, you have to go up a mountain pass every time. I always liked the concept art of the stranded alien. I'm talking about something filled with maybe a dozen aliens(possibly the aliens that aren't greys or greens are slaves?) with some "scouts" patrolling the outer areas with "alien stealth suits" on. The town would either be underground inside a mountain or at the top of a mountain in a valley Shangrala style.
Well since there hasn't really been a game where they would be(other than tactics I guess) there isn't anything to say bison could be in the game. Their heads would be the strongest part of their body, so headshots would be a no-no unless you have a big gun.
Hmmm, can tabs should be a secondary currency.
MMT=More Metro Tunnels
One thing I think we can all agree, the next game should have the Bozar in it.
I want this in the next game.
What I would like to see with weapons alongside the skill's for them is something that allows you to get better with that particular type of weapon from use. Like how San Andreas did it with it's guns.
A avro car.
I just had a idea for a random encounter.
It only happens at right when you are either in a bed while sleeping, or when you are walking down a road without anyone else except maybe 1 companion. It's a different experience if you are on the road or in your bed at the first part, but the second part where you see a light and some figures above you doing experiments on you. This part goes by fast though, and you are sent back to where you were. You gain a perk from the experience as well as a odd rifle that will be lying next to you when you are returned. Also while this is all happening the x-files theme song is playing.
I would like to see more military holotapes and stuff about the aliens, as well as some more aliens in general.
The return of traps.
Hunting and trapping for skins and meat.
I would rather see the factions that are strong and centralized that keep to their own. Maybe each is rebuilding in it's own way and fashion, one group's cultures is more like ours in it's music and ideals and fights for peace and justice. Another a group of stoners that sell their product to the waste and no one would attack because they hold the secret's of pot. A third faction that is more war-like yet with a culture set in honor so they wont attack weaker groups without cause, they patrol the wastes doing their best to control the 4th faction. The 4th faction is a group of raiders, marauders, and some light ritualistic cannibalism. The last group is similar to how broken hills was, mutants and humans living together just to survive. They have ghouls that have managed to conceive ONE baby ghoul which they hope will help them to be able to have more.

All these factions have built of the refuse of the old world, with only the first faction having built a actual small city with 4 50 story skyscraqers as they have access to a concrete plant and a steel mill. There also 3 more factions which are the main factions. One is a group that is made up of the ancestors of soldiers that survived the great war, they are similar to the BOS but more willing to take some people in that they think that can fight. They have power armor and combat armor, both of which they have modified since the war to suit their combat needs. They don't use many energy weapons but instead use guns and some silent weapons. The opposite faction is a group of cultist mutants that abduct people and turn them into mutants who they then brainwash to fight for them. The last of the three main factions is a large tribe, there are tribes in the game that don't belong to any group but this one is special. This tribe is extremely violent and attack all the other factions, they do everything in their power to kill as many as possible and are trying to get their hands on nukes so that they can again cleanse the world. This is one of the main enemies in the game, the other enemy is yet to be come up with.
Fallout 4 needs to combine the things that are in NV(except the closed ending) with the truly unique feel of Fallout 3 with it's devastation, desperation, general atmosphere, the amazing music that haunts my TEOTWAWKI dreams, and little things that litter the map with what people were doing when the bombs fell and afterwards. As well as a new location maybe in the middle of the country. Toss in more weapons, maybe all the ones in fallout 2 and some from tactics. Add in some survivalist groups that survived since the great war as well as abandoned military bunkers and bases that were made up of military forces that survived the great war but not as part of the enclave. And some hints at a return of the Enclave in one way or another, or contact between the Enclave and this other military faction. Toss in a map that is 3 or 4 times bigger than Fallout 3's and let it ripe.
Bracing for hate!!!!
Camels and bisons.
Dual Wielding pistols and one hand weapons.
One thing I would like to see are weapons that look cobbled together like this.
As well as weapons like crossbows and spearguns(never used it in tactics when I got it). One other thing is I would like to see more tribal specific armors, not really in there right now. I would really love to see more of the inside of buildings, maybe they can give you a crowbar that works like the shovel does. In that you have to have it to open a certain type of door or container. I would also very much like that they bring back what was in the original fallout with being able to blow upon certain things. As well as rope, to get in and out of certain places. A map without invisible walls would be nice along with more sideoftheroad type things like in New Vegas, as well as a old amusemant park that is controlled either buy traders or raiders.
The ability to call in mortars, airstrikes with vertibirds, or artillery.
After main quest play like Fallout 3, would not be considered canon as Bethesda could just say you did all the dlc and such before you beat the game.
Non canon Easter eggs.
Zoo's, movie theaters, Freddy's Fears house's of screams, gun shops, carnivals, amusemant parks, assorted pre-war places to make the game feel like people actually lived before the war.
Seattle needs to be done. This area should have rain and be barely hit by any nukes because of unknown reason's, which make themselves parent at the beginning part of the game. The Chinese had planned their own invasion in the shadows, and along with help from Chinese American citizens that managed to hide from the commonwealth police. They came in small group's and began killing police and military personal 3 days before the Great War happened. Seattle is still there, among the colds. The Chinese invaders have been gathering strength for over 200 years, waiting for a signal from from China. Well the signal has come, and it's time to begin the second phase.
I have talked about Seattle being a cool place to go before, I did in the last thread.
And I still say that packs should be in the game, or exoskeletons that add strength AND extra carry weight. The exoskeleton would take the place of a power pack but not a regular carrying pack.
I want more bunker's, both civilian and military ones. And I want fallout shelter's as well, ones people dug in there backyards or out in the middle of nowhere. I also want to see more armor's and weapons, as well as some vehicles that I can use.
More alien quests. And the return of the Enclave, only small scouting parties though. Fallout 4 should have them still regaining strength and watching other groups. Maybe some actual Quests by them to take out people or buildings and such.
Paraffin slugs for shotguns, as well as hillbilly slugs.
Samurai and Black Knight armor.
And I still say that packs should be in the game, or exoskeletons that add strength AND extra carry weight. The exoskeleton would take the place of a power pack but not a regular carrying pack.
I would still like to be able to get a pack for my character, maybe be able to get power packs to boost energy weapon stats.
That's why it would be out of the way, also both the guns I mentioned are in F2. You can get night-vision for the fal if I remember right.
Maybe some Easter egg armor that is EXTREMELY expensive(like 1,000,000 caps) and a pain in the ass to get.
bounties and hits that groups/factions can give
prone position, make sniper rifles show their true potential
bipods for added accuracy
a job where you can increase stats with time and such
dual wielding(this one is more than likely gonna be in anyways,dual wield .32 revolvers or chinese officer swords)
LARGER MAPS
What I would love to see like I have been saying for a while is this:
Aliens
Alien hidden village in a very hard place to get to or a crashed alien mothership filled with alien tech and corpses, as well as frenzied alien robots. Maybe not a mothership but still something kinda large.
weapons from all the previous games
pop culture references like OWB has
midgets and fat people
crossbows and bows
ninja stars for when I'm bored
more types of dogs
more types of animals
squirrels
iguanas
snakes
bats
sks and AK-47
less nerfing of guns and armor
more bolt actions
DeLisle carbine(yes the ww2 enfield .45 acp conversion)
tent with sleeping area and campfire
the ability to run a business, have to keep it stocked and such
flashlight that isn't crap and can be used to blind a enemy at night
M1 carbine
the ability to call in artillery or mortars after making friends with a certain faction or acquiring them
a vehicle, either a horse or something that uses microfusion cells
a tank?(needs to be a Sherman, or a Sherman shaped tank that is futuristic in it looks and/or weaponry)
alien abduction random encounter that is brief and ends with you crashing a alien ship then getting out and scratching your head
a walkie talkie that you can use to call in support that doesn't run off as soon as combat starts or just gets to you period
caravan jobs where you have to protect a caravan or help carry stuff
more open building that make the world look like people actually lived were able to live
movie theaters that you can go inside
slavers
the ability to take over a abandoned building and stock it with things or fix it up and make it either a store or a faction outpost or just a plain house
more Chinese weapons and armors
pre-war military caches with experimental armors, weapons, and medicines
more audio holotapes that tell stories like what we saw a lot of in Fallout 3
said holotapes should have emotion in them, unlike the OWB holotapes....
the return of the radio towers like in Fallout 3, with the accompanying bunkers
better weapon upgrades
slingshot with ammo being things like spark balls, explosive balls, rocks, fireballs, metal ball bearings
pellet guns
different types of pellet ammunition
musket's and black powder rifles
the weapons talked about in the Museum of Technology
the Museum of Ordinance
a dunce hat found in a school with a small skeleton sitting facing the corner
more radio stations with different genres of music
a talk show radio station that has to wildly different hosts that turn out to be the same person but with split personalities
a crazed man with a dog, sawed off unique shotgun, unique leather armor, and only 2 rounds
more .22lr weapons
.22lr minigun and midget m1919
.22lr lever and bolt action as well as semi auto, all can be suppressed
more types of rounds for the fatman
the ww2 piss pot helmet
ww2 military uniforms found in museum or some guys house, maybe even bunker or basemant
have a weird story behind said costumes
have the weapons used by each military
bunkers and fallout shelters in people's houses and yards
these scattered around the wasteland
http://memberfiles.freewebs.com/57/14/38381457/photos/How-to-make-a-Bunker/1294124310094.png
http://memberfiles.freewebs.com/57/14/38381457/photos/How-to-make-a-Bunker/1292900427113.jpg
http://memberfiles.freewebs.com/57/14/38381457/photos/How-to-make-a-Bunker/1292911024932.jpg
the ability to make zip guns
the ability to make shotgun round grenades
packs like Alice packs and such
a miniguns in either 5.56 or .308
bowling alleys
catspaw magazine that gives increased speech or six appeal to the opposite six
bobs big boy type fast food joints
roadside attractions
raiders like the ones from Fallout 3
raider groups and clans
traps and alarms
the ability to build traps from ammo and other things
environmental traps and occurrences(fog, rain, storms, dust devils[these hurt the player some], haboobs[giggity], etc. etc.)
Mosin Nagant M91/30 and M44 rifles in 7.62x54r with the ability to buy and use chamber inserts for the .32 caliber pistols rounds and 7.62x25 pistol rounds
railway rifle,, also needs to be able to make rounds for it that can do other things
Tulip from underworld out in the wastes and you save her then date and marry her(......)
a guy named Bubba with a tricked out M4 carbine(in 5.56x45) that has a laser, scope, suppressor, beta mag, bipod, AND its red, white, and blue
more action Abe figurines
Honest Abe's Combat and Power Armor(somehow these things got sent to George Lincoln Jr's house!!!! Wait.....how did Abe have power armor? and for that matter combat armor?)
A suppressed .44mag lever action rifle
Co2 pistol
changing seasons
Halloween and Christmas are celebrated in certain locations
the ability to to smoke cigarettes and do hookah
more survivalist stories
splinter Desert Ranger faction that refused to join the NCR
Tent cities
wasteland swap meets/markets
gypsies traveling nomad groups
Large map
Unique monster's(random encounters)
Sasquatch
Werewolf
Vampire
etc.
What about the Enclave being a splinter faction of a government that controls from the shadows? What if this "shadow government" is the ones behind all the worst things that have happened? What if they tell Daniel Littlehorn what to do and who to kill? And they have a moon base.
Changing seasons, as well as the holidays that go with them.
I want more bunker's, both civilian and military ones. And I want fallout shelter's as well, ones people dug in there backyards or out in the middle of nowhere. I also want to see more armor's and weapons, as well as some vehicles that I can use.
Light and Medium power armor.

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Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Fri Nov 18, 2011 9:20 am

My mega-post

Table of Contents
Spoiler


1. General Info
- plot
- factions
- general locations
- skills

2. Character

3. Minor Locations

4. Weapons
- Guns
- Explosives
- Energy Weapons
- Unarmed
- Melee

5. Major Factions
-The Patriots of America
-The Red Ghouls
-The United Federation of Pittsburgh

6. Timeline of the Capital Union

*NEW* 7. DLC ideas

Here is my http://s1121.photobucket.com/albums/l501/thewonderwombat/?action=view¤t=FO4map.jpg! This is a Work in Progress.


1 Fallout 4 featuring Philidelphia

Spoiler


Obviuosly located in Philidelphia, now called Philly

A few reasons it should be considered
-5th most populated city in the U.S.
-Home to some historical sites
-Home to historical monuments
-Next to a river

Plot

How about this plot, this is just off the head no real thinking.

1. Capital Union (will now be refered as the CU) - With sights on expanding they need more large cities to house their large population, Philly is a good target. Being the smartest and best equip faction this is the easiest. Youa re tasked to got sabotage the supple warhouses of the Patriots. Then go kill Wahington and his succesors. They say Liberty Prime will have most of the area cleared out by then. After this is done, you come to the gate of Philly to find
a bloody mess of ghouls, and humans from each faction. Basically Liberty Prime malfunctioned and attacked the "communists" while CU soldiers were engaging. While they set-up another offensive, you have to destroy the UFP's armies by a nuclear bomb which is used as torture in their slave camp/military base. Once done, you find many paladins in the city and you have to go to the final place and kill the ghoul.

2. The Patriots - They want a strong capital for their people The (insert cool title here) ventures into Jersey to find out the Pats need your help. They have just recently found about the Cu and UFP, so they are not taken as a threat. After several easy sentry quests you report your findings, depending on how you complete them will make the end hard or extra hard. If you send good reports, Washington masses a huge army. If you send poor reports you are given minimal support, but first you have to destroy the battleship. When done you come back to get the next task of raiding Philly from the south. While the main force does this, you must kill the UFP and the CU's leaders. Once done you have to kill all ghouls remaining in the area, and the leader. Once done the slides will say how Philly prospers and the Pat's move north to capture that and stuff.

3. The United Federation of Pittsburgh (UFP) (Might get rid of them) - They want a large city to be able to make a much larger army to be feared. (very lame excuse) With their sights on Philly, their main opposition is the BoS, you are assigned take a team of 10 soldiers, custom picked and destroy their main base (very difficult). Once done you go to Philly to find The Patriots storming the City. You then go in and while they are fighting you have to kill the leader, then take out a few waves of Patriots who are storming the place.

4. The Redcoats (still would like a better name) - They want a place to call their own After discrimination for decades after they original left the vault they roamed the Philly wasteland looking for a place to call home. After this and that they settled in Philly, and Ghouls from around the area flocked to it to be safe, especially those from the Capital Wasteland. Now with 3 factions at their doorstep, they decide to ask you, The (insert cool name title here), for help. If you're a ghoul they accept you immediately, if not you have to talk your way in. They want you to sabotage The CU and UFP's supply lines. After this you are set to assassinate General Washington, and sabotage their two supply warehouses. After this, you must hurry back and protect Philly from all three factions at once. They only become hostile to each other when close to the city.

All the endings will be in Independence Hall, but each one has you traveling across the wastes to do different tasks on the opposing factions.

Factions

Lyons BoS - They will obviously play a major role. They have discovered T-51b power armor in facilities in Baltimore while they were traveling to Philly. Only some Paladins wear it though. After hearing how Philidelphia has large amounts of technology and a good amount of people they decide to investigate. They are met by three other factions trying to capture Philly for themselves. The PC can decide to side with them or get rid of their presence or destroy them.

Red coats - They do not take after the British redcoats, but their oppsing faction has used the name and it has influenced their armor.. They seek to control Philly just for the sole fact to not let their opposing faction have control of it. They use conventional weapons ranging from R91 assault rifles to swords. There main quests are to destroy the Revolutionairy's and to get rid of the presence of the Brotherhood of Steel and get rid of the presence of Pitt slavers. They only control Philidelphia

Revolutionairy's - A faction that takes after the American rebels in the 1770's. They wear crude armor and clothing and use weapons that can be easily scavenged. They want to control Philly for reasons to expand their army substantially. They basically created the redcoats and who they are today. They also want to destroy the redcoats. Their quests have you destroy the redcoats and get rid of the presence oof BoS and Pitt Raiders, in more barbaric way than the redcoats.

Pitt Raiders/Slavers - Sent out by Ashur from the Piit. In search of more resources and to gain more land to make the Pitt look more menacing. Though that is their mission they have set up an HQ that enslaves people, and they tend to wreak havoc on the surrounding land. The PC when sided with will have the moest challenging quests to destroy all three other opposing factions in complete barbaric means.

Talon Company - Their HQ is based NW of Philly. Not a major faction but has a lot of quests. As of 2298 their main purpose is being hired by the redcoats to sabotage and slaughter Pitt Raiders/Slavers. Most quests involve sabotaging the Pitt Raiders/Slavers. The rest of the wasteland views them as saviors, but the BoS and revolutionairy's want to have no part to do with them, resulting in if you side with BoS or Rev's they are hostile.

Red Foxes - (Raiders) After over 200 years of living in hostile tribes, one group lead by "The Fox" is determined to unite all the raider tribes into one large group. They are a less violent group of raiders that pillages shacks and towns for their own fate and survival. "The Fox" though still enjoys the thoughts of senseless killing, and doesn't want to leave it all behind, you can either help him, or remove him from power.
Fort Washington - Only large community of people that is not conquered by other large factions. They are a main target of the Revolutionary's. They continuously fail because they cannot get through the defenses. The locals have found a secret underground facility equip with prototype laser technology and prototype power armor which is larger than taditional and has less DR/DT.

Locations

Philly - the Main city that the main factions are fighting for Owned by the redcoats. It is equiped with amazing technology and structual buildings that can support a larger population, at least a fallout population.
Washington Castle - (not to be mistaken with Fort Washington) The ravolutionairy'e place of Operations located in present day New Jersey.
Talon Company HQ- HQ of the Talon Company
Large faction bases - spread out throughout the wasteland. Rev's East, BoS South, Pitt West.
Fort Washington - largest free city in the Wastes, it is based in the North. Present day Fort Washington
Vault 76 - West of Philly, unknown
Vault 83 - North of Philly, unknown
Vault 95 - Southeast - unknown, was going to be in FO 3
Vault 100 South - unknown, was going to be in FO 3
Military Industrial Supply - Red coats own this, it still has years worth of supplies stocked inside, enough to feed a whole city.
Fox River - A portion of the Delaware river that the red foxes call their own.
Stealers HQ - Pitt Raiders HQ and a nice play on words.

skills

1. Crafting - makes clothing/armor/other things from materials found in the waste ex. Leather armor is Brahmin skin and more, affects workbench instead of repair and science
2. Energy Weapons - again same, determines Energy Weapon effectiveness
3, Explosives - Doesn't include shooting weapons, grenades and mines mainly
4. Guns - guns with bullets
5. Lockpick - unlocks doors
6. Medicine - same how you can heal yourself
7. Melee Weapons - determines melee weapons
8. Repair - repairs armor and weapons now lets you repair more
9. Electronics - used to fix energy cells, and generators and such
10. Science - same, affects only minor things with workbenches
11. Sneak - sneaky sneaky
12. Speech - persaudes others + barter
13. Deception - allows the player to lie, and blend in with an enemy faction
14. Survival - same with more stuff
15. Unarmed - same


That's about all I got for now, will probally add on later. I am also working on a map, the first will only have places of importance.


2 Character

Spoiler

Well this is completely new idea for me, but I have seen some other people posting about character stuff, so why not me too!

Character Choices

Human

Traditional Choice (more info to come)

Ghoul
(More info to come)

Custimization

You should be able to choose you body size from 5 different choices

Height

1. Very Short: 5 feet 2 inches feet for men, 4 feet 11 inches for women
2. Short: 5 feet 4 inches for men, 5 feet 1 inch for women
3. Average: 5 feet 8 inches for men, 5 feet 4 inches for women
4. Tall: 6 feet for men, 5 feet 8 inches for women
5. Extra Tall: 6 feet 4 inches for men, 6 feet for women

Weight

1. Skinny: 155 lbs for men 100 lbs for women obviously a thin look
2. Average: 180 for men, 120 for women, the normal look
3. Overweight: 230 lbs for men, 170 lbs for women

Looks

For now I just want the weird looking shadows around the eyes moved


3 Fallout 4 location ideas 1

Spoiler


Vault 83 - A very simple vault experiment. The "researchers" wanted to see how the community would react when they handed out a reverse Vault-Tec jumpsuit, main color being Yellow and smaller being Blue. The different suit was to be given randomly to a citizen every 50 years, it was handed out 3 times before Vault 83 opened. The vault opened in 2231 and a small town appeared next to the Vault after the reacotr leaked massive amounts of radiation.

Vault 76 - A control vault designed to open after only 20 years. After 20 years passed in 2097 the original overseer had died of a heart attack, and the new overseer was smarter than most. He sent out a party of 5 people to see how the world had changed. The detonated warheads left the surrounding area highly radioactive. 3 of the men died and the other two began to turn into ghouls. When the two returned with some of their skin falling off and their hair, the overseer was scared that "zombies" now ruled the Earth and then locked the Vault. The two then moved to Philly to see if the city had any survivors.

Vault 100 - A Vault-Tec experiment. Out of 1000 people 500 were hardcoe criminals, and the other 500 strict cops. All members had their memory wiped. There was also an extreme amount of money and a large amount of civilian weapons put into the vault. Only several years after the war, flaws of the memory wiped emerged and some of the people started to regain their memory. A group of criminals took other members not knowing whether they were fellow criminals or not. They ran away from the vault and settled their own town - guntown. When the player enters the Vault they find it destroyed with guns and corpes all over the place.

Vault 95 - To see how the easiest means of communication could be accomplished Vault-Tec made Vault 95. They had 250 people come from over the world and the U.S. who had no idea how to speak English, but the Overseer could speak English. There where no books or holotapes to teach English or the other languages. The Overseer was then given two list a short and east list full of simple minded tasks, and a very complicated one which had jobs that were necesarry to live. The Vault was raided by the Patriots and only remains of the different languages are there.

Abandoned Camp - A camp that was used for people trying to get into Vault 76, it is seemingly abondoned, but rumor is that the campers collectively dug a small underground shelter of their own in a matter of a few years.

Yellow City - The city built by the remnants of Vault 83. They worship the Yellow Vault jumpsuit and believe that a being will come to them and them as their leader and wear the jumpsuit and lead their people to salvation.

Guntown - A very strict to the code town where there is practically no crime whatsoever. There is an excess amount of civilian guns, such as pistols and hunting rifles. One man wants to raid the armory and capture the town for himself. The town itself is controlled by the Patriots. Each officer was then trained to be more strict than what they already were.

Big Hill (northwest corner) - Obviously on a big hill. Tribals wandered the wastes of Pennsylvannia for decades, until they discovered a shining beacon, being a large hill near Philly. They went to the area, and found many pre war houses around it, the scavenged what they could from the houses and started to build small houses on the hill in a spiral formation, with their town hall on the top. The population is small with small families. They mostly farm, and make unique remedies that is unknown to other parts of the wastes.

Sourland Caravans - Started by survivors of the great war who took refuge in the sourland mountain park. When they came out of the facilities they could still see mushroom clouds in the sky, so they waited even longer. When they re-emerged they decieded they would ship out supplies from around the park to other nearby towns. The radiation almost stopped this relief effort immediately, but they stayed strong and enough survivors remained to continue to ship supplies. This is when all the remaining cars stopped working and they discovered Brahmin, horrible creations of the war. Eventually with more and more people making their own settlements, the people from sourland, made the sour caravans charging the wastelanders and tribals pre-war money and convenient bottle caps.


4 Fallout 4: Philly Weapons

Spoiler


Guns

Pistols

9mm pistol
10mm pistol
.22 pistol
.357 magnum
.44 magnum
12.7mm/14mm pistol
9mm Mauser
.45 auto pistol (maybe)
Hunting Revolver
New Pistols
Luger
7.62 mm pistol

Rifles

R91 assault rifle
Chinese Assault Rifle
AK-112
Hunting Rifle
Cowboy Repeater
Trail Carbine
Assault Carbine
Marksman Carbine
BB gun
Sniper Rifle
FN FAL
Brush Gun
Anti-Materiel Rifle
New Rifles
7.62mm Rifle - AK 47 / 74
Bolt Action Rifle - 1903 Springfield
.30 Wooden rifle - M1 Carbine
Service Rifle - now an M14 design
Assault Rifle - M16 design
Automatic Rifle - now an actual rifle STG 44 (trying to keep away from WWII guns, but couldn't resist)
M199 Assault Rifle - In Fallout 3 mentions as being reliable last M series guns.

Shotguns

Combat Shotgun - FO 3 design
Hunting Shotgun
Lever-Action Shotgun
Single Shotgun
Sawed-Off shotgun
New Shotguns
Double Barrel Shotgun - unless you count Point Lookout
Trench Gun - Model 1987
Blunderbuss
Semi-Auto Shotgun - Browning 5 auto

Submachine Guns

9mm submachine gun
10mm submachine gun
.45 mm submachine gun
.22 sub machine gun
H&K G11
12.7mm submachine gun
New Submachine Guns
H&K MP5 - don't have name yet
H&K UMP - again no name yet

Heavy Guns

Light Machine Gun
Minigun
Bozar

Explosives

Projectile

Missle Launcher
Fat Man
Grenade Rifle
Grenade Launcher
Grenade Machine Gun
New Projectiles
Crossbow - similar to Call of Duty explosive only
RPG-7 - comes with its own rare ammo

Thrown/Mines

Frag Grenade
Plasma Grenade
Pulse Grenade
Incendiary Grenade
Dynamite
C4
Frag Mine
Plasma Mine
Pulse Mine
New Thrown/Mines
Explosive Grenade - powerful grenade
M80 - basically a toy in FO combat people get scared then mad at you when thrown
Land Mine - bigger and stronger than Frag

Energy Weapons

Pistols

Plasma Pistol
Plasma Defender
Laser Pistol
Wattz 1000 Laser Pistol
Pulse Gun
Recharger Pistol
Gauss Pistol
New Pistols
Tesla Pistol - Shoots a lightning bolt type shot

Rifles/Not Heavy

Laser Rifle
Wattz 2000 Laser Sniper - had to change it
Plasma Rifle
Multiplas Rifle
Recharger Rifle
Tri-Beam Laser Rifle
Gauss Rifle
Laser RCW
New Rifles/Not Heavy
Laser Assault Rifle - hold 30 rounds more accurate than RCW with Iron sights
Tesla Rifle - Again shoots lightning basically
Some kind of Plasma Gun

Heavy Weapons

Gatling Laser
Plasma Caster
Tesla Cannon
Flamer
(heavy) Incinerator
New Heavy Weapons
Plasma Launcher - basically will shoot a plasma Grenade

Unarmed

Unarmed

Brass Knuckles
Spiked Knuckles
Power Fist
Zap Glove
Displacer Glove
Ballistic Fist
Boxing Glove
New Unarmed
Tape and Glass - tape with glass on it
Iron Fist - a glove with Iron on the outside

Melee

Bladed

Machete
Ripper
Chainsaw
Combat Knife
Knife
Fire Axe
Hatchet
Straight Razor
Switch Blade
Thermic Lance
Chinese Officer sword
New Bladed
Pocket Knife - a 7 inch kind of blade
Sword - one hand sword one that collectors would get
Katana/ whatever it could be called - again something a collector would have had

Blunt

Baseball Bat
9-Iron
Cane
Lead Pipe
Tire Iron
Nail Board
Sledge Hammer
Super Sledge
Rebar Club
Shovel
Police Baton
Crowbar
New Blunt
Frying Pan
Nightstick
Fire Place Stick - seems like a creative idea
Shock Stick - like Jingwei's sword but a police Baton, would have been to calm riots
Staff - basically a long stick

Thrown

Throwing Knife
Throwinf Hatchet/Tomahawk
Throwing Spear
New Thrown
Ninja Star/Shuriken
Ninja Throwing Knife


5 Main factions

Spoiler


Patriots of America (formerly revolutionairies if you read my ideas post)

General Washington

A boy, named Thomas and his parents who were poor and starving wondered the ruins of D.C. in the years around 2252 endlessly each and every day. When the three of them were in the area of the national mall they were attacked by a group of super mutants who had plans to capture them. The mutants unable to capture them quickly made the decision to kill them. Thomas ran to the Washington Monument and climbed all the stairs to the very top. There he made a small camp and would scavenge for food and water each day during the safety of the night, slowly gaining skills that would inevitablly help him in the future. Eventually Thomas' scavenging trips became longer and longer until one trip he got caught at the Arlington Library. Interested that day he looked up the history of America. His favorite subject was the Revolution which inspired his name Washington. His dream then became to re-establish the 13 original colonies to their former glory. At the beginning of 2272 (wiki's date) he set forth to the North. When he arrived at his home he saw men in huge suits of armor setting up a huge barrier around the monument. There he met a crazy man who told him about the good fight. Thomas took this personally as restoring America, to do this he would destroy everything "evil" that in his eyes was anti-american. Knowing how D.C. was in ruins he set his sights on Baltimore one of the nations old capitals. In 2273 when he arrived in Baltimore he found it in ruins also, he also found hundreds of people suffering from radiation poisoning and the countless raiders around. For five years he taught them what he learned how to scavenge and hide. During these years he also learned much more skills in combat and trained the wastelanders as much as he knew. In 2278 he left Baltimore on his own. Within days the wastelanders he had trained followed began to follow him as their leader, thus he named his tribe/group the Patriots of America. After discovering that Philadelphia was overrun with ghouls he decided he needed to wipe them out as they were "evil" and keeping America from being a great country again. He lead the group to New Jersey to an Air Force base. He had the group spend hours building thorough defenses. At the same time he set up a government/leadership in the visions of the Constitution. The people unanimously voted him into office as the president where he would enact a Marshall Law and control everything as a dictator. In 2296 he finally sets his sights on the his capital of America, Philadelphia.

The Patriots of America

Scavengers and Wastelanders from Baltimore were in terrible shape. They were starving and thirsty and each day was a struggle for life. In 2273 when Thomas Washington came they were suprised that anyone would come out of their way to their slice of hell. For the five years they were taught to survive by Tom they came to look at him as a leader. Finally when he left the people came together and followed him out of the city to wherever he may have gone. In 2279 when they arrived at the military base the began to scavenge immediately. They found large amounts of munitions in the base, but they could only see with binoculars. Eventually they made a team which prepared to go into the bunker. They found hundreds of skeletons crowded around one small door. Inside the first room was the luggage and and food of the hundreds of dead civilians trying to gain safety inside the bunker, unfortunately it was all highly irradiated. On the other hand their luck was still in their favor as the bunkers door has fallen apart from years of neglect. They found even more skeletons and some feral ghouls. After a couple days of fighting they found the dark recesses of the bunker which was full of food untouched by the war and guns to supply a small army. With their new weapons they set their goal to expand to take Philadelphia. They spent a decade destroying towns forcing raiders and other wastelanders to join there nation. With a growing population they had to set up a real government modeling old America as in new Constitution. They smartest men and women of the settlements came togethers and created their own Constitution. With Marshall Law enacted almost immeadiately, Washington promised his people that they could be free and finally enjoy life once they were able to set up America's new capital in Philly. To do this they needed to destroy the vast amount of ghouls in the ruins of Philly which remained largely entact. With their main goal to conquer Philly they needed to expand their armies with a proper training and soldiers.

What's New?

Washington Castle - Current day McGuire Air Force Base. I have said mostly everything in the above posts. It is used as the main base for the Patriots, and it surrounded by three walls, first concrete, second concrete, third forcefield like Fallout 3 found on the base. There is one main entrance, and an emergency exit that leads out from a sewer. There is plenty of weapons and armor. Population: 359

Adamsville - Named after Samuel Adams, other argue John Adams, only thee educated. It is the Patriots second largest city/town. This area is the main town for civilians of the faction. It is mainly a farming village to feed all the people, but there is still an armor and gun dealer in town. There are almost no military personel in the town, but it is of no interest of any place.

Fort Greene - Named after the General Nathaniel Greene, it is the second base for the military close to the front lines. It houses more men than Washington Castle, but they are mostly infantry and no specialists (not rank). It is a very simple square building surrounded by a concrete wall. It sits a couple miles away from the Delaware River and is an important role to take Philly.


The Pitt

During the conflict with the slaves, Ashur guranteed them good things to come, as his wife had discovered how to make vaccinations. The slaves listened and settled down, but not before they hunted down Wehrner. Years later after all the slaves were free of radiation, and all the trogs were wiped out. The Pitt began toexpand into the city.They discovered even more scrap metal and weapons and more ammo types. Ashure then decided to trade the ammo much more widely, excluding the Capital Wasteland. Around 2285, Ashur started to grant slaves more freedom, and hired them as workers. This decreased the soldiers pay, so the rebeled, but the loyalists were better equipped and stopped it rather quick. Ashure realized how powerful his army was and decided to expand further on around Pittsburgh. Some of the wastelanders refused to join, but most accepted this and made many farming towns to support the Pitt's growing numbers.

Towards the end of the 2280's, the Pitt looked like a good place to live. The streets were cleaned up, the people much nicer, and their terriotry thouroughly protected. With all the good things, and more to come Ashur officially announced that the Pitt would break away from the U.S. and become The United Federation of Pittsburgh. It included several cities including its Capital the Pitt, Youngstown in Ohio, and as far as Harrisburg in Pennsylvannia. With the massive expanding Ashur saw its citizens being upset, so he decided his last conquest of his life would be Philadelphia, little did he know 3 other groups wanted it too. When they arrived in Pottstown they set up camp in an old warehouse. They headed to Philly, to see men in black armor running from the town, when they investigated they found 4 dead ghouls all dressed in red. They figured it was just ordinary wasteland violence, but the next few days they kept seeing the ghouls in red shooting at any wanderers outside their wall, with intense violence at a certain few. The scouts from the Pitt reported this, and Ashur told them to lay low until they destroyed each other. With 5 years of pointless waiting, Ashur decided to take some action, he enslaved some locals and forced them to work on farms and other jobs. When he arrived personally to the sight he ordered a small group of men to set up a camp to the west of Philly. Now in 2298, their numbers have dramatically increased and there armies are ready to march onto Philly, and claim it for themselves.

Locations:

Pitt-town - Previously Pottstown, the UFP took it over first thing and established an Philly HQ here, only the leaders of the army stay here and the player can only receive a few quests, the guards here have high tier weapons from the start.

Southern HQ - The front lines for the UFP. They have most of the soldiers stationed here. The armies are rather large and the weapons are top notch. There are only tents here along with one large building used as an HQ. The UFP moved their base of operations here.

Stealers Fist - (like the football team) This is the camp where all the enslavement takes place. Slaves come thorugh have their belongings taken then distributed to the Southern HQ or Pitt-town. It is also a farming town where slaves farm furing the day, then pack munitions for the army at night.

Red Ghouls

Ghouls of Philly - after decades of punishment some ghouls were tired of being pushed around by the "bigots" Several wandered the waster as a large group, such as the ones in Broken Steel who want a New Underworld.They knew the best way to keep the humans out was with radiation. After years of wandering they discovered Philly in what seemed a pristine condition. What they didn't know what that the downtown was completely destroyed, but the surrounding area seemlessly left unharmed. They came to the area of Penn's landing and wandered from there discovering the historical sights, mainly Indeoendence Hall. They read up on all the documents and decided to call this area their own.

Slowly but surely they gathered other ghouls around. Again, knowing the humans wouldn't come with radiation the ghouls powered up some nuclear reactors, and let the toxic waster lay around the perimeter. Slowly the expanded outward making a powerful city. They also found a Military Storage sight, full of food and water for centuries, and weapons for thousands. Humans barely ever came to the ghoul "safe haven" and when they did they were questioned, and if found mysterious shot.

After brutal skirmishes with the new enemy, The Patriots, they heard time after time the patriots calling them redcoats. This made the ghouls paint all of their armor and clothing red. There weapons grunt weapons, and their armor leather, combat, and metal.

Now with the areas.

Independence Hall - The town hall of the ghouls.They use the courthouse for putting humans and trial. There is also an upstair, where all the food was transfered to keep it clean, as the radiation surrounds the perimeter. Additional ammo and armor is also stored on the second floor. The leader of the ghouls, a man named Jacob Williams also runs things from the 2nd floor office. In the basemant (I'm pretty sure there is one) you can see labs and scientists working hard. On this level they are trying to find a quick way to take radiation out of water. If you talk to some gulible scientists and hack some terminels, you can find a hidden elevator on the back wall. In the bottom of the place, a much larger lab is set up. Two basic rooms. One smaller room with feral ghouls and scientists, and another with humans and scientist. The small room full of ferals is to see if the ghouls can make them senseable, and the larger room is to see if they can turn a human into a ghoul 100% of the time.

Battleship New Jersey - A museum before the great war. The ghouls found it in the Delawat and pulled it to Penn's landing. It is uses as a military base for the ghoul redcoats. There military leaders live there, and there scientists are working on making it operational.


6 Timeline of the Capital Union (Brotherhood of Steel)

Spoiler


This was made by Sebor13, and is an will be edited in the future by Sebor13 and myself

March 4th 2278 (random date that came to mind)- Lone Wanderer activates the Purifier.
May 11th 2278- The Enclave was beaten at AAFB.
June 24th 2278- Lyons Pride gets into Vault 87 after months of planning, they place explosives on key support beams and the entire Vault collapses, the children of Little Lamplight are gathered and brought to the Citidale against their will.
August 16th (today in real life) 2278- The BoS respond to increased raider attacks on Megaton by placing six soldiers there (four initiates and two paladins), they slowly start to make Megaton BoS territory.
December 17th 2278- Big Town is put under the protection of four BoS Initiates in responce to waves of supermutants attacking in that area.
January 3rd 2279- Arefu (which was under the protection of the Family) gets three BoS Initiates stationed there.
January 9th 2279- BoS attack and take over Evergreen Mills and the raider attacks stop, Megaton is then heavily influenced by the BoS.
January 23rd 2279- Vault 101 opens again, with Amata in charge. Megaton's front walls are taken down and are used to circle around Springvale and the now opened Vault 101.
February 5th 2279- Eight BoS soldiers are sent to Tenpenny Tower to place it under their protection, Tenpenny refuses to let them in and sends his guards to kill them. The Guards are slaughtered and Tenpenny is placed under arrest and the citizens of the tower go about as normal.
February 19th 2279- The day the BoS official become a country with the Citidale as it's capital and Owen Lyons as its first president.
March 4th 2279- Captial Union soldiers are stationed in Rivet City and it is annexed.
March 22nd 2279- The Capital Union demands the Outcasts either hand over all of their stolen tech and surrender, or die, only two surrender, the rest are slaughtered and their tech is taken.
April 11th 2279- Talon Company is pushed out of the Capital Union's territory as the take full control of Downtown D.C.
April 19th 2279- The Capital Union finds Canterbury Commons and takes it over, making the poorly defended caravan hub thrive.
April 23rd (My birthday) 2279- Megaton, Bigtown, Arefu and Tenpenny Tower are officially annexed by the Capital Union.
May 9th 2279- The Capital Union recruits the Regulators as its secret agents of sorts and two of them are sent to Paradise Falls disguised as slavers.
May 26th 2279- The Capital Union attacks Paradise Falls, killing everybody except Eugoly Jones who is arrested and the slaves who are freed.
June 3rd 2279- The Capital Union annexes the Temple of the Union who form a politcal party in their government.
June 14th 2279- The Capital Union finds Oasis and begins studying the vegetation.
June 27th 2279- The Capital Union finds the Republic of Dave, all of the advlts run out guns blazing and once they're killed all of the children are brought to the Citidale.
August 13th 2279- The Capital Union finds Andale and uses it as a carvan stop on the way from Rivet City to Tenpenny Tower.
August 18th 2279- The Capital Union finds Girdershade and uses it to help them expand further west.
September 11th 2279- The Capital Union runs low on Power Armor for new recruits and uses combat armor that is spray painted brown as for initiates, this soon becomes the more common uniform.
September 30th 2279- Eugoly Jones, Allstair Tenpenny, and the surviving Outcasts stand trial for crimes against humanity and the Capital Union, they're all exectued.
November 7th 2279- Owen Lyons dies of a heart attack and the Lone Wanderer becomes the new president.
November 24th 2279- the last of the supermutants in the CW (besides Fawkes and Uncle Leo who have fled north) is killed.
December 4th 2279- Underworld is discovered and the ghouls are forced to leave, they head north.
January 15th 2280- The Capital Union begins expanding outside of the CW, annexing towns and bringing fresh water and protection to all.
February 19th 2280- The Capital Union celebrates how much it has accomplished since its official beginning.
November 4th 2280- Richmond is discovered by a large amount of Capital Union soldiers (thirty) they're held hostage by a large faction called the Confederacy.
December 5th 2280- The Regulators manage to sneak in and cause a prison break, getting all of the Capital Union soldiers out alive and starting the invasion of Richmond.
January 8th 2280- The Capital Union takes over all of Richmond and the surrounding settlements, a stalemate between them and the Confederacy begins the same day.
March 13th 2281- the Capital Union finds a large miltary base with T51b Power Armor, a new squad called the Heavy Hitters (similar to how Lyons Pride is a squad) begins.
June 10th 2281- The Captial Union meets the United, a large group of raiders who control western Virginia.
March 3rd 2282- the Lone Wanderer is killed by a Confederate assassin, Harkness is elected as the new president and he begins a campaign against the Conefederacy.
March 5th 2282- Project Purity is renamed the Lone Wanderer Memorial.
April 2nd 2282- the Capital Union is haulted by a fifty foot tall concrete wall to the south, the Confederacy built it to keep them from taking more land.
December 10th 2282- the United is pushed out of what used to be Virginia and disolves into a bunch of raider gangs.
June 3rd 2283- Harkness retires and 16 year old Arthur Maxson is placed in charge of the Capital Union. He makes a policy saying they will not expand further until they have absolute control over their current land and all of their settlements thrive.
February 20th 2284-All hostile wild life in the Capital Union is killed.
October 5th 2284- People from the Confederacy are fleeing to the Capital Union for its free, clean water and its protection.
Jaunuray 23rd 2293- Arhtur Maxson repeals the order saying they will not expand and they begin taking land to the north and the west again, but at a snails pace.
March 4th 2297- the Capital Union discovers Philidpelphia and the factions looking to take it over.
May 2nd 2297- the Capital Union discovers the Pitt and bring Three Dog to Philidelphia to spread propoganda by radio and public appearance (I forgot to put this in before, he was used as a propoganda piece to take over the CW and beyond, he is now a preacher of the Capital Union (he dresses in businesswear (they actually found out how to make and clean cloths so its just businesswear) and looks like a politician)).


7. DLC ideas

Spoiler


Thanks to Sebor13 for the great idea.

The Sound

After the Great War and once Nuclear Winter was gone the polar icecaps melted due to the lack of an Ozone layer. The ocean began toget more and more water, causing the floods to Block Island, Fishers Island, and northern Long Island (you're probably going to have to look it up, thats around the northeastern edge of Long Island). Only southern Long Island and Fire Island remained. Years later a large sail boat that was used as a pirating boat by the ghoulified crew shipwrecked on the shores of Fire Island. Slaving was a commen business around there and they got really into, forming the Sound Slavers with Fire Island as their headquarters. However the entire Sound is not populated by slavers, about half of the island is made up of farmers who use tons of slaves and will turn in all escaped slaves they see. The current leader was the founder's first mate when they were pirates, Jeremiah Smith (named after the most successful Fire Island land pirate, land pirates make the cargo ships believe they're the town or base where they are supposed to make their delivery) who is less cruel then the one before him.

In the DLC you have to escape and make your way to Jeremiah Smith on Fire Island to either kill him, hold him hostage, or join him.

8. Minor Locations #2

Spoiler

Fallout 4 Minor Locations 2

Yodel

From the pre-war town of Doylestown comes Yodel, a small little town, population 13. There is little to do here, but recently the sourland caravns have stopped shipping goods to them for unknown reasons, and they are willing to join the Capital Union or The Pat's. The people who live here are very weak, and socially deprived. The town name comes from a local myth. It now says that the greatest of evils cam to the town, but a band of warriors stood against them, and when the warriors attacked they had screams similar to yodels that could be heard from miles away. The Legend is fading, but you can help them. A quest would set up Yodel as an important trade stop, from Sourland, to Walker to the CU.

Walker (Called Walker town on my map)

Previously one of the most important trade stops for the Sourland company, when it was called Bartertown. There town was large and prosperous, but with the introduction of the CU and the UFP the sourlands have been pushed out of the area. The town has tried to set-up and make their own caravans, but none have suceeded due to lack of resources. The only people who come to town now are calle Walkers as they just walk through town and never stay or do anything. You can decide there fate to let them die out or help them find a resource they can trade or connect them with Yodel and Sourland. If you make them independant sourland will struggle, and Yodel will die.

Weapon Testing Facility

Surrounded by the new marshes of new jersey this high-tec research facility was for testing the latest in weaponry. There current project was surface to air missles that were precise enough to shoot down ICBM's. Other standard research was conducted also including alien tech, but that had no success, but you can find alien weapons in the facility, namely the alien blaster. During the Great War the facility figured it was now or never to try their missles, they had some success, partly saving the city of Philly, leaving the historical site of Penn's landing and beyond, and other factories intact, but not all the missles were successful, even some failing and destorying local areas.

Prince town

One of the many Princeton's in the U.S. but the name has changed to Prince town. They want and demand independance from factions all around except the sourland caravans. The town is rules similarly to a monarchy. Instead of a king, the leader is a Prince, thus the name. Sourland Caravan company has a large department there, creating a market, that is used by many others.

Rantan

A pre-war community by the name of Rantan, just like today! This small city is home of the Sourland Caravan company. In the center is the HQ with some other buildings surrounding it, these are buildings like foos shops, and other merchants. On the outside of this is the houses of all the people, and beyond that are the ranches and farms. The community is self producing with food and water. Due to the city being run by a caravan company it is in the form of an oligarchy, but some want it overthrown and made better, to help the people. Also the leaders know that many people need weapons, and need them cheaper, so they also have been building a factory for this purpose and need help with this. (Sourland is the outpost where the caravans are directed and the majority of goods are sold.)

Grandbridge

Formerly the Delawre Memorial Bridge, now fixed and fortified by the Capital Union. It is one of the most fortified structure known to the locals, and controls all Traffic heading throughout the area. There are several gates and waiting rooms to get clearence. A new addition is the elevator (just a pulley system for now) on the Delaware side of the bridge, on the bottom are several boats in case of emergencies. This is one of two access points to get into Wilmington which is under CU control. This one can be accesses later in the game, but with no consequence, the other way would be a challenging way to sneak into the are from the north.

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Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Fri Nov 18, 2011 7:22 pm

For drugs and alcohol to have negative side again. In the originals, you would get a bonus, followed by some pretty nasty side effects. Your SPECIAL would be come messed up. You would lose two strength and perception. They were very addictive. Hell you could get addicted to nuka-cola. That would be great to have comeback.

I don't like how drugs have become nothing but good in the new Fallouts

The ability to smoke! You can make smokes addictive and they lower you're endurance.
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Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Fri Nov 18, 2011 1:22 pm

For drugs and alcohol to have negative side again. In the originals, you would get a bonus, followed by some pretty nasty side effects. Your SPECIAL would be come messed up. You would lose two strength and perception. They were very addictive. Hell you could get addicted to nuka-cola. That would be great to have comeback.

I don't like how drugs have become nothing but good in the new Fallouts

The ability to smoke! You can make smokes addictive and they lower you're endurance.


Since the stats mean very little now, I'd propose to give drugs, alcohol and their withdrawal effects also a bonus sideeffect of visual and motoric distortions.
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Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

Post » Fri Nov 18, 2011 8:51 am



New civilized humanoid ideas
Spoiler
Intelligent Mirelurks
Spoiler
Oh! I got it!
Okay, so I want Mirelurks to be intelligent and capable of interacting with humans on a civil level and hopefully spread out enough to be a big part of the franchise and I know how to make them intelligent!

Okay, so a breeding ground for mirelurks has been in a mentats production facility for over a century, these mirelurks has through generations of mutation along with the mentats effect grown capable of human intelligence.
They are not cavemen but they are not the avarage human either, they're something in between, intelligent but inexperienced with mechanics, electronics, trade and social standards.
Storylines could include racism towards them, them overpopulating their home and need to find other lakes and rivers to colonize, humans hunting them down for their meat and eggs, discrimination, maybe even interacial relationships and so on

It's not too farfetched to me, mirelurks has gone through heavy mutations and add in that a certain breed has had contact with mentats over generations of breeding and it could very well work.
Since they produce very rapidly as they lay eggs over carrying a fetus inside them for 9 months they could expand quickly if the choice of the player to tell their leader to colonize other lakes and rivers is made canon.

I really want a new civilized humanoid race to be part of Fallout, and I think Mirelurks could work. I'd rather have Trogs but if I can I'd like both.
Cause Super Mutants are dying out, and while new ghouls can be created they cannot procreate so they are eventually going to be a dying race as well unless they finally use Reservation from Van Buren.
So I think it's best to introduce new civilized races as early as possible and let them work out their differences with humans over the course of games while subtly killing off Super Mutants and possibly regular Ghouls.

Replies
http://www.gamesas.com/index.php?/topic/1243132-fallout-4-speculation-suggestions-and-ideas-41/page__view__findpost__p__18883677


Sandmen
Spoiler
Sandmen are sort like Desert Ghouls, they are like thin The Thing's, very cracked and tough skin, an inherent DT bonus and Agility disadvantage.
Their mutation came from the ghoulification, causing them to rapidly regenerate their lost tissue, but due to the constant exposure to the desert their skin stopped falling off and at some point started to layer over their scabs, causing a very cracked skin that is continuously layering itself with new tissue. Every couple of years they forcefully shed their scab-skin and start a new because it becomes too hard for them to move.

How about that? Sandmen is of course just a working title which I myself hate, sounds too Star Wars'y.

----

The Sandmen is just an appearnce I've had in mind for years, never really expanded on it, so their culture is not something I have thought of.
But I thought of another thing to add to their mutation, in Broken Steel ghouls apparently have no body heat, yes it's ridiculous but let's roll with it.
Sandmen hate that cold, so they thrive in the warmth of the sun and especially the deserts which is what caused them to spend so much time in the sun to alter their mutation in the first place.


Blood Men
Spoiler
Now Bloodmen, they work on that mentats idea I had.
Pre-war there was a facility that was working on making plants out of flesh, plants that would grow out of the ground and eat bacteria, flies, bugs and basically anything coming in contact with them but which would produce edible meat for protein. The plants are also blood red.
The experiment was to solve starvation issues in less fortunate countries and to provide a secure future for America in case overpopulation becomes such a trouble that cows and chickens cannot be produced fast enough.
When the bombs hit the plants slowly grew out of the facility and have slowly spread across an enourmoues(?) area.
Very early of the Great War a band of survivors found these plants and set up camp near them, they offered meat straight out of the ground which was such a comfort that they made a small town.
Over the course of one and a half century of eating these plants they have through generations been genetically altered themselves, they've lost contact with the outside world and devolved into a very basic tribe.
They are roughly the size of Lily in New Vegas, very muscular, blood red skin, pitch black hair, very fair faces.
They have very strong regenerative abilities. But. They are strict carnivores now. And because of their size they need to fill a certain quota of nurishment. This means not many of them leave their lands, and those that do rarely have pretty reputations. The ones that have been encountered outside of the blood lands are very unpredictable, if you travel with one of them and they get hungry it won't be too long before they panic, kill you and eat you. They simply don't know what to do when they get hungry. Due to this they are often causing problems in communities with brahmin herds, often being called demons because of their demonic appearance.

In the blood lands other animals have eaten these "plants" as well and mutated, becoming far more dangerous. The blood lands is not a place for the inexperienced, it's animals are often camoflauged and very dangerous when entering their territory.

One problem with these plants is that, they eat other plants, and they breathe too, so the air in blood lands are really thin.
And if left alone, these plants could potentially take over the world (in thousands of years maybe but still), they eradicate any other trace of life and leaves behind only a sea of mutant fleshy plants, if or when they take over the earth's land they will svck up all the air and leave the atmosphere completely drained.

It's a pitch of what I had in mind for Blood Men.

----

About fleshy plants, my idea was kinda with blood grass and those blood bush thingies from Oblivion, there are only 4 or 5 types of plants growing in blood lands so there aren't gonna be trees or anything like that.
The idea of their pitch blood red colour is simply for shock and awe artistic design wise. Imagine laying eyes on a sea of blood for the first time only to discover it's a mutated kind of plant.
Hell, since they feed off of contact they could drain health from you as you walk this land unless you have an armor type on with accompyning boots that prevent it.
So the reason for their pitch red is simply to shock the player, it'll look like a massive bloody mess has happened.
Changing the design could work but I dunno if it would give the same shocking impact and their natural colour is the cause for Blood Men to become demonic in their appearance.
Like, how if you eat carrots you turn yellow or if you eat tons and tons of tomatoes you turn red, the plants has one of those enzymes or whatever that will colour the person eating it if too much is ingested.

But they're both just pitch'es, they need work.
The design I had in mind for Bloodmen doesn't clash as well if the land isn't bloodred though.

(I'd rather the game uses a map node system, imagine loading a new node and then BAM! smack dab in an organic mess.)

The blood lands would of course have more to it than just "omygoshthelandiscoveredwithbloooood!", the Bloodmen know of what the plants curse is that they kill off other plants and can potentially kill the world so they salted the borders in order for the plants to not be able to set soil there and they keep out outsiders and prevent people from taking the plants with them.
A storyline could include people wanting to use these plants for food and doesn't care about thier so called "curse" as it's free food. They consider it a gift from the gods that should be spread freely.
But the Bloodmen knows that if it's distributed through trade then control over the blood plants would seize to exist and the end of the world above water would be drawn even closer.

----

2. Well they kinda breather a lot more than plants would and they produce no new oxygen which regular plants do, oxygen still gets through blood lands but in a lot more limited amount which could cause a -1 END until the player gets adjusted to the thin air.
And here's how I thought about it that say that there is a small circle that is blood land, now, say that cirle gets big enough for the air in the middle to be so thin that even the plants there cannot survive, then the borders would act like a giant wave continously swalloing everything in it's path whilst killing it's own plants as well.
Couple this with trading of the plants and it won't just be isolated to one area, no it could very well spread all over, killing every plant in it's path and draining the oxygen to such low levels a lot of the plant life dies out.
The end of the world could just be a prediction that the Blood Men has, doesn't mean it has to be true, but allowing the plant to breed freely can still be catastrophic. Besides, the Blood Men is a tribe, they have long since forgotten that the earth is round and that there are 5 continents (Or is it six?) They only know that there is land and that the plant is going to kill it if they lose control.



Legion getting a lighter shade of gray
Spoiler
The Legion are going to change no matter what ending is used, the new Caesar could be more kind towards mutants.
Or maybe at first just using them.
Using the ghouls to create the radioactive stretch of land could be solely for Legion's safety.
And only later a bond between mutants and Legion form.
They allow them into their lands and basically go "You leave us alone and we'll leave you alone but you break any laws and we're coming for you."
After a while mutant settlements started and caught Legions attention.
Since mutants cannot procreate and since they can't serve in the Legion what should be done? Enslave them? No the new Caesar knows of the past Caesar's mistakes. You need allies.
And since ghouls can be used for radioactive areas where their soldiers cannot go, what's better? To send them in as slaves when they could just sneak the hell out of there? Or befriend them and contract them to help them out at the radioactive area.

So at first, they were just using them for their own safety, but in time they created a good relationship with them.

Change is going to happen to the Legion or whatevers left of it.
And this could be change for the better.

Besides, I want a mutant friendly land for once, and Legion being that? It feels very ironic somehow.

Oh and they don't really... Well they don't hate/loathe/dislike them either but uhm... Yeah they don't "like" mutants, at least not most of the Legion, but they obey Caesars command no matter what.
And they don't consider them "humans" though. That might be a bit discriminative. But it's like "Well, I don't consider you a human and that's final, still, you don't [censored] with me and I don't [censored] with you, now if you want to live here that's fine, I'm not gonna behead you but if you break the law I won't give you any special treatment, you'll wind up on the same cross that humans wind up on."

The ghouls find it distateful how the attitude of some legionnaires are but as they still don't oppress them to the same degree as other places have they find Legion's lands to be safer to live in due to the strict order it has and lets their smug comments pass.
I mean, a land where they can actually live in without feeling threathened? A land where there are no raiders in? A land where they can have successful trade and even settle down like the normal humans they used to be?
That's not worth spoiling over some smug comments.





I like your ideas for new sentient people and the shades of gray of the legion. But how about a sentient plant people.
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Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Fri Nov 18, 2011 3:43 pm

Since the stats mean very little now, I'd propose to give drugs, alcohol and their withdrawal effects also a bonus sideeffect of visual and motoric distortions.


Agreed.

New Vegas brought back strength requirements, so if the next Fallout has it and I hope it does. Having you're strength go down can be a real problem, which is a good thing.
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Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Fri Nov 18, 2011 2:04 pm

I like your ideas for new sentient people and the shades of gray of the legion. But how about a sentient plant people.

No idea how a plant could become sentient though, we had Seymour in Fallout 2's Broken Hills but that was basically an easter egg.
Plants doesn't exactly have brains.

I guess a spore kinda thing like in Vault 22 could work where a kind of spore transforms humans into something plant-human hybrid.
Like, instead of them dying from it and then reanimating they instead mutate slightly for each generation, to a point where they are as morbid as Spore Carriers.

Another thing that could work is Harold, he dropped fruits right?
Well, what if the fruits he carried with him had mutagenic effects tied to them?
That people started to require less food to stay alive and started only requiring water to survive, meaning that with Project Purity and other water purifiers this could be a step forward seeing as farming and hunting becomes obsolete when water is the only substance you need for survival. (How does this work? I dunno, Science! I guess? How does spores create mutant zombie plant people? Obsidian's answer: Science!
The Treeminders were of the first to get changed, and once his seeds, trees and fruits reached further out of Oasis others started eating them too.
Because of this a lot of people mutated into these... Things..
The Treeminders were of the first though and considered all else unpure and not fit to carry Harold's heritage forward.
They started accepting in those that wanted to reach enlightenment and once big enough they started a crusade to purge the wastes of all others from it.
It's a very tragic and ironic twist of events, Harold was a kind being who only wanted to help people, and when he can finally help them once more those who cared for him starts to kill others for religious beliefs. :confused:
A lot of human communities has banned this fruit and tries to burn all of Harold's trees down in order to premanently prevent the mutation from spreading any further.
They refuse to see it as a step forward and still consider it a horrible mutation and would rather die than to become... "That"...
Could create very interesting dynamics between those that wants the option of turning into a mutant, those that turned into one by accident, those that oppress(?) these mutants and the Treeminders.

(And no this does NOT mean they would become Ent's, I have no idea what the visual design would be for these mutants or what their racial name would be, need time to figure that out.)

Kinda iffy about this idea though, not sure if this can be done with Harold, his mutation is after all "special" and the fruits could "maybe" alter human appearance through the mutagenic fruits (sort of like how if you eat tons of carrots (and I mean a [censored]load every day, every week, every months (excessive amounts)) then your skin turns orange/yellow.), feedback people, could this work in any way?

Like, what if Harold's tree produces a kind of new viral strain of the FEV through the fruits?
It's a blessing and a curse, on one hand you will become a being that requires only water to survive, on the other hand you are going to become a mutant.

And before saying "it's ridiculous", think about Spore Carriers and Tunnelers.
With that in mind, even I wonder if this idea is good or not.
It's all about the visual design for me, the lore can be written, make sense and not be too over the top even for Science!
But the visual design... I.. I don't think I want to see them with actual branches sticking out of their arms...
Maybe have their skin be replaced with scales of bark`?
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CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Fri Nov 18, 2011 8:20 am

Companions
Spoiler
Companions:

Have charisma determine how many companions we can get.

Have companions have interactive dialogue between each other and have some dialogue locked out until we advance in certain quests or go to certain areas or speak to certain people. (In order to have them always have "something" to say, I hated how I could deplete companion dialogue so easily in FNV)

Have at least a dozen (preferabely more) companions and have some that doesn't like each other. (Not every companion has to be a book of text but none of them should be just a line of text either, simply needs more companions for conflicting interests and morals to work.)

Have companions have their own morals, have each of them have ultimatums during certain quests, like if you want to help J instead of M your companion will tell you that he/she/it cannot believe you want to side with J and says that they'll leave if you side with them. (Companions have their own morals, they should stand by everything we do.)

Have certain companions be very strict with what they will equip. (Like Boone, he should've been more attached to his Hunting Rifle and refused to change to something else because of this sole connection he has to his past.)

Don't follow the same formula of 1 SM, 1 ghoul, 1 animal and 1 robot, switch it up a little, maybe 2 ghouls, 1 super mutants, 2 animals and no robot companions.
Just no more of that same formula, it's getting predictable and boring. It can very well still be a Fallout game without a robot or animal or super mutant companion.

Have certain companions have defects and specialized skills, like Cassidy, if you gave him Psycho or Jet he would suffer a heartattack and die.
It makes for more realism to not have everyone be in top shape.

And certain companions should have other skills to help you out, Arcade for example should have been able to hack computers for you, he should also have been able to perform First Aid and Doctor once a day if you've run out of stimpacks, hydra and doctors bags. I know there are companions perks, but those are always passive, I want active companion skills too.



SPECIAL
Spoiler
Change in SPECIAL:

Strength:
  • Each point in strength raises carry weight.
  • It increases Blade, Blunt and HtH damage too. Say a weapon has 5 in STR requirement, that means that it's damage presented will be the norm, now, if you have 6 in STR you get a 0.10x bonus in damage, meaning a weapon that requires 3 in STR req gets a whopping bonus of 0.70x in damage.
    It also works the other way, so if a weapon has 5 in STR req and you have 4 then you get -0.15x in damage.
  • Strength also affects the chance at which you can be knocked down, and also decides how much recoil a weapon will have if you meet the soft requirement for the weapon or above.





Perception:
  • Perception affects your accurcy, the less you have the worse you'll shoot, the more you have the more of a bonus you'll get towards accurcy.
  • Perception also allows you to see traps better, meaning that if you don't meet the PER requirement to see the trap or don't have a sufficient Traps skill then the trap will be invisible to you until something trips it. (same with mines.)
  • At gas areas where the gas can be ignited will only show it's blurryness if you have 4> in PER.
  • PER allows you to notice of a food or drink item has been tampered with. (Survival also affects that.) ((This is mostly for certain quests.))
  • It decides at what distance enemies will show up.
  • If you have 2 or less in PER then everything from 70 meters away will be somewhat blurry. (If you have 1 or 2 in PER then glasses give x2 PER.)





Endurance:
  • How much your health will be through the entire game. (Base health is 50, each END give +15 HP) ((You no longer get any more HP from leveling up, the END you have will this time around actually be important.))
  • How fast action points generate
  • How much stamina you have for sprinting.
  • Poison and radiation resistance.
  • Chem addiction resistance.





Charisma:
  • Charisma affects Nerve stat for companions which determines how much they will follow orders and how strong they are.
  • It also affects the number of companions you can hire.
  • NPC's in the game follow a "personal rep" meter this time around, meaning that if you for example help that rancher guy in Novac to find out what is killing his brahmins and solve the quest then you get +20 personal rep with him and +10 with everyone else in the town.
    The personal rep will decide the NPC's attitude towards you, how big the reward will be, how much of a discount you'll get and of course; When a NPC will give you a quest. (Boone for example would not give you his personal quest until your rep is at 50 with him, meaning you have to solve other quests in the town before his open up.)
    But here is where charisma comes in. CHA decides the base personal rep with NPC's, 5 is neutral, 6 means +5 and 10 means +20 in initial person rep with all NPC's in the game, while 4 means -10 and 1 means -40.
    Personal rep is also affected by other things like what faction you've helped or messed with, how much you buy items from stores (not sell, but buy), if you're female or male, if you have six appeal, black widow, lady killer, confirmed bachelor and cherchez le femme. (Might also count towards other perks, like Tribal Wisdom will inherently give +5 personal rep with any and all tribals in the game upon selecting it.)
    Personal rep is a very cranky thing, you can be loved by the entire town but because you accidentally made a joke about the bartenders late wife he'll still hate you.
    So NPC's will remember things, not everything is in the collective factions anymore but their personal opinions about you. (Though Faction reputation will still exist and still have a large importance.)
    So Charisma helps out with giving you a nice boost to this.
    And with a mid-high level CHA perk you only get half as much negative personal rep from people when you do them ill.





Intelligence:
  • Intelligence affects how many skill points you receive from skill books.
  • It affects how much of a bonus you will receive from skill magazines and how long it will be.
  • It affects a lot more dialogue options.
  • It determines how many skill points you'll receive.
  • It also have effect on how whether other highly intelligent characters in the game will think of you. (Personal rep) If you have a low INT they will consider you a savage and won't bother discussing things with you.





Agility:
    Affects:
  • jumping height
  • jumping length
  • fall damage
  • reload speed
  • close combat attack speed
  • Total amount of action points.





Luck
  • Determines how often/seldom you will receive critical failures: getting knocked down, getting twice as long poison length, accidentally dropping a weapon, getting blocked despite high Blunt and STR, receiving critical hits et cetera.
  • Determines your luck on the gambling table.
  • Determines how successful you'll be when you try to smuggle something in without a high Deception skill.
  • Determines how lucky/unlucky you'll be at the operating table. (quest wise when NPC's can be healed Luck will affect your performance despite your skill, so with Luck 1 you might accidentally kill Caesar even with 100 Medicine. (Luck overpowers any skill your character may have, cause no matter how skilled she/he is Luck is cosmic, it doesn't care how skilled you are, you have bad luck then bad things will happen to you.)
  • 1 Luck means you have a 0.1% chance to choke on an edible item and die.
  • Luck affects how successful your sneak attempt will be. (With a bad luck the logical conclusion is that a top ninja could still mess up despite his training.)
  • Just a veeeery little thing but: it affects how often NPC's will accidentally give you a bit more in quest reward due to them counting wrong. (High luck) Might just be 6 stimpacks when you were suppose to only get 5, or it might be 50 caps extra because the quest giver overlooked how much money he actually had at hand.



Overall it means that with a bad luck the game will curbstomp you, and with good luck it will pleasure you. (Does not mean it's insta-win by any means, just means you'll be more lucky here and there.)



Skills
Spoiler
This is the skill list I would like to see for Fallout 4.

01. Blade
02. Blunt
03. Hand to Hand

04. Guns
05. Chemical Weapons

06. Explosives
07. Energy Weapons

08. Persuasion
09. Deception
10. Barter

11. Gambling (Only if gambling minigames are removed)
12. Chemistry (Primarily crafting but has other uses too.)
13. Mechanics (cosmetic change from Repair (Includes some aspect of Science as well))

14. Pilot (Only if Vehicles are present.)
15. Electronics
16. Medicine

17. Survival
18. Outdoorsman (Only if a map node system is in place with world travel)
19. Hacking
20. Lockpicking

21. Steal
22. Sneak
23. Traps (Only if there is a good amount of traps and we can craft and use our own.)
24. Armorer

Now let me explain them.

1. While swords (fencing) and knifes are different combat styles I'd rather not make a long list too long, but bladed weapons and blunt weapons function differently.
Blunt weapons use brute force to crush the enemy, while bladed weapons, which are mostly knifes, aren't really a strong suit for someone to charge a deathclaw with.
So Blade is mostly the stealth skill, an assassin skill, but there "are" weapons that are of more impact that you can use like swords, machetes and fire axes but they are harder to find. Spears go in this skill too, they function completely different but again, the skill list is already long, better to just throw them in here. Thrown spears on the other hand are governed by the Throwing skill.

Bladed weapons have faster attack rate, has more frequent criticals, do more sneak critical damage and can cause bleed effects which drain the life of the enemy.

Bladed weapons are powered by Agility, along with Sneak, the higher the Agility is the better you sneak, the better you sneak the more common the sneak attacks will be.
It also affects attack speed directly, so if push comes to shove having high agility can make up for the lack of damage if you have to fight an enemy toe to toe.
Again, blades are primarily meant to be used as stealthy weapons, it "can" be used as brute force too (fireaxe for example.) but they are meant to be exploited for their criticals.

2. Blunt, the omega to it's alpha, the straight forward brute skill, heavier, louder, stronger, while Blade weapons have a greater critical chance, critical damage and a bleed effect the Blunt skill's weapons are high DAM but slower and not very suitable for sneaky kills.

Blunt weapons are slower but does more damage, they don't have a lot of criticals or especially high critical damage but they make up for it by being able to knock back enemies, knock them unconscious, break through defensive stance (well, not if you have a tire iron but a super sledge is gonna break through just about anything.) and cause much higher limb damage. Blunt weapons also cause severe damage towards equipment, each hit causes 30% of your dealt damage towards the equipment attacked. (This means that if the enemy's armor has 200 item hp, and your weapon does 20 damage, then 6damage is caused to the item hp. If you used a weapond that dealt 60 damage then 18 item hp would be gone. Remember that most armors and weapons are pretty deteriorated so hitting the enemy three times with a 60 damage weapon means 54 item hp will be gone.)
((This is meant so that the Blunt class don't became too OP, cause while it can cause knockdowns, knockbacks, cripples and break through enemy defense and has great damage, it also trashes just about anything you attack, so if you accidentally hit the enemy's Trail Carbine then it's gonna be pretty broken.)

Blunt weapons are powered purely by Strength, the more strength you have the greater the damage is and the more likely the benefits are to happen.

3. Basically Unarmed with a name change, think it freshens it up a little. It's core design is the same but it would be nice with more combat moves and to be able to kick like in the old games. (And kick down doors as well. )

4. Like in New Vegas.

5. Chemical Weapons, this weapon skill includes all fire based weapons chemical weapons, fire included, Flame Gun, Flame Rifle, Flamer, Incinerator, Incendiary Grenade et cetera.
It should be it's own skill because fire based weapons does not fit in any other skill (Except incendiary grenade).
If you build in this skill you will have it easier and have it harder, the damage of the weapons is quite large but the problem is their ammo consumption.
They're also "rare'ish". You can get the Flame Gun easily of course but the rest is a lot harder to come by.

6. Like in New Vegas?

7. Like in New Vegas.

8/9. Why the split of Speech? Because they're both different. Persuasion means you know how to persuade people it has a lot more dialogue options than deception does, but deception governs the success rate of disguising yourself, the game should of course need more infiltration missions in order for disguises to be more of use.
Anyway, just cause you're a smooth talker don't mean you have a poker face, they're both different, and should be split so.
Deception also means you know where to hide stuff on yourself and not making them "stand out" and can smuggle items.

10. Should be expanded upon, allow us to barter more deals through dialogue, some speech options in New Vegas could honestly have been used as Barter options.

11. I think that Gambling should be reinstated and that the minigames should be removed, I hate the minigames, if I want to play black jack I'll go online and find a game to play. Gambling should be based on character skill, not player skill, so yes, back with Gambling.

12. Chemistry is a crafting skill primarily, with this one you know how to craft various drugs, poisons, acids and other items.
Chemistry should also have it's quest and event sequences, maybe there's some mold on a beam supporting a house and your character figures out that he can use chemical component #42 and apply it to the mold which creates acid and therefor eats away at the beam, collapsing the house. (Dunno how this would work or if it even could work but yknow, have certain moments where a high Chemistry skill can come in handy.)

13. Mechanics is a renamed Repair, functions basically the same way, it has a bit of Science in it as well, but mostly it's a cosmetic change.
Well, that is IF we have vehicles. If we do have vehicles in FO4 then this skill will come in handy for repairing vehicles and sabotaging others.

14. Pilot, well... Vehicles, if they're in the game then the Pilot skill determines how good your character is at steering the vehicle and how far he can jump with it and other things. (I'm not very interested in cars so I don't know what a good driver can do with a car really.)

15. Electronics can be used for crafting various electronic items like shock batons, cattle prods, electronic lockpicks and mashing down certain items into scrap electronics. It can also be used to recharge drained cells. You can cut the power of places with this and turn off any lights, terminals, alarms, forcefields and turrets that were connected to it (Not every place will become blacked out, some places have back up generators for alarms and turrets.) And of course a lot of quests can be solved by using it, like sabotaging any electricity powered things.
You can also, depending on how high your skill is, turn off any robots and turrets and then with Hacking convert them to fight for you. Though converted robots don't get any +damage or +health from the conversion. They can be repaired with Mechanics and scrap metal/electronics.

16. Medicine... I'd rather have First Aid and Doctor back but there are already so many skills on here.

17/18. If we have a map node system with random encounters then this skill will function just like in the old games, I don't know if these two should be merged or not though, merging them could make Survival too useful but leaving them as separate could make Outdoorsman feel hollow.

19. Hacking, what it sounds like, you can hack any computer interface with a deep coded lock.

20. Lockpicking needs a new minigame system and an option to make it dicerolled, otherwise it's basically the same as before.

21. Steal, I think that Steal should be brought back, but if brought back then there should be a lot more moments where can steal something of value.
Not necessarily of $ value but rather quest value, say someone has a key on himself, you could either disguise yourself with Deception and say you're a new high ranking officer, you could use Electronics to turn off the lights by cutting some wires and have him lured to the wires trying to fix it and shocking himself unconseaus(???) you could smooth talk him with Persuasion or you could use the Steal skill to take it from him.
If you are sent to jail for a little while at some place you could steal the guards key when he's making his rounds, or you could steal back any confiscated stolen items by stealing the key from another guard and steal back the confiscated goods.
You could pay a hefty sum of money to get in at some place and then steal back the money, or you could steal the ammo from the guard and engage a fight with him causing him to either retreat or fight with his bare hands.
It could be a very very valuable skill.

22. Sneak only means you're great at keeping yourself undetected, it does NOT mean you're a great thief and it does NOT you know how to conceal items better.
Just means your footsteps are that of a mouse and you blend in with the darkness, mainly for getting around undetected and to silently kill things.
This means you can still be successful with the Steal skill even if you are detected by someone, as long as you're not completely detected by the one you're stealing from.

23. And finally, Traps, first off, traps should be more deadly, secondly, there should be more of them, ranging from a huge log chained to the ceiling to an alarmed door.
So for the skill to be worth it let there be more traps, hell, let there be moments (not a lot) were you can't even continue further in a building until you've disarmed the trap.
You can also create traps of your own, and yes, they are very deadly.

24. Armorer, used for crafting new armors and for reinforcing old ones and generally maintaining armors, this means that Mechanics/Repair does NOT repair armors, it's all decided on this skill. So if you have a low Armorer but high Mechanics/Repair then you'll be crap at repairing armors but great at repairing weapons.
The better armor you have the easier to repair armors it is, and you can also choose to further upgrade your own gear a lot of times and even craft new combat armor from cheap materials to sell for a high price.


Skill cap should be 200. (I'd rather have it at 300 though.)


Note:
Take a locked door, you want to open it:
With Strength you can bash it down, though the sound of the door breaking will make any NPC in the nearest 30 meters come looking for what it was. (Can only be done to wooden doors)
With Lockpick you can pick the door or container with no NPC awareness penalty.
With Explosives you can blow up the door though any container you blow the lock off has the chance of the item becoming destroyed. This will alert any NPC's in 70 meters. (You can only use C4 and Time-Bombs to blow open a lock, C4 is expensive and Time-Bombs are timerequireing to craft.)
With Chemistry you can craft different acids, all with different strengths, some able to chewing through Very Hard and some only being able to handle measly Very Easy locks, this will cause a smell that make any NPC's in 20 meters come looking for the source of the smell. (There is a delay to it.) ((Acids have to be crafted and the better ones are harder to get the materials for.))

Lockpick remains the best solution, Explosives is expensive and can damage the items inside container and draw everyone's attention, Strength cannot be relied on for every kind of door, only wooden ones and Acid is very hard to craft the better acids with, so a lot of time has to be spent hunting for materials.
So while other things can be used to pick locks it still remains as the alpha solution.

Options!

Extra note:
By removing Gambling Pilot, Outdoorsman and Traps it would end up being:

01. Blade
02. Blunt
03. Hand to Hand

04. Guns
05. Chemical Weapons
06. Explosives
07. Energy Weapons

08. Persuasion
09. Deception
10. Barter

11. Chemistry (Primarily crafting but has other uses too.)
12. Mechanics (cosmetic change from Repair (Includes some aspect of Science as well))
13. Electronics
14. Armorer

15. Medicine
16. Survival
17. Hacking

18. Lockpicking
19. Steal
20. Sneak

Pilot, Gambling, Outdoorsman and Traps only works if the game is designed a specific way, so they are less likely to happen.



Races
Spoiler
Let us choose what race to be in Fallout 4.

Start out with:
* Wastelander > Prime Normal (race trait)
* Super Mutant > Nightkin (race trait)
* Android

* Ghoul
* Trog

Android (UnDeCafIndeed + Gabriel)
Pro's
- Base HP (before endurance effect) x1.5
- Double effects from endurance
- +1 to Str, End and Per (changed my mind with the perception)
- +5 initial DT
- Does not require SLP/FOD/H2O
- +2 to detecting enemies on radar (10 real PER = 12 PER for the detecting enemies)
- Unique perks exclusive to Androids
- Immune to radiation and poison

Con's
- Base skillpoint gain halved (if the formula is 10+(intx0.5), it would be 5+(intx0.5) for androids)
- Perks one level later than others (if normal rate is 1:2, for android it'd be 1:3)
- -2 to max int and cha
- When lit on fire, it lasts twice aslong as with others, though fire does not do more damage than normally
- Does require ENRG and SYN
- Pulse or Tesla or Shock weapons inflict twice as much damage on Androids.
- Harder to heal oneself due to very expensive mechanics NPC's and expensive healing items.
- Harder to find healing supplies, those one does find (scrap metal/electronics) does very little to heal oneself
- Very reliant on Electronics and Mechanics which means Android players might have a slightly/heavily limited amount of skills.



Wastelander
Pro's
* Bonus to initial reaction from humans.

Con's
* Initial reaction from mutants and ghouls halved.

Wastelanders have no greater pro's nor con's over the other races, they are the default race, basically, they are the SPECIAL 5.5.5.5.5.5.5.
The race with the most freedom but also with the least bonuses and penalties.

Prime Normal trait tweaks:
Pro's
* +1 INT
* +1 CHA
* Persuasion, Deception, Barter, Electronics, Mechanics and hacking gain x1.5 (This meanas that with this race trait and the normal trait Good Natured you can get a massive head start on support skills with the extreme drawback to combat skills.)

Con's
* Endurance effects with +% to rad and poison resistance is halved.
* All combat skills are decreased by x1.5



Super Mutant
Pro's
* Base health x2.5 (Base health is 100 in FO3 and NV so it's 250 for Super Mutants.)
* +5 to min STR (6 is the lowest, can't go lower than that. (How much sense would it make for a super mutant with 3 in strength?)
* x1.5 damage with all blunt weapons and Hand to Hand weapons.
* x1.5 reloading speed and equipment speed with big weapons (minigun, flamer, gatling laser)
* Immunity to Radiation and +30% poison resistance.
* +10% damage resistance against laser, explosives, bullets and fire.

Con's
* -6 to max INT (V87 super mutant = dumb dumb by even Tabithas dumb dumb's standards.)
* -4 to max CHA
* Due to super mutants hostility towards humans a lot of them will kill SM's on sight and the rest will be very suspicious of you.
* Cannot use smaller weapons. (SMG's, pistols, revolvers, sawn off shotguns et cetera.)
* Has veeeeeery few armors in the game.


Nightkin trait tweaks: (Sebor13 + Gabriel)
Pro's
* Stealthboys last twice as long and can be used two times before depletion. (Perk later on can allow to recharge depleted stealthboys.)
* Have a greater chance to find stealthboys in random container spawns.
* x2.0 sneak. (If base sneak with tagged is 30 then it becomes 60)
* +1 min AGI

Con's
* health is x1.5
* +3 to min STR
* -2 CHA for super mutant NPC's. (Due to the schizophrenia.)
* You occasionally hear whispers and enemy voices and can see random red dots pop up on the compass while there is nothing there. (Craziness.)
* Friendly NPC's can also show up as hostile dots on the radar.




Ghoul (UnDeCafIndeed + Gabriel)
Pro's
* Each tagged skill earns 2.5 more skill points than for other races. (Ghouls have after all lived for a very very long time.) (So if base is 15 then it means 37 per tagged skill)
* Machines that use "detect life" scanners cannot see them. (Thanks to Broken Steel that made ghouls have 0% body heat...)
* Gain exclusive perks surrounding radiation bonuses. (Healing crippled limbs, storing radiation, unleashing a radiation cloud like Glowing Ones can, stuff like that.) (Hell, every race except for Wastelanders and Prime Normals should get exclusive perks for their races.)
* 100% radiation resistance.
* Radiation heals over time (slowly). (Both health and crippled limbs.)
* Kinsman ability, feral ghouls and aggressive SM's are more likely to leave the player alone if not provoked (not being friendly, just having a possibility to be less agressive and ignore the player).
* Bonus to initial reaction for non-feral ghouls, neutral/friendly SM's and human ghoulsympathisers (excluding characters with set mindsets).

Con's
* Cannot wear heavy armor or power armor.
* -1 to Charisma (I saw that thing on Arcanum about "beauty" and I think that would suit ghouls better but since we only have Charisma I guess this'll have to do.)
* -1 to Agility. (They aren't exactly the best gymnastics, they'd probably lose a limb if entering the OS. )
* -2 to max Endurance.
* No natural DT or DR.
* +15% recieved damage.
* (those two due to skin and flesh conition)
* Initial reaction from humans halved (other than ghoulsympathisers).
* Slower movement than humans.



Troglodyte
Pro's
* +7 DT (due to their thick skin
* Sees better in dark areas
* x1.5 to Traps, Survival skills
* x1.5 to base health
* +2 to min END
* x3.0 to END effects. (Radiation and poison resistance.)
* Gain no penalties to any races initial reactions, Trogs are neutral with all other races. (Ferals and krazies can still attack them but are not "as" likely to do so.)

Con's
* Takes longer time to adjust to bright areas when leaving a dark area
* -2 to max ITN
* -2 to max CHA
* -2 to max AGI
* Gains no bonuses to initial reactions.



Unlootable Armors
Spoiler
Unlootable armor/clothing:
* If you explode the enemies head then their headgear is destroyed.
* If you shoot off an arm, leg or explode the entire body then the armor is destroyed too.
* If an enemies armor reaches 0 CND then it becomes broken beyond repair, so even if you don't chop off a limb the armor might still be unlootable.

This means that it's best to go for headshots and try to get as little "splatter" as possible.



No more health for leveling up
Spoiler
Here's a wild idea, how about having fixed player health?
No +hp per level.
The only way to get an increase in health is by taking Intense Training>Endurance, Lifegiver or getting an Endurance implant.
If they balance the enemies health, damage and armor around this fixed health then it could produce a more balanced combat.

So it's base health + ENDx#.
Say that base health is 50 and each END gives +5, this means that top health for a lvl 1 player is 100.
By getting Lifegiver we get +15 more health and by taking rank two we get +15 more.
The max amount of health is then 130 for the player character.

This means that armor is far more important than it was before and if balanced right then even regular small time raiders could become a challenge if the player isn't careful.
Right now I feel that END is pointless, it used to give more health per level the higher it was, now all it does is increase base health, so if it's gonna stay that way then remove the +hp per level and balance the game's combat around it.

(All weapon stats will of course have to be changed.)

Why I would like this is because I feel that humans should be humans, this doesn't necessarily mean realistic combat (headshot=instakill) but the player character should not be able to walk around like a god because he/she has 500% more health than the average human in the game.
So the player character can get better in his/her skills and get perks and traits (which a large amount of NPC's should have as well.) but we don't magically become a bullet sponge.

It's just that, how come we can walk around with a ridiculous amount of health while the NPC's don't get to?
I understand that with better Endurance we can withstand more damage, but how do we magically get this +health increase per level?
We should not be any better with health than other humans are.
Why should we? Cause we're the player character? Yeah, we've seen how balanced that turned out in FO3 and FONV.
It all depends on your and enemies END stat.
If an NPC has 8 END and a metal armor MK II it means that it's a tough son of a [censored].
If he wields a minigun then we should fear for out lives.

So say we find 5 raiders, three of them have END 6 while two have END 3.
Their health is: 80+80+80+65+65.
Your character has END 8, it's 90.
Total amount of health is 370 versus 90.
Depending on your equipment and theirs they can present a tremendous challenge.
The strength is in numbers, the more enemies you face the harder they will become.
Cause while facing one of them is reasonable since you both have the same amount of health facing 5 means their health tops yours.

Make combat more exciting by making all humans equal, all depending on what armor and END stat we/they have.

Only problem I see for this is those that "want" demi-god characters.
But yknow what?
If you want a demi-god then turn the difficulty down to Very Easy AKA Cakewalk.

Note: I know I can nerf myself, thing is, I shouldn't have to, the game should be balanced towards making a challenge to the player.
Extra Note: I know that this might seem unorthodox(Is this the right word?) for an RPG but what harm comes out of it? We can still improve our health if we wish to it's just that we don't get such an absurd health over other humans.
Third Note: Players are given health every tenth level. ENDx0.5hp. At level 40 the total amount of a 10 END character is +20hp. (if cap is at 50 then the total health a player can earn is 155. (Which is well over any human character. Still less than super mutants, trogs, deathclaws or giant radscorpions though.)



Disadvantages (Yay for self enforced perma-nerf)
Spoiler
Add Disadvantages to the character creation.
Disadvantages are strictly negative features for those of us who want to roleplay or gimp our characters permanently.
So if we think that we are too powerful then at our next character we can pick the Bad Health disadvantage which lowers our base health by half.
Or we could pick the Barely Stabilized disadvantage which removes any health given by level ups.
Giving enough variations of Disadvantages we can optimize the game more for our preference and us who want it to be harder can make it so by permanent gimps.
Those who does not wish to use these don't have to.
You can pick as many Disadvantages as you want.
Examples:
* Enemies give twice as much damage.
* Poisons are twice as lethal. Rank 2: Trice as lethal. Rank 3: Four times as lethal.
* Limbs have 50% less maximum health.
* Permanently cripple [limb]. 6 ranks.
* Enemies reload 20% faster. Rank 2: 40%.
* Enemies run 10% faster. Rank 2: 20%. Rank 3: 30%.
* Enemies attack 10% faster. Rank 2: 20%. Rank 3: 30%. Rank 4: 40%. Rank 5: 50%.
* Stimpacks heal slower on hardcoe Mode.
* Food Items no longer give health.
* Water no longer give health.
* Radiation intake it doubled. Rank 2: Trippled. Rank 3: quadrupled. (Base rad 2rads/1sec, rank 1: 4rads/1sec, rank 2: 6rads/sec, rank 3: 8rads/sec.)
* Healing items are more expensive to buy.
* Radaways are rarer to buy.
* Critical failure is more likely to happen. Rank 2: likelier (This is a real word?).

By giving us this new self imposed permanent gimp feature we can create our own balance in the game and tweak it the way we want to.
Sure, we're suppose to play the game according to the game's set rules, but if you as developers fail to create good rules to follow that are balanced then we who are on consoles are [censored] all out of luck, cause at least PC users can get mods to tweak their balance.
This new mechanic is needed for us who want to create our own balance on consoles and maybe even PC, for us who feels that the game isn't hard enough and want to make it harder.
Sure, I can choose to, in Vegas and FO3, to avoid buying the radaways, but it feels like I'm locking myself out of the games content.
I cannot play the game as I want to play it.
If I find radaways I want to be able to buy them without worrying about breaking the balance.
So how are these permanent gimps different?
Well, they're permanent, for us who are weak willed and are bad at imposing limitations on ourselves this is a great solution.
Cause once we create the character then the damage is done, no matter how much I want to find 200 radaways I simply won't be able to.
It's like a bandaid, imposing limitations on ourselves as it currently stand can be like pulling it off very slowly and then placing it back on the skin and slowly pulling it off again, it's annoying and slightly painful.
But these disadvantages are like pulling it clean off, once you've checked the ones you want and finish character creation then the changes has been made.
I for one am bad at imposing limitations on myself, when I find a new great weapon I want to be able to use it without having to worry about enemies becoming too easy to kill, so with Disadvantages I can check the box to make them have more health or DT or maybe lower my own damage by 10 to 50%.

I see no reason why this shouldn't be included.
Might take some coding and scripting to fix but once done it can really help people like me.
And if you don't like it, then you don't have to use it.
Win win in my eyes.

"But isn't like that now? If you don't want it to be unbalanced then don't use the good stuff?"
Yup, it is, but why shouldn't I be able to use the good stuff?
By including this new feature I can use the good stuff and still have it balanced.
I can choose to use any high level items, perks, armors, weapons, meds and chems I want to.
And if I checked a lot of Disadvantages at the start of the game then even though I use these high level stuff I can still have it balanced.

"But won't they have to balance the game towards these?"
No, they won't. The reason for these is to simply make it harder in a vast variety of ways for the player.
It's only there for us who think the base game is not balanced.
So they only have to focus on balancing the Vanilla in their own way and leave it up to us to balance it out in our way with Disadvantages later if we feel that it isn't balanced.

And I don't think that too much time and resources will be spent on this.
They're basically like perks, just the other way around.
Can't be too hard to design, code, script, blabla for professional developers right?

[edit]

You get to relocate your disadvantages at lvl 10, 20 and 30 (every 10 levels).
Cause in case one disadvantage didn't turn out the way you expected you can still relocate it later on.
Would be kinda bad if you gimp yourself on a couple of things then at lvl 13 figure out it did not turn out the way you intended it to and are now stuck with that character or have to restart your entire character.
So you will be able to respec Disadvantages but you won't be able to do it any time you want to, you get 4 chances, one at creation and 3 more at each 10 levels.



I do NOT want
Spoiler
So I've said tons of stuff I "want".
Time for stuff I absolutely do NOT want:

No Enclave as major faction, minor or like in New Vegas with remnants is fine.
No cover behind chest high wall mechanic unless it's completely optional. (Meaning I don't get shot dead four times over for not spurting from cover to cover.)
No automatic regeneration of health at the get go. Only allow that through perks and implants. And even then somewhat limited.
No linear game design a la FO3 where we're forced to join a faction we don't want to join.
No Liberty Prime or Oblivion ending where I don't get to do crap.

Don't continue the game past the ending, that's an Elder Scrolls thing, not a Fallout thing. Fallout needs to have lots and lots of ending sliders that tell the tale of the wasteland after we're done affecting it. Allowing us to continue will just devalue those ending sliders or the ending sliders will follow ES design and "not" change the world, which Fallout is all about; Changing the world. Unless it's an easter egg continuation like in Fallout 2.

No perk every level. And no perk every other level if the cap is higher than 30. Make it every third and make them more powerful instead.
No slow-mo feature, this isn't Max Payne.
No Matrix jumping around crap, this isn't Wet.
Don't merge Guns and EW, this isn't Elder Scrolls.
Do NOT allow us to get pregnant or have a child, a baby takes 9 months, this isn't Fable.

Don't allow us romance options in the game if the writing for that romance isn't loooooooong and very greatly written. (Long enough that it doesn't just "stop" like companions do after we've exhausted their dialogue options and personal quests.)

Don't allow us to buy shops here and there, this isn't Fable. Allow us to buy "maybe" ONE shop, and have another one where a guy wants to go into a partnership with you where he does all the paperwork and you do the more practical things.

No realistic health and headshots as default, have that in a [Realism Mode] or exclude it completely.
No bullet sponges.
No more "[Intelligence 8] So you fight the good fight with your voice?" *shudders*
No more super mutants that can be killed with a freaking hunting rifle.
No more 1 damage from a super mutant fist to the face.
No more level scaling.
No more dungeons every 40 meters.
No more generic Raiders, all groups in the game has to have a name and some lore building to them through notes, dialogue, quests and audio logs.
Don't merge Guns and Energy Weapons.
Don't do any marriage crap.


Healing and Drugs

Spoiler
Rework the healing and drugs system.

Drugs should take a couple of seconds to kick in, the stronger the drugs the faster and more effective they are. So a weak Psyho takes maybe 10 seconds to kick in and only does 15% extra damage. While a strong Psycho takes 3 seconds to kick in and has 30% extra damage.

Hydra and Healing Poultice should take longer to heal limbs but there should be a negative effect to them too, for 12 in game hours limbs take 50% extra damage. Cause right now they're far too powerful.
Addiction for Hydra and Healing Poultice makes the 50% extra damage permanent until you visit a doctor or use Fixer.

Fixer should have a % chance of removing addictions, the stronger the addiction the harder the % for a Fixer to fix it. Making doctors more viable choices but also more expensive.

Doctors Bag's should not instantly heal limbs, when using a doctors bag an ingame hour should pass.

Stimpaks and Super Stimpacks should have a max limit to how many can be taken like how potions in Oblivion could only be used a certain number of times.
It's based on the END stat, for 1stimpack:1END while 1SuperStimpak:2END.
When you reach this limit a message pops up telling you you can overdose if you take any more, for each additional stimpak you take the overdose chance is raised by 20%.
So if you reach the limit and take another stimpak it has a 20% chance to overdose you and the next has a 40% chance.

Healing Powders have no overdose or limit to their usage, making a high supply of them a great substitute.

Addictions should be more hurtful, making an addiction a pain in the ass to have, maybe additional effects to the -stats?
Like, Med-X can cause your max health to decrease or make more impervious(?) to pain (+damageonplayer).
And Steady can cause your accurcy to drop or your recoil to be more severe.
Super Stimpaks can cause head pains a higher chance to being knocked down and a max health drop.
Just make addictions something to fear more.

Healing items shouldn't be used for granted, they shouldn't be just positives, there needs to be a negative to them too so the the player doesn't rely on them too much and so they don't abuse drugs all the time.
Could also make Endurance's addiction resistance (5%:1END) and perks more useful.


Bethesda, the absolutely first thing you should do in Fallout 4 is
Spoiler
implement the wattz 2000... WHY HASN'T THIS BEEN IMPLEMENTED YET!?!? /capslockiscruisecontrolforc00l.


New civilized humanoid ideas
Spoiler
Intelligent Mirelurks
Spoiler
Oh! I got it!
Okay, so I want Mirelurks to be intelligent and capable of interacting with humans on a civil level and hopefully spread out enough to be a big part of the franchise and I know how to make them intelligent!

Okay, so a breeding ground for mirelurks has been in a mentats production facility for over a century, these mirelurks has through generations of mutation along with the mentats effect grown capable of human intelligence.
They are not cavemen but they are not the avarage human either, they're something in between, intelligent but inexperienced with mechanics, electronics, trade and social standards.
Storylines could include racism towards them, them overpopulating their home and need to find other lakes and rivers to colonize, humans hunting them down for their meat and eggs, discrimination, maybe even interacial relationships and so on

It's not too farfetched to me, mirelurks has gone through heavy mutations and add in that a certain breed has had contact with mentats over generations of breeding and it could very well work.
Since they produce very rapidly as they lay eggs over carrying a fetus inside them for 9 months they could expand quickly if the choice of the player to tell their leader to colonize other lakes and rivers is made canon.

I really want a new civilized humanoid race to be part of Fallout, and I think Mirelurks could work. I'd rather have Trogs but if I can I'd like both.
Cause Super Mutants are dying out, and while new ghouls can be created they cannot procreate so they are eventually going to be a dying race as well unless they finally use Reservation from Van Buren.
So I think it's best to introduce new civilized races as early as possible and let them work out their differences with humans over the course of games while subtly killing off Super Mutants and possibly regular Ghouls.

Replies
http://www.gamesas.com/index.php?/topic/1243132-fallout-4-speculation-suggestions-and-ideas-41/page__view__findpost__p__18883677


Sandmen
Spoiler
Sandmen are sort like Desert Ghouls, they are like thin The Thing's, very cracked and tough skin, an inherent DT bonus and Agility disadvantage.
Their mutation came from the ghoulification, causing them to rapidly regenerate their lost tissue, but due to the constant exposure to the desert their skin stopped falling off and at some point started to layer over their scabs, causing a very cracked skin that is continuously layering itself with new tissue. Every couple of years they forcefully shed their scab-skin and start a new because it becomes too hard for them to move.

How about that? Sandmen is of course just a working title which I myself hate, sounds too Star Wars'y.

----

The Sandmen is just an appearnce I've had in mind for years, never really expanded on it, so their culture is not something I have thought of.
But I thought of another thing to add to their mutation, in Broken Steel ghouls apparently have no body heat, yes it's ridiculous but let's roll with it.
Sandmen hate that cold, so they thrive in the warmth of the sun and especially the deserts which is what caused them to spend so much time in the sun to alter their mutation in the first place.


Blood Men
Spoiler
Now Bloodmen, they work on that mentats idea I had.
Pre-war there was a facility that was working on making plants out of flesh, plants that would grow out of the ground and eat bacteria, flies, bugs and basically anything coming in contact with them but which would produce edible meat for protein. The plants are also blood red.
The experiment was to solve starvation issues in less fortunate countries and to provide a secure future for America in case overpopulation becomes such a trouble that cows and chickens cannot be produced fast enough.
When the bombs hit the plants slowly grew out of the facility and have slowly spread across an enourmoues(?) area.
Very early of the Great War a band of survivors found these plants and set up camp near them, they offered meat straight out of the ground which was such a comfort that they made a small town.
Over the course of one and a half century of eating these plants they have through generations been genetically altered themselves, they've lost contact with the outside world and devolved into a very basic tribe.
They are roughly the size of Lily in New Vegas, very muscular, blood red skin, pitch black hair, very fair faces.
They have very strong regenerative abilities. But. They are strict carnivores now. And because of their size they need to fill a certain quota of nurishment. This means not many of them leave their lands, and those that do rarely have pretty reputations. The ones that have been encountered outside of the blood lands are very unpredictable, if you travel with one of them and they get hungry it won't be too long before they panic, kill you and eat you. They simply don't know what to do when they get hungry. Due to this they are often causing problems in communities with brahmin herds, often being called demons because of their demonic appearance.

In the blood lands other animals have eaten these "plants" as well and mutated, becoming far more dangerous. The blood lands is not a place for the inexperienced, it's animals are often camoflauged and very dangerous when entering their territory.

One problem with these plants is that, they eat other plants, and they breathe too, so the air in blood lands are really thin.
And if left alone, these plants could potentially take over the world (in thousands of years maybe but still), they eradicate any other trace of life and leaves behind only a sea of mutant fleshy plants, if or when they take over the earth's land they will svck up all the air and leave the atmosphere completely drained.

It's a pitch of what I had in mind for Blood Men.

----

About fleshy plants, my idea was kinda with blood grass and those blood bush thingies from Oblivion, there are only 4 or 5 types of plants growing in blood lands so there aren't gonna be trees or anything like that.
The idea of their pitch blood red colour is simply for shock and awe artistic design wise. Imagine laying eyes on a sea of blood for the first time only to discover it's a mutated kind of plant.
Hell, since they feed off of contact they could drain health from you as you walk this land unless you have an armor type on with accompyning boots that prevent it.
So the reason for their pitch red is simply to shock the player, it'll look like a massive bloody mess has happened.
Changing the design could work but I dunno if it would give the same shocking impact and their natural colour is the cause for Blood Men to become demonic in their appearance.
Like, how if you eat carrots you turn yellow or if you eat tons and tons of tomatoes you turn red, the plants has one of those enzymes or whatever that will colour the person eating it if too much is ingested.

But they're both just pitch'es, they need work.
The design I had in mind for Bloodmen doesn't clash as well if the land isn't bloodred though.

(I'd rather the game uses a map node system, imagine loading a new node and then BAM! smack dab in an organic mess.)

The blood lands would of course have more to it than just "omygoshthelandiscoveredwithbloooood!", the Bloodmen know of what the plants curse is that they kill off other plants and can potentially kill the world so they salted the borders in order for the plants to not be able to set soil there and they keep out outsiders and prevent people from taking the plants with them.
A storyline could include people wanting to use these plants for food and doesn't care about thier so called "curse" as it's free food. They consider it a gift from the gods that should be spread freely.
But the Bloodmen knows that if it's distributed through trade then control over the blood plants would seize to exist and the end of the world above water would be drawn even closer.

----

2. Well they kinda breather a lot more than plants would and they produce no new oxygen which regular plants do, oxygen still gets through blood lands but in a lot more limited amount which could cause a -1 END until the player gets adjusted to the thin air.
And here's how I thought about it that say that there is a small circle that is blood land, now, say that cirle gets big enough for the air in the middle to be so thin that even the plants there cannot survive, then the borders would act like a giant wave continously swalloing everything in it's path whilst killing it's own plants as well.
Couple this with trading of the plants and it won't just be isolated to one area, no it could very well spread all over, killing every plant in it's path and draining the oxygen to such low levels a lot of the plant life dies out.
The end of the world could just be a prediction that the Blood Men has, doesn't mean it has to be true, but allowing the plant to breed freely can still be catastrophic. Besides, the Blood Men is a tribe, they have long since forgotten that the earth is round and that there are 5 continents (Or is it six?) They only know that there is land and that the plant is going to kill it if they lose control.



Legion getting a lighter shade of gray
Spoiler
The Legion are going to change no matter what ending is used, the new Caesar could be more kind towards mutants.
Or maybe at first just using them.
Using the ghouls to create the radioactive stretch of land could be solely for Legion's safety.
And only later a bond between mutants and Legion form.
They allow them into their lands and basically go "You leave us alone and we'll leave you alone but you break any laws and we're coming for you."
After a while mutant settlements started and caught Legions attention.
Since mutants cannot procreate and since they can't serve in the Legion what should be done? Enslave them? No the new Caesar knows of the past Caesar's mistakes. You need allies.
And since ghouls can be used for radioactive areas where their soldiers cannot go, what's better? To send them in as slaves when they could just sneak the hell out of there? Or befriend them and contract them to help them out at the radioactive area.

So at first, they were just using them for their own safety, but in time they created a good relationship with them.

Change is going to happen to the Legion or whatevers left of it.
And this could be change for the better.

Besides, I want a mutant friendly land for once, and Legion being that? It feels very ironic somehow.

Oh and they don't really... Well they don't hate/loathe/dislike them either but uhm... Yeah they don't "like" mutants, at least not most of the Legion, but they obey Caesars command no matter what.
And they don't consider them "humans" though. That might be a bit discriminative. But it's like "Well, I don't consider you a human and that's final, still, you don't [censored] with me and I don't [censored] with you, now if you want to live here that's fine, I'm not gonna behead you but if you break the law I won't give you any special treatment, you'll wind up on the same cross that humans wind up on."

The ghouls find it distateful how the attitude of some legionnaires are but as they still don't oppress them to the same degree as other places have they find Legion's lands to be safer to live in due to the strict order it has and lets their smug comments pass.
I mean, a land where they can actually live in without feeling threathened? A land where there are no raiders in? A land where they can have successful trade and even settle down like the normal humans they used to be?
That's not worth spoiling over some smug comments.



Take everything out of the game ? A lot of other games have good ideas that make fallout better.
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Kelvin Diaz
 
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Post » Fri Nov 18, 2011 4:51 pm

Take everything out of the game ? A lot of other games have good ideas that make fallout better.

Dude... You can't quote a massive post like that without specifying what you mean.
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Theodore Walling
 
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Post » Fri Nov 18, 2011 7:30 pm

Yea BoS are in every game like they should be, but they need to be more ambitious and expansive. Let them, CWBoS specifically, be the ones trying to restore order to North America. Every Faction however has to have the potential to be a major faction; doing enough quests to bring them glory. Being able to join any faction. Like the fiends in FNV with the courier they could have easily become a major faction, and ruled the Mojave.
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Kelly Osbourne Kelly
 
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Post » Fri Nov 18, 2011 6:45 am

Yea BoS are in every game like they should be.

No, they shouldn't, they are in a decline, they should be dying out and splinter into new groups.
What they are doing right now is rehasing the crap out of them simply cause Bethesdian are too afraid of removing an iconic faction.
What they need to be doing is to accept it when the lore says a faction is going to go bye-bye and create new factions.
Nothing good comes out of letting the series stagnate.
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Matt Bee
 
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Post » Fri Nov 18, 2011 6:19 pm

Dude... You can't quote a massive post like that without specifying what you mean.

I agree with oblivion/prime ending.

You're 'I don't want' section. Bethesda put a lot of great ideas into 3 which changed it from the first games in the series, and brought it to a wider audience. In fallout 4 the player should be able to do whatever the [censored] they want. FNV did an alright job of bringing this to series. If they want to buy a store why not?
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jessica sonny
 
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Post » Fri Nov 18, 2011 1:34 pm

1. I agree with oblivion/prime ending.

Revoluton 9. You're 'I don't want' section.

2. Bethesda put a lot of great ideas into 3 which changed it from the first games in the series, and brought it to a wider audience.

3. In fallout 4 the player should be able to do whatever the [censored] they want.

4. FNV did an alright job of bringing this to series.

5. If they want to buy a store why not?

1. I confused.

2. Erm... Like what? FPP? VATS? Sandbox? That's about it (And not everyone thinks those are even decent changes, I'd prefer Isometric TB, map node system and Aim), and that hardly improved the series considering how skull[censored]ed SPECIAL, traits, skills, balance and lore got.

3. Has to be a limit to everything though, for the player to do whatever they want then they need to spend a crapload of money, time and resources and risk not making a profit off of the sales, I mean, these games are huge, it takes a long time for them to produce one, The more stuff they need to add the more time it will take which means that the more their employees will have to work which means that the more money it will take. They still need to think about marketing and then at the very least getting enough money from the sales to cut even.

4. It did do a good job, the reputation system was improved upon for example, allowing any and all characters to be killable was great too, and disguises.

5. The problem I see with this is that they need to spend time, money and resources for everything they do, if they're gonna include the purchase of shops and managing them then that means that time and money that could have been spent on adding a new quest or maybe a new hacking minigame is spent on something that frankly has no place in Fallout.
Fallout is about a mysterious stranger coming into town and either helping it or [censored] it up and then moving forward.
Having them settle down and buy a quaint little shop breaks that formula, what's next? Wife? Children? Leave that stuff to Fable and Sims.
Is it good to have a lot of options? Yeah, but it's not good when all of those options are halfassed work, some of which that doesn't even mesh with Fallout's style of gameplay and story structure.

Revolution 9. "'I don't want' section"?
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Ron
 
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Post » Fri Nov 18, 2011 6:28 pm

Gabe... Colormark your numbers you're about to response, or hit enter between numbers. Easier to read.
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courtnay
 
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Post » Fri Nov 18, 2011 12:04 pm

No, they shouldn't, they are in a decline, they should be dying out and splinter into new groups.
What they are doing right now is rehasing the crap out of them simply cause Bethesdian are too afraid of removing an iconic faction.
What they need to be doing is to accept it when the lore says a faction is going to go bye-bye and create new factions.


Yea they should make new factions. They need convey the themes of humanity as well, FNV did this through caesar=savage authoritarian, NCR= bureaucratic order, Mr. House = corporate greed. Without a factor that shows humanities curiosity of the pursuit of truth, then your left with a boring game. BoS gives the player that with technology, but devs need to make more factions pursue technological advancements and answers. MFC speeders or some [censored], new power armor, new guns with actual gun names. (Just some new [censored], or [censored] from the first 2 games) Weapons without as much level scaling. Conveying the benefits and drawbacks of those guns with a system more along the lines of CoD MW2. Same goes EW and other weapons. So I have a selection of guns which could fit a different play style.

Yea lore yea. Where is the lore everyone talks about? CWBoS/MwBoS sparked their growth again as seen in the games. I know you'll counter that with lore is more true than gameplay, and the "legionnaires are actually stronger than they were in FNV." People don't play lore nor do most people care about it, and just enjoy an interesting game experience.
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An Lor
 
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