Fallout 4: Speculation, Suggestions and Ideas - Thread #59

Post » Thu May 03, 2012 5:19 pm

New Vegas was a good introduction lore wise :) I started with Fallout 3 and had to start doing a lot of reading :)
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Thu May 03, 2012 7:24 pm

Edit...
the thread I commented on was merged...
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Thu May 03, 2012 5:39 pm

well had idea on another thread. but wasnt refering this to be fallout 4 more like a side game. sort of have concept of phantasy star portable like go on missions and collect weapons a lvlgrinder type game. on the vita. like able to choose class [specalization] like pistaleer rifleman, demolition man, and so on. as well choose race [human , the differnt ethnics under human, ghoul, supermutant, and deathclaw] like in the d20 that was built but dropped. but say the deathclaw in this game evolved or alterd enough to be more humanoid able to use guns talk so on. rumors are said in 3 that if go to the base when ambushed and in test tubes enclave was working on this aspect as you see one thats more anthro deathclaw look.
User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Thu May 03, 2012 10:54 pm

final version of my suggestions.

Spoiler
skills:

- guns (combines small guns and big guns)
- explosives
- hand to hand (combines melee weapons and unarmed)
- energy weapons
- traps (affects how likely ennemies are to walk into your traps, higher levels "attract" ennemies to them)
- repair
- science (imporves the effects of any chems you use or create (chems would be created like potions in TES: oblivion))
- security (combines lockpicking and the hacking aspect of science)
- medicine
- sneak
- deception (a new skill that improves your ability to disguise yourself, lie and cheat)
- eloquence (combines speech and barter)
- leadership (a new skill that makes companions more powerfull, allows you to boss some characters into doing your bidding)
- survival
- driving (yet another new skill, this one improves your abillity to drive vehicles)


all skills should go up to 200 base value, and all the way up to 250 thank to equipment and perk bonuses, the maximum base value of 200 is neccessary in order to prevent you from being able to max most (if not all) skills and the "limit breaking" equipment and perk bonuses (in combination with other bonuses, like carry weight, AP, CH chance, etc...) are vital to encourage the use of regular clothing and light armor amongst "non-sneak" characters and the use of skill boosting perks.



gameplay:

special changes: you start with 5 in every attribute and get only 3 points to spend, this will encourage the player to make sacrifices or look into traits and different body types.

different body types would make the game more interesting, for example:

- standard: average build and height, no bonuses or penalties.
- overweight: DT + 3, FDR + 10 %, weight + 30, MAX AGI - 4, movement speed - 10 %, MAX fatigue - 5%. character is a little fatter than normal.
- fat: DT + 5, DR + 15, FDR + 20 %, weight + 90, MAX AGI - 6, movement speed - 30 %, MAX fatigue - 30%. character is much fatter than normal.
- muscular: STR + 2, hand to hand damage + 15 %, weight + 25, MAX AGI - 4, CH chance - 2. character looks more muscular.
- small: AGI + 2, noise made - 20 %, chance to be hit - 6 %, weight - 30, MAX STR - 4, MAX END - 4, limb health X 0.5. charcter is shorter than normal.

these effects also affect NPCs, so a muscular raider will hit you harder in Hand to hand combat, and an overweight bandit will take less damage and fatigue damage, ect...
ideally i would like to see the player recieve far less special points ( 5 in every attribute + 3 points to spend, this (together with an improvement of the bonuses provided by base stats) will encourage the creation of a balanced character, ranther than just min maxing.

it would be nice to see weapons who depend on two or more skills to be effective, such as rocket launchers (guns and explosives), stun batons (hand to hand + energy weapons), mines (traps + exlposives), etc...
some non weapons should also use the dual skills mechanism for example successfully lieing to somone requires both eloquence and deception.

vehicles would be a great addition to the fallout series, the system does not neccesarily need to be complex, only 5 vehicle categories would be sufficient (motorbike, buggy, car, truck, apc), the player could "save" his vehicle onto the pip boy, allowing you to see it's position on the map.
also with NPCs using vehicles the game experience would be highly enriched (think being chased down by raiders in armored buggies as you desperately try to take out their wheels, engine or driver to slow them down).

traits:

the trait system should stay identical to that in FNV.
some new traits and suggestions to improve old ones:

- asthmatic: your maximum fatigue is reduced by 20%, but the effectiveness of inhalers is increased by 150%.

- pyromaniac: you do 20% more damage with fire-based weapons but you are covered in burns reducing healing recieved by 15%. (replaces the perk)

- brutality: you inflict 20% more limb damage but are 4% less likely to critically hit.

- four eyes: your perception is reduced by 1 and your vision is blurred (vision flaw) whenever you are not wearing corrective glasses, but your perception is increased by 1 and your critical hit chance is increased by 2% when wearing them (wearing corrective glasses obviously also corrects the blurring).





Perks:

like in NV, perks should only be gained once every 2 levels.
the perks should not only be more diverse but also more usefull in general (perks like cannibal and lead belly are not as usefull as they could be).
also, more level two, four and six perks, in order to make a truely customised character from the start, some examples:

- training (level 2): increases one of your special attributes by one point. 4 ranks.

- talented (level 2): increases the maximum value of one of your tagged skills by 10 (210/ 260), 1 rank.

- survivor (level 2): increases your resistance to radiation, poison, fire, cold and disease by 15%. 1 rank, requires 6 endurance and 30 survival.

- traumatic brutality (level 2): increases limb damage done by your hand to hand attacks by 20%. 1 rank. requires 5 strength and 30 hand to hand.

- silver tongued (level 2): increases the effectiveness of charisma by 5%. 1 rank. requires 6 charisma.

- pugilist (level 2): increases the fatigue damage you do with your bare hands by 40%. 1 rank. requires 5 strength and 5 endurance.

- scavenger (level 2): increases the ammount of money and ammunition you find in containers by 40%. 1 rank. requires 5 luck and 5 perception.

- sugar rush (level 2): whenever you consume food or drink with a high sugar content (such as nuka-cola, for example), your AP regenerates 10% faster for 30 seconds. 1 rank.

- alchohol fueled rage (level 2): whenever you drink any kind of alchohol, you do 10% more damage for the whole duration of it's effects. 1 rank.

- dasher (level 2): allows you to run 10% faster. 1 rank. requires 5 agilitiy and 5 endurance.

- resourcefull repairs (level 2): allows you to restore a small ammount of condition (+-2 %) to any piece of equipment with duct tape, wonder glue or scrap metal. 1 rank, requires 6 intelligence and 30 repair.

- sneaky (level 2): increases stealth by 8 when sneaking. 1 rank. requires 6 agility and 30 sneak.

- cannibal (level 2): allows you to obtain "human flesh" from human corpses. 1 rank.

- effective cover (level 4): you and your companions take 10% less damage when behind cover. 1 rank. requires 4 intelligence.

- chem dealer (level 4): increases the price of all chems you sell by 10%. 1 rank. requires 4 intelligence.

- perforation (level 4): whenever you are equipped with any kind of knife you ignore 8 points of the target's DT. 1 rank. requires 5 strength and 45 hand to hand.

- center mass (level 4): increases damage and fatigue damage by 20% when shooting an enemy in the torso with all guns. 1 rank, requires 4 perception and 20 guns.

- pocket robber (level 4): increases your chance to sucessfully pickpocket somone by 5%. requires 5 perception and 30 sneak.

- chemistry (level 4): increases the effectiveness of all chems you create by 10%. 3 ranks. requires 6 intelligence and 40 science.

- firearm handling (level 4): you reload and un-jam all guns and energy weapons 15% faster. 1 rank. requires 4 intelligence and 45 guns.

- tactical explosive (level 4): increases the radius of your explosions by 20%. 1 rank. requires 45 explosives.

- good ol' violence (level 4): increases all damage you do by 5%. 2 ranks.

- well liked (level 4): if your reputation with a faction is good, you will get a 15 point bonus to your speech when talking to one of it's members. 1 rank. requires 6 charisma.

- vehicle handler (level 4): decreases the penalties recieved when your vehicles wheels are crippled by 35%. 1 rank. requires 45 driving.

- demolition boy/ demolition girl (level 4): increases damage done to destructible scenery by 40%. 1 rank. requires 20 explosives.

- lymphocytes of steel (level 4): increases resistance to all diseases by 40%. 1 rank. requires 6 endurance.

- education (level 4): you get 2 more skill points every time you level up. 1 rank. requires 4 intelligence.

- dodge! (level 6): gives you a 15% chance to automatically dodge hand to hand attacks (triggering a "killcam" effect centered on you dodging the attack), and a 60% chance to dodge them in V.A.T.S (causing you to take no damage), does not work when wearing heavy or very heavy armor. 1 rank. requires 6 agility, 5 perception and 45 hand to hand.

- toughness (level 6): increases DT by 3 and DR by 5. 1 rank. requires 6 endurance.

- posology (level 6): increases the effectiveness of chems, medicine and poison used on others by 20%. 1 rank. requires 6 intelligence and 45 medicine.

- mechanical talent (level 6): increases the effectiveness of repairs to vehicles by 30%. 1 rank, requires 6 intelligence and 40 repair.

- adrenaline rush (level 6): your AP are fully restored when your HP falls below 20%, triggers once every 30 seconds. 1 rank.

- hit and run (level 6): your vehicle takes 80% less chassis damage when you run something over. requires 4 perception and 30 driving.

- knockdown! (level 6): whenever you stun an ennemy with a hand to hand attack it has a 60% greater chance to be knocked down. 1 rank. requires 6 strength.

- shadow blend (level 6): at night your stealth is increased by 10 and your sneak skill is increased by 20 points. 1 rank. requires 6 agility and 40 sneak.

- hit the deck (level 6): while prone you take 70% less damage from explosions (exept direct hits from rockets). 1 rank. requires 4 intelligence.

- deduction (level 6): increases your ability to understand what people are saying and infer their hidden motives and secrets. 1 rank. requires 7 intelligence.

- tresspasser (level 6): increases your security skill by 20 whenever you attemt to pick the lock on a door. requires 6 intelligence and 40 security.

- deadly focus (level 6): each successive attack against the same target in V.A.T.S does 5% more damage than the last one. 1 rank. requires 5 perception.

these are only ideas, some may be OP and others UP.



formulas and controls:

- less HP and no HP bonus when leveling up, only endurance and perks should affect your HP. ( new formula: HP = END X 20 then + 40)

- more realistic gun damage, preferably damage based on calibre, velocity and barrel length. all guns should have a chance to inflict fatigue damage based on their calibre and ammuntition type (hollow points always cause some fatigue damage with a chance to cause more while AP bullets don't do any fatigue damage, ever.).

- headshots (and other "weak zone" shots) should be always be critical hits, scoring a random critical hit to the head would cause a "super critical"

- improve hand to hand combat slightly by allowing your bear hands and blunt weapons a chance to do fatigue damage (K.O) based on their weight and design (+- 68% for a police baton, for example), and giving all sharp weapons a chance (+- 10% for a knife) to ignore some of the target's DR (but not DT).

- remove the jump key and allow the player to use the action key to climb over small obstacles (based on AGI), turn the RB (Xbox 360) or R1 (PS3) (while "change view" is moved to a pop up options menu (opened by holding down "select" on the PS3 or "back" on the Xbox 360) together with the option to wait and sit down on the ground.) into a secondary attack (stab with knives, pistol whip with handguns, stock blow with rifles and shotguns, push with bare hands, etc...), "Y" on the Xbox 360 or "triangle" on the PS3 can be used as a "position change" key (change between crouched and prone position when on foot and change seats in a vehicle).

- reduce carry weight ENORMOUSLY, carry weight should be minimal, to force people to carry only the items they need. ( new formula: carry weight in lbs = str X 4 then + 5), some equipment can increase carry weight, at the cost of DT and DR.

companions:

i like how companions had a richer backstory in FNV, but i don't like they way all of the human ones forced you to have good or very good karma. ideally i would like to see 12 or more companions, each one having traits that determines thier personality.

an example:

- nick "Razor" hunterson, outlaw.
HUMAN
class: outlaw (tagged => guns, hand to hand, survival)
traits: evil, rifleman, quiet, violent, hates regulators.
perks: firearm knowledge, toughness.
companion perk: dreaded killer: frightens ennemies, causing them to be less effective in combat and more likely to flee.
equipment: mercenary grunt outfit, .243 battle rifle (looks exactly like the battle rifle in FNV), .45 automatic pistol (based on the 1911 pistol), combat knife,
two bottles of pure water. he has infinite .243 and .45 rounds in his personal inventory.

he has sworn to destroy all forces of "good" after his brother was killed by regulators because he refused to let them enter his home while they
were pursuing an outlaw. the player will encounter him in a town, he will ask the player if he has had any problems with the "regulator wearing sunglasses and a false smile", if the player asks him why that would be, or says that he hates regulators he will tell you about his revenge, then, if the player offers to help him, he will pursue the target of his revenge to a nearby town, once at the town the regulator chief will talk to razor (saying that he made a big mistake by coming to this town), sevral regulators will then come out from hiding and immediately open fire. once all the regulators are dead he will open dialogue with the players and say he is endebted to you, you can then ask him to either pay you in caps or join you on your travels, if you choose the latter option he will become a follower.
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Thu May 03, 2012 11:16 pm

Spoiler

final version of my suggestions.

skills:

- guns (combines small guns and big guns)
- explosives
- hand to hand (combines melee weapons and unarmed)
- energy weapons
- traps (affects how likely ennemies are to walk into your traps, higher levels "attract" ennemies to them)
- repair
- science (imporves the effects of any chems you use or create (chems would be created like potions in TES: oblivion))
- security (combines lockpicking and the hacking aspect of science)
- medicine
- sneak
- deception (a new skill that improves your ability to disguise yourself, lie and cheat)
- eloquence (combines speech and barter)
- leadership (a new skill that makes companions more powerfull, allows you to boss some characters into doing your bidding)
- survival
- driving (yet another new skill, this one improves your abillity to drive vehicles)


all skills should go up to 200 base value, and all the way up to 250 thank to equipment and perk bonuses, the maximum base value of 200 is neccessary in order to prevent you from being able to max most (if not all) skills and the "limit breaking" equipment and perk bonuses (in combination with other bonuses, like carry weight, AP, CH chance, etc...) are vital to encourage the use of regular clothing and light armor amongst "non-sneak" characters and the use of skill boosting perks.



gameplay:

special changes: you start with 5 in every attribute and get only 3 points to spend, this will encourage the player to make sacrifices or look into traits and different body types.

different body types would make the game more interesting, for example:

- standard: average build and height, no bonuses or penalties.
- overweight: DT + 5, FDR + 20, weight + 50, MAX AGI - 4, sprint duration - 30%. character is fatter than normal.
- muscular: STR + 2, hand to hand damage + 15%, weight + 40, MAX AGI - 4, CH chance - 2. character looks more muscular.
- small: AGI + 2, noise made - 20%, chance to be hit - 6%, weight - 40, MAX STR - 4, MAX END - 4, limb health X 0.5. charcter is shorter than normal.

these effects also affect NPCs, so a muscular raider will hit you harder in Hand to hand combat, and an overweight bandit will take less damage and fatigue damage, ect...
ideally i would like to see the player recieve far less special points ( 5 in every attribute + 3 points to spend, this (together with an improvement of the bonuses provided by base stats) will encourage the creation of a balanced character, ranther than just min maxing.

it would be nice to see weapons who depend on two or more skills to be effective, such as rocket launchers (guns and explosives), stun batons (hand to hand + energy weapons), mines (traps + exlposives), etc...
some non weapons should also use the dual skills mechanism for example successfully lieing to somone requires both eloquence and deception.

vehicles would be a great addition to the fallout series, the system does not neccesarily need to be complex, only 5 vehicle categories would be sufficient (motorbike, buggy, car, truck, apc), the player could "save" his vehicle onto the pip boy, allowing you to see it's position on the map.
also with NPCs using vehicles the game experience would be highly enriched (think being chased down by raiders in armored buggies as you desperately try to take out their wheels, engine or driver to slow them down).

traits:

the trait system should stay identical to that in FNV.
some new traits and suggestions to improve old ones:

- asthmatic: your maximum fatigue is reduced by 20%, but the effectiveness of inhalers is increased by 150%.

- pyromaniac: you do 20% more damage with fire-based weapons but you are covered in burns reducing healing recieved by 15%. (replaces the perk)

- brutality: you inflict 20% more limb damage but are 4% less likely to critically hit.

- four eyes: your perception is reduced by 1 and your vision is blurred (vision flaw) whenever you are not wearing corrective glasses, but your perception is increased by 1 and your critical hit chance is increased by 2% when wearing them (wearing corrective glasses obviously also corrects the blurring).





Perks:

like in NV, perks should only be gained once every 2 levels.
the perks should not only be more diverse but also more usefull in general (perks like cannibal and lead belly are not as usefull as they could be).
also, more level two, four and six perks, in order to make a truely customised character from the start, some examples:

- training (level 2): increases one of your special attributes by one point. 4 ranks.

- talented (level 2): increases the maximum value of one of your tagged skills by 10 (210/ 260), 1 rank.

- survivor (level 2): increases your resistance to radiation, poison, fire, cold and disease by 15%. 1 rank, requires 6 endurance and 30 survival.

- traumatic brutality (level 2): increases limb damage done by your hand to hand attacks by 20%. 1 rank. requires 5 strength and 30 hand to hand.

- silver tongued (level 2): increases the effectiveness of charisma by 5%. 1 rank. requires 6 charisma.

- pugilist (level 2): increases the fatigue damage you do with your bare hands by 40%. 1 rank. requires 5 strength and 5 endurance.

- scavenger (level 2): increases the ammount of money and ammunition you find in containers by 40%. 1 rank. requires 5 luck and 5 perception.

- sugar rush (level 2): whenever you consume food or drink with a high sugar content (such as nuka-cola, for example), your AP regenerates 10% faster for 30 seconds. 1 rank.

- alchohol fueled rage (level 2): whenever you drink any kind of alchohol, you do 10% more damage for the whole duration of it's effects. 1 rank.

- dasher (level 2): allows you to run 10% faster. 1 rank. requires 5 agilitiy and 5 endurance.

- resourcefull repairs (level 2): allows you to restore a small ammount of condition (+-2 %) to any piece of equipment with duct tape, wonder glue or scrap metal. 1 rank, requires 6 intelligence and 30 repair.

- sneaky (level 2): increases stealth by 8 when sneaking. 1 rank. requires 6 agility and 30 sneak.

- cannibal (level 2): allows you to obtain "human flesh" from human corpses. 1 rank.

- effective cover (level 4): you and your companions take 10% less damage when behind cover. 1 rank. requires 4 intelligence.

- chem dealer (level 4): increases the price of all chems you sell by 10%. 1 rank. requires 4 intelligence.

- perforation (level 4): whenever you are equipped with any kind of knife you ignore 8 points of the target's DT. 1 rank. requires 5 strength and 45 hand to hand.

- center mass (level 4): increases damage and fatigue damage by 20% when shooting an enemy in the torso with all guns. 1 rank, requires 4 perception and 20 guns.

- pocket robber (level 4): increases your chance to sucessfully pickpocket somone by 5%. requires 5 perception and 30 sneak.

- chemistry (level 4): increases the effectiveness of all chems you create by 10%. 3 ranks. requires 6 intelligence and 40 science.

- firearm handling (level 4): you reload and un-jam all guns and energy weapons 15% faster. 1 rank. requires 4 intelligence and 45 guns.

- tactical explosive (level 4): increases the radius of your explosions by 20%. 1 rank. requires 45 explosives.

- good ol' violence (level 4): increases all damage you do by 5%. 2 ranks.

- well liked (level 4): if your reputation with a faction is good, you will get a 15 point bonus to your speech when talking to one of it's members. 1 rank. requires 6 charisma.

- vehicle handler (level 4): decreases the penalties recieved when your vehicles wheels are crippled by 35%. 1 rank. requires 45 driving.

- demolition boy/ demolition girl (level 4): increases damage done to destructible scenery by 40%. 1 rank. requires 20 explosives.

- lymphocytes of steel (level 4): increases resistance to all diseases by 40%. 1 rank. requires 6 endurance.

- education (level 4): you get 2 more skill points every time you level up. 1 rank. requires 4 intelligence.

- dodge! (level 6): gives you a 15% chance to automatically dodge hand to hand attacks (triggering a "killcam" effect centered on you dodging the attack), and a 60% chance to dodge them in V.A.T.S (causing you to take no damage), does not work when wearing heavy or very heavy armor. 1 rank. requires 6 agility, 5 perception and 45 hand to hand.

- toughness (level 6): increases DT by 3 and DR by 5. 1 rank. requires 6 endurance.

- posology (level 6): increases the effectiveness of chems, medicine and poison used on others by 20%. 1 rank. requires 6 intelligence and 45 medicine.

- mechanical talent (level 6): increases the effectiveness of repairs to vehicles by 30%. 1 rank, requires 6 intelligence and 40 repair.

- adrenaline rush (level 6): your AP are fully restored when your HP falls below 20%, triggers once every 30 seconds. 1 rank.

- hit and run (level 6): your vehicle takes 80% less chassis damage when you run something over. requires 4 perception and 30 driving.

- knockdown! (level 6): whenever you stun an ennemy with a hand to hand attack it has a 60% greater chance to be knocked down. 1 rank. requires 6 strength.

- shadow blend (level 6): at night your stealth is increased by 10 and your sneak skill is increased by 20 points. 1 rank. requires 6 agility and 40 sneak.

- hit the deck (level 6): while prone you take 70% less damage from explosions (exept direct hits from rockets). 1 rank. requires 4 intelligence.

- deduction (level 6): increases your ability to understand what people are saying and infer their hidden motives and secrets. 1 rank. requires 7 intelligence.

- tresspasser (level 6): increases your security skill by 20 whenever you attemt to pick the lock on a door. requires 6 intelligence and 40 security.

- deadly focus (level 6): each successive attack against the same target in V.A.T.S does 5% more damage than the last one. 1 rank. requires 5 perception.

these are only ideas, some may be OP and others UP.



formulas and controls:

- less HP and no HP bonus when leveling up, only endurance and perks should affect your HP. ( new formula: HP = END X 20 then + 40)

- more realistic gun damage, preferably damage based on calibre, velocity and barrel length. all guns should have a chance to inflict fatigue damage based on their calibre and ammuntition type (hollow points always cause some fatigue damage with a chance to cause more while AP bullets don't do any fatigue damage, ever.).

- headshots (and other "weak zone" shots) should be always be critical hits, scoring a random critical hit to the head would cause a "super critical"

- improve hand to hand combat slightly by allowing your bear hands and blunt weapons a chance to do fatigue damage (K.O) based on their weight and design (+- 68% for a police baton, for example), and giving all sharp weapons a chance (+- 10% for a knife) to ignore some of the target's DR (but not DT).

- remove the jump key and allow the player to use the action key to climb over small obstacles (based on AGI), turn the RB (Xbox 360) or R1 (PS3) (while "change view" is moved to a pop up options menu (opened by holding down "select" on the PS3 or "back" on the Xbox 360) together with the option to wait and sit down on the ground.) into a secondary attack (stab with knives, pistol whip with handguns, stock blow with rifles and shotguns, push with bare hands, etc...), "Y" on the Xbox 360 or "triangle" on the PS3 can be used as a "position change" key (change between crouched and prone position when on foot and change seats in a vehicle).

- reduce carry weight ENORMOUSLY, carry weight should be minimal, to force people to carry only the items they need. ( new formula: carry weight in lbs = str X 4 then + 5), some equipment can increase carry weight, at the cost of DT and DR.

companions:

i like how companions had a richer backstory in FNV, but i don't like they way all of the human ones forced you to have good or very good karma. ideally i would like to see 12 or more companions, each one having traits that determines thier personality.

an example:

- nick "Razor" hunterson, outlaw.
HUMAN
class: outlaw (tagged => guns, hand to hand, survival)
traits: evil, rifleman, quiet, violent, hates regulators.
perks: firearm knowledge, toughness.
companion perk: dreaded killer: frightens ennemies, causing them to be less effective in combat and more likely to flee.
equipment: mercenary grunt outfit, .243 battle rifle (looks exactly like the battle rifle in FNV), .45 automatic pistol (based on the 1911 pistol), combat knife,
two bottles of pure water. he has infinite .243 and .45 rounds in his personal inventory.

he has sworn to destroy all forces of "good" after his brother was killed by regulators because he refused to let them enter his home while they
were pursuing an outlaw. the player will encounter him in a town, he will ask the player if he has had any problems with the "regulator wearing sunglasses and a false smile", if the player asks him why that would be, or says that he hates regulators he will tell you about his revenge, then, if the player offers to help him, he will pursue the target of his revenge to a nearby town, once at the town the regulator chief will talk to razor (saying that he made a big mistake by coming to this town), sevral regulators will then come out from hiding and immediately open fire. once all the regulators are dead he will open dialogue with the players and say he is endebted to you, you can then ask him to either pay you in caps or join you on your travels, if you choose the latter option he will become a follower
.
Seriously dude, listen, if you're gonna update a long list then [edit] your first post instead of re-posting it all the time.
Or, wait until the next thread and post the fully updated list then, that's what I do, that's what others do.


You should have updated this list: http://www.gamesas.com/topic/1364939-fallout-4-speculation-suggestions-and-ideas-thread-59/page__st__30__p__20604763#entry20604763

Or this: http://www.gamesas.com/topic/1364939-fallout-4-speculation-suggestions-and-ideas-thread-59/page__st__60__p__20606585#entry20606585

Or waited until this thread was over, then post your latest, up-to-date list, there and keep updating it.


Also, for future posts, use these tags by the start and the end of the post:
["spoiler"]
["/spoiler"]

Except without the "


Here are two examples of how me and UnDeCafIndeed does it:
http://www.gamesas.com/topic/1364939-fallout-4-speculation-suggestions-and-ideas-thread-59/page__p__20597324#entry20597324
http://www.gamesas.com/topic/1364939-fallout-4-speculation-suggestions-and-ideas-thread-59/page__st__30__p__20603671#entry20603671
User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Thu May 03, 2012 4:28 pm

fixed.
User avatar
Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Fri May 04, 2012 12:26 am

PLEASE BETHESDA!!!
In the next Fallout give us something to ride.
Not a car or motorcycle.
A HORSE!!!
OR A 2 HEADED HORSE WITH ARMOR AND THICK SCALES AND HORNS!!!!
I would like to see horses, mules, and more brahmin. But with all different breeds.
Horses for fast travel.
Mules for mountain travel and heavy loads.
Brahmin to pack more crap!!!... hey and maybe so I could work as a caravaneer....
Give me a horse or mule and a couple of brahmin, all tied together and I'll be all set to go.
If so I want optional saddles.
And I'd like to see a couple of big ranches.
PLEASE GIVE ME THE OPTION TO BE A NATIVE AMERICAN. I NEVER SEE THIS IN RPG GAMES.
I want to see Native American tribes in the next Fallout, good and bad.
Thank you Bethesda for all of the AWESOME games you have made.
User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Fri May 04, 2012 1:39 am

This will offend some viewers but it has to be said. This game needs some better graphics. If they are making a new engine for the new MMO they are making why not make another for the main Fallout games.

I AGREE.
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Thu May 03, 2012 12:32 pm

PLEASE BETHESDA!!!
In the next Fallout give us something to ride.
Not a car or motorcycle.
A HORSE!!!
OR A 2 HEADED HORSE WITH ARMOR AND THICK SCALES AND HORNS!!!!
I would like to see horses, mules, and more brahmin. But with all different breeds.
Horses for fast travel.
Mules for mountain travel and heavy loads.
Brahmin to pack more crap!!!... hey and maybe so I could work as a caravaneer....
Give me a horse or mule and a couple of brahmin, all tied together and I'll be all set to go.
If so I want optional saddles.
And I'd like to see a couple of big ranches.
PLEASE GIVE ME THE OPTION TO BE A NATIVE AMERICAN. I NEVER SEE THIS IN RPG GAMES.
I want to see Native American tribes in the next Fallout, good and bad.
Thank you Bethesda for all of the AWESOME games you have made.


Can't you essentially make yourself an Indian already with the character creator by making the skin darker.

Also bring back the skill dex
User avatar
Adrian Morales
 
Posts: 3474
Joined: Fri Aug 10, 2007 3:19 am

Post » Thu May 03, 2012 7:36 pm

Playing New Vegas with this weapons from old Fallout games mod I have to say I would really like to see weapon and armor packs made for Fallout 4 from past Fallout games. Hell put them up for New Vegas and Fallout 3 as well.
User avatar
Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am

Post » Fri May 04, 2012 1:20 am

PLEASE BETHESDA!!!
In the next Fallout give us something to ride.
Not a car or motorcycle.
A HORSE!!!
OR A 2 HEADED HORSE WITH ARMOR AND THICK SCALES AND HORNS!!!!
I would like to see horses, mules, and more brahmin. But with all different breeds.
Horses for fast travel.
Mules for mountain travel and heavy loads.
Brahmin to pack more crap!!!... hey and maybe so I could work as a caravaneer....
Give me a horse or mule and a couple of brahmin, all tied together and I'll be all set to go.
If so I want optional saddles.
And I'd like to see a couple of big ranches.
PLEASE GIVE ME THE OPTION TO BE A NATIVE AMERICAN. I NEVER SEE THIS IN RPG GAMES.
I want to see Native American tribes in the next Fallout, good and bad.
Thank you Bethesda for all of the AWESOME games you have made.
Horses are extinct though.
Chance's flashback is hardly something we can trust as no matter how pure awesome he is he is also a junkie, a heavy junkie.
User avatar
Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Thu May 03, 2012 12:54 pm

Horses are extinct though.
Chance's flashback is hardly something we can trust as no matter how pure awesome he is he is also a junkie, a heavy junkie.
California isn't really full of horses, so they could be none there, but if you move more towards the central US they could be there. Or the northwest states like Idaho and Montana (but I doubt a game would be in those states). But if we went to Texas horses could still be alive.
User avatar
Brentleah Jeffs
 
Posts: 3341
Joined: Tue Feb 13, 2007 12:21 am

Post » Thu May 03, 2012 11:22 am

Hi,

I enjoyed the Fallout and Fallout 2 games like no other game back then, and I was really excited about the change in game mechanics to first-person in Fallout 3. While Fallout 3 was a good game in itself it lacked some of the important elements of its predecessors. But more imporantly the game's atmosphere feeled wrong somehow and I was quite a bit disappointed. The single most annoying and atmosphere-destroying factor that comes to mind is the endless loading between locations indoor/outdoor. This is something that totally kills the immersion one should experience when playing a first-person game. It's not that important for isometrical games like Fallout 1 and 2 but a real showstopper for modern 3D titles. Id Software showed that it is indeed possible in Rage which feeled like being the missing part of Fallout 3 considering loading mechanics (and variety of landscape and object detail).

When Bethesda announced Skyrim I was hoping that the new engine would finally implement seemless indoor/outdoor transitions, but I was disappointed. Skyrim could have been such a great game if it wasn't for that stupid loading. "Oh, I forgot to get the iron ore from the chest, so get back in... loading... loading... ah finally, so pick up the ore, go out... loading... loading..." This is an absolute no-go!

What I fear is that Bethesda is going to use that same engine for the next Fallout installment. All I can say to that is: Please don't do it! Give us seemless preloading of interiors and throw that loading [censored] out of the game. I don't understand why something so simple hasn't been done yet in that otherwise great engine. With todays gigabytes of memory available you can't tell me that this is hard or impossible to do. And please do not deliver the same rounded rocks and cliffs with the same washed-out textures as before. Learn from Rage what you can, as this is what Fallout 3 should have been in terms of graphics and immersion.

Thanks.

I agree to most

- less loading time if loading is necessary
- bigger map
- real cities like in skyrim but bigger and more populated
- more weapons
- a lot of factions npc brotherhood enclave slavers gangs legions big families and many more
- conflicts between factions consequences if you deal a lot with some, reputation system
- less zombies rats ants and such monsters
-the return of a desperate yet funny world like in the first 2 fallout
User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Thu May 03, 2012 9:48 pm

I also hope bethesda is going to move forward and not do a prequel. what is most interesting is the conflict between new societies and less advanced. small tribal villages and big modern cities (reborn) . several world opposed cities like now"[censored]"societies and societies which are modern but have evolved differently from what we are now. so still loads of destruct landscapes but also very pleasing brand new locations
User avatar
Steven Hardman
 
Posts: 3323
Joined: Sun Jun 10, 2007 5:12 pm

Post » Thu May 03, 2012 7:11 pm

A realistic down-to-earth game that's completely off the wall and swarming with magic robots and we should get stuff just for playing :tops:

Make it happen Bethesda :bunny:

sorry couldn't help myself.
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Fri May 04, 2012 12:47 am

It seems that Sebor, Strangelove and "Members", think that I want Bethesda to do what Bioware did to Mass Effect where they consistently made the game less of an action-RPG and more into a 3rd person shooter. I'm not for this "constant" change. I'm not putting down what they did before. Oddly, you agree that the fundamental change Call of Duty and Bethesda's changes in Fallout 3 made were wise and yet cite that as evidence I'm wrong? My argument is simply that they should keep doing what they have been doing: make additions wherever possible. Fallout 3 was all about solitude and they put a lot of work into incorporate the old fighting system with an FPS system. They took it one step further with a COD style "Aim-Down-Sight" system and changing the atmosphere to one of solitude to one of power struggle, and yet you appear to like FONV as much or more so than FO3. However much you like to paint me in that light, I'm not for removing signature features of FO, like the absence of a character persona for the main player in Ace Combat (dumb decision to change that). I'm not arguing for that. My point was they should consider going back on their "statement" as strangelove so religiously cites and open up the series to a new avenue of creativity.
User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Thu May 03, 2012 6:02 pm

It seems that Sebor, Strangelove and "Members", think that I want Bethesda to do what Bioware did to Mass Effect where they consistently made the game less of an action-RPG and more into a 3rd person shooter. I'm not for this "constant" change. I'm not putting down what they did before. Oddly, you agree that the fundamental change Call of Duty and Bethesda's changes in Fallout 3 made were wise and yet cite that as evidence I'm wrong? My argument is simply that they should keep doing what they have been doing: make additions wherever possible. Fallout 3 was all about solitude and they put a lot of work into incorporate the old fighting system with an FPS system. They took it one step further with a COD style "Aim-Down-Sight" system and changing the atmosphere to one of solitude to one of power struggle, and yet you appear to like FONV as much or more so than FO3. However much you like to paint me in that light, I'm not for removing signature features of FO, like the absence of a character persona for the main player in Ace Combat (dumb decision to change that). I'm not arguing for that. My point was they should consider going back on their "statement" as strangelove so religiously cites and open up the series to a new avenue of creativity.

You want the series to change even more by heading back to a time when no progress towards rebuilding nations and moving away from an apocalypse was possible.

That is the core of Fallout.

I only like F3 because it was fun (although not Fallout-like), introduced me to the series, and put the title under a company that won't go bankrupt anytime soon and seems to listen to their fans. I love New Vegas because it was the return of the core of Fallout, rebuilding.

I would prefer to continue that trend rather than go back and live in the day to day survival right after the war.

Should they improve on features? Sure. Should they move the setting to where the core message and meaning of the games did not yet exist? Nope.
User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Thu May 03, 2012 2:28 pm

when do you guys predict the first news of Fallout 4 will be released as in a first trailer.
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Thu May 03, 2012 10:59 am

I think they should mold it to look like a combination of both new vegas and f3. For example, i loved the amount of weapons, the stories behind companions, companion related perks, amount of side quests, the ability to aim, customizable ammunition, reputation system, and the several paths you could take in the game from new vegas. I liked Fallout 3 over all more though only because you become so attached to the story and i loved every second of it. It really made you involved with the character by starting you out at birth and being there watching the "death" of your character in the purifier. Had a very climactic ending at the purifier and the ending of broken steel as well, whereas i dont think new vegas could deliver with the ending. I mean it was just killing Legate Lanius pretty much for me, because i was able to kill Caesar earlier on in the game. So i think if they put it in another urban setting such as Chicago, Philadelphia, or New York with some more rural area around it, with the good elements of new vegas and the good elements of Fallout 3, it would make for one godly game, and in my honest opinion, i would prefer Bethesda does this over Obsidian, or perhaps both together :D
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Thu May 03, 2012 3:10 pm

when do you guys predict the first news of Fallout 4 will be released as in a first trailer.

Probably not until months after the completion of all skyrim DLC (year from now or so is my prediction)
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Thu May 03, 2012 2:54 pm

My point was they should consider going back on their "statement" as strangelove so religiously cites and open up the series to a new avenue of creativity.

And my counterpoint, was that they can't. Whether it's because they chose to stand by their statement, or otherwise, they won't go back in time to 60 years after the bombs fell, and start anew. It just won't happen, and simply can't happen. I already explained that they could have started anew on the East Coast with FO3, but instead they didn't -- instead they chose to keep going forward in years. So now instead of starting on the East Coast, 60 years after the Great War and seeing sprouting factions, they've started on the East Coast 200 years after with faction's either having come from the West, or seem to have been simply stuck with no kind of progress at all. For those 200 years the East Coast by what we've seen in FO3, was nothing but people and groups continuously staying in the "Stone Age", while on the West Coast, people were forming together creating factions like the NCR, Great Khans, Vipers, Vault City, etc. and by 200 years, were these great powers. What do we see on the East Coast 200 years after the fact? Nothing.

It would be ridiculous for Bethesda to go back now, 60 years after the Great War and start building new factions on the East Coast, the whole timeline for the East Coast wouldn't make sense at all. We hear nothing about faction's rising or falling on the East Coast, or any sign of any such groups at all. Bethesda would have to retcon all of what they laid down in FO3, to make any sense of the East Coast, and they're not about to do that since they already slapped that "3" onto the game, which has already been out for several years and people (fans of the series before, and now,) over that time, saying what a bad idea it was to set FO3, 200 years into the future with no progress.
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Thu May 03, 2012 11:08 pm

i would really like to be able too break open the boarded up buildings becuase i think there isnt really a use for them at i really just want to open one upm and find some untouched prewar loot
User avatar
Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Thu May 03, 2012 7:59 pm

A Van Buren style ending. Seriously just read it on fallout wikia. The best idea for a game ending I've ever read and the ending slides can vary alot on what you did or didn't do.
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Thu May 03, 2012 2:39 pm

I just have a few questions I'd like anwsered...

Is there a new fallout coming out?
If so when? and is it going to be more like fallout 3 or new vegas?

beacuse i love fallout 3 its my favourite. The storyline, the weapons, bobble heads, the expansions and it wasn't as hard or complicated as new vegas. So if there is a new one coming out i hope it is as great as fallout 3...
User avatar
Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Thu May 03, 2012 4:30 pm

no news as of yet about Fallout 4, but I'm sure it will be announced in the not too distant future.
User avatar
Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

PreviousNext

Return to Fallout Series Discussion