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

Post » Thu May 03, 2012 12:01 pm

Fallout 4 San Francisco wish list :

1) Usable vehicles like hummers apc or buggys and some cars and pickups plus Motorcycles

2) More buildings to use as home and to loot ( did not like things to be boarded up all over the place )

3) Use of the naval base or other military buildings or air craft carriers or subs

4) Hightech weapons made from alien tech ( Zeta )

5) Being able to get a girlfriend or wife as a companion

6) Bring back the US Military or CIA

7) More advanced Bos and Enclave armors that are more slimmed and not so bulky and big no walking tanks !!!
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Robert Garcia
 
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Post » Thu May 03, 2012 11:07 pm

How do you guys feel about it probably not being released until 2013 when the new consoles drop?
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sam westover
 
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Post » Thu May 03, 2012 5:35 pm

I really like the crossbow idea. It could be a weapon made from finding the proper schematics similar to the dart gun. Just please make it look like a crossbow not that ridiculous dart gun. Also having sleepless npc's made the mister sandman perk useless. If you made all npc's sleep a perk like that could be devastatingly awesome!!
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bonita mathews
 
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Post » Thu May 03, 2012 1:01 pm

Fallout 4 San Francisco wish list

?
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City Swagga
 
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Post » Thu May 03, 2012 9:59 am

Did i miss anything SavageBeatings ???
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James Smart
 
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Post » Thu May 03, 2012 6:53 pm

Did i miss anything SavageBeatings ???

Is your wish that Fallout 4 takes place in San Fran? Because that will most likely not be the case. Bethesda hasn't announced anything at all about next Fallout, and San Fran is in Fallout 2 deep in NCR territory so that would be a rather boring game with a lot of civilization and only one faction, don't you think?
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Lalla Vu
 
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Post » Thu May 03, 2012 11:55 pm

I know console loading is long, but on pc its not that bad. Most of my loading does not take longer then 2 sec, i think i can live with that. OO yea and Rage engine not that great. dont you know what happen with release? and it still does not work on pc. i spent 3 hours playing Rage and 37 hours fixing it trough the pc community.
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Tiff Clark
 
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Post » Thu May 03, 2012 5:14 pm

I do agree now that you put it that way ! maybe colorado would be a good place with cheyenne mountain and area 51 involved and with that findout what happened to the us military and goverment and get the truth on area 51 secrets........
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Auguste Bartholdi
 
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Post » Thu May 03, 2012 8:48 pm

I do agree now that you put it that way ! maybe colorado would be a good place with cheyenne mountain and area 51 involved and with that findout what happened to the us military and goverment and get the truth on area 51 secrets........

Old World Blues is the closest Area 51 you get. If you want Area 51 then you can, well, play Area 51.
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Solène We
 
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Post » Thu May 03, 2012 5:28 pm

Does anybody else besides me think it would be an interesting idea for fallout 4 to have genetic implants where you can obtain powers like flames and ice similar to the magic system in skyrim?
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April D. F
 
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Post » Thu May 03, 2012 3:17 pm

Does anybody else besides me think it would be an interesting idea for fallout 4 to have genetic implants where you can obtain powers like flames and ice similar to the magic system in skyrim?

I am sure you aren't but those that would want such things need to understand that Fallout is not apart of the TES Universe and there is no magic and crap like that in the Fallout Universe :tops:
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Marcus Jordan
 
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Post » Thu May 03, 2012 9:57 am

Does anybody else besides me think it would be an interesting idea for fallout 4 to have genetic implants where you can obtain powers like flames and ice similar to the magic system in skyrim?

Ah, a way to make Fallout more like The Elder Scrolls, eh? Put magic in the game, but explain it as implants instead of spells. Lol.


Edit: Play BioShock, it's something like that. Takes place 1958, and mutant-ish people run around with super powers.
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Rebekah Rebekah Nicole
 
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Post » Thu May 03, 2012 12:48 pm

(^ Don't Bioshock and Fallout feel so similar?)


There's no reason to be evil other than for the sake of being evil. Something like blowing up Megaton, for instance, that deed should stay with you the whole game, no matter how good you become later on, and it should affect how others interact with you. It's something real people would never forget, no matter how nice? you become. In Fallout 4, I really hope they have a more realistic karma system. Something not so black and white. Actions should stay with you the entire game. The karma system forces neutral players to save a ophanage one day and the next day burning it down to maintain it.

How about actual bounties too? Not people attacking you for your karma but rather your actions. In Fallout 3, there were many times where this could've been pulled off better. Like blowing up Megaton, perhaps someone hires mercenaries to come after you because of this, or destroying Tenpenny Tower, etc.

How about dialogue that actually has choices? In Fallout 3, it forced you to be heroic through dialogue. You couldn't be sly, sarcastic, rude or bloodthristy. And even on the extremely rare occasion where there were options, they all led to the same thing.

The 50's culture needs to stay. It adds such a beautiful atmosphere. Perhaps people believe that they can transform the wasteland into the pre-nuclear holocaust that it once was.

Fallout New Vegas crafting system, writing, gameplay improvements (Iron Sights, Reputation, etc) and Fallout 3's weapon crafting, exploration, 50's theme and setting.
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Riky Carrasco
 
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Post » Thu May 03, 2012 11:13 pm

How about actual bounties too? Not people attacking you for your karma but rather your actions. In Fallout 3, there were many times where this could've been pulled off better. Like blowing up Megaton, perhaps someone hires mercenaries to come after you because of this, or destroying Tenpenny Tower, etc.

Sounds great, and I would imagine the dev team will be making use of some feature akin to Skyrim's Story Manager.
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c.o.s.m.o
 
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Post » Thu May 03, 2012 9:32 pm

Yeah, if only they had had the budget. I would've loved to have interacted with a tribe that was tough enough to live in the Divide and intelligent enough to talk with Father Elijah for 'some time.' I don't know... It depends on my mood at the time. I would like Bethesda to focus most resources on story and characters but interesting cities would be good too. And not all of NV's settlements were bland. Jacobstown, Freeside, the Strip, Sloan, Black Mountain, Red Rock, and Bitter Springs were all really different and intresting places.
The only place listed that is interesting is Red Rock and thats only because they sold drugs. There was little story to these places other than the strip. And quite honestly I think Bethesda should have a team thats got obsidian working alongside them for the story. While the New Vegas stories often lacked emotional anything to them and weren't all that good. They did a amazing job at tying the dlc and stories together. Bethesda could learn from that to put alongside their emotional stories. Obsidian also did a good job with there being more dialogue and the companion quests which I hope Bethesda use's.
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gary lee
 
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Post » Thu May 03, 2012 11:43 pm

for vehicles i think you should only get a dirtbike that youd need to find/make feul for and repair as it gets damaged aswell as a way to quickly dismount it.

the buildings you find around the wasteland that are boarded up should be lootable and that there would be an animation for when your ripping of the boards.

radiation should be reworked to have more adverse side effects like puking, like really, if cancer patients taking chemo puke regularaly why nut you when your geiger counter says llike 100+

more hand made weapons would also be a great addition/re addition like the shiskabob or railway rifle with the schematic levels like in F3

actual reactions for npc's in and out of dialouge like if you have evil karma people might cringe and/or backaway from you if you had good karma they may come to you and thank you with out opening a dialouge, another way to use would be in dialouge like when you punch them in the face i dont want them to look at me witha blank face like nothing happend i want my guy's fist to hit them and they'll grab their face and swearand maybe retaliate
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Rachie Stout
 
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Post » Thu May 03, 2012 9:59 am

the topic for fallout 4 should be a huge war between the brotherhood,enclave,ncr,and legion and you have to choose what side to help or you can create your own faction and conquer for yourself
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xxLindsAffec
 
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Post » Thu May 03, 2012 10:08 am

the topic for fallout 4 should be a huge war between the brotherhood,enclave,ncr,and legion and you have to choose what side to help or you can create your own faction and conquer for yourself

Kind of like in Fallout: New Vegas, you mean? Huge war between NCR and Legion, you can involve Brotherhood and Enclave as well, or you create your own faction and conquer for yourself with the help of Yes Man.
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IsAiah AkA figgy
 
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Post » Thu May 03, 2012 7:28 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.
  • Determines how well you can climb.


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:
  • 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

(Prime Normal means you were born in a Vault, what Vault and how you got out is for you to come up with yourself)


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
* -4 to max INT
* -3 to max CHA
* Due to prejudice Super Mutants get less initial Reaction from humans.
* Cannot use the small weapons. (SMG's, pistols, revolvers, sawn off shotguns et cetera.)
* Has the least amount of 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 (in comparison to regular super mutant)
* +3 to min STR (in comparison to regular super mutant)
* -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.
* Highest STR is 7, which means bye bye to all Heavy Weapons.


Troglodyte
Pro's
* +5 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.

Gonna add Sandmen

Sandmen

Thick Skin ability is a constant ability which raises itself, like FOD, H2O and SLP meters.
Shed Skin is something you can activate in the Aid bar.

Pro's (Thick skin)
* DT gets stronger the thicker your skin becomes.
* Poison chance is reduced the thicker your skin becomes.
* +END the thicker your skin becomes.

Con's (Thick skin)
* -AGI the thicker your skin becomes.
* -Reload speed the thicker your skin becomes.
* -Running speed the thicker your skin becomes.
* -Equip speed the thicker your skin becomes.
* -STR the thicker your skin becomes.

Pro's (shed skin)
* +Reload speed.
* +Running speed.
* +Equip speed.
* Regain all AGi and STR with +1 for the first 199 of Skin Thickness.

Con's (shed skin)
* Lose all DT, Poison Resistance and END bonuses and gain +10% more damage from enemies.

Concept art (Thick Skin)
http://gabriel77cortez.deviantart.com/art/Sandman-coloured-281645802?q=gallery%3Agabriel77cortez%2F4398145&qo=8
http://gabriel77cortez.deviantart.com/art/Sandman-brutality-279965037?q=gallery%3Agabriel77cortez%2F4398145&qo=16


Lacerta/Snake Eye
Pro's
* Can see the body heat during night time.
* Regenerates limbs all the time. (Constant +5hp/s to limbs)
* Regenerates regular health all the time. (Constant +2hp/s to health)
* +10% sneak chance in dark places

Con's
* -35% fire resistance (Fire does 35% more damage to Lacerta's)
* +100% knockdown chance from explosions (Any explosion will knock you out.)
* Cannot use Stimpaks

Concept art
http://gabriel77cortez.deviantart.com/art/Caius-281835050?q=gallery%3Agabriel77cortez%2F4398145&qo=6
http://gabriel77cortez.deviantart.com/art/Caliphe-281604187?q=gallery%3Agabriel77cortez%2F4398145&qo=9
(Lacerta's does not have to be part of the Legion, they originated from Canada, so more tribes could have moved down south to whereever the next game takes place, though then they'd be called Snake Eyes. Only Legion calls them Lacerta.)


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.


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.


Copy paste time ey.

Gonna suggest a new skill list:

01 Knifes - For fighting or assassinating with knifes
02 Blunt weapons - For fighting with hammers, sledges, baseball bats et cetera.
03 Guns - n/a
04 Big Guns - Minigun is still covered by Guns and Gatling Laser by EW, but with Big Guns, you can use every 8 STR weapon perfectly fine.
05 Energy Weapons n/a
06 Explosives - n/a
07 Chemical Weapons - Used for acid weapons, fire weapons and radiation weapons.
08 Traps - Determines how well you can spot, avoid and disarm traps.
09 Chemistry - Is used for crafting chems, acids and poisons.
10 Electronics - Is used for recharging depleted cells, tapping energy sources, getting through electronic padlocks, crafting electronic things and repairing energy weapons.
11 Mechanics - Is basically Repair, only that now, it only counts for mechanical things.
12 Hacking - n/a
13 Lockpicking - n/a
14 Sneak - n/a
15 Medicine - Is used for treating diseases, radiation poisoning, addiction withdrawal and determines how effecient drugs are.
16 Doctor - Is used for fixing broken limbs, collapsed lungs, closing up arteries(?) et cetera.
17 Herbalism - Determines how efficient your tribal remedies will be.
18 Armorer - Determines how well you can repair, modify and craft armors.
19 Steal - Determines how well you can steal things out in the open and pickpocket.
20 Persuasion - n/a
21 Deception - Determines how well you can lie when confronted, how well you can smuggle and how well you can disguise yourself, also determines how good of a poker face you have.
22 Intimidation - Determines how well you can intimidate enemies to run off or NPC's to give you information or items.
23 Barter - Determines how well you can trade things.
24 Politics - Determines how well you can talk to leader characters about political issues.
25 Taming - Determines how well you can tame wild animals to be become companions.
26 Climbing - Determines how well you can climb up things.
27 Outdoorsman - Decides how well you can travel, spot and avoid things in the world map.
28 Fencing - For fighting with long-bladed weapons
29 Throwing - Determines how well you can hit with throwing weapons, such as knifes, hatchets, spears and grenades.
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Lynette Wilson
 
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Post » Thu May 03, 2012 11:58 am

A remote controlled robot.
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Trey Johnson
 
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Post » Thu May 03, 2012 11:52 pm

personally i'd love to see those changes and additions:

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
- 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 (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 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 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.

also, 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...

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).

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:

- intense training (level 2). 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 resistance to poison, radiation, fire and cold by 15%, 1 rank. requires 5 endurance and 30 survival.

- limb cracker (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.

- chem dealer (level 2): increases the price of all chems you sell by 10%. 1 rank. requires 4 intelligence.

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

- run! (level 2): allows you to sprint 10% longer. 1 rank. requires 4 endurance and 4 agility.

- 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.

- 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 knowledge (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.

- 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. 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.

that's all i have for now, more to come later. of course these are only basic concepts so some may be overpowered and others underpowered.

general changes:

- less HP and no HP bonus when leveling up, only endurance and perks should affect your HP. ( new formula: HP = END X 20 + 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 changed to the "Y" or "triangle" key) into a secondary attack (stab with knives, pistol whip with handguns, stock blow with rifles and shotguns, push with bare hands, etc...), the ability to use guns as melee weapons is vital and long overdue.


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. (not finished)





that's all for now.
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Krystal Wilson
 
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Post » Thu May 03, 2012 12:06 pm

Well quest-wise they were uninteresting but they were pretty unique when it came to setting and history (a mining town where business has stopped because of deathclaws, a settlement of nightkin lead by a crazed ruler, a barren canyon where an ancient tribe is on its last leg, and the sight of a massacre that put said tribe in that position).



I disagree, there shouldn't be that many dungeons at all.

Sure abandon buildings with unique histories would be good but not dungeons that are as copy and paste as Skyrim's dungeons that all follow a relatively similar design.

And there doesn't need to be many of them, maybe thirty in all not counting Vaults.

Agreed on exploration, quality , not quantity every time.

But if we can get both, that'd be great.
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Kelly Tomlinson
 
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Post » Thu May 03, 2012 10:26 am

01 Knifes - For fighting or assassinating with knifes
02 Blunt weapons - For fighting with hammers, sledges, baseball bats et cetera.
28 Fencing - For fighting with long-bladed weapons
I think they should just keep melee as it is. Mainly because most of the melee weapons in the game don't require any type of particular skill to use. To me it seems that the people just have to worry about hitting the target instead of perfecting their technique with a blade.

07 Chemical Weapons - Used for acid weapons, fire weapons and radiation weapons.
They would have to a decent amount of new weapons to use this, otherwise it could work
24 Politics - Determines how well you can talk to leader characters about political issues.
If it were to be used in the way you described it, it would be really limited, so I don't think it would really work. Only other way I see it being used is if you were able to make your own faction, which I don't want to do either.
26 Climbing - Determines how well you can climb up things.
Considering how Bethesda makes games, this would be pretty useless, all you do to climb is run up the side of something or jump on stuff.
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Annika Marziniak
 
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Post » Thu May 03, 2012 1:29 pm

Is it really true that they are evolving Fallout into a MMO and leaving the normal Fallout RPG forever or are they just making the MMO on the side. I personally hate MMO's and making fallout into an MMO is like making Call of Duty into an MMO, it just does not work.
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Adriana Lenzo
 
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Post » Fri May 04, 2012 1:30 am

Is it really true that they are evolving Fallout into a MMO and leaving the normal Fallout RPG forever

I haven't heard of anything to suggest such. Zenimax Online is cooking up an online game, but there's nothing on what game it'll be.
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Alister Scott
 
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