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

Post » Thu May 03, 2012 10:05 am

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.
This is why it's bad to do crack children.

No, that isn't happening. The Fallout MMO may be made one day but it will be second fiddle to the other Fallouts.
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Laura Samson
 
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Post » Thu May 03, 2012 5:28 pm

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.

Really?
I found all of those locations very interesting, personnel opinions I guess.

And NV was a political game, the player was the one who supplied the emotion through sympathy to those they would end up siding with.

Agreed on exploration, quality , not quantity every time.

But if we can get both, that'd be great.

I agree with quality over quantity to an extent.

One excellently written place is not as good as ten well written places.
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Wayland Neace
 
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Post » Thu May 03, 2012 3:15 pm

What I would suggest for Fallout 4 would be that the dialogue would be actually spoken by your character like Mass Effect. That just gets me more into the game and its also really funny to watch.
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OnlyDumazzapplyhere
 
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Post » Thu May 03, 2012 5:15 pm

What I would suggest for Fallout 4 would be that the dialogue would be actually spoken by your character like Mass Effect. That just gets me more into the game and its also really funny to watch.

That would be at the cost of much less dialogue in the game, though.
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Annika Marziniak
 
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Post » Thu May 03, 2012 4:13 pm

What I would suggest for Fallout 4 would be that the dialogue would be actually spoken by your character like Mass Effect. That just gets me more into the game and its also really funny to watch.

I really can't get behind that idea. Its not physically possible for them to provide enough voices that would suite every possible character you could want to play as. As such it will limit the ability to role play effectively, as well as being completely pointless; you have to read the available dialogue options, choose the one you want, then listen to someone else say it? Thats just time wasting, you already know what your character has said by the time you have chosen your dialogue option.
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Misty lt
 
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Post » Thu May 03, 2012 11:39 pm

I would like it if the toned down the 50's vibe, Fallout is NOT the 50's its the future the 50's thought would happen and it conflicts with the earlier games.
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celebrity
 
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Post » Fri May 04, 2012 1:29 am

I really can't get behind that idea. Its not physically possible for them to provide enough voices that would suite every possible character you could want to play as. As such it will limit the ability to role play effectively, as well as being completely pointless; you have to read the available dialogue options, choose the one you want, then listen to someone else say it? Thats just time wasting, you already know what your character has said by the time you have chosen your dialogue option.
I really can't get behind that idea. Its not physically possible for them to provide enough voices that would suite every possible character you could want to play as. As such it will limit the ability to role play effectively, as well as being completely pointless; you have to read the available dialogue options, choose the one you want, then listen to someone else say it? Thats just time wasting, you already know what your character has said by the time you have chosen your dialogue option.

You make a good point, but they could at least have your character talk at some points in the game like at certain cut scenes. I hate that they make your character completely mute other than the points were you cripple a limb and they grunt. Another thing that they can do is show the character's face because I will sometimes put alot of time into the structure of my characters face and it would not even matter because they don't even show it unless you force the camera to angle at your face.
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Lillian Cawfield
 
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Post » Thu May 03, 2012 6:45 pm

I hope the developers keep the challenges like in FO:NV with the associated perks. I thought that was a a nice add. And it's interesting if I can meet some of those challenges. It was nice how it kept track on the status of completion, esp. when it came to achievements and trophies. But here's an idea: How about adding certain rewards for unlocking certain Achieve./Trophies there are certain rewards. Say one gets "Crafty" unlocked, the components would appear in merchants' inventories more often, for example.
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Monique Cameron
 
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Post » Thu May 03, 2012 11:38 am

WonderWombat.

Melee: I disagree, I think it should be split.

Chemical Weapons: Energy Weapons did just fine in Fallout 1 with like 5 weapons, we don't need 49 weapons for a combat skill to work.

Politics: It's supposed to be limited, either, you pick it, and can sway leaders and high ranking officers of factions with your insight for things to play out the way you want it. You don't pick it? And you can't sway them, and they might demand you do things you disagree with. So while it's usage is limited it is very important and makes up for it's lack of use with said importance.

Climbing: Meh, think. Just think, think for a while on "how" it can be used, it is very possible, I'm not gonna detail how it can be used, use your imagination, think outside the box.

But I disagree and always will on that skills have to be balanced alongside of each other, some should be more important than others, doesn't make them useless, cause while their usage might be more limited in comparison to other skills when they are used they are really really good.
I've thought about each of those skills for hours for the past year or so, I've thought about how they can be used, how often and how they mesh with the rest of the skill set.
So I won't budge on my skill list, I doubt it will ever be considered seriously by Bethesda, but I'm gonna keep suggesting the skill list I'd prefer.
The most we can come to is to agree to disagree.
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Roberta Obrien
 
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Post » Fri May 04, 2012 12:25 am

Here's another idea for weapons, clothing, ect. Why couldn't we have the ability to craft actual ingame weapons. Think of it like the craftable weapons in FO3, but would involve things like the assualt rifle, leather armor, chems, useful items, ect. All you'd have to do is look for components or smelt components for the parts and items needed. And to expand that idea, when it comes to modding weapons, armor, ect., we could take items and swap out for improvements. Say if we have the Service Rifle and have an overabundance of .32 ammo, then we could swap out the barrel and/or other parts to have it accomedate the caliber difference. It wouldn't work with unique weapons, armor, ect. as that could be thought of as modding the items. Another this to think about is making the Pip-Boy light radius larger or something. I mean we'll be spotted either way, so why not?
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Lew.p
 
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Post » Fri May 04, 2012 12:19 am

an improved and more complete version of my suggestions.


Spoiler
skills:

- 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)
- athleticism (the last new skill, increases how long you can sprint, how long you can hold your breath and how quickly you climb over obstacles)


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.



gameplay:

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).


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:

- 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 6 agilitiy, 5 endurance and 30 athletics.

- 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.



formulas:

- 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 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.

- 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. (not finished)
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Imy Davies
 
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Post » Thu May 03, 2012 8:51 pm

I liked the whole 'Courier' campeign in NV, they should let you have more than one follower, maybe letting you lead a full platoon of Brotherhood, enclave or NCR or whatever main faction are going to be in it. they should deffenately keep to the factions we all know and love.
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lolli
 
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Post » Thu May 03, 2012 11:50 am

Companions should each have their own individual questline, like on NV where it improves their capabilities and/or a factions growth, eg - veronic and the BOS
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Alister Scott
 
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Post » Thu May 03, 2012 9:46 pm

For added continuity, why not hear mention of how other areas of the country is doing? Say, the events in the D.C. wasteland. The D.C. BOS mentioned contact was severed. Why not re-establish contact? It would be interesting to see the emergence of the Enclave as a more consistant presence and maybe even be in fight within itself as what path the whole should follow. Like what happened to the BOS before venturing east to the Mid-West. And maybe the PC can be an Enclave soldier, scientist, deposed leader, or something. The BOS could also be around to fight the Enclave as well. If the setting is going to be in California in the next title, then it goes without saying the NCR will be present. In New Vegas, Ceasar's Legion wasn't completely defeated, so a PC based off of the Ceasar's Legion would be interesting. So there are four faction who can make an appearance somehow. Depending on the story progression, cannon, or both, add in Mr. House's Empire and other secondary factions. More interaction with grouped societies would make sense as over 200 years passed, populations would increase and communities would develop as populations become larger.
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Tanya Parra
 
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Post » Thu May 03, 2012 12:02 pm

For added continuity, why not hear mention of how other areas of the country is doing? Say, the events in the D.C. wasteland. The D.C. BOS mentioned contact was severed. Why not re-establish contact? It would be interesting to see the emergence of the Enclave as a more consistant presence and maybe even be in fight within itself as what path the whole should follow. Like what happened to the BOS before venturing east to the Mid-West. And maybe the PC can be an Enclave soldier, scientist, deposed leader, or something. The BOS could also be around to fight the Enclave as well. If the setting is going to be in California in the next title, then it goes without saying the NCR will be present. In New Vegas, Ceasar's Legion wasn't completely defeated, so a PC based off of the Ceasar's Legion would be interesting. So there are four faction who can make an appearance somehow. Depending on the story progression, cannon, or both, add in Mr. House's Empire and other secondary factions. More interaction with grouped societies would make sense as over 200 years passed, populations would increase and communities would develop as populations become larger.

1. The Enclave has been beaten down and blown to hell, twice now, so their forces are nothing more than remnants, as we saw in NV. They're too scattered, scared, and undermanned to properly rise to their previous state, which is good. Rehashing/reusing old antagonists is dumb, and shows a lack of creativity and shows a individuals/groups lack of being able to progress further than what's already been laid down once (or in some cases, twice,) before.

2. Fallout should NEVER have the PC be apart of a faction from the get go. It restricts one's ability to RP, and narrows a PC's path too much from what it has to be. The PC should always be faction neutral from the start, and let the player RP the PC as either being apart of the NCR, BOS, or whatever. In New Vegas, they did good. I could RP a tribal, without anything hindering what I created as a backstory, and follow up to why he got shot, and why the PC was doing the courier job in the first place. I could RP a BoS Knight/Paladin, no problem, RPing as if I was from another chapter or whatever.

3. I doubt the next Fallout would be in California. It's nothing but NCR there, and unless they're already planning on having a revolution in the NCR, bringing it down, I doubt we'll be seeing California soon. It should always be somewhere new, unless it's to show the collapse of a nation like NCR, Caesar's Legion (which has only been in 1 game so far, while the NCR has been in 3,) or something along those lines.
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Claire Jackson
 
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Post » Fri May 04, 2012 12:01 am

An idea that I have, don't bring back Fallout 3's Character creation. Just bring over Skyrim's and color it with a different paint color.
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Amy Gibson
 
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Post » Thu May 03, 2012 1:36 pm

A dodging ability, and a sprinting ability.
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Rachel Tyson
 
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Post » Thu May 03, 2012 2:40 pm

I would like them to add the option to actually buy one or more player houses. InF3 you could choose between megaton house or tenpenny tower suite but in new Vegas you only got one. I would prefer several options across the map so you could buy as little or as many as you want and can afford!
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Jennifer Rose
 
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Post » Thu May 03, 2012 1:54 pm

A dodging abilit.
Melee weapon, [block] and tap to the left/right on A/D or the anologue stick?
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Ben sutton
 
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Post » Fri May 04, 2012 1:09 am

An idea that I have, don't bring back Fallout 3's Character creation. Just bring over Skyrim's and color it with a different paint color.

I think you have a point there. I mean, the F3/NV creation is quirky and all, but i do find it pretty tiresome. When i first started skyrim i was so pleased to get to use an intuitive and quick character creation screen.

Ideally, id like to see the return of the character sheet though, with a second page for appearance.
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Tanya Parra
 
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Post » Thu May 03, 2012 10:31 am

Arent they focusing more on the Skyrim DLC which is apparrently coming out? or are they seperate companies, one focusing on elder scrolls, other with fallout
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Eileen Müller
 
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Post » Thu May 03, 2012 5:38 pm

While I don't have anything that I want added in Falllout 4, but I would like to have it set in the Black Hills.
Most of it looks like a wasteland anyway.
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Jessica Phoenix
 
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Post » Thu May 03, 2012 1:45 pm

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)


I don't think they should add vehicles. It makes it too easy and safe to travel through the wasteland and discover all the locations. Have you played Just Cause 2? You can basically fly a ply everywhere to get all the locations. However, if vehicles were added, I would want it added this way.


If they have another story like Boone's from FO:NV, I want to kill the SOB who was beating his wife. Also, I think that there are soo many good settings it's hard to pick. The Area 51 could be interesting, however some customers were displeased with the alien aspect. I think that Alcatraz would be kind of cool, as well. It could be revamped and still be used as a prison, and maybe you escape for the main story. Who knows?
I think it should have a place like woods or jungles. This is based way past the initial bombings of the areas when everyone had to take shelter, so trees should have started up again. There can't be an atmosphere without oxygen, right?

Forgive me if any information is incorrect, I have only been playing the Fallout series for 2 days and have only invested 15-16 hours in it, but it's easy to see that they're one of my favorite games of all time, just under Skyrim but after playing longer may surpass it.
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Bee Baby
 
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Post » Thu May 03, 2012 4:14 pm

  • How [censored] would areas around major faultlines be? Tehres gotta be room for some storycontent built around faultlines.. Newly found resources like minerals or aquifers, causing a habitable zone? Cthulhu released?
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Eire Charlotta
 
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Post » Thu May 03, 2012 6:30 pm

I have a couple questions, will fallout 4 take place back in d.c.? And if it does will the layout of the land change since they purified the water? When I refer to the layout I am saying will the abandoned buildings and streets have vegetation on them? It would be a good change of pace.
Will there be other forms of transportation i.e. cars, horses, or even bikes? Walking gets kinda burdensome if you need to go somewhere you havent discovered yet, especially this far into the story.
And finally, is bathesda going to use the same engine and rank progression in fallout 4 as they did in skyrim? Kinda makes sense. You progress more on how you play. Thanks for reading:-)
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Naomi Ward
 
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