Fallout 4: Speculation, Suggestions and Ideas - Thread #60

Post » Thu May 03, 2012 6:12 pm

well the Securitrons have a tyre that they move on, plus there was the old car in F2, sure you would probably have to get it from a special place like getting the car in F2, but the possibility is there.
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Dagan Wilkin
 
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Post » Fri May 04, 2012 4:27 am

I am in this thread now, and I have something to say.
"Dear Bethesda, should any of you read this. Please look at the mods people have made, there are a lot I know. But there are gems in there, like the Leather Backpack, Classic weapon pack, and many others. And for the love of Gob please include spears, bows, and crossbows."
That is all for now.
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~Amy~
 
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Post » Thu May 03, 2012 11:47 pm

What was so bad about Cloverfield?
:stare:

This is a conspiracy. I won't fall for it.

Why would you bring that film up. I was trying to forget! :sad:

Will deathclaws be attracted to it and charge the player like a Karma Charger? Yes, yes they will.
Now that would make my day.
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Matt Bee
 
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Post » Thu May 03, 2012 5:21 pm

Why would you bring that film up. I was trying to forget! :sad:

Because it's a good movie, that obviously left an impact on you if you're trying to forget it.

Also Bethesda bring back the old school weapons, it doesn't make sense that they would just all disappear and be replaced with new ones that never showed up before or were mentioned in previous games.
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:)Colleenn
 
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Post » Thu May 03, 2012 5:32 pm

Because it's a good movie, that obviously left an impact on you if you're trying to forget it.
:rofl:
The only impact is a positive impact, right?

Also Bethesda bring back the old school weapons, it doesn't make sense that they would just all disappear and be replaced with new ones that never showed up before or were mentioned in previous games.
Oh yes please, i was pleased with some that were brought back into NV but i want them all back.
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Farrah Barry
 
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Post » Fri May 04, 2012 12:34 am

:rofl:
The only impact is a positive impact, right?

I think a movie does it's job if it leaves any kind of impact.

Though a negative impact isn't a great thing, but why do the producers care, they still have your money, and mine when I saw it twice in theaters and bought the DVD.
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OTTO
 
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Post » Thu May 03, 2012 6:35 pm

I am in this thread now, and I have something to say.
"Dear Bethesda, should any of you read this. Please look at the mods people have made, there are a lot I know. But there are gems in there, like the Leather Backpack, Classic weapon pack, and many others. And for the love of Gob please include spears, bows, and crossbows."
That is all for now.
this is indeed all we need to say
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Louise
 
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Post » Thu May 03, 2012 6:47 pm

After having a quick read through some of the posts i noticed some good ideas and unfortunately as i only started the game series from Fallout 3 so some things i have no idea about, but on the off chance anyone from bethesda reads this i would like to say " Please when it comes to fallout 4 Ignore most of wich was in New vegas, to me this wasnt anywhere near as good as Fallout 3, it was to much about being rich as appose to serviveing, fallout 3 was dark and depressing and a lonely but yet very interesting atmosphere with alot of scary and very eerie places to explore, with what to me was a great main story to follow with many smaller interesting stories, that to me it is what post apocalyptic games should be like and would love more of that" i mean whats scary about a tv on wheels? or trying to become rich and gambling? i can see that in real life, im not saying new vegas was a bad game because it was still ok to play before i get the lectures.. its just my opinion.
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Peter lopez
 
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Post » Fri May 04, 2012 7:57 am

After having a quick read through some of the posts i noticed some good ideas and unfortunately as i only started the game series from Fallout 3 so some things i have no idea about, but on the off chance anyone from bethesda reads this i would like to say " Please when it comes to fallout 4 Ignore most of wich was in New vegas, to me this wasnt anywhere near as good as Fallout 3, it was to much about being rich as appose to serviveing, fallout 3 was dark and depressing and a lonely but yet very interesting atmosphere with alot of scary and very eerie places to explore, with what to me was a great main story to follow with many smaller interesting stories, that to me it is what post apocalyptic games should be like and would love more of that" i mean whats scary about a tv on wheels? or trying to become rich and gambling? i can see that in real life, im not saying new vegas was a bad game because it was still ok to play before i get the lectures.. its just my opinion.

Well play all of the others.

Fallout 3 is ridiculous for being so late after the war and is the odd one in the Fallout series.

All of the others are similar to New Vegas and that's the way it should be.

If Bethesda wants to make games like Fallout 3 they should make another series on it but don't make Fallout into something that it's not.
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djimi
 
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Post » Thu May 03, 2012 6:51 pm

I have watched it, and?

The Camera work is bad. Those types of movies just don't roll well.
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Ria dell
 
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Post » Fri May 04, 2012 5:01 am

The Camera work is bad. Those types of movies just don't roll well.
Well that's subjective, doesn't mean it's bad by definition, I like films that are shot that way, has a very documentary'ish feel to them.
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willow
 
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Post » Fri May 04, 2012 8:03 am

Writing was terrible.

LOLOLOL PARTAY LOLOLOL
OMG BIG MONSTER EXPLOSION OMG OMG
WHERE'S MY WIFE?
GO GET MY WIFE!!!!!!1111111
UNDERGROUND IS SAFE111111111111111
MUTANT [censored] HOBO FACEHUGGERS COME OUT AND START ATTACKING ZOMG
YAY MILITAIES A RE HERE TO SAVE US!
OH NO MILIARYEIES ARE NOT GOOD ENOUGH1111111
WE FALL AND FAT GUY GETS EATEN (FINALLY IT'S OVER!)

Dialogue, plot, setting, etc was just terrible. No one would've deliberate go to a monster to film it. It was just stupid. Fallout 3 was better in every single writing aspect. That's saying something.
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April D. F
 
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Post » Fri May 04, 2012 3:35 am

Well I think every movie's writing will sound ridiculous if you type it out like you just did.
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Bethany Watkin
 
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Post » Fri May 04, 2012 7:21 am

Well that's subjective, doesn't mean it's bad by definition, I like films that are shot that way, has a very documentary'ish feel to them.
I saw it last night and it was bad to say the least, the camera shaking is awful, you can't are anything, if they were to use that affect they could make it not HD quality and have boom mics behind it so minimal background noise is heard. And apparently the cameraman can edit his film on the go and perfectly clean the lenses when all this is going on. Poorly executed idea there.

And then everything was cliche like the idiot guy running back into the city to save his girlfriend... and then they survive the helicopter crash seemingly unscathed, I'm not buying that.

Also they manage to sneak the camera into a military zone where they hear their plans for the city.

Those are just the major things.
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Gisela Amaya
 
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Post » Thu May 03, 2012 9:02 pm

Well that's subjective, doesn't mean it's bad by definition, I like films that are shot that way, has a very documentary'ish feel to them.

I liked how Diary of the Dead was shot that way too, in that documentary form, but Cloverfield was shot terribly in that way compared to Diary of the Dead. The shaking of the camera wasn't as tactfully done, as in Diary of the Dead. In Cloverfield, it blurred things so things weren't as frightening or shocking. Diary of the Dead's shaking and keeping things in reasonable focus was better.
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Nikki Hype
 
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Post » Fri May 04, 2012 7:38 am

He didn't have a dog, he had a wife and kid that got ran over by a motorcycle.
Its been awhile, I don't remember their being one in the first one.

I usually just remember the scene where the guy gets his hand ripped off or what happens to Goose. :(

I'm sure the family had a dog, when you see them in their home, or when they go on their vaccation for example. But you never see, or I don't recall seeing, the dog getting killed or anything. :/ Maybe Max just forget about it when there are more important matter like his wife and child being hunted and killed by a biker gang and then he sets out for revenge?.... I gotta rewatch the film.
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Add Meeh
 
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Post » Thu May 03, 2012 8:26 pm

1. I saw it last night and it was bad to say the least, the camera shaking is awful, you can't are anything, if they were to use that affect they could make it not HD quality and have boom mics behind it so minimal background noise is heard. And apparently the cameraman can edit his film on the go and perfectly clean the lenses when all this is going on. Poorly executed idea there.

2. And then everything was cliche like the idiot guy running back into the city to save his girlfriend... and then they survive the helicopter crash seemingly unscathed, I'm not buying that.

3. Also they manage to sneak the camera into a military zone where they hear their plans for the city.

Those are just the major things.
1. I'd rather have it unrealistic with background noise than to have it realistic, I watched The Creeper from the 70's yesterday, as it had no text it was absolute hell when they talked near things, like water or when walking on rocks or when they were at the waterfall. Too many noises which clouded the voices. As to edit his film? Do you mean when he turns it off and turns it back on? I think he also cleans the lense at some point, though that might have been Diary, not Cloverfield, also remember that this video was taken by the army and they might have edited it.
2. Well, cliché is not something I like either, but I can let it slide if the way it plays out with said cliché is interesting. Why wouldn't he want to save his girlfriend by the way? Some people are very heroic like that and wants to save people. And if you don't like how they managed to survive the helicopter crash then do you hate how The Courier survived Benny executing her? (Not an argument about Courier, just a question)
3. Sneak? They didn't exactly hide it nor did the military care they had a camera, just that it was 'on'.


Also, if we're gonna continue this discussion in this thread then we should at least have a suggestion for Fallout 4 with each offtopic response, at least then the post isn't completely offtopic.

I do not want Bobbleheads to return, I do not want snowglobes, I do not want any form of collectible which is stated as being collectibles.
What I mean with that is: No message going "You found a limited edition vibrator!"
But more along the lines of having it like this: Have 10 unique items in the gameworld, let's say they are Gornak action figures, but when you collect them you get nothing.
No money, no stats, no skills, no achievements, no quests, no trophy room, nothing.
You can choose to collect these things if you want to for your own completionist OCD, but they are of no purpose at all.

Why would I want it to be changed to this?
Because I hate collectibles with rewards, either because the rewards are unbalanced or because it's unfair.
So what is the difference now? Now, it's up to the player, just like it should be up to the character.
There is no golden kettle at the end of the rainbow, there is only a choice.
Collect, or don't collect.

"Why would you want to collect these things?"
I dunno. Don't.

"But I want to collect them"
Good, then do.

"But what is the point?"
There is none, either collect or don't, it's up to you why you'd want these pointless items.
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Christie Mitchell
 
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Post » Thu May 03, 2012 5:38 pm

Well play all of the others.

Fallout 3 is ridiculous for being so late after the war and is the odd one in the Fallout series.

All of the others are similar to New Vegas and that's the way it should be.

If Bethesda wants to make games like Fallout 3 they should make another series on it but don't make Fallout into something that it's not.
i appreciate what you are saying and i will indeed try the others, but what im getting at is regardless of time scales of the war the way fallout 3 was "to me" As a GAME! was how a post apocalyptic game should be in regards to living the character so to speak, the look and also the feeling of wandering the wastes. It was a game that had me hooked from being born in the vault, to saving megaton every action left me wanting more and thinking whats next?
So when it comes to making number 4 this is just my personal oppinion as to how the game should look and feel as new vegas was not the same and i did get a little bored at times.
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Mr.Broom30
 
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Post » Thu May 03, 2012 10:48 pm

i appreciate what you are saying and i will indeed try the others.

:foodndrink: :fallout:
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Teghan Harris
 
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Post » Fri May 04, 2012 12:04 am

Suggestion #1: Fallout 4 should be set in Chicago and include St. Louis

Reason: Chicago would be the perfect setting for the next Fallout. This post-apocalyptic melting pot is host to a multitude of factions (Enclave, BoS, Super Mutants, Raiders, Ghouls, Wastelanders, etc) that could all be interacted with depending on the race, karma, and faction standing of the player. With the last known Enclave establishment, this could be the factions last real appearance in the series and thus should be included. St. Louis has a large and powerful group of Super mutants that could be exploited to create a powerful Super mutant faction. If it's too far include a transportation system, similar to the Pitt and Point Lookout. Include BoS, Raiders, Ghouls and all that fun stuff :gun:

Suggestion #2: Vary the wasteland depending on the area (The Good, The Bad, The Ugly, The HELP ME!!!!)

Reason: People complained about F3 because it looked too wastelandish for a game set 200+ years after the Great War. Others like me, complained about New Vegas because it was too safe (mostly) and social for a wasteland. Fallout 4s wasteland should vary greatly depending on the area your in.

For example, in Fallout 3 a "good" area was anywhere you wouldn't get shot and could find a merchant. Paradise Falls was bad if your a good karma character, but otherwise "good" for evil karma characters. The wasteland in general was Ugly; you ran into hostiles every 2-3 mins and had to fight for your life constantly. Vault 87 (with Broken Steel added SM Overlords) and Point Lookout, fall into the HELP ME!!!! category because even with PA and a good weapon you still had a high chance of dying.

In Fallout 4, players and NPCs should recognize these extremes like lines on a map. Good areas should be safe, patrolled by armed soldiers, and have residents and merchants with a better disposition than none safe areas. Bad areas should be dangerous, have a few hazards (traps), and a "normal" amount of lootable supplies, but still have a random armed patrol that could save your life (ECBoS Outcasts for example). Now the Ugly areas should be extremely dangerous, have plenty of traps and hazards, be war-torn between two rival factions, and have scarce amounts of supplies for the player. The HELP ME!!!! areas should be exactly has they sound; suicide mission dangerous, hold countless fatal traps and hazards, be devoid of any supplies to just pick up off the ground, and be equally as feared by NPCs not affiliated with the faction dominating that area.

Suggestion #3: Give multiple racial options in Fallout 4

Reason: Humans aren't the only species in the wasteland, so why not give players the option to play as some of the others? I'm certain I don't stand alone on this one.

I remain steadfast in my belief that players should be given the choice of race when first creating their character. These racial options should include: Wastelander ("Normal" mutated human), Ghoul, Super Mutant, and (drum roll)....Enclave (Pure Human) :thanks: Some might disagree with me saying my ideas don't fit with the lore. So just incase that happens I cooked up this in the kitchen...

Ghoul lore: As humanity recovers from the Great War and the human population increases, the Ghouls of the wasteland found themselves increasingly discriminated against by the humans of the wastes. In the NCR, ghouls were expelled from all territories under the flag of the republic. Likewise on the East Coast, after Lyon's BoS tamed the Capital wasteland and secured its residents a fresh water supply, the human population soared. While at first the people of the Capital Wasteland tolerated its ghoul population; eventually they too grew skeptical of the ghouls and demanded they leave. The ghoul populations of both the East and the West Coast, soon found their way northwest in search of a new home. They eventually settled in (or on the outskirts) of Chicago, and the sudden massive increase in ghouls lead the MWBoS to persecute them and purge them from their ranks. This time however, the ghouls would not flee. Under the leadership of a highly intelligent and violent ghoul named Shredder Bob, the ghouls of Chicago organized themselves into a formidable force and replelled the Brotherhood's onslaught. For once, the ghouls of the wasteland enjoyed a taste of victory and loved it. However during their battles with the Brotherhood the ghouls resources were severely drained and needed immediate replenishment should they remain as Chicago's strongest power. In an effort to promote good relations between the humans and ghouls of Chicago, Shredder Bob attempted to open free and secure trade routes between ghoul and human settlements. To his suprise, the "Chicago smoothskins" stubbornly refused to trade with "zombies". Enraged by the universal tendencies of humans to discriminate ghouls, Shredder Bob changed his mission entirely. Under his orders the ghouls were to pillage human settlements for resources (effectively becoming raiders), and place a heavy tax on all human merchants. :deal: To keep the humans from leaving his lands and weakening his extortion-based economy, he sent a large force of ghouls to Pittsburgh to recover "an interest" and had the remainder of his forces guard the human settlements to prevent any escapes. Within a few weeks this forced had returned, and his "interest" was in fact 50,000 explosive reusable slave collars that he promptly gave to the humans of his territory. Having secured his people's place at the top of Chicago's food chain, Shredder Bob expanded his territories to absolute maximum. His borders clashed with the BoS's and the two powers, weary of each other, remain at a stand still. The Brotherhood's numbers soared after the ghouls actions and it remains to be seen what becomes of the entire event. As a Chicago ghoul, you are free to make your own choices; be careful for you never know how your actions may shape Chicago's future...

Yea! :banana:

Super mutant lore: {Time-skip to after initally reaching St. Louis} In the year 2187, after a long trek across the American wasteland, the super mutants under former Unity commander Neptune, finally had found a home in the city of St. Louis. Upon exterminating all the ghouls residing in the city, he promptly ordered his troops to arm and barricade the exterior of the city. Later on an exploration mission, a super mutant recon team rushed back to Neptune to tell him that a large pool of the "green stuff" was in the southwest part of the city. It would appear that a West-Tek transport plane carrying FEV, had crashed sometime during the Great War. Absolutely elated at the find, Neptune ordered a large wall constructed around the entire city, with extra protection on the gates by the FEV pool. Using his experience with Mariposa FEV, and some tech he had salvaged from a Brotherhood raid; he was able to conclude that the FEV in this pool was self-replicating and could grow, and replenish itself without outside hinderance. He waited paitently until the walls were constructed around the city to announce his new mission, capture the humans of the wasteland once more and make them super mutants. The results of this were astounding, the overall success rates for irradiated humans becoming super mutants was 4/6, and (it seems) 100% for Pure humans (Happened upon a waster with pure ancestory). There was also an increase in intellegent super mutants that greatly improved the state of his army. sixual aspects remainded largely visible and un affected, with the exception of severe muscular growth; and for the first time ever: a few super mutants were born non-sterile (2). This was unheard of and Neptune quickly began experiementing with this new discovery; breeding them with deathclaws, wastelanders, other fertile super mutants, and ewww... even a ghoul. :evil: The results were horrifying, resistant, and deadly. Although the BoS would later try to invade the city and attempt to intervene in the super mutants growth, they were easily repelled and left the mutants alone. Going about his new mission of complete wasteland domination with a zeal even greater than when under the Master, it seem as though none could stand against this new rising super mutant army. As a St. Louis super mutant, you are among a new, and directed generation. You are free to roam the wastes and do as you please, but Neptune's ambition it seems will not be stopped...


Saved the best for last... Enclave all the way! :tops:
Enclave lore: Although presumed to be dead, none know the actual truth of the fate of the Enclave. After the destruction of the Oil Rig, when the Enclave's forces were scattering around to the different bases around the mainland, a small group of the refugees made its way to the Chicago outpost; after an offer of asylum upon hearing the news about the rig's destruction. Soon with the destruction of Navarro, remnant forces from that base also made their way to the Chicago Outpost; seeking asylum and security from the NCR and Brotherhood forces pursuing them. When Lyon's BoS destroyed the Enclave base at Raven Rock, and personnel were ordered to make their way to the Mobile Base Crawler, a small number of those fleeing made their way instead to the Chicago outpost. The same fate later occurred at Nellis Air Force base; with the destruction of the MBC the remaining Enclave persons made their way to the Chicago Outpost. When the last Enclave member from the MBC entered the Outpost, Chicago Enclave leader Derrick Wesker lll ordered the base sealed. From there his scientist were to assess the remaining strength of the organization and figure out the most effective way to restore its power. After carefully calculating the numbers (supplies, troops, facility space, mutant populations), his scientists declared that the Enclaves main weakness came with its lack of numbers. Using his personal ZAX super-computer, Derrick was able to find an old government file describing previous US plans to find a new world and quickly populate it using experimental fertility treatments. Deciding that this was the last chance for the Enclave to both remain pure and boost its numbers, he ordered the project reinstated and for all scientific-research personnel to begin researching. Within weeks, the scientists had successfully produced a fertility serum that would more than triple the reproductive potential of those induced (ex. Octomom). From there on Derrick's only orders to the Enclave would be to procreate as quickly as possible, for it was "for the good of humanity." 50 years have passed since that order, and the Enclave have found their current numbers to be adequate enough to begin working towards their goals. As a citizen of the Enclave and one of the wasteland's last pure blood humans, it will be up to you to see to the rebuilding of America'a future today. By any means necessary...

What about the wastelanders? (1950s children voice)
Well in the words of the Lieutenant "I won't even dignify that with an answer".


Suggestion #4: Include multiple time-skips in the game that reflect the players actions

Reason: At the end of every Fallout they tell you how your actions impacted the wasteland. The problem with this is: I HEAR it but I don't SEE it.

F3 got it right with Broken Steel. After injecting the modified version of the FEV in the water supply, the wasteland medical centers become filled with FEV patients holding their stomachs in agony. And Doc Church even has a new dialogue saying, "it'd be damned ironic if we were so used to the crap we had been drinking that actual pure water is killing us". Things like this help the player better understand the consequences of their actions. On the brighter side of the table, if your just purified the water no FEV, then you got to see the wasteland become a significantly better place.

Nevertheless, in F4 there should be time-skips in the game that greatly alter the wasteland depending on your actions, faction affiliation, etc. However, these time skips should NOT be like Broken Steel; and instead be more like the F3 childhood to advlt time-skip scenarios. They should state how many years have passed, but never go so far as to make the player older appearing than what they create in the beginning.


Suggestion #5: Start new Human characters of as children

Reason: Never in any other games have I connected to my character like I did in Fallout 3 and Fable 2. Starting off as a child does wonders when it comes to character immersion. Being a ***hole as a child then growing up to be a NV Boxcar; makes more sense than the Saint, always-cheerful Courier who got shot in the head. Make your actions as a child affect those around you, and their disposition toward you for the rest of the game.

For example, Billy the Wastelander is a child bully grows up to be a sadistic raider. Stephanie who grew up with Billy, hears that he wiped out some small settlement up north. When asking her how she feels about that she should react along the lines of, "Billy? He seems like the kind of sick punk to do something cowardly like that. I'm not surprised at all by that." Interactions like these going on around the wasteland will better help the player FEEL like their character, and not some person in the wasteland.


Suggestion #6: Bring love (and children) to Fallout 4

Reason: The wasteland's a lonely place, but it doesn't have to be that way. Love would bring a whole new feel to the wastes.

In Fable 2 (sorry to use a non-Bethesda example), you could find a lover, get married, and have a child. Albeit the child could only grow up to be 10, you still could have a child nonetheless. In Skyrim you could get married, although marriage in the game was very dull and basic (sorry).

In Fallout 4, you should be able to find love among the many denizens of the wasteland. Then through some special means be able to get married and from there build a relationship with that character. Certain characters should be off limits or very hard to get for certain types of players though. A raider for example, should never be able to marry a BoS paladin. And an Enclave citizen should face many obstacles when trying to convince their colleagues that they fell in love with a wastelander, and would like to have them come stay at the Enclave outpost for their protection.

If children are included in Fallout 4, I would like for Bethesda to take an entirely different route than Fable did. I would like for children to respond to their parents actions (to a degree), and eventually grow up and reflect what their parents are. If I am a wasteland doctor and my wife is a merc, my child should be a Merc who knows his medicine. Lastly, make your children (when advlts) recruitable companions.


Suggestion #7: Flesh out companions

Reason: Companions in F3 were just there, in NV they had stories and backgrounds this should be in F4, except this time be much deeper.

In this field I feel that Bethesda could learn alot from Mass effect. In those titles, the companions act almost as real, living people do; taking notice of the players abilities, and actions. This would be a great addition to the Fallout universe.
That was perfect. I 100% agree ... well said.
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meg knight
 
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Post » Fri May 04, 2012 2:31 am

Maybe bethesda is already working on Fallout 4's design but I'm gonna toss this out there anyway.

What about have 3 big maps?
Each map is 50-70% of how big Fallout 3's map is
This means we could have one realistically sized town or part of a city in the corner like how Fallout 3 ahd part of DC in the corner in each map.
Along with this area settlements, outposts, bases, smaller towns, mining sites, industrial sites, farms and other things.
Then, we have more locations added to this which act like Satellite Arrey Station in Broken Steel did.
Basically, these minor locations are very small, and serve only as outside quest areas.
Like if Angels Of Anarchy is going to make a deal with Sons Of Goradash, and these two factions each exist in different main maps, then the deal is made outside of these, in one of the smaller maps.

Here is a very VERY quickly made pitch of how I was thinking: http://gabriel77cortez.deviantart.com/art/asd-297706218

Basically, we get a compromise.
We don't get "one" giant sandbox map but we don't get a map node system either.

The red markings show where the exit points are on the maps, when you go to an exit point you can choose to enter world map, when you enter world map it shows the entire world except nodes you don't know about, this means that nodes that are related to quests, the smaller ones, aren't shown.
Then you select a node to travel to and what entry point to use and you instantly travel there.

Why instantly?
Cause I think it would be asking too much for Bethesda to have 3 maps which would at it's smallest be 50% bigger than Fallout 3's map and in addition to that have extra minor nodes for quests, so adding in at least 2 dozen if not more random encounter maps might be asking too much.

So, that's my suggestion for it.
We get tons of things to explore.
We can fit in 3 realistically sized towns or do like Fallout 3 and have "part" of a city in the corner like DC was.
We get realistic distances between major factions.
And if we have something like Raven Rock then it can be in one of the smaller nodes instead of being on the main map but locked.
With this Bethesda can also lock out certain main quest paths so we don't interfer with them until the main quest asks of us to do so.

It's a lot of work though, but I think it would be the best solution and it would bring us a step closer to the originals while still keeping the Elder Scrolls exploration aspect.

A compromise.
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Rex Help
 
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Post » Thu May 03, 2012 7:02 pm

Just make each node the size of a DLC(Point Look Out, The Pitt, Old world blues etc.)

Just large areas but allows for walking but can travel many areas of different scope and back ground.

Pretty much it.
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Claire Jackson
 
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Post » Thu May 03, 2012 9:21 pm

Just make each node the size of a DLC(Point Look Out, The Pitt, Old world blues etc.)

Just large areas but allows for walking but can travel many areas of different scope and back ground.

Pretty much it.
I thought it would be good too, but PL isn't really big and a lot of people would bash Fallout 4 for not having enough exploration, which could hurt Fallout's future.
Why it could hurt it?
If people bash Fallout 4 enough for it's change then it could hurt the sales, making Bethesda nervous about making another game.
Or they might revert back to how Fallout 3 was designed, just to play it safe, or go The Elder Scrolls VI on Fallout 5.

I wouldn't mind about one dozen PL/OWB maps, two to three dozen Satellite Array Station maps and 6 The Pitt maps.
But I'm sure newfans would criticize or even bash the crap out of Fallout 4.
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Susan Elizabeth
 
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Post » Thu May 03, 2012 8:37 pm

i appreciate what you are saying and i will indeed try the others, but what im getting at is regardless of time scales of the war the way fallout 3 was "to me" As a GAME! was how a post apocalyptic game should be in regards to living the character so to speak, the look and also the feeling of wandering the wastes. It was a game that had me hooked from being born in the vault, to saving megaton every action left me wanting more and thinking whats next?
So when it comes to making number 4 this is just my personal oppinion as to how the game should look and feel as new vegas was not the same and i did get a little bored at times.

I loved it too.
I think it would be best if Bethesda began another series taking place shortly after an apocalypse. It wouldn't be Fallout and it would still have that awesome post-apocalyptic feel that Fallout 3 had.
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R.I.P
 
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Post » Fri May 04, 2012 3:45 am

Suggestion #1: Fallout 4 should be set in Chicago and include St. Louis

Reason: Chicago would be the perfect setting for the next Fallout. This post-apocalyptic melting pot is host to a multitude of factions (Enclave, BoS, Super Mutants, Raiders, Ghouls, Wastelanders, etc) that could all be interacted with depending on the race, karma, and faction standing of the player. With the last known Enclave establishment, this could be the factions last real appearance in the series and thus should be included. St. Louis has a large and powerful group of Super mutants that could be exploited to create a powerful Super mutant faction. If it's too far include a transportation system, similar to the Pitt and Point Lookout. Include BoS, Raiders, Ghouls and all that fun stuff :gun:

Suggestion #2: Vary the wasteland depending on the area (The Good, The Bad, The Ugly, The HELP ME!!!!)

Reason: People complained about F3 because it looked too wastelandish for a game set 200+ years after the Great War. Others like me, complained about New Vegas because it was too safe (mostly) and social for a wasteland. Fallout 4s wasteland should vary greatly depending on the area your in.

For example, in Fallout 3 a "good" area was anywhere you wouldn't get shot and could find a merchant. Paradise Falls was bad if your a good karma character, but otherwise "good" for evil karma characters. The wasteland in general was Ugly; you ran into hostiles every 2-3 mins and had to fight for your life constantly. Vault 87 (with Broken Steel added SM Overlords) and Point Lookout, fall into the HELP ME!!!! category because even with PA and a good weapon you still had a high chance of dying.

In Fallout 4, players and NPCs should recognize these extremes like lines on a map. Good areas should be safe, patrolled by armed soldiers, and have residents and merchants with a better disposition than none safe areas. Bad areas should be dangerous, have a few hazards (traps), and a "normal" amount of lootable supplies, but still have a random armed patrol that could save your life (ECBoS Outcasts for example). Now the Ugly areas should be extremely dangerous, have plenty of traps and hazards, be war-torn between two rival factions, and have scarce amounts of supplies for the player. The HELP ME!!!! areas should be exactly has they sound; suicide mission dangerous, hold countless fatal traps and hazards, be devoid of any supplies to just pick up off the ground, and be equally as feared by NPCs not affiliated with the faction dominating that area.

Suggestion #3: Give multiple racial options in Fallout 4

Reason: Humans aren't the only species in the wasteland, so why not give players the option to play as some of the others? I'm certain I don't stand alone on this one.

I remain steadfast in my belief that players should be given the choice of race when first creating their character. These racial options should include: Wastelander ("Normal" mutated human), Ghoul, Super Mutant, and (drum roll)....Enclave (Pure Human) :thanks: Some might disagree with me saying my ideas don't fit with the lore. So just incase that happens I cooked up this in the kitchen...

Ghoul lore: As humanity recovers from the Great War and the human population increases, the Ghouls of the wasteland found themselves increasingly discriminated against by the humans of the wastes. In the NCR, ghouls were expelled from all territories under the flag of the republic. Likewise on the East Coast, after Lyon's BoS tamed the Capital wasteland and secured its residents a fresh water supply, the human population soared. While at first the people of the Capital Wasteland tolerated its ghoul population; eventually they too grew skeptical of the ghouls and demanded they leave. The ghoul populations of both the East and the West Coast, soon found their way northwest in search of a new home. They eventually settled in (or on the outskirts) of Chicago, and the sudden massive increase in ghouls lead the MWBoS to persecute them and purge them from their ranks. This time however, the ghouls would not flee. Under the leadership of a highly intelligent and violent ghoul named Shredder Bob, the ghouls of Chicago organized themselves into a formidable force and replelled the Brotherhood's onslaught. For once, the ghouls of the wasteland enjoyed a taste of victory and loved it. However during their battles with the Brotherhood the ghouls resources were severely drained and needed immediate replenishment should they remain as Chicago's strongest power. In an effort to promote good relations between the humans and ghouls of Chicago, Shredder Bob attempted to open free and secure trade routes between ghoul and human settlements. To his suprise, the "Chicago smoothskins" stubbornly refused to trade with "zombies". Enraged by the universal tendencies of humans to discriminate ghouls, Shredder Bob changed his mission entirely. Under his orders the ghouls were to pillage human settlements for resources (effectively becoming raiders), and place a heavy tax on all human merchants. :deal: To keep the humans from leaving his lands and weakening his extortion-based economy, he sent a large force of ghouls to Pittsburgh to recover "an interest" and had the remainder of his forces guard the human settlements to prevent any escapes. Within a few weeks this forced had returned, and his "interest" was in fact 50,000 explosive reusable slave collars that he promptly gave to the humans of his territory. Having secured his people's place at the top of Chicago's food chain, Shredder Bob expanded his territories to absolute maximum. His borders clashed with the BoS's and the two powers, weary of each other, remain at a stand still. The Brotherhood's numbers soared after the ghouls actions and it remains to be seen what becomes of the entire event. As a Chicago ghoul, you are free to make your own choices; be careful for you never know how your actions may shape Chicago's future...

Yea! :banana:

Super mutant lore: {Time-skip to after initally reaching St. Louis} In the year 2187, after a long trek across the American wasteland, the super mutants under former Unity commander Neptune, finally had found a home in the city of St. Louis. Upon exterminating all the ghouls residing in the city, he promptly ordered his troops to arm and barricade the exterior of the city. Later on an exploration mission, a super mutant recon team rushed back to Neptune to tell him that a large pool of the "green stuff" was in the southwest part of the city. It would appear that a West-Tek transport plane carrying FEV, had crashed sometime during the Great War. Absolutely elated at the find, Neptune ordered a large wall constructed around the entire city, with extra protection on the gates by the FEV pool. Using his experience with Mariposa FEV, and some tech he had salvaged from a Brotherhood raid; he was able to conclude that the FEV in this pool was self-replicating and could grow, and replenish itself without outside hinderance. He waited paitently until the walls were constructed around the city to announce his new mission, capture the humans of the wasteland once more and make them super mutants. The results of this were astounding, the overall success rates for irradiated humans becoming super mutants was 4/6, and (it seems) 100% for Pure humans (Happened upon a waster with pure ancestory). There was also an increase in intellegent super mutants that greatly improved the state of his army. sixual aspects remainded largely visible and un affected, with the exception of severe muscular growth; and for the first time ever: a few super mutants were born non-sterile (2). This was unheard of and Neptune quickly began experiementing with this new discovery; breeding them with deathclaws, wastelanders, other fertile super mutants, and ewww... even a ghoul. :evil: The results were horrifying, resistant, and deadly. Although the BoS would later try to invade the city and attempt to intervene in the super mutants growth, they were easily repelled and left the mutants alone. Going about his new mission of complete wasteland domination with a zeal even greater than when under the Master, it seem as though none could stand against this new rising super mutant army. As a St. Louis super mutant, you are among a new, and directed generation. You are free to roam the wastes and do as you please, but Neptune's ambition it seems will not be stopped...


Saved the best for last... Enclave all the way! :tops:
Enclave lore: Although presumed to be dead, none know the actual truth of the fate of the Enclave. After the destruction of the Oil Rig, when the Enclave's forces were scattering around to the different bases around the mainland, a small group of the refugees made its way to the Chicago outpost; after an offer of asylum upon hearing the news about the rig's destruction. Soon with the destruction of Navarro, remnant forces from that base also made their way to the Chicago Outpost; seeking asylum and security from the NCR and Brotherhood forces pursuing them. When Lyon's BoS destroyed the Enclave base at Raven Rock, and personnel were ordered to make their way to the Mobile Base Crawler, a small number of those fleeing made their way instead to the Chicago outpost. The same fate later occurred at Nellis Air Force base; with the destruction of the MBC the remaining Enclave persons made their way to the Chicago Outpost. When the last Enclave member from the MBC entered the Outpost, Chicago Enclave leader Derrick Wesker lll ordered the base sealed. From there his scientist were to assess the remaining strength of the organization and figure out the most effective way to restore its power. After carefully calculating the numbers (supplies, troops, facility space, mutant populations), his scientists declared that the Enclaves main weakness came with its lack of numbers. Using his personal ZAX super-computer, Derrick was able to find an old government file describing previous US plans to find a new world and quickly populate it using experimental fertility treatments. Deciding that this was the last chance for the Enclave to both remain pure and boost its numbers, he ordered the project reinstated and for all scientific-research personnel to begin researching. Within weeks, the scientists had successfully produced a fertility serum that would more than triple the reproductive potential of those induced (ex. Octomom). From there on Derrick's only orders to the Enclave would be to procreate as quickly as possible, for it was "for the good of humanity." 50 years have passed since that order, and the Enclave have found their current numbers to be adequate enough to begin working towards their goals. As a citizen of the Enclave and one of the wasteland's last pure blood humans, it will be up to you to see to the rebuilding of America'a future today. By any means necessary...

What about the wastelanders? (1950s children voice)
Well in the words of the Lieutenant "I won't even dignify that with an answer".


Suggestion #4: Include multiple time-skips in the game that reflect the players actions

Reason: At the end of every Fallout they tell you how your actions impacted the wasteland. The problem with this is: I HEAR it but I don't SEE it.

F3 got it right with Broken Steel. After injecting the modified version of the FEV in the water supply, the wasteland medical centers become filled with FEV patients holding their stomachs in agony. And Doc Church even has a new dialogue saying, "it'd be damned ironic if we were so used to the crap we had been drinking that actual pure water is killing us". Things like this help the player better understand the consequences of their actions. On the brighter side of the table, if your just purified the water no FEV, then you got to see the wasteland become a significantly better place.

Nevertheless, in F4 there should be time-skips in the game that greatly alter the wasteland depending on your actions, faction affiliation, etc. However, these time skips should NOT be like Broken Steel; and instead be more like the F3 childhood to advlt time-skip scenarios. They should state how many years have passed, but never go so far as to make the player older appearing than what they create in the beginning.


Suggestion #5: Start new Human characters of as children

Reason: Never in any other games have I connected to my character like I did in Fallout 3 and Fable 2. Starting off as a child does wonders when it comes to character immersion. Being a ***hole as a child then growing up to be a NV Boxcar; makes more sense than the Saint, always-cheerful Courier who got shot in the head. Make your actions as a child affect those around you, and their disposition toward you for the rest of the game.

For example, Billy the Wastelander is a child bully grows up to be a sadistic raider. Stephanie who grew up with Billy, hears that he wiped out some small settlement up north. When asking her how she feels about that she should react along the lines of, "Billy? He seems like the kind of sick punk to do something cowardly like that. I'm not surprised at all by that." Interactions like these going on around the wasteland will better help the player FEEL like their character, and not some person in the wasteland.


Suggestion #6: Bring love (and children) to Fallout 4

Reason: The wasteland's a lonely place, but it doesn't have to be that way. Love would bring a whole new feel to the wastes.

In Fable 2 (sorry to use a non-Bethesda example), you could find a lover, get married, and have a child. Albeit the child could only grow up to be 10, you still could have a child nonetheless. In Skyrim you could get married, although marriage in the game was very dull and basic (sorry).

In Fallout 4, you should be able to find love among the many denizens of the wasteland. Then through some special means be able to get married and from there build a relationship with that character. Certain characters should be off limits or very hard to get for certain types of players though. A raider for example, should never be able to marry a BoS paladin. And an Enclave citizen should face many obstacles when trying to convince their colleagues that they fell in love with a wastelander, and would like to have them come stay at the Enclave outpost for their protection.

If children are included in Fallout 4, I would like for Bethesda to take an entirely different route than Fable did. I would like for children to respond to their parents actions (to a degree), and eventually grow up and reflect what their parents are. If I am a wasteland doctor and my wife is a merc, my child should be a Merc who knows his medicine. Lastly, make your children (when advlts) recruitable companions.


Suggestion #7: Flesh out companions

Reason: Companions in F3 were just there, in NV they had stories and backgrounds this should be in F4, except this time be much deeper.

In this field I feel that Bethesda could learn alot from Mass effect. In those titles, the companions act almost as real, living people do; taking notice of the players abilities, and actions. This would be a great addition to the Fallout universe.
i liked all of your ideas except for the "love" and "children" aspect
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Cool Man Sam
 
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