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

Post » Thu May 03, 2012 11:07 pm

a new version of my suggestions after taking other peoples ideas into account.


Spoiler
skills:

- guns (combines small guns and big guns)
- explosives
- hand to hand (combines melee weapons and unarmed)
- energy weapons
- traps (affects how likely ennemies are to walk into your traps, higher levels "attract" ennemies to them)
- repair
- chemistry (imporves the effects of any chems you use or create (chems would be created like potions in TES: oblivion) can also be used to improve ammunition and explosives)
- medicine
- electronics (improves your ability to repair, maintain and improve electronic equipment, such as energy weapons and their ammunition, allows you to work on robots more easily)
- hacking (a new skill alowing you to hack computers more easily, including those who are part of robots)
- lockpick
- 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 becoming followers, allows you to train slaves)
- survival
- driving (yet another new skill, this one improves your abillity to drive vehicles)


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



gameplay:

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

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

- standard: average build and height, no bonuses or penalties.
- overweight: DT + 3, DR + 5 FDR + 10 %, weight + 30, MAX AGI - 4, movement speed - 10 %, MAX fatigue - 10%. character is a little fatter than normal.
- fat: DT + 5, DR + 15, FDR + 20 %, weight + 90, MAX AGI - 6, movement speed - 30 %, MAX fatigue - 30%. character is much fatter than normal.
- muscular: STR + 2, hand to hand damage + 15 %, weight + 25, MAX AGI - 4, CH chance - 2. character is more muscular than normal.
- athletic: CHA + 1, END + 1, MAX fatigue + 10%, movement speed + 10%, weight - 15, height X 1.1, MAX HP - 15%, limb health X 0.75. character is taller and thinner than normal.
- small: AGI + 2, noise made - 10 %, chance to be hit - 10 %, weight - 30, height X 0.80, MAX STR - 4, MAX END - 4, limb health X 0.5. charcter is shorter and thinner than normal.

these effects also affect NPCs, so a muscular raider will hit you harder in Hand to hand combat, and an overweight bandit will take less damage and fatigue damage, ect...
ideally i would like to see the player recieve far less special points ( 5 in every attribute + 3 points to spend, this (together with an improvement of the bonuses provided by base stats) will encourage the creation of a balanced character, ranther than just min maxing. to make it a little more realistic, the body-types of characters depend on the faction they belong to, so don't expect to see many fat wastlanders, or tiny raiders.

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

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

traits:

you can now choose up to 3 traits.
some new traits and suggestions to improve old ones:

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

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

- brutality: you inflict 50% more limb damage but are 3% less likely to critically hit.

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

- bone head: your inteligence is reduced by 2, but your head is hard to cripple and you take less damage from attacks to the head, + 50% head health, headshot damage X 1.5 (instead of X 2.5), requires you to have6 or less INT (which would become 4 with this trait)

- combat discipline: you fire guns and energy weapons 20% slower and attack 20% slower in hand to hand, but your shots are 20% more accurate and your hand to hand attacks do 15% more damage and ignore 10 points of the targets DR.

- solitary genius: you get 4 more skill points when you level up and your intelligence is increased by 2, but your MAXIMUM charisma is reduced by 6 and most people (the only exeptions being other introverts and loners) will dislike you.






Perks:

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

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

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

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

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

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

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

- scavenger (level 2): increases the ammount of money and ammunition you find in containers by 20%. 1 rank. requires 5 luck and 5 perception.

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

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

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

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

- quiet steps (level 2): walking makes no noise and running makes 40% less noise while sneaking. 1 rank. requires 6 agility and 30 sneak.

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

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

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

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

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

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

- apothecary (level 4): increases the effectiveness of all chems you create by 15%. 2 ranks. requires 6 intelligence and 40 chemistry.

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

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

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

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

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

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

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

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

- adrenaline rush (level 6): fully restores your AP when your HP falls below 20%, can only trigger once every 120 seconds.1 rank.

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

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

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

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

- shock recovery (level 6): whenever you are knocked out or just knocked down you get up 20% faster. 1 rank. requires 6 strength and 6 endurance.

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

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

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

- tresspasser (level 6): increases your security skill by 20 whenever you attemt to pick the lock on a door. requires 4 intelligence and 40 lockpick.

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


(many more to come)

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



formulas and controls:

- as the new skill cap is 200 (250 with equipment/ perk bonuses) you can now tag 4 skills, tagging a skill immediately increases it by 25. this is to encourage specialisation.
(i NEVER want to see another "OMGHAXUBERPWNCOURRIER!!111", EVER!)

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

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

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

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

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

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

- better quick inventory, i want to be able to equip only 3 weapons and 2 chems at most: one 2 handed weapon (melee or firearm), one 1 handed melee weapon and one 1 handed firearm, thrown weapon or explosive, two other slots would be reserved for medicines/ chems only and one slot for ammunition change., the pip boy should be inacessible in combat.
example of the Xbox D-pad: up key 2H weapon (any kind of 2H weapon can be equipped in this slot), left key 1H hand to hand weapon, right key 1H secondary weapon (firearm, explosive or thrown weapon), down key change ammunition, down-left chem/medicine, down-right chem/medicine.

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: angry man (tagged => guns, hand to hand, explosives, survival)
ST: 5 PE: 7 EN: 6 CH: 4 IN: 6 AG: 4 LK: 6
body type: normal
personality: neutral-evil, rifleman, quiet, violent, hates the NCR and regulators.
perks: firearm handling, toughness,
equipment: mercenary grunt outfit, "brother's bond" (which is a .243 calibre double barrel rifle that looks like a "double shotgun", but fires accurate rifle rounds and has more precise iron sights than those of a shotgun), .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.

once a boy who lived on an isolated farm, he has now sworn to get revenge on the president of the NCR, after NCR soldiers attacked the farm where he lived, killing his brother, father and mother, accusing them of being "outlaws" for living on land which the NCR had "purchased" without paying any taxes, the NCR ordered them to leave, and, when they refused the NCR sent a group of soldiers to kill them, "razor" narrowly escaped the same fate as he was out looking for food. when he got back his father already lay dead, and the NCRs soldiers gunned down his brother and mother, he hid behind a rock and silently swore, he swore to kill all who belong to the NCR and kill their president. upon realising that he escaped their soldiers, the NCR sent the regulators after him however, this failed to stop him, infact it only motivated him further, now not only to wipe out the NCR but also every last regulator.
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Jaylene Brower
 
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Post » Thu May 03, 2012 7:31 pm

When there are characters built around high luck crit builds I dont think luck plays as minor a role as you seem to think. I would like the stat removed and just let it be completely out of player control the way luck really is. I am not asking for a dumbing down in the franchise like they did with tes and skyrim. I am looking for depth with simplification of controls and of course with the other things in my previous post!~ Oh and skill wise I would love to see more skills so we can specialize. Break guns down into pistol, shotgun, rifle, machine gun, ect. Let us really specialize - but only if done right, I dont want to specialize into say shotguns and there only be 1.....

Breaking guns down into shotgun and pistol skills.......Firearms are usually pretty straight forward concerning use, except pistols since it requires a lot more accuracy due to the short barrel but of course that's only for close distances.

Only differences would be weight and handling which can be quite different for guns even considered in the same category.
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Chris Duncan
 
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Post » Thu May 03, 2012 5:45 pm

Breaking guns down into shotgun and pistol skills.......Firearms are usually pretty straight forward concerning use, except pistols since it requires a lot more accuracy due to the short barrel but of course that's only for close distances.

Only differences would be weight and handling which can be quite different for guns even considered in the same category.

Don't forget you also have to support a handgun with no brace against your shoulder (unless you have an extended stock lol) which significantly reduces stability and aim even further.
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Vahpie
 
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Post » Thu May 03, 2012 4:28 pm

Breaking guns down into shotgun and pistol skills.......Firearms are usually pretty straight forward concerning use, except pistols since it requires a lot more accuracy due to the short barrel but of course that's only for close distances.

Only differences would be weight and handling which can be quite different for guns even considered in the same category.

There are some difference for example shotgun, assault rifle ect can be used to beat with where a 1 handed gun cant. Faster to run with a 1 hander vs a 2hander. Sniper are alot different skills from a 1handed gun ect. Those are the breakdowns I was talking about. Basic fire arm is point and pull the trigger which is the same as untrained imo.

Same with armor if you think about it. Just having armor on can indeed block/absorb some damage but if you arent accustomed to wearing it your reaction time can be off enough that it causes more harm than good.


Just some thoughts !~
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Marlo Stanfield
 
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Post » Fri May 04, 2012 4:56 am

I think this game should take place in the midwest and include a portion of southern Ontario (Canada). Have it a clash between the midwest Brotherhood of Steel and the Enclave detachement in Chicago. I know it's practically the same as FO3, except this time you can pick sides and go either Enclave or BoS. There could also be a group from the NCR which are trying to contact other cultures in the wastes to unite them against Caesers legion and Super Mutants. Of course you would also need a group from the Brotherhood Outcasts as their leader stated he wanted to get in contact with the old sects of the BoS.

Have pilotable vehicles like a car and Vertibird b/c it's not like those things wouldn't be accessable.

I guess the main thing would be confirming cannon. We don't know if the purifier was activated by the lone wanderor, that robot companion, Fawks, the leader of Lyons Pride; and if the water was pure or if the lone wanderor poisoned it. We also don't know what happened at Hoover Damn. Did House gain control of it? Did the Courier take it for him/herself? Did the NCR win? Did Caesers Legion take over the damn and begin invading the west? All these things need to be confirmed so honestly, confirm those few thngs and the game will be good.
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Jessie Butterfield
 
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Post » Fri May 04, 2012 1:27 am

I would like for there to be an arena in the game, much like the Caesar's Legion little arena but on a larger scale and taken more seriously. For example make it a big event many wastelanders watch and get rewarded with caps for winning, and you just keep progressing over time until your faced with the best of the "gladiators" somewhat like the arena in Oblivion
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April D. F
 
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Post » Fri May 04, 2012 4:23 am

I forgot how you were also able to do this in the FO3 add-on "the Pitt" but only to some degree
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Robert Jackson
 
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Post » Fri May 04, 2012 12:38 am

Minigames such as darts, pool, boxing, etc.
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Luis Longoria
 
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Post » Fri May 04, 2012 3:01 am

I have a feeling that if I constructed a monster list of my own suggestions, that the majority of them would be shot down to no end.

So I will only include just one.

As it is TES and Fallout 3/NV can stream in area details for the various encounters and locations on the world space. The original Fallout's encompassed a vast (State-wide) area with a coastline. Fallout 3 had everything just over the next hill; and often times closer together than sanity permits... (Who would run a trading post that close to minigun wielding supermutants and roaming Centaurs?)

My suggestion is two fold. Firstly, to spread out the world to better approximate how Fallout 1 & 2 handled distances. The idea was that there were a few human settlements and that were a significant distances from each other. This is why there were caravans. Fallout3 had caravans of a sort...(single traveling merchants :( ), but it was conceptually more like a guy that walks around a few places in a City Park ~not from one pre-war city to another. If Fallout 4 was a vast expanse, the series mood of 'desolation and isolation' would be more apparent. Gameplay could closer match the originals; but it would require a major shift away from TES and back to Fallout ~as it was intended; and this is my second point...

Second: To be that vast there essentially has to be a whole lot of nothing out there :laugh: ~but that's how it was... There was (intentionally) nothing around for days or weeks in any direction; it was a wasteland, and you could walk for days and see nothing of interest, or be seen by nothing interested in you. Fallout allowed the player the freedom to stop anywhere (at will) on the overland map, not that anything was ever there, but you could walk through ruins. If Fallout 4 had many major locations, but most spaced a day or more walk from each other... the player should (once again) be presented with an overland map and asked to pick a point on it to travel to (to walk to ~if possible/ if passable); but this time it's optional... They can make the trip on 'autopilot' (as most of the series'); They can select locations placed on their map from dialog with NPC's, or they can make the trek in realtime to wherever they wish to go. Arcanum did it this way; from what I've read you could have your PC spend the weeks crossing the continant from coast to coast ~or spend 48 hours crossing it screen by screen in real time :lol:.

The major shift I was talking about is to accept the Fallout series as different from TES and accept the use of the overland map (so called 'Fast Travel') as the encouraged method to get from town to town ~just as it was in the rest of the entire set of Fallout based games ~only this time it would be optional to explore the whole expanse in real time.

Why would you want to do that!? (as many would ask; incredulous). The incentive for implementing the vast open world is to make travel meaningful (not without risk), and to allow for additional exploration opportunities. Many ~many times I have read posts by players that decry 'fast travel' as 'taking you out of your character' or 'taking control away'; Also I've read some that say 'fast travel' makes them miss out on all there is to see in the game like it had lost half of the game when they used FT. They want to experience the world 'for real', and see what they'd see... not use instant teleportation to get around (as some perceive it to be). Well, it would solve three problems to implement the vast expanse; but it causes a new one. So the expanse would have to be procedural.

A procedural wasteland could (in theory) track the player's distance from a major location and stream in generated ruins, salt flats, craters, suburbs, train yards, gas stations, roadside stores, diners, rest areas (along broken interstates), dock yards, industrial parks, schools, playgrounds, race tracks, tennis courts. These areas are all essentially standardized and little different from any other. The game could be made to randomize certain aspects of them; (like the names on schools, billboards, building decals, railroad track layouts). A system of procedural clutter could be made to add variance to the garbage. Most important about this is understanding that NONE of these locations are supposed to compare to the hand crafted major areas of the game; NONE would have anything relating to the main quest. Their only purpose is to fill the distance with a plausible ruined world; but all of them come with the chance of hostile, neutral or beneficial encounters with NPC's, set piece areas or with Fallout's Special encounters. In the movie "The Road", they walked through the mostly abandoned wreckage of humanity's past... and a few times encountered people in the wild; and once they noticed an oddity, and that lead to them finding an intact bomb shelter with more food than they could carry.
*(Also I would love to see a procedural coastline with ocean waves, and who knows what swimming in them).

Most players (I would think) would usually http://www.youtube.com/watch?v=XbigblL3wbU instead of the realtime travel... That is until they fix a vehicle and find that they can drive the whole way; and run over some of those random attackers (http://i271.photobucket.com/albums/jj125/Gizmojunk/bad_idea.jpg). Or Players could hire on to a caravan ~and still choose between realtime or the map screen; if attacked they have help, but if they find outrageous loot ~they have partners. :deal:

Ideally the PC's stats should affect their experience in the wasteland. Luck should HIGHLY skew all of the random elements ~and regain much of it's lost impact on the game. Perception should play a big part in noticing things that happen to be in the area... The game could (upon successful stat check) flash a glint of Sunlight off of something interesting in the peripheral view. PC stats & skills should also come into play on the overland map. Successful stat & skill checks should give the player the option stop and look around; but these checks should happen less frequently than if you were using realtime exploration. Ambushes though, would pull the player off of the map screen and into the expanse of generated terrain; stats & skills (like Outdoorsman) would determine the PC's spawn point in the attack, (some points being far more dangerous than others).


Lastly... Can you imagine a better addition to a game where people want to ignore the main quest and play indefinitely?

Also if they add enough random encounters and characters and possibly quests connected with this it could be alot.

I just hope the nodes themselves have quite a bit of track to cover before you have to go to the next node.
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Sara Lee
 
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Post » Fri May 04, 2012 3:09 am

I have a feeling that if I constructed a monster list of my own suggestions, that the majority of them would be shot down to no end.

Give it a shot. My tinkerings are rarely commented (the last comment, before yours, about it was a guy saying I rob all the fun from the game and that I make him sick - guess I got some twisted pleasure out of that :laugh:), but it was fun writing it and updating later on as new ideas came.

Oh, and I do agree with what you suggested.
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Tiffany Holmes
 
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Post » Fri May 04, 2012 6:20 am

Continue the heritage and bring back dogmeat =D
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CSar L
 
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Post » Fri May 04, 2012 1:24 am

Continue the heritage and bring back dogmeat =D

No to that ^
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Nathan Barker
 
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Post » Fri May 04, 2012 5:00 am

No to that ^

Agreed, avoid any and all lineage/heritage of future Protagonists. No need for it.
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Ilona Neumann
 
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Post » Thu May 03, 2012 10:55 pm

No to that ^
Mind giving your reasoning dogmeat was in fallout 1, 2 and 3 also my all time favorite companion =/
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Louise Lowe
 
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Post » Thu May 03, 2012 11:46 pm

Mind giving your reasoning dogmeat was in fallout 1, 2 and 3 also my all time favorite companion =/

Dogmeat in Fallout is fine because that is the first time he shows up.

Dogmeat in Fallout 2 is there as an easter egg. You might not even find him.

Dogmeat in Fallout 3 was brought back as fan service which really didn't need to be there at all. Wasn't even the same Dogmeat. But I believe the devs made up some stupid crap that that Dogmeat is the great, great, great, great, great, great, great, great, grand child of the orginal one. So stupid. Dogmeat in Fallout and Dogmeat in Fallout 3 are 113 years apart.
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u gone see
 
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Post » Thu May 03, 2012 4:17 pm

All I want is to be able to join the ENCLAVE and help lead them to victory. Not "work" with them, but to JOIN. I dont give a crap what you decide to put in Fallout 4, just let us join the Enclave, or any other faction I suppose, but primarly Enclave. I have been forced to destroy the Enclave in every game. I hate killing Enclave Soldiers, and I want to stand WITH them.


Fix the factions. For the factions in the game, allow us to, I say again, JOIN, not work, for the factions. Did I mention joining the Enclave?

Please take this into consideration.
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Catherine N
 
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Post » Fri May 04, 2012 7:35 am

I have been forced to destroy the Enclave in every game.

The Enclave aren't in every Fallout game. The Enclave as a main faction are only in two out of the five games. They aren't in Fallout or Fallout Tactics and are just remnants in Fallout New Vegas.

So Fallout 2 and Fallout 3 aren't "every Fallout game." You don't have to kill the remnants in Fallout New Vegas.
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Julie Serebrekoff
 
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Post » Fri May 04, 2012 4:43 am

No to that ^
They could make Meatdog no one can see through that.
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Laura-Jayne Lee
 
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Post » Thu May 03, 2012 4:25 pm

True, I forgot about the remnants, but my main point still stands
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Isabell Hoffmann
 
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Post » Thu May 03, 2012 8:24 pm

I would also like more aggressive conversation choices
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OnlyDumazzapplyhere
 
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Post » Thu May 03, 2012 6:48 pm

Luck:
Well, they can't cut it, then it'd just be SPECIA, what else could be added?

L could be for Love :wub: :lmao: IDK maybe they could change it to I CAPES or I SPACE :lol:
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Jessica Nash
 
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Post » Fri May 04, 2012 6:06 am

True, I forgot about the remnants, but my main point still stands

Except you can stand with them in New Vegas, you don't have to kill them off like in FO2 and 3. Just don't expect to see any Enclave groups like they were in those previous two games. They're remnants now, like we saw in New Vegas. There's no leading them to victory, just survival like the rest of the wasteland.
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dav
 
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Post » Thu May 03, 2012 4:44 pm

Two suggestions about faction standings:
First (this is more of a joke but I still find it interesting), a faction standing above idolized called worshipped where anything you do is interpreted as divine will. In fact, you could even kill a bunch of people in the faction outright and they still don't turn hostile. Only achievable with minor factions.

Second, have charisma affect the rate at which you earn fame. Doesn't affect infamy gain though.
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Naughty not Nice
 
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Post » Thu May 03, 2012 7:15 pm

They could make Meatdog no one can see through that.
Or, we could have Blood, from A Boy And His Dog.
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Kelli Wolfe
 
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Post » Thu May 03, 2012 4:54 pm

We need more fighting for our very survival to the point where we can't afford to linger around to collect the loot because they will just keep coming. Though, not too easy to get away and not too quickly. I want more fire fights over sandbags. Not like the Anchorage Virtual Reality mission, because it was bland and tasteless. What happenned to the WWI feeling with power armoured fanatics and mutant freaks firing freakin' laser beams over the trenches! haha
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Dorian Cozens
 
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