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

Post » Thu May 03, 2012 9:55 pm

Fallout 4: Speculation, Suggestions and Ideas


Thread #60


This topic is for ideas and suggestions for Fallout 4 so that we can keep all the discussion in one thread. At moderator discretion, threads about specific and distinct topics as they relate to FO4 and the rest of the Fallout series may be acceptable in the Fallout Series forum. General idea/suggestion topics for a future Fallout game will either be closed, or moved to this one.

This thread should be used to discuss items you'd like to see in a future game, gameplay tweaks, quest ideas, things you hope are not in the next game and so on. If you want to discuss major issues, use a separate topic - such as the discussion about adding multi-player or co-op play, which already has a thread. Please search first to see if there is an active/recent thread on a particular topic.


http://www.gamesas.com/topic/1364939-fallout-4-speculation-suggestions-and-ideas-thread-59/
User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Thu May 03, 2012 7:45 pm

Companions
Spoiler
Companions:

Have charisma determine how many companions we can get.

Have companions have interactive dialogue between each other and have some dialogue locked out until we advance in certain quests or go to certain areas or speak to certain people. (In order to have them always have "something" to say, I hated how I could deplete companion dialogue so easily in FNV)

Have at least a dozen (preferabely more) companions and have some that doesn't like each other. (Not every companion has to be a book of text but none of them should be just a line of text either, simply needs more companions for conflicting interests and morals to work.)

Have companions have their own morals, have each of them have ultimatums during certain quests, like if you want to help J instead of M your companion will tell you that he/she/it cannot believe you want to side with J and says that they'll leave if you side with them. (Companions have their own morals, they should stand by everything we do.)

Have certain companions be very strict with what they will equip. (Like Boone, he should've been more attached to his Hunting Rifle and refused to change to something else because of this sole connection he has to his past.)

Don't follow the same formula of 1 SM, 1 ghoul, 1 animal and 1 robot, switch it up a little, maybe 2 ghouls, 1 super mutants, 2 animals and no robot companions.
Just no more of that same formula, it's getting predictable and boring. It can very well still be a Fallout game without a robot or animal or super mutant companion.

Have certain companions have defects and specialized skills, like Cassidy, if you gave him Psycho or Jet he would suffer a heartattack and die.
It makes for more realism to not have everyone be in top shape.

And certain companions should have other skills to help you out, Arcade for example should have been able to hack computers for you, he should also have been able to perform First Aid and Doctor once a day if you've run out of stimpacks, hydra and doctors bags. I know there are companions perks, but those are always passive, I want active companion skills too.

SPECIAL [Updated]
Spoiler
Change in SPECIAL:

Strength:
  • Each point in strength raises carry weight.
  • It increases Blade, Blunt and HtH damage too. Say a weapon has 5 in STR requirement, that means that it's damage presented will be the norm, now, if you have 6 in STR you get a 0.10x bonus in damage, meaning a weapon that requires 3 in STR req gets a whopping bonus of 0.70x in damage.
    It also works the other way, so if a weapon has 5 in STR req and you have 4 then you get -0.15x in damage.
  • Strength also affects the chance at which you can be knocked down, and also decides how much recoil a weapon will have if you meet the soft requirement for the weapon or above.
  • Determines how well you can climb.
Perception:
  • Perception affects your accurcy, the less you have the worse you'll shoot, the more you have the more of a bonus you'll get towards accurcy.
  • Perception also allows you to see traps better, meaning that if you don't meet the PER requirement to see the trap or don't have a sufficient Traps skill then the trap will be invisible to you until something trips it. (same with mines.)
  • At gas areas where the gas can be ignited will only show it's blurryness if you have 4> in PER.
  • PER allows you to notice of a food or drink item has been tampered with. (Survival also affects that.) ((This is mostly for certain quests.))
  • It decides at what distance enemies will show up.
  • If you have 2 or less in PER then everything from 70 meters away will be somewhat blurry. (If you have 1 or 2 in PER then glasses give x2 PER.)
Endurance:
  • How much your health will be through the entire game. (Base health is 50, each END give +15 HP) ((You no longer get any more HP from leveling up, the END you have will this time around actually be important.))
  • How fast action points generate
  • How much stamina you have for sprinting.
  • Poison and radiation resistance.
  • Chem addiction resistance.
  • Determines the FOD, SLP and H2O limits, base is 500 1END:100Limit
Charisma:
  • Charisma affects Nerve stat for companions which determines how much they will follow orders and how strong they are.
  • It also affects the number of companions you can hire.
  • NPC's in the game follow a "personal rep" meter this time around, meaning that if you for example help that rancher guy in Novac to find out what is killing his brahmins and solve the quest then you get +20 personal rep with him and +10 with everyone else in the town.
    The personal rep will decide the NPC's attitude towards you, how big the reward will be, how much of a discount you'll get and of course; When a NPC will give you a quest. (Boone for example would not give you his personal quest until your rep is at 50 with him, meaning you have to solve other quests in the town before his open up.)
    But here is where charisma comes in. CHA decides the base personal rep with NPC's, 5 is neutral, 6 means +5 and 10 means +20 in initial person rep with all NPC's in the game, while 4 means -10 and 1 means -40.
    Personal rep is also affected by other things like what faction you've helped or messed with, how much you buy items from stores (not sell, but buy), if you're female or male, if you have six appeal, black widow, lady killer, confirmed bachelor and cherchez le femme. (Might also count towards other perks, like Tribal Wisdom will inherently give +5 personal rep with any and all tribals in the game upon selecting it.)
    Personal rep is a very cranky thing, you can be loved by the entire town but because you accidentally made a joke about the bartenders late wife he'll still hate you.
    So NPC's will remember things, not everything is in the collective factions anymore but their personal opinions about you. (Though Faction reputation will still exist and still have a large importance.)
    So Charisma helps out with giving you a nice boost to this.
    And with a mid-high level CHA perk you only get half as much negative personal rep from people when you do them ill.
Intelligence:
  • Intelligence affects how many skill points you receive from skill books.
  • It affects how much of a bonus you will receive from skill magazines and how long it will be.
  • It affects a lot more dialogue options.
  • It determines how many skill points you'll receive.
  • It also have effect on how whether other highly intelligent characters in the game will think of you. (Personal rep) If you have a low INT they will consider you a savage and won't bother discussing things with you.
Agility:
  • jumping height
  • jumping length
  • fall damage
  • reload speed
  • Close combat attack speed (Twohanded/long weapons 1AGI:+2%, onehanded/small weapons 1AGI:+3.5%)
  • Total amount of action points
  • How fast you get up after being knocked down
  • Sprint speed
Luck
  • Determines how often/seldom you will receive critical failures: getting knocked down, getting twice as long poison length, accidentally dropping a weapon, getting blocked despite high Blunt and STR, receiving critical hits et cetera.
  • Determines your luck on the gambling table.
  • Determines how successful you'll be when you try to smuggle something in without a high Deception skill.
  • Determines how lucky/unlucky you'll be at the operating table. (quest wise when NPC's can be healed Luck will affect your performance despite your skill, so with Luck 1 you might accidentally kill Caesar even with 100 Medicine. (Luck overpowers any skill your character may have, cause no matter how skilled she/he is Luck is cosmic, it doesn't care how skilled you are, you have bad luck then bad things will happen to you.)
  • 1 Luck means you have a 0.1% chance to choke on an edible item and die.
  • Luck affects how successful your sneak attempt will be. (With a bad luck the logical conclusion is that a top ninja could still mess up despite his training.)
  • Just a veeeery little thing but: it affects how often NPC's will accidentally give you a bit more in quest reward due to them counting wrong. (High luck) Might just be 6 stimpacks when you were suppose to only get 5, or it might be 50 caps extra because the quest giver overlooked how much money he actually had at hand.
Overall it means that with a bad luck the game will curbstomp you, and with good luck it will pleasure you. (Does not mean it's insta-win by any means, just means you'll be more lucky here and there.)

Skills
Spoiler
This is the skill list I would like to see for Fallout 4.

01. Blade
02. Blunt
03. Hand to Hand

04. Guns
05. Chemical Weapons

06. Explosives
07. Energy Weapons

08. Persuasion
09. Deception
10. Barter

11. Gambling (Only if gambling minigames are removed)
12. Chemistry (Primarily crafting but has other uses too.)
13. Mechanics (cosmetic change from Repair (Includes some aspect of Science as well))

14. Pilot (Only if Vehicles are present.)
15. Electronics
16. Medicine

17. Survival
18. Outdoorsman (Only if a map node system is in place with world travel)
19. Hacking
20. Lockpicking

21. Steal
22. Sneak
23. Traps (Only if there is a good amount of traps and we can craft and use our own.)
24. Armorer

Now let me explain them.

1. While swords (fencing) and knifes are different combat styles I'd rather not make a long list too long, but bladed weapons and blunt weapons function differently.
Blunt weapons use brute force to crush the enemy, while bladed weapons, which are mostly knifes, aren't really a strong suit for someone to charge a deathclaw with.
So Blade is mostly the stealth skill, an assassin skill, but there "are" weapons that are of more impact that you can use like swords, machetes and fire axes but they are harder to find. Spears go in this skill too, they function completely different but again, the skill list is already long, better to just throw them in here. Thrown spears on the other hand are governed by the Throwing skill.

Bladed weapons have faster attack rate, has more frequent criticals, do more sneak critical damage and can cause bleed effects which drain the life of the enemy.

Bladed weapons are powered by Agility, along with Sneak, the higher the Agility is the better you sneak, the better you sneak the more common the sneak attacks will be.
It also affects attack speed directly, so if push comes to shove having high agility can make up for the lack of damage if you have to fight an enemy toe to toe.
Again, blades are primarily meant to be used as stealthy weapons, it "can" be used as brute force too (fireaxe for example.) but they are meant to be exploited for their criticals.

2. Blunt, the omega to it's alpha, the straight forward brute skill, heavier, louder, stronger, while Blade weapons have a greater critical chance, critical damage and a bleed effect the Blunt skill's weapons are high DAM but slower and not very suitable for sneaky kills.

Blunt weapons are slower but does more damage, they don't have a lot of criticals or especially high critical damage but they make up for it by being able to knock back enemies, knock them unconscious, break through defensive stance (well, not if you have a tire iron but a super sledge is gonna break through just about anything.) and cause much higher limb damage. Blunt weapons also cause severe damage towards equipment, each hit causes 30% of your dealt damage towards the equipment attacked. (This means that if the enemy's armor has 200 item hp, and your weapon does 20 damage, then 6damage is caused to the item hp. If you used a weapond that dealt 60 damage then 18 item hp would be gone. Remember that most armors and weapons are pretty deteriorated so hitting the enemy three times with a 60 damage weapon means 54 item hp will be gone.)
((This is meant so that the Blunt class don't became too OP, cause while it can cause knockdowns, knockbacks, cripples and break through enemy defense and has great damage, it also trashes just about anything you attack, so if you accidentally hit the enemy's Trail Carbine then it's gonna be pretty broken.)

Blunt weapons are powered purely by Strength, the more strength you have the greater the damage is and the more likely the benefits are to happen.

3. Basically Unarmed with a name change, think it freshens it up a little. It's core design is the same but it would be nice with more combat moves and to be able to kick like in the old games. (And kick down doors as well. )

4. Like in New Vegas.

5. Chemical Weapons, this weapon skill includes all fire based weapons chemical weapons, fire included, Flame Gun, Flame Rifle, Flamer, Incinerator, Incendiary Grenade et cetera.
It should be it's own skill because fire based weapons does not fit in any other skill (Except incendiary grenade).
If you build in this skill you will have it easier and have it harder, the damage of the weapons is quite large but the problem is their ammo consumption.
They're also "rare'ish". You can get the Flame Gun easily of course but the rest is a lot harder to come by.

6. Like in New Vegas?

7. Like in New Vegas.

8/9. Why the split of Speech? Because they're both different. Persuasion means you know how to persuade people it has a lot more dialogue options than deception does, but deception governs the success rate of disguising yourself, the game should of course need more infiltration missions in order for disguises to be more of use.
Anyway, just cause you're a smooth talker don't mean you have a poker face, they're both different, and should be split so.
Deception also means you know where to hide stuff on yourself and not making them "stand out" and can smuggle items.

10. Should be expanded upon, allow us to barter more deals through dialogue, some speech options in New Vegas could honestly have been used as Barter options.

11. I think that Gambling should be reinstated and that the minigames should be removed, I hate the minigames, if I want to play black jack I'll go online and find a game to play. Gambling should be based on character skill, not player skill, so yes, back with Gambling.

12. Chemistry is a crafting skill primarily, with this one you know how to craft various drugs, poisons, acids and other items.
Chemistry should also have it's quest and event sequences, maybe there's some mold on a beam supporting a house and your character figures out that he can use chemical component #42 and apply it to the mold which creates acid and therefor eats away at the beam, collapsing the house. (Dunno how this would work or if it even could work but yknow, have certain moments where a high Chemistry skill can come in handy.)

13. Mechanics is a renamed Repair, functions basically the same way, it has a bit of Science in it as well, but mostly it's a cosmetic change.
Well, that is IF we have vehicles. If we do have vehicles in FO4 then this skill will come in handy for repairing vehicles and sabotaging others.

14. Pilot, well... Vehicles, if they're in the game then the Pilot skill determines how good your character is at steering the vehicle and how far he can jump with it and other things. (I'm not very interested in cars so I don't know what a good driver can do with a car really.)

15. Electronics can be used for crafting various electronic items like shock batons, cattle prods, electronic lockpicks and mashing down certain items into scrap electronics. It can also be used to recharge drained cells. You can cut the power of places with this and turn off any lights, terminals, alarms, forcefields and turrets that were connected to it (Not every place will become blacked out, some places have back up generators for alarms and turrets.) And of course a lot of quests can be solved by using it, like sabotaging any electricity powered things.
You can also, depending on how high your skill is, turn off any robots and turrets and then with Hacking convert them to fight for you. Though converted robots don't get any +damage or +health from the conversion. They can be repaired with Mechanics and scrap metal/electronics.

16. Medicine... I'd rather have First Aid and Doctor back but there are already so many skills on here.

17/18. If we have a map node system with random encounters then this skill will function just like in the old games, I don't know if these two should be merged or not though, merging them could make Survival too useful but leaving them as separate could make Outdoorsman feel hollow.

19. Hacking, what it sounds like, you can hack any computer interface with a deep coded lock.

20. Lockpicking needs a new minigame system and an option to make it dicerolled, otherwise it's basically the same as before.

21. Steal, I think that Steal should be brought back, but if brought back then there should be a lot more moments where can steal something of value.
Not necessarily of $ value but rather quest value, say someone has a key on himself, you could either disguise yourself with Deception and say you're a new high ranking officer, you could use Electronics to turn off the lights by cutting some wires and have him lured to the wires trying to fix it and shocking himself unconseaus(???) you could smooth talk him with Persuasion or you could use the Steal skill to take it from him.
If you are sent to jail for a little while at some place you could steal the guards key when he's making his rounds, or you could steal back any confiscated stolen items by stealing the key from another guard and steal back the confiscated goods.
You could pay a hefty sum of money to get in at some place and then steal back the money, or you could steal the ammo from the guard and engage a fight with him causing him to either retreat or fight with his bare hands.
It could be a very very valuable skill.

22. Sneak only means you're great at keeping yourself undetected, it does NOT mean you're a great thief and it does NOT you know how to conceal items better.
Just means your footsteps are that of a mouse and you blend in with the darkness, mainly for getting around undetected and to silently kill things.
This means you can still be successful with the Steal skill even if you are detected by someone, as long as you're not completely detected by the one you're stealing from.

23. And finally, Traps, first off, traps should be more deadly, secondly, there should be more of them, ranging from a huge log chained to the ceiling to an alarmed door.
So for the skill to be worth it let there be more traps, hell, let there be moments (not a lot) were you can't even continue further in a building until you've disarmed the trap.
You can also create traps of your own, and yes, they are very deadly.

24. Armorer, used for crafting new armors and for reinforcing old ones and generally maintaining armors, this means that Mechanics/Repair does NOT repair armors, it's all decided on this skill. So if you have a low Armorer but high Mechanics/Repair then you'll be crap at repairing armors but great at repairing weapons.
The better armor you have the easier to repair armors it is, and you can also choose to further upgrade your own gear a lot of times and even craft new combat armor from cheap materials to sell for a high price.


Skill cap should be 200. (I'd rather have it at 300 though.)


Note:
Take a locked door, you want to open it:
With Strength you can bash it down, though the sound of the door breaking will make any NPC in the nearest 30 meters come looking for what it was. (Can only be done to wooden doors)
With Lockpick you can pick the door or container with no NPC awareness penalty.
With Explosives you can blow up the door though any container you blow the lock off has the chance of the item becoming destroyed. This will alert any NPC's in 70 meters. (You can only use C4 and Time-Bombs to blow open a lock, C4 is expensive and Time-Bombs are timerequireing to craft.)
With Chemistry you can craft different acids, all with different strengths, some able to chewing through Very Hard and some only being able to handle measly Very Easy locks, this will cause a smell that make any NPC's in 20 meters come looking for the source of the smell. (There is a delay to it.) ((Acids have to be crafted and the better ones are harder to get the materials for.))

Lockpick remains the best solution, Explosives is expensive and can damage the items inside container and draw everyone's attention, Strength cannot be relied on for every kind of door, only wooden ones and Acid is very hard to craft the better acids with, so a lot of time has to be spent hunting for materials.
So while other things can be used to pick locks it still remains as the alpha solution.

Options!

Extra note:
By removing Gambling Pilot, Outdoorsman and Traps it would end up being:

01. Blade
02. Blunt
03. Hand to Hand

04. Guns
05. Chemical Weapons
06. Explosives
07. Energy Weapons

08. Persuasion
09. Deception
10. Barter

11. Chemistry (Primarily crafting but has other uses too.)
12. Mechanics (cosmetic change from Repair (Includes some aspect of Science as well))
13. Electronics
14. Armorer

15. Medicine
16. Survival
17. Hacking

18. Lockpicking
19. Steal
20. Sneak

Pilot, Gambling, Outdoorsman and Traps only works if the game is designed a specific way, so they are less likely to happen.
Gonna suggest a new skill list:

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

Races
Spoiler
Let us choose what race to be in Fallout 4.

Start out with:
* Wastelander > Prime Normal (race trait)
* Super Mutant > Nightkin (race trait)
* Android

* Ghoul
* Trog

Android (UnDeCafIndeed + Gabriel)
Pro's
- Base HP (before endurance effect) x1.5
- Double effects from endurance
- +1 to Str, End and Per (changed my mind with the perception)
- +5 initial DT
- Does not require SLP/FOD/H2O
- +2 to detecting enemies on radar (10 real PER = 12 PER for the detecting enemies)
- Unique perks exclusive to Androids
- Immune to radiation and poison

Con's
- Base skillpoint gain halved (if the formula is 10+(intx0.5), it would be 5+(intx0.5) for androids)
- Perks one level later than others (if normal rate is 1:2, for android it'd be 1:3)
- -2 to max int and cha
- When lit on fire, it lasts twice aslong as with others, though fire does not do more damage than normally
- Does require ENRG and SYN
- Pulse or Tesla or Shock weapons inflict twice as much damage on Androids.
- Harder to heal oneself due to very expensive mechanics NPC's and expensive healing items.
- Harder to find healing supplies, those one does find (scrap metal/electronics) does very little to heal oneself
- Very reliant on Electronics and Mechanics which means Android players might have a slightly/heavily limited amount of skills.



Wastelander
Pro's
* Bonus to initial reaction from humans.

Con's
* Initial reaction from mutants and ghouls halved.

Wastelanders have no greater pro's nor con's over the other races, they are the default race, basically, they are the SPECIAL 5.5.5.5.5.5.5.
The race with the most freedom but also with the least bonuses and penalties.

Prime Normal trait tweaks:
Pro's
* +1 INT
* +1 CHA
* Persuasion, Deception, Barter, Electronics, Mechanics and hacking gain x1.5 (This meanas that with this race trait and the normal trait Good Natured you can get a massive head start on support skills with the extreme drawback to combat skills.)

Con's
* Endurance effects with +% to rad and poison resistance is halved.
* All combat skills are decreased by x1.5

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


Super Mutant
Pro's
* Base health x2.5 (Base health is 100 in FO3 and NV so it's 250 for Super Mutants.)
* +5 to min STR (6 is the lowest, can't go lower than that. (How much sense would it make for a super mutant with 3 in strength?)
* x1.5 damage with all blunt weapons and Hand to Hand weapons.
* x1.5 reloading speed and equipment speed with big weapons (minigun, flamer, gatling laser)
* Immunity to Radiation and +30% poison resistance.
* +10% damage resistance against laser, explosives, bullets and fire.

Con's
* -4 to max INT
* -3 to max CHA
* Due to prejudice Super Mutants get less initial Reaction from humans.
* Cannot use the small weapons. (SMG's, pistols, revolvers, sawn off shotguns et cetera.)
* Has the least amount of armors in the game.

Nightkin trait tweaks: (Sebor13 + Gabriel)
Pro's
* Stealthboys last twice as long and can be used two times before depletion. (Perk later on can allow to recharge depleted stealthboys.)
* Have a greater chance to find stealthboys in random container spawns.
* x2.0 sneak. (If base sneak with tagged is 30 then it becomes 60)
* +1 min AGI

Con's
* health is x1.5 (in comparison to regular super mutant)
* +3 to min STR (in comparison to regular super mutant)
* -2 CHA for super mutant NPC's. (Due to the schizophrenia.)
* You occasionally hear whispers and enemy voices and can see random red dots pop up on the compass while there is nothing there. (Craziness.)
* Friendly NPC's can also show up as hostile dots on the radar.



Ghoul (UnDeCafIndeed + Gabriel)
Pro's
* Each tagged skill earns 2.5 more skill points than for other races. (Ghouls have after all lived for a very very long time.) (So if base is 15 then it means 37 per tagged skill)
* Machines that use "detect life" scanners cannot see them. (Thanks to Broken Steel that made ghouls have 0% body heat...)
* Gain exclusive perks surrounding radiation bonuses. (Healing crippled limbs, storing radiation, unleashing a radiation cloud like Glowing Ones can, stuff like that.) (Hell, every race except for Wastelanders and Prime Normals should get exclusive perks for their races.)
* 100% radiation resistance.
* Radiation heals over time (slowly). (Both health and crippled limbs.)
* Kinsman ability, feral ghouls and aggressive SM's are more likely to leave the player alone if not provoked (not being friendly, just having a possibility to be less agressive and ignore the player).
* Bonus to initial reaction for non-feral ghouls, neutral/friendly SM's and human ghoulsympathisers (excluding characters with set mindsets).

Con's
* Cannot wear heavy armor or power armor.
* -1 to Charisma (I saw that thing on Arcanum about "beauty" and I think that would suit ghouls better but since we only have Charisma I guess this'll have to do.)
* -1 to Agility. (They aren't exactly the best gymnastics, they'd probably lose a limb if entering the OS. )
* -2 to max Endurance.
* No natural DT or DR.
* +15% recieved damage.
* (those two due to skin and flesh conition)
* Initial reaction from humans halved (other than ghoulsympathisers).
* Slower movement than humans.
* Highest STR is 7, which means bye bye to all Heavy Weapons.


Troglodyte
Pro's
* +5 DT (due to their thick skin
* Sees better in dark areas
* x1.5 to Traps, Survival skills
* x1.5 to base health
* +2 to min END
* x3.0 to END effects. (Radiation and poison resistance.)
* Gain no penalties to any races initial reactions, Trogs are neutral with all other races. (Ferals and krazies can still attack them but are not "as" likely to do so.)

Con's
* Takes longer time to adjust to bright areas when leaving a dark area
* -2 to max ITN
* -2 to max CHA
* -2 to max AGI
* Gains no bonuses to initial reactions.

Gonna add Sandmen

Sandmen

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

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

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

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

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

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


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

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

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

Unlootable Armors
Spoiler
Unlootable armor/clothing:
* If you explode the enemies head then their headgear is destroyed.
* If you shoot off an arm, leg or explode the entire body then the armor is destroyed too.
* If an enemies armor reaches 0 CND then it becomes broken beyond repair, so even if you don't chop off a limb the armor might still be unlootable.

This means that it's best to go for headshots and try to get as little "splatter" as possible.

No more health for leveling up
Spoiler
Here's a wild idea, how about having fixed player health?
No +hp per level.
The only way to get an increase in health is by taking Intense Training>Endurance, Lifegiver or getting an Endurance implant.
If they balance the enemies health, damage and armor around this fixed health then it could produce a more balanced combat.

So it's base health + ENDx#.
Say that base health is 50 and each END gives +5, this means that top health for a lvl 1 player is 100.
By getting Lifegiver we get +15 more health and by taking rank two we get +15 more.
The max amount of health is then 130 for the player character.

This means that armor is far more important than it was before and if balanced right then even regular small time raiders could become a challenge if the player isn't careful.
Right now I feel that END is pointless, it used to give more health per level the higher it was, now all it does is increase base health, so if it's gonna stay that way then remove the +hp per level and balance the game's combat around it.

(All weapon stats will of course have to be changed.)

Why I would like this is because I feel that humans should be humans, this doesn't necessarily mean realistic combat (headshot=instakill) but the player character should not be able to walk around like a god because he/she has 500% more health than the average human in the game.
So the player character can get better in his/her skills and get perks and traits (which a large amount of NPC's should have as well.) but we don't magically become a bullet sponge.

It's just that, how come we can walk around with a ridiculous amount of health while the NPC's don't get to?
I understand that with better Endurance we can withstand more damage, but how do we magically get this +health increase per level?
We should not be any better with health than other humans are.
Why should we? Cause we're the player character? Yeah, we've seen how balanced that turned out in FO3 and FONV.
It all depends on your and enemies END stat.
If an NPC has 8 END and a metal armor MK II it means that it's a tough son of a [censored].
If he wields a minigun then we should fear for out lives.

So say we find 5 raiders, three of them have END 6 while two have END 3.
Their health is: 80+80+80+65+65.
Your character has END 8, it's 90.
Total amount of health is 370 versus 90.
Depending on your equipment and theirs they can present a tremendous challenge.
The strength is in numbers, the more enemies you face the harder they will become.
Cause while facing one of them is reasonable since you both have the same amount of health facing 5 means their health tops yours.

Make combat more exciting by making all humans equal, all depending on what armor and END stat we/they have.

Only problem I see for this is those that "want" demi-god characters.
But yknow what?
If you want a demi-god then turn the difficulty down to Very Easy AKA Cakewalk.

Note: I know I can nerf myself, thing is, I shouldn't have to, the game should be balanced towards making a challenge to the player.
Extra Note: I know that this might seem unorthodox(Is this the right word?) for an RPG but what harm comes out of it? We can still improve our health if we wish to it's just that we don't get such an absurd health over other humans.
Third Note: Players are given health every tenth level. ENDx0.5hp. At level 40 the total amount of a 10 END character is +20hp. (if cap is at 50 then the total health a player can earn is 155. (Which is well over any human character. Still less than super mutants, trogs, deathclaws or giant radscorpions though.)

Disadvantages (Yay for self enforced perma-nerf)
Spoiler
Add Disadvantages to the character creation.
Disadvantages are strictly negative features for those of us who want to roleplay or gimp our characters permanently.
So if we think that we are too powerful then at our next character we can pick the Bad Health disadvantage which lowers our base health by half.
Or we could pick the Barely Stabilized disadvantage which removes any health given by level ups.
Giving enough variations of Disadvantages we can optimize the game more for our preference and us who want it to be harder can make it so by permanent gimps.
Those who does not wish to use these don't have to.
You can pick as many Disadvantages as you want.
Examples:
* Enemies give twice as much damage.
* Poisons are twice as lethal. Rank 2: Trice as lethal. Rank 3: Four times as lethal.
* Limbs have 50% less maximum health.
* Permanently cripple [limb]. 6 ranks.
* Enemies reload 20% faster. Rank 2: 40%.
* Enemies run 10% faster. Rank 2: 20%. Rank 3: 30%.
* Enemies attack 10% faster. Rank 2: 20%. Rank 3: 30%. Rank 4: 40%. Rank 5: 50%.
* Stimpacks heal slower on hardcoe Mode.
* Food Items no longer give health.
* Water no longer give health.
* Radiation intake it doubled. Rank 2: Trippled. Rank 3: quadrupled. (Base rad 2rads/1sec, rank 1: 4rads/1sec, rank 2: 6rads/sec, rank 3: 8rads/sec.)
* Healing items are more expensive to buy.
* Radaways are rarer to buy.
* Critical failure is more likely to happen. Rank 2: likelier (This is a real word?).

By giving us this new self imposed permanent gimp feature we can create our own balance in the game and tweak it the way we want to.
Sure, we're suppose to play the game according to the game's set rules, but if you as developers fail to create good rules to follow that are balanced then we who are on consoles are [censored] all out of luck, cause at least PC users can get mods to tweak their balance.
This new mechanic is needed for us who want to create our own balance on consoles and maybe even PC, for us who feels that the game isn't hard enough and want to make it harder.
Sure, I can choose to, in Vegas and FO3, to avoid buying the radaways, but it feels like I'm locking myself out of the games content.
I cannot play the game as I want to play it.
If I find radaways I want to be able to buy them without worrying about breaking the balance.
So how are these permanent gimps different?
Well, they're permanent, for us who are weak willed and are bad at imposing limitations on ourselves this is a great solution.
Cause once we create the character then the damage is done, no matter how much I want to find 200 radaways I simply won't be able to.
It's like a bandaid, imposing limitations on ourselves as it currently stand can be like pulling it off very slowly and then placing it back on the skin and slowly pulling it off again, it's annoying and slightly painful.
But these disadvantages are like pulling it clean off, once you've checked the ones you want and finish character creation then the changes has been made.
I for one am bad at imposing limitations on myself, when I find a new great weapon I want to be able to use it without having to worry about enemies becoming too easy to kill, so with Disadvantages I can check the box to make them have more health or DT or maybe lower my own damage by 10 to 50%.

I see no reason why this shouldn't be included.
Might take some coding and scripting to fix but once done it can really help people like me.
And if you don't like it, then you don't have to use it.
Win win in my eyes.

"But isn't like that now? If you don't want it to be unbalanced then don't use the good stuff?"
Yup, it is, but why shouldn't I be able to use the good stuff?
By including this new feature I can use the good stuff and still have it balanced.
I can choose to use any high level items, perks, armors, weapons, meds and chems I want to.
And if I checked a lot of Disadvantages at the start of the game then even though I use these high level stuff I can still have it balanced.

"But won't they have to balance the game towards these?"
No, they won't. The reason for these is to simply make it harder in a vast variety of ways for the player.
It's only there for us who think the base game is not balanced.
So they only have to focus on balancing the Vanilla in their own way and leave it up to us to balance it out in our way with Disadvantages later if we feel that it isn't balanced.

And I don't think that too much time and resources will be spent on this.
They're basically like perks, just the other way around.
Can't be too hard to design, code, script, blabla for professional developers right?

[edit]

You get to relocate your disadvantages at lvl 10, 20 and 30 (every 10 levels).
Cause in case one disadvantage didn't turn out the way you expected you can still relocate it later on.
Would be kinda bad if you gimp yourself on a couple of things then at lvl 13 figure out it did not turn out the way you intended it to and are now stuck with that character or have to restart your entire character.
So you will be able to respec Disadvantages but you won't be able to do it any time you want to, you get 4 chances, one at creation and 3 more at each 10 levels.

I do NOT want
Spoiler
So I've said tons of stuff I "want".
Time for stuff I absolutely do NOT want:

No Enclave as major faction, minor or like in New Vegas with remnants is fine.
No cover behind chest high wall mechanic unless it's completely optional. (Meaning I don't get shot dead four times over for not spurting from cover to cover.)
No automatic regeneration of health at the get go. Only allow that through perks and implants. And even then somewhat limited.
No linear game design a la FO3 where we're forced to join a faction we don't want to join.
No Liberty Prime or Oblivion ending where I don't get to do crap.

Don't continue the game past the ending, that's an Elder Scrolls thing, not a Fallout thing. Fallout needs to have lots and lots of ending sliders that tell the tale of the wasteland after we're done affecting it. Allowing us to continue will just devalue those ending sliders or the ending sliders will follow ES design and "not" change the world, which Fallout is all about; Changing the world. Unless it's an easter egg continuation like in Fallout 2.

No perk every level. And no perk every other level if the cap is higher than 30. Make it every third and make them more powerful instead.
No slow-mo feature, this isn't Max Payne.
No Matrix jumping around crap, this isn't Wet.
Don't merge Guns and EW, this isn't Elder Scrolls.
Do NOT allow us to get pregnant or have a child, a baby takes 9 months, this isn't Fable.

Don't allow us romance options in the game if the writing for that romance isn't loooooooong and very greatly written. (Long enough that it doesn't just "stop" like companions do after we've exhausted their dialogue options and personal quests.)

Don't allow us to buy shops here and there, this isn't Fable. Allow us to buy "maybe" ONE shop, and have another one where a guy wants to go into a partnership with you where he does all the paperwork and you do the more practical things.

No realistic health and headshots as default, have that in a [Realism Mode] or exclude it completely.
No bullet sponges.
No more "[Intelligence 8] So you fight the good fight with your voice?" *shudders*
No more super mutants that can be killed with a freaking hunting rifle.
No more 1 damage from a super mutant fist to the face.
No more level scaling.
No more dungeons every 40 meters.
No more generic Raiders, all groups in the game has to have a name and some lore building to them through notes, dialogue, quests and audio logs.
Don't merge Guns and Energy Weapons.
Don't do any marriage crap.

Healing and Drugs
Spoiler
Rework the healing and drugs system.

Drugs should take a couple of seconds to kick in, the stronger the drugs the faster and more effective they are. So a weak Psyho takes maybe 10 seconds to kick in and only does 15% extra damage. While a strong Psycho takes 3 seconds to kick in and has 30% extra damage.

Hydra and Healing Poultice should take longer to heal limbs but there should be a negative effect to them too, for 12 in game hours limbs take 50% extra damage. Cause right now they're far too powerful.
Addiction for Hydra and Healing Poultice makes the 50% extra damage permanent until you visit a doctor or use Fixer.

Fixer should have a % chance of removing addictions, the stronger the addiction the harder the % for a Fixer to fix it. Making doctors more viable choices but also more expensive.

Doctors Bag's should not instantly heal limbs, when using a doctors bag an ingame hour should pass.

Stimpaks and Super Stimpacks should have a max limit to how many can be taken like how potions in Oblivion could only be used a certain number of times.
It's based on the END stat, for 1stimpack:1END while 1SuperStimpak:2END.
When you reach this limit a message pops up telling you you can overdose if you take any more, for each additional stimpak you take the overdose chance is raised by 20%.
So if you reach the limit and take another stimpak it has a 20% chance to overdose you and the next has a 40% chance.

Healing Powders have no overdose or limit to their usage, making a high supply of them a great substitute.

Addictions should be more hurtful, making an addiction a pain in the ass to have, maybe additional effects to the -stats?
Like, Med-X can cause your max health to decrease or make more impervious(?) to pain (+damageonplayer).
And Steady can cause your accurcy to drop or your recoil to be more severe.
Super Stimpaks can cause head pains a higher chance to being knocked down and a max health drop.
Just make addictions something to fear more.

Healing items shouldn't be used for granted, they shouldn't be just positives, there needs to be a negative to them too so the the player doesn't rely on them too much and so they don't abuse drugs all the time.
Could also make Endurance's addiction resistance (5%:1END) and perks more useful.

New civilized humanoid ideas
Spoiler
Intelligent Mirelurks
Spoiler
Oh! I got it!
Okay, so I want Mirelurks to be intelligent and capable of interacting with humans on a civil level and hopefully spread out enough to be a big part of the franchise and I know how to make them intelligent!

Okay, so a breeding ground for mirelurks has been in a mentats production facility for over a century, these mirelurks has through generations of mutation along with the mentats effect grown capable of human intelligence.
They are not cavemen but they are not the avarage human either, they're something in between, intelligent but inexperienced with mechanics, electronics, trade and social standards.
Storylines could include racism towards them, them overpopulating their home and need to find other lakes and rivers to colonize, humans hunting them down for their meat and eggs, discrimination, maybe even interacial relationships and so on

It's not too farfetched to me, mirelurks has gone through heavy mutations and add in that a certain breed has had contact with mentats over generations of breeding and it could very well work.
Since they produce very rapidly as they lay eggs over carrying a fetus inside them for 9 months they could expand quickly if the choice of the player to tell their leader to colonize other lakes and rivers is made canon.

I really want a new civilized humanoid race to be part of Fallout, and I think Mirelurks could work. I'd rather have Trogs but if I can I'd like both.
Cause Super Mutants are dying out, and while new ghouls can be created they cannot procreate so they are eventually going to be a dying race as well unless they finally use Reservation from Van Buren.
So I think it's best to introduce new civilized races as early as possible and let them work out their differences with humans over the course of games while subtly killing off Super Mutants and possibly regular Ghouls.

Replies
http://www.gamesas.com/index.php?/topic/1243132-fallout-4-speculation-suggestions-and-ideas-41/page__view__findpost__p__18883677

Sandmen
Spoiler
Sandmen are sort like Desert Ghouls, they are like thin The Thing's, very cracked and tough skin, an inherent DT bonus and Agility disadvantage.
Their mutation came from the ghoulification, causing them to rapidly regenerate their lost tissue, but due to the constant exposure to the desert their skin stopped falling off and at some point started to layer over their scabs, causing a very cracked skin that is continuously layering itself with new tissue. Every couple of years they forcefully shed their scab-skin and start a new because it becomes too hard for them to move.

How about that? Sandmen is of course just a working title which I myself hate, sounds too Star Wars'y.

----

The Sandmen is just an appearnce I've had in mind for years, never really expanded on it, so their culture is not something I have thought of.
But I thought of another thing to add to their mutation, in Broken Steel ghouls apparently have no body heat, yes it's ridiculous but let's roll with it.
Sandmen hate that cold, so they thrive in the warmth of the sun and especially the deserts which is what caused them to spend so much time in the sun to alter their mutation in the first place.

Blood Men
Spoiler
Now Bloodmen, they work on that mentats idea I had.
Pre-war there was a facility that was working on making plants out of flesh, plants that would grow out of the ground and eat bacteria, flies, bugs and basically anything coming in contact with them but which would produce edible meat for protein. The plants are also blood red.
The experiment was to solve starvation issues in less fortunate countries and to provide a secure future for America in case overpopulation becomes such a trouble that cows and chickens cannot be produced fast enough.
When the bombs hit the plants slowly grew out of the facility and have slowly spread across an enourmoues(?) area.
Very early of the Great War a band of survivors found these plants and set up camp near them, they offered meat straight out of the ground which was such a comfort that they made a small town.
Over the course of one and a half century of eating these plants they have through generations been genetically altered themselves, they've lost contact with the outside world and devolved into a very basic tribe.
They are roughly the size of Lily in New Vegas, very muscular, blood red skin, pitch black hair, very fair faces.
They have very strong regenerative abilities. But. They are strict carnivores now. And because of their size they need to fill a certain quota of nurishment. This means not many of them leave their lands, and those that do rarely have pretty reputations. The ones that have been encountered outside of the blood lands are very unpredictable, if you travel with one of them and they get hungry it won't be too long before they panic, kill you and eat you. They simply don't know what to do when they get hungry. Due to this they are often causing problems in communities with brahmin herds, often being called demons because of their demonic appearance.

In the blood lands other animals have eaten these "plants" as well and mutated, becoming far more dangerous. The blood lands is not a place for the inexperienced, it's animals are often camoflauged and very dangerous when entering their territory.

One problem with these plants is that, they eat other plants, and they breathe too, so the air in blood lands are really thin.
And if left alone, these plants could potentially take over the world (in thousands of years maybe but still), they eradicate any other trace of life and leaves behind only a sea of mutant fleshy plants, if or when they take over the earth's land they will svck up all the air and leave the atmosphere completely drained.

It's a pitch of what I had in mind for Blood Men.

----

About fleshy plants, my idea was kinda with blood grass and those blood bush thingies from Oblivion, there are only 4 or 5 types of plants growing in blood lands so there aren't gonna be trees or anything like that.
The idea of their pitch blood red colour is simply for shock and awe artistic design wise. Imagine laying eyes on a sea of blood for the first time only to discover it's a mutated kind of plant.
Hell, since they feed off of contact they could drain health from you as you walk this land unless you have an armor type on with accompyning boots that prevent it.
So the reason for their pitch red is simply to shock the player, it'll look like a massive bloody mess has happened.
Changing the design could work but I dunno if it would give the same shocking impact and their natural colour is the cause for Blood Men to become demonic in their appearance.
Like, how if you eat carrots you turn yellow or if you eat tons and tons of tomatoes you turn red, the plants has one of those enzymes or whatever that will colour the person eating it if too much is ingested.

But they're both just pitch'es, they need work.
The design I had in mind for Bloodmen doesn't clash as well if the land isn't bloodred though.

(I'd rather the game uses a map node system, imagine loading a new node and then BAM! smack dab in an organic mess.)

The blood lands would of course have more to it than just "omygoshthelandiscoveredwithbloooood!", the Bloodmen know of what the plants curse is that they kill off other plants and can potentially kill the world so they salted the borders in order for the plants to not be able to set soil there and they keep out outsiders and prevent people from taking the plants with them.
A storyline could include people wanting to use these plants for food and doesn't care about thier so called "curse" as it's free food. They consider it a gift from the gods that should be spread freely.
But the Bloodmen knows that if it's distributed through trade then control over the blood plants would seize to exist and the end of the world above water would be drawn even closer.

----

2. Well they kinda breather a lot more than plants would and they produce no new oxygen which regular plants do, oxygen still gets through blood lands but in a lot more limited amount which could cause a -1 END until the player gets adjusted to the thin air.
And here's how I thought about it that say that there is a small circle that is blood land, now, say that cirle gets big enough for the air in the middle to be so thin that even the plants there cannot survive, then the borders would act like a giant wave continously swalloing everything in it's path whilst killing it's own plants as well.
Couple this with trading of the plants and it won't just be isolated to one area, no it could very well spread all over, killing every plant in it's path and draining the oxygen to such low levels a lot of the plant life dies out.
The end of the world could just be a prediction that the Blood Men has, doesn't mean it has to be true, but allowing the plant to breed freely can still be catastrophic. Besides, the Blood Men is a tribe, they have long since forgotten that the earth is round and that there are 5 continents (Or is it six?) They only know that there is land and that the plant is going to kill it if they lose control.

Reworked skill system.
Spoiler

Got an idea for a skill system with the point values which I think could be really useful.
See, when Lockpicking is 56, what does it mean really? I mean, we get something at 25, 50, 75 and 100, but in between there are just tiny variables.
Instead of having tiny variables based on a system that goes to 100 I think it could be better to change it to 10.

Now, point distribution would work differently.

For a tagged skill, going from 0 to 1 would require 1 skill point, and going from 1 to 2 would require 2 skill points, whereas from 0 to 2 requires 3 skill points.

So:
0-1: 1 sp
0-2: 3 sp
0-3: 6 sp
0-4: 10 sp
0-5: 15 sp
0-6: 21 sp
0-7: 28 sp
0-8: 36 sp
0-9: 45 sp
0-10: 55 sp

With untagged skills the values are higher though.


0-1: 2 sp
0-2: 6 sp
0-3: 12 sp
0-4: 20 sp
0-5: 30 sp
0-6: 42 sp
0-7: 56 sp
0-8: 72 sp
0-9: 90 sp
0-10: 110 sp

Intelligence now has a strict value according to skill points it gives, so 1INT:1sp.
This would mean that tagged skills go up quickly, while untagged skills take a long time to go up.
This also means we can have a higher level cap without worrying that we'll max every skill out.
Cause with 10INt it still requires 11 levels to get an untagged skill from 0 to 10.
This also means that we don't get any odd numbers from the start, no 7 in Explosives or 12 in Speech just cause our Perception or Charisma is at 5 and 7.

I know it's a radical change, but this would make Intelligence a lot more vital, it would prevent us from being able to max everything out, it would mean we could get a higher level cap and it'd make skills actually do something for each increase.

Cause like I said, what exactly is the difference between 55 and 56 in Explosives?
Or how about Speech? It always have fixed values, so having 44 won't do crap.
With this it'd cut down pointless numbers to a more structured fix for skill levels.
6 in Science actaully means something now, as opposed to 67.

It's not perfect, possibly still have a few kinks to work out, but I think this would be better than the current system.
Not just cause of balance, not just cause of pointless miniscule variations, but because it'd change players priorities on things.
So that people might satisfy leaving Lockpick at 8 cause 9 requires way too many skill points for them as it's untagged.

Really simply version of this is Speech and Lockpick.

Speech 1 means you can use speech with dialogue that requires 1, 2 means 2 and so forth, no unnecessary numbers like 64 or 13.
Lockpick has (if we are using the minigame) 10 variations and 10 skill levels, not 5 variations and 100 skill levels.
If using a dice-roll then I suppose each door has a certan -% for it being unlocked and with each point you decrease the -%, so a easy door has originally -80% of being unlocked, but with Lockpick 1 the chance of success is increased by 20%, so at 4 in Lockpick you can get through easy doors without breaking a sweat.
Whereas a very hard lock has -250%, which means that with 10 your chance is 200% better, so you have 50% of getting through that lock with 10 in Lockpicking.


I doubt many will like this idea though because it's such a big change from the current formula.
It could give us better balance, higher level cap, make Intelligence worth a damn, make Tag Skills worth a damn and give each skill level a point, rather than just having a bunch of miniscule variables.

Just a pitch at the moment, might improve it later.
Just thought I'd share what I've been thinking about.



[edit]


Oh yeah, another thing that is good about this system is the defining of characters for roleplaying.
See, getting a tagged skill up to 10 is easy.
But getting a untagged skill is a complete drain in points.
So, it would give players an incentive to not just go for 10 in every skill, to max them out, but to define their characters more carefully.
Like, their tagged skills are at 10, they are specialists in that area.
But one players character has 7 in Lockpicking and 7 in Explosives, and has no desire to spend any more points on either of them becauase of the amount of points their require.
This would help the roleplaying aspect of it, his character is a specialist in Electronics, Energy Weapons and Hacking, a technician if you will, brilliant in each area.
But the character also has some knowledge in how to pick locks, he isn't the best in the world but he can get through a lot of locks.
He also isn't a demo-man but he has knowledge of how to handle explosives.
Ain't as good in either of those two fields as he is with his tagged skills, but he isn't bad at them either.

So it would give players an incentive to leave skills at a fitting area.
Or, a player can do this, get a lot of skills up to 5, which means they'll have general knowledge in everything, but they won't be a specialist in anything.

Dirt, stealing and evil things
Spoiler

Oh I got a great suggestion:

Dirt:
If a settlement has been up and running for 5+ years then why does it STILL have to be dirty?
I mean seriously, clean crap up Bethesdian, if the NCR has set up an outpost on the road to form a toll then why is it STILL dirty?
Cracks in the walls and asphalt can still be okay, but I'd like to see places be a bit more clean and fresh.
http://fc07.deviantart.net/fs71/f/2012/106/c/b/cleanliness_by_gabriel77cortez-d4weqrc.jpg

Stealing:
Also, please add more keys to NPC's and have more locks to places with things worth a damn in them.
Like, just for flavour material, it would have been nice if Trudy had had a couple of terminal entries on her computer which explained some recent things that has happened in Goodsprings prior to your arrival, then she could have had a holodisk with the password in her house in a locked desk, a desk which SHE has the key to.
Just saying, there should be things worth pickpocketing, keys, holodisks, audio logs, diaries and other things.

Evil:
I would like to be able to steal toys from children, to intimidate them to give me their toys, could be repeatable way to earn -karma. (That is if Karma HAS to be in Fallout 4)

I'd also like to be able to find scripted repeatable encounters in the wasteland, like a man and wife that is trying to find a settlement at which point I can tell them to go to a raider faction I'm friendly with insted.
Or to be able to go on raiding skirmishes with friendly raider factions.
I'd also like to be able to rob people, like, use iron sights on a person then hit E/A/X and then rob people without having to kill them.
And I doubt this would be included but it'd be interesting to be able to forcefully fornicate people too.

I simply want more ways to be, ahem, "evil" than just murderkilldeath.
User avatar
Nathan Barker
 
Posts: 3554
Joined: Sun Jun 10, 2007 5:55 am

Post » Fri May 04, 2012 5:04 am

Companions
Spoiler
Companions:

Have charisma determine how many companions we can get.

Have companions have interactive dialogue between each other and have some dialogue locked out until we advance in certain quests or go to certain areas or speak to certain people. (In order to have them always have "something" to say, I hated how I could deplete companion dialogue so easily in FNV)

Have at least a dozen (preferabely more) companions and have some that doesn't like each other. (Not every companion has to be a book of text but none of them should be just a line of text either, simply needs more companions for conflicting interests and morals to work.)

Have companions have their own morals, have each of them have ultimatums during certain quests, like if you want to help J instead of M your companion will tell you that he/she/it cannot believe you want to side with J and says that they'll leave if you side with them. (Companions have their own morals, they should stand by everything we do.)

Have certain companions be very strict with what they will equip. (Like Boone, he should've been more attached to his Hunting Rifle and refused to change to something else because of this sole connection he has to his past.)

Don't follow the same formula of 1 SM, 1 ghoul, 1 animal and 1 robot, switch it up a little, maybe 2 ghouls, 1 super mutants, 2 animals and no robot companions.
Just no more of that same formula, it's getting predictable and boring. It can very well still be a Fallout game without a robot or animal or super mutant companion.

Have certain companions have defects and specialized skills, like Cassidy, if you gave him Psycho or Jet he would suffer a heartattack and die.
It makes for more realism to not have everyone be in top shape.

And certain companions should have other skills to help you out, Arcade for example should have been able to hack computers for you, he should also have been able to perform First Aid and Doctor once a day if you've run out of stimpacks, hydra and doctors bags. I know there are companions perks, but those are always passive, I want active companion skills too.

SPECIAL
Spoiler
Change in SPECIAL:

Strength:
  • Each point in strength raises carry weight.
  • It increases Blade, Blunt and HtH damage too. Say a weapon has 5 in STR requirement, that means that it's damage presented will be the norm, now, if you have 6 in STR you get a 0.10x bonus in damage, meaning a weapon that requires 3 in STR req gets a whopping bonus of 0.70x in damage.
    It also works the other way, so if a weapon has 5 in STR req and you have 4 then you get -0.15x in damage.
  • Strength also affects the chance at which you can be knocked down, and also decides how much recoil a weapon will have if you meet the soft requirement for the weapon or above.
  • Determines how well you can climb.
Perception:
  • Perception affects your accurcy, the less you have the worse you'll shoot, the more you have the more of a bonus you'll get towards accurcy.
  • Perception also allows you to see traps better, meaning that if you don't meet the PER requirement to see the trap or don't have a sufficient Traps skill then the trap will be invisible to you until something trips it. (same with mines.)
  • At gas areas where the gas can be ignited will only show it's blurryness if you have 4> in PER.
  • PER allows you to notice of a food or drink item has been tampered with. (Survival also affects that.) ((This is mostly for certain quests.))
  • It decides at what distance enemies will show up.
  • If you have 2 or less in PER then everything from 70 meters away will be somewhat blurry. (If you have 1 or 2 in PER then glasses give x2 PER.)
Endurance:
  • How much your health will be through the entire game. (Base health is 50, each END give +15 HP) ((You no longer get any more HP from leveling up, the END you have will this time around actually be important.))
  • How fast action points generate
  • How much stamina you have for sprinting.
  • Poison and radiation resistance.
  • Chem addiction resistance.
Charisma:
  • Charisma affects Nerve stat for companions which determines how much they will follow orders and how strong they are.
  • It also affects the number of companions you can hire.
  • NPC's in the game follow a "personal rep" meter this time around, meaning that if you for example help that rancher guy in Novac to find out what is killing his brahmins and solve the quest then you get +20 personal rep with him and +10 with everyone else in the town.
    The personal rep will decide the NPC's attitude towards you, how big the reward will be, how much of a discount you'll get and of course; When a NPC will give you a quest. (Boone for example would not give you his personal quest until your rep is at 50 with him, meaning you have to solve other quests in the town before his open up.)
    But here is where charisma comes in. CHA decides the base personal rep with NPC's, 5 is neutral, 6 means +5 and 10 means +20 in initial person rep with all NPC's in the game, while 4 means -10 and 1 means -40.
    Personal rep is also affected by other things like what faction you've helped or messed with, how much you buy items from stores (not sell, but buy), if you're female or male, if you have six appeal, black widow, lady killer, confirmed bachelor and cherchez le femme. (Might also count towards other perks, like Tribal Wisdom will inherently give +5 personal rep with any and all tribals in the game upon selecting it.)
    Personal rep is a very cranky thing, you can be loved by the entire town but because you accidentally made a joke about the bartenders late wife he'll still hate you.
    So NPC's will remember things, not everything is in the collective factions anymore but their personal opinions about you. (Though Faction reputation will still exist and still have a large importance.)
    So Charisma helps out with giving you a nice boost to this.
    And with a mid-high level CHA perk you only get half as much negative personal rep from people when you do them ill.
Intelligence:
  • Intelligence affects how many skill points you receive from skill books.
  • It affects how much of a bonus you will receive from skill magazines and how long it will be.
  • It affects a lot more dialogue options.
  • It determines how many skill points you'll receive.
  • It also have effect on how whether other highly intelligent characters in the game will think of you. (Personal rep) If you have a low INT they will consider you a savage and won't bother discussing things with you.
Agility:
  • jumping height
  • jumping length
  • fall damage
  • reload speed
  • close combat attack speed
  • Total amount of action points.
Luck
  • Determines how often/seldom you will receive critical failures: getting knocked down, getting twice as long poison length, accidentally dropping a weapon, getting blocked despite high Blunt and STR, receiving critical hits et cetera.
  • Determines your luck on the gambling table.
  • Determines how successful you'll be when you try to smuggle something in without a high Deception skill.
  • Determines how lucky/unlucky you'll be at the operating table. (quest wise when NPC's can be healed Luck will affect your performance despite your skill, so with Luck 1 you might accidentally kill Caesar even with 100 Medicine. (Luck overpowers any skill your character may have, cause no matter how skilled she/he is Luck is cosmic, it doesn't care how skilled you are, you have bad luck then bad things will happen to you.)
  • 1 Luck means you have a 0.1% chance to choke on an edible item and die.
  • Luck affects how successful your sneak attempt will be. (With a bad luck the logical conclusion is that a top ninja could still mess up despite his training.)
  • Just a veeeery little thing but: it affects how often NPC's will accidentally give you a bit more in quest reward due to them counting wrong. (High luck) Might just be 6 stimpacks when you were suppose to only get 5, or it might be 50 caps extra because the quest giver overlooked how much money he actually had at hand.
Overall it means that with a bad luck the game will curbstomp you, and with good luck it will pleasure you. (Does not mean it's insta-win by any means, just means you'll be more lucky here and there.)

Skills
Spoiler
This is the skill list I would like to see for Fallout 4.

01. Blade
02. Blunt
03. Hand to Hand

04. Guns
05. Chemical Weapons

06. Explosives
07. Energy Weapons

08. Persuasion
09. Deception
10. Barter

11. Gambling (Only if gambling minigames are removed)
12. Chemistry (Primarily crafting but has other uses too.)
13. Mechanics (cosmetic change from Repair (Includes some aspect of Science as well))

14. Pilot (Only if Vehicles are present.)
15. Electronics
16. Medicine

17. Survival
18. Outdoorsman (Only if a map node system is in place with world travel)
19. Hacking
20. Lockpicking

21. Steal
22. Sneak
23. Traps (Only if there is a good amount of traps and we can craft and use our own.)
24. Armorer

Now let me explain them.

1. While swords (fencing) and knifes are different combat styles I'd rather not make a long list too long, but bladed weapons and blunt weapons function differently.
Blunt weapons use brute force to crush the enemy, while bladed weapons, which are mostly knifes, aren't really a strong suit for someone to charge a deathclaw with.
So Blade is mostly the stealth skill, an assassin skill, but there "are" weapons that are of more impact that you can use like swords, machetes and fire axes but they are harder to find. Spears go in this skill too, they function completely different but again, the skill list is already long, better to just throw them in here. Thrown spears on the other hand are governed by the Throwing skill.

Bladed weapons have faster attack rate, has more frequent criticals, do more sneak critical damage and can cause bleed effects which drain the life of the enemy.

Bladed weapons are powered by Agility, along with Sneak, the higher the Agility is the better you sneak, the better you sneak the more common the sneak attacks will be.
It also affects attack speed directly, so if push comes to shove having high agility can make up for the lack of damage if you have to fight an enemy toe to toe.
Again, blades are primarily meant to be used as stealthy weapons, it "can" be used as brute force too (fireaxe for example.) but they are meant to be exploited for their criticals.

2. Blunt, the omega to it's alpha, the straight forward brute skill, heavier, louder, stronger, while Blade weapons have a greater critical chance, critical damage and a bleed effect the Blunt skill's weapons are high DAM but slower and not very suitable for sneaky kills.

Blunt weapons are slower but does more damage, they don't have a lot of criticals or especially high critical damage but they make up for it by being able to knock back enemies, knock them unconscious, break through defensive stance (well, not if you have a tire iron but a super sledge is gonna break through just about anything.) and cause much higher limb damage. Blunt weapons also cause severe damage towards equipment, each hit causes 30% of your dealt damage towards the equipment attacked. (This means that if the enemy's armor has 200 item hp, and your weapon does 20 damage, then 6damage is caused to the item hp. If you used a weapond that dealt 60 damage then 18 item hp would be gone. Remember that most armors and weapons are pretty deteriorated so hitting the enemy three times with a 60 damage weapon means 54 item hp will be gone.)
((This is meant so that the Blunt class don't became too OP, cause while it can cause knockdowns, knockbacks, cripples and break through enemy defense and has great damage, it also trashes just about anything you attack, so if you accidentally hit the enemy's Trail Carbine then it's gonna be pretty broken.)

Blunt weapons are powered purely by Strength, the more strength you have the greater the damage is and the more likely the benefits are to happen.

3. Basically Unarmed with a name change, think it freshens it up a little. It's core design is the same but it would be nice with more combat moves and to be able to kick like in the old games. (And kick down doors as well. )

4. Like in New Vegas.

5. Chemical Weapons, this weapon skill includes all fire based weapons chemical weapons, fire included, Flame Gun, Flame Rifle, Flamer, Incinerator, Incendiary Grenade et cetera.
It should be it's own skill because fire based weapons does not fit in any other skill (Except incendiary grenade).
If you build in this skill you will have it easier and have it harder, the damage of the weapons is quite large but the problem is their ammo consumption.
They're also "rare'ish". You can get the Flame Gun easily of course but the rest is a lot harder to come by.

6. Like in New Vegas?

7. Like in New Vegas.

8/9. Why the split of Speech? Because they're both different. Persuasion means you know how to persuade people it has a lot more dialogue options than deception does, but deception governs the success rate of disguising yourself, the game should of course need more infiltration missions in order for disguises to be more of use.
Anyway, just cause you're a smooth talker don't mean you have a poker face, they're both different, and should be split so.
Deception also means you know where to hide stuff on yourself and not making them "stand out" and can smuggle items.

10. Should be expanded upon, allow us to barter more deals through dialogue, some speech options in New Vegas could honestly have been used as Barter options.

11. I think that Gambling should be reinstated and that the minigames should be removed, I hate the minigames, if I want to play black jack I'll go online and find a game to play. Gambling should be based on character skill, not player skill, so yes, back with Gambling.

12. Chemistry is a crafting skill primarily, with this one you know how to craft various drugs, poisons, acids and other items.
Chemistry should also have it's quest and event sequences, maybe there's some mold on a beam supporting a house and your character figures out that he can use chemical component #42 and apply it to the mold which creates acid and therefor eats away at the beam, collapsing the house. (Dunno how this would work or if it even could work but yknow, have certain moments where a high Chemistry skill can come in handy.)

13. Mechanics is a renamed Repair, functions basically the same way, it has a bit of Science in it as well, but mostly it's a cosmetic change.
Well, that is IF we have vehicles. If we do have vehicles in FO4 then this skill will come in handy for repairing vehicles and sabotaging others.

14. Pilot, well... Vehicles, if they're in the game then the Pilot skill determines how good your character is at steering the vehicle and how far he can jump with it and other things. (I'm not very interested in cars so I don't know what a good driver can do with a car really.)

15. Electronics can be used for crafting various electronic items like shock batons, cattle prods, electronic lockpicks and mashing down certain items into scrap electronics. It can also be used to recharge drained cells. You can cut the power of places with this and turn off any lights, terminals, alarms, forcefields and turrets that were connected to it (Not every place will become blacked out, some places have back up generators for alarms and turrets.) And of course a lot of quests can be solved by using it, like sabotaging any electricity powered things.
You can also, depending on how high your skill is, turn off any robots and turrets and then with Hacking convert them to fight for you. Though converted robots don't get any +damage or +health from the conversion. They can be repaired with Mechanics and scrap metal/electronics.

16. Medicine... I'd rather have First Aid and Doctor back but there are already so many skills on here.

17/18. If we have a map node system with random encounters then this skill will function just like in the old games, I don't know if these two should be merged or not though, merging them could make Survival too useful but leaving them as separate could make Outdoorsman feel hollow.

19. Hacking, what it sounds like, you can hack any computer interface with a deep coded lock.

20. Lockpicking needs a new minigame system and an option to make it dicerolled, otherwise it's basically the same as before.

21. Steal, I think that Steal should be brought back, but if brought back then there should be a lot more moments where can steal something of value.
Not necessarily of $ value but rather quest value, say someone has a key on himself, you could either disguise yourself with Deception and say you're a new high ranking officer, you could use Electronics to turn off the lights by cutting some wires and have him lured to the wires trying to fix it and shocking himself unconseaus(???) you could smooth talk him with Persuasion or you could use the Steal skill to take it from him.
If you are sent to jail for a little while at some place you could steal the guards key when he's making his rounds, or you could steal back any confiscated stolen items by stealing the key from another guard and steal back the confiscated goods.
You could pay a hefty sum of money to get in at some place and then steal back the money, or you could steal the ammo from the guard and engage a fight with him causing him to either retreat or fight with his bare hands.
It could be a very very valuable skill.

22. Sneak only means you're great at keeping yourself undetected, it does NOT mean you're a great thief and it does NOT you know how to conceal items better.
Just means your footsteps are that of a mouse and you blend in with the darkness, mainly for getting around undetected and to silently kill things.
This means you can still be successful with the Steal skill even if you are detected by someone, as long as you're not completely detected by the one you're stealing from.

23. And finally, Traps, first off, traps should be more deadly, secondly, there should be more of them, ranging from a huge log chained to the ceiling to an alarmed door.
So for the skill to be worth it let there be more traps, hell, let there be moments (not a lot) were you can't even continue further in a building until you've disarmed the trap.
You can also create traps of your own, and yes, they are very deadly.

24. Armorer, used for crafting new armors and for reinforcing old ones and generally maintaining armors, this means that Mechanics/Repair does NOT repair armors, it's all decided on this skill. So if you have a low Armorer but high Mechanics/Repair then you'll be crap at repairing armors but great at repairing weapons.
The better armor you have the easier to repair armors it is, and you can also choose to further upgrade your own gear a lot of times and even craft new combat armor from cheap materials to sell for a high price.


Skill cap should be 200. (I'd rather have it at 300 though.)


Note:
Take a locked door, you want to open it:
With Strength you can bash it down, though the sound of the door breaking will make any NPC in the nearest 30 meters come looking for what it was. (Can only be done to wooden doors)
With Lockpick you can pick the door or container with no NPC awareness penalty.
With Explosives you can blow up the door though any container you blow the lock off has the chance of the item becoming destroyed. This will alert any NPC's in 70 meters. (You can only use C4 and Time-Bombs to blow open a lock, C4 is expensive and Time-Bombs are timerequireing to craft.)
With Chemistry you can craft different acids, all with different strengths, some able to chewing through Very Hard and some only being able to handle measly Very Easy locks, this will cause a smell that make any NPC's in 20 meters come looking for the source of the smell. (There is a delay to it.) ((Acids have to be crafted and the better ones are harder to get the materials for.))

Lockpick remains the best solution, Explosives is expensive and can damage the items inside container and draw everyone's attention, Strength cannot be relied on for every kind of door, only wooden ones and Acid is very hard to craft the better acids with, so a lot of time has to be spent hunting for materials.
So while other things can be used to pick locks it still remains as the alpha solution.

Options!

Extra note:
By removing Gambling Pilot, Outdoorsman and Traps it would end up being:

01. Blade
02. Blunt
03. Hand to Hand

04. Guns
05. Chemical Weapons
06. Explosives
07. Energy Weapons

08. Persuasion
09. Deception
10. Barter

11. Chemistry (Primarily crafting but has other uses too.)
12. Mechanics (cosmetic change from Repair (Includes some aspect of Science as well))
13. Electronics
14. Armorer

15. Medicine
16. Survival
17. Hacking

18. Lockpicking
19. Steal
20. Sneak

Pilot, Gambling, Outdoorsman and Traps only works if the game is designed a specific way, so they are less likely to happen.
Gonna suggest a new skill list:

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

Races
Spoiler
Let us choose what race to be in Fallout 4.

Start out with:
* Wastelander > Prime Normal (race trait)
* Super Mutant > Nightkin (race trait)
* Android

* Ghoul
* Trog

Android (UnDeCafIndeed + Gabriel)
Pro's
- Base HP (before endurance effect) x1.5
- Double effects from endurance
- +1 to Str, End and Per (changed my mind with the perception)
- +5 initial DT
- Does not require SLP/FOD/H2O
- +2 to detecting enemies on radar (10 real PER = 12 PER for the detecting enemies)
- Unique perks exclusive to Androids
- Immune to radiation and poison

Con's
- Base skillpoint gain halved (if the formula is 10+(intx0.5), it would be 5+(intx0.5) for androids)
- Perks one level later than others (if normal rate is 1:2, for android it'd be 1:3)
- -2 to max int and cha
- When lit on fire, it lasts twice aslong as with others, though fire does not do more damage than normally
- Does require ENRG and SYN
- Pulse or Tesla or Shock weapons inflict twice as much damage on Androids.
- Harder to heal oneself due to very expensive mechanics NPC's and expensive healing items.
- Harder to find healing supplies, those one does find (scrap metal/electronics) does very little to heal oneself
- Very reliant on Electronics and Mechanics which means Android players might have a slightly/heavily limited amount of skills.



Wastelander
Pro's
* Bonus to initial reaction from humans.

Con's
* Initial reaction from mutants and ghouls halved.

Wastelanders have no greater pro's nor con's over the other races, they are the default race, basically, they are the SPECIAL 5.5.5.5.5.5.5.
The race with the most freedom but also with the least bonuses and penalties.

Prime Normal trait tweaks:
Pro's
* +1 INT
* +1 CHA
* Persuasion, Deception, Barter, Electronics, Mechanics and hacking gain x1.5 (This meanas that with this race trait and the normal trait Good Natured you can get a massive head start on support skills with the extreme drawback to combat skills.)

Con's
* Endurance effects with +% to rad and poison resistance is halved.
* All combat skills are decreased by x1.5

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


Super Mutant
Pro's
* Base health x2.5 (Base health is 100 in FO3 and NV so it's 250 for Super Mutants.)
* +5 to min STR (6 is the lowest, can't go lower than that. (How much sense would it make for a super mutant with 3 in strength?)
* x1.5 damage with all blunt weapons and Hand to Hand weapons.
* x1.5 reloading speed and equipment speed with big weapons (minigun, flamer, gatling laser)
* Immunity to Radiation and +30% poison resistance.
* +10% damage resistance against laser, explosives, bullets and fire.

Con's
* -4 to max INT
* -3 to max CHA
* Due to prejudice Super Mutants get less initial Reaction from humans.
* Cannot use the small weapons. (SMG's, pistols, revolvers, sawn off shotguns et cetera.)
* Has the least amount of armors in the game.

Nightkin trait tweaks: (Sebor13 + Gabriel)
Pro's
* Stealthboys last twice as long and can be used two times before depletion. (Perk later on can allow to recharge depleted stealthboys.)
* Have a greater chance to find stealthboys in random container spawns.
* x2.0 sneak. (If base sneak with tagged is 30 then it becomes 60)
* +1 min AGI

Con's
* health is x1.5 (in comparison to regular super mutant)
* +3 to min STR (in comparison to regular super mutant)
* -2 CHA for super mutant NPC's. (Due to the schizophrenia.)
* You occasionally hear whispers and enemy voices and can see random red dots pop up on the compass while there is nothing there. (Craziness.)
* Friendly NPC's can also show up as hostile dots on the radar.



Ghoul (UnDeCafIndeed + Gabriel)
Pro's
* Each tagged skill earns 2.5 more skill points than for other races. (Ghouls have after all lived for a very very long time.) (So if base is 15 then it means 37 per tagged skill)
* Machines that use "detect life" scanners cannot see them. (Thanks to Broken Steel that made ghouls have 0% body heat...)
* Gain exclusive perks surrounding radiation bonuses. (Healing crippled limbs, storing radiation, unleashing a radiation cloud like Glowing Ones can, stuff like that.) (Hell, every race except for Wastelanders and Prime Normals should get exclusive perks for their races.)
* 100% radiation resistance.
* Radiation heals over time (slowly). (Both health and crippled limbs.)
* Kinsman ability, feral ghouls and aggressive SM's are more likely to leave the player alone if not provoked (not being friendly, just having a possibility to be less agressive and ignore the player).
* Bonus to initial reaction for non-feral ghouls, neutral/friendly SM's and human ghoulsympathisers (excluding characters with set mindsets).

Con's
* Cannot wear heavy armor or power armor.
* -1 to Charisma (I saw that thing on Arcanum about "beauty" and I think that would suit ghouls better but since we only have Charisma I guess this'll have to do.)
* -1 to Agility. (They aren't exactly the best gymnastics, they'd probably lose a limb if entering the OS. )
* -2 to max Endurance.
* No natural DT or DR.
* +15% recieved damage.
* (those two due to skin and flesh conition)
* Initial reaction from humans halved (other than ghoulsympathisers).
* Slower movement than humans.
* Highest STR is 7, which means bye bye to all Heavy Weapons.


Troglodyte
Pro's
* +5 DT (due to their thick skin
* Sees better in dark areas
* x1.5 to Traps, Survival skills
* x1.5 to base health
* +2 to min END
* x3.0 to END effects. (Radiation and poison resistance.)
* Gain no penalties to any races initial reactions, Trogs are neutral with all other races. (Ferals and krazies can still attack them but are not "as" likely to do so.)

Con's
* Takes longer time to adjust to bright areas when leaving a dark area
* -2 to max ITN
* -2 to max CHA
* -2 to max AGI
* Gains no bonuses to initial reactions.

Gonna add Sandmen

Sandmen

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

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

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

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

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

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


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

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

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

Unlootable Armors
Spoiler
Unlootable armor/clothing:
* If you explode the enemies head then their headgear is destroyed.
* If you shoot off an arm, leg or explode the entire body then the armor is destroyed too.
* If an enemies armor reaches 0 CND then it becomes broken beyond repair, so even if you don't chop off a limb the armor might still be unlootable.

This means that it's best to go for headshots and try to get as little "splatter" as possible.

No more health for leveling up
Spoiler
Here's a wild idea, how about having fixed player health?
No +hp per level.
The only way to get an increase in health is by taking Intense Training>Endurance, Lifegiver or getting an Endurance implant.
If they balance the enemies health, damage and armor around this fixed health then it could produce a more balanced combat.

So it's base health + ENDx#.
Say that base health is 50 and each END gives +5, this means that top health for a lvl 1 player is 100.
By getting Lifegiver we get +15 more health and by taking rank two we get +15 more.
The max amount of health is then 130 for the player character.

This means that armor is far more important than it was before and if balanced right then even regular small time raiders could become a challenge if the player isn't careful.
Right now I feel that END is pointless, it used to give more health per level the higher it was, now all it does is increase base health, so if it's gonna stay that way then remove the +hp per level and balance the game's combat around it.

(All weapon stats will of course have to be changed.)

Why I would like this is because I feel that humans should be humans, this doesn't necessarily mean realistic combat (headshot=instakill) but the player character should not be able to walk around like a god because he/she has 500% more health than the average human in the game.
So the player character can get better in his/her skills and get perks and traits (which a large amount of NPC's should have as well.) but we don't magically become a bullet sponge.

It's just that, how come we can walk around with a ridiculous amount of health while the NPC's don't get to?
I understand that with better Endurance we can withstand more damage, but how do we magically get this +health increase per level?
We should not be any better with health than other humans are.
Why should we? Cause we're the player character? Yeah, we've seen how balanced that turned out in FO3 and FONV.
It all depends on your and enemies END stat.
If an NPC has 8 END and a metal armor MK II it means that it's a tough son of a [censored].
If he wields a minigun then we should fear for out lives.

So say we find 5 raiders, three of them have END 6 while two have END 3.
Their health is: 80+80+80+65+65.
Your character has END 8, it's 90.
Total amount of health is 370 versus 90.
Depending on your equipment and theirs they can present a tremendous challenge.
The strength is in numbers, the more enemies you face the harder they will become.
Cause while facing one of them is reasonable since you both have the same amount of health facing 5 means their health tops yours.

Make combat more exciting by making all humans equal, all depending on what armor and END stat we/they have.

Only problem I see for this is those that "want" demi-god characters.
But yknow what?
If you want a demi-god then turn the difficulty down to Very Easy AKA Cakewalk.

Note: I know I can nerf myself, thing is, I shouldn't have to, the game should be balanced towards making a challenge to the player.
Extra Note: I know that this might seem unorthodox(Is this the right word?) for an RPG but what harm comes out of it? We can still improve our health if we wish to it's just that we don't get such an absurd health over other humans.
Third Note: Players are given health every tenth level. ENDx0.5hp. At level 40 the total amount of a 10 END character is +20hp. (if cap is at 50 then the total health a player can earn is 155. (Which is well over any human character. Still less than super mutants, trogs, deathclaws or giant radscorpions though.)

Disadvantages (Yay for self enforced perma-nerf)
Spoiler
Add Disadvantages to the character creation.
Disadvantages are strictly negative features for those of us who want to roleplay or gimp our characters permanently.
So if we think that we are too powerful then at our next character we can pick the Bad Health disadvantage which lowers our base health by half.
Or we could pick the Barely Stabilized disadvantage which removes any health given by level ups.
Giving enough variations of Disadvantages we can optimize the game more for our preference and us who want it to be harder can make it so by permanent gimps.
Those who does not wish to use these don't have to.
You can pick as many Disadvantages as you want.
Examples:
* Enemies give twice as much damage.
* Poisons are twice as lethal. Rank 2: Trice as lethal. Rank 3: Four times as lethal.
* Limbs have 50% less maximum health.
* Permanently cripple [limb]. 6 ranks.
* Enemies reload 20% faster. Rank 2: 40%.
* Enemies run 10% faster. Rank 2: 20%. Rank 3: 30%.
* Enemies attack 10% faster. Rank 2: 20%. Rank 3: 30%. Rank 4: 40%. Rank 5: 50%.
* Stimpacks heal slower on hardcoe Mode.
* Food Items no longer give health.
* Water no longer give health.
* Radiation intake it doubled. Rank 2: Trippled. Rank 3: quadrupled. (Base rad 2rads/1sec, rank 1: 4rads/1sec, rank 2: 6rads/sec, rank 3: 8rads/sec.)
* Healing items are more expensive to buy.
* Radaways are rarer to buy.
* Critical failure is more likely to happen. Rank 2: likelier (This is a real word?).

By giving us this new self imposed permanent gimp feature we can create our own balance in the game and tweak it the way we want to.
Sure, we're suppose to play the game according to the game's set rules, but if you as developers fail to create good rules to follow that are balanced then we who are on consoles are [censored] all out of luck, cause at least PC users can get mods to tweak their balance.
This new mechanic is needed for us who want to create our own balance on consoles and maybe even PC, for us who feels that the game isn't hard enough and want to make it harder.
Sure, I can choose to, in Vegas and FO3, to avoid buying the radaways, but it feels like I'm locking myself out of the games content.
I cannot play the game as I want to play it.
If I find radaways I want to be able to buy them without worrying about breaking the balance.
So how are these permanent gimps different?
Well, they're permanent, for us who are weak willed and are bad at imposing limitations on ourselves this is a great solution.
Cause once we create the character then the damage is done, no matter how much I want to find 200 radaways I simply won't be able to.
It's like a bandaid, imposing limitations on ourselves as it currently stand can be like pulling it off very slowly and then placing it back on the skin and slowly pulling it off again, it's annoying and slightly painful.
But these disadvantages are like pulling it clean off, once you've checked the ones you want and finish character creation then the changes has been made.
I for one am bad at imposing limitations on myself, when I find a new great weapon I want to be able to use it without having to worry about enemies becoming too easy to kill, so with Disadvantages I can check the box to make them have more health or DT or maybe lower my own damage by 10 to 50%.

I see no reason why this shouldn't be included.
Might take some coding and scripting to fix but once done it can really help people like me.
And if you don't like it, then you don't have to use it.
Win win in my eyes.

"But isn't like that now? If you don't want it to be unbalanced then don't use the good stuff?"
Yup, it is, but why shouldn't I be able to use the good stuff?
By including this new feature I can use the good stuff and still have it balanced.
I can choose to use any high level items, perks, armors, weapons, meds and chems I want to.
And if I checked a lot of Disadvantages at the start of the game then even though I use these high level stuff I can still have it balanced.

"But won't they have to balance the game towards these?"
No, they won't. The reason for these is to simply make it harder in a vast variety of ways for the player.
It's only there for us who think the base game is not balanced.
So they only have to focus on balancing the Vanilla in their own way and leave it up to us to balance it out in our way with Disadvantages later if we feel that it isn't balanced.

And I don't think that too much time and resources will be spent on this.
They're basically like perks, just the other way around.
Can't be too hard to design, code, script, blabla for professional developers right?

[edit]

You get to relocate your disadvantages at lvl 10, 20 and 30 (every 10 levels).
Cause in case one disadvantage didn't turn out the way you expected you can still relocate it later on.
Would be kinda bad if you gimp yourself on a couple of things then at lvl 13 figure out it did not turn out the way you intended it to and are now stuck with that character or have to restart your entire character.
So you will be able to respec Disadvantages but you won't be able to do it any time you want to, you get 4 chances, one at creation and 3 more at each 10 levels.

I do NOT want
Spoiler
So I've said tons of stuff I "want".
Time for stuff I absolutely do NOT want:

No Enclave as major faction, minor or like in New Vegas with remnants is fine.
No cover behind chest high wall mechanic unless it's completely optional. (Meaning I don't get shot dead four times over for not spurting from cover to cover.)
No automatic regeneration of health at the get go. Only allow that through perks and implants. And even then somewhat limited.
No linear game design a la FO3 where we're forced to join a faction we don't want to join.
No Liberty Prime or Oblivion ending where I don't get to do crap.

Don't continue the game past the ending, that's an Elder Scrolls thing, not a Fallout thing. Fallout needs to have lots and lots of ending sliders that tell the tale of the wasteland after we're done affecting it. Allowing us to continue will just devalue those ending sliders or the ending sliders will follow ES design and "not" change the world, which Fallout is all about; Changing the world. Unless it's an easter egg continuation like in Fallout 2.

No perk every level. And no perk every other level if the cap is higher than 30. Make it every third and make them more powerful instead.
No slow-mo feature, this isn't Max Payne.
No Matrix jumping around crap, this isn't Wet.
Don't merge Guns and EW, this isn't Elder Scrolls.
Do NOT allow us to get pregnant or have a child, a baby takes 9 months, this isn't Fable.

Don't allow us romance options in the game if the writing for that romance isn't loooooooong and very greatly written. (Long enough that it doesn't just "stop" like companions do after we've exhausted their dialogue options and personal quests.)

Don't allow us to buy shops here and there, this isn't Fable. Allow us to buy "maybe" ONE shop, and have another one where a guy wants to go into a partnership with you where he does all the paperwork and you do the more practical things.

No realistic health and headshots as default, have that in a [Realism Mode] or exclude it completely.
No bullet sponges.
No more "[Intelligence 8] So you fight the good fight with your voice?" *shudders*
No more super mutants that can be killed with a freaking hunting rifle.
No more 1 damage from a super mutant fist to the face.
No more level scaling.
No more dungeons every 40 meters.
No more generic Raiders, all groups in the game has to have a name and some lore building to them through notes, dialogue, quests and audio logs.
Don't merge Guns and Energy Weapons.
Don't do any marriage crap.

Healing and Drugs
Spoiler
Rework the healing and drugs system.

Drugs should take a couple of seconds to kick in, the stronger the drugs the faster and more effective they are. So a weak Psyho takes maybe 10 seconds to kick in and only does 15% extra damage. While a strong Psycho takes 3 seconds to kick in and has 30% extra damage.

Hydra and Healing Poultice should take longer to heal limbs but there should be a negative effect to them too, for 12 in game hours limbs take 50% extra damage. Cause right now they're far too powerful.
Addiction for Hydra and Healing Poultice makes the 50% extra damage permanent until you visit a doctor or use Fixer.

Fixer should have a % chance of removing addictions, the stronger the addiction the harder the % for a Fixer to fix it. Making doctors more viable choices but also more expensive.

Doctors Bag's should not instantly heal limbs, when using a doctors bag an ingame hour should pass.

Stimpaks and Super Stimpacks should have a max limit to how many can be taken like how potions in Oblivion could only be used a certain number of times.
It's based on the END stat, for 1stimpack:1END while 1SuperStimpak:2END.
When you reach this limit a message pops up telling you you can overdose if you take any more, for each additional stimpak you take the overdose chance is raised by 20%.
So if you reach the limit and take another stimpak it has a 20% chance to overdose you and the next has a 40% chance.

Healing Powders have no overdose or limit to their usage, making a high supply of them a great substitute.

Addictions should be more hurtful, making an addiction a pain in the ass to have, maybe additional effects to the -stats?
Like, Med-X can cause your max health to decrease or make more impervious(?) to pain (+damageonplayer).
And Steady can cause your accurcy to drop or your recoil to be more severe.
Super Stimpaks can cause head pains a higher chance to being knocked down and a max health drop.
Just make addictions something to fear more.

Healing items shouldn't be used for granted, they shouldn't be just positives, there needs to be a negative to them too so the the player doesn't rely on them too much and so they don't abuse drugs all the time.
Could also make Endurance's addiction resistance (5%:1END) and perks more useful.

New civilized humanoid ideas
Spoiler
Intelligent Mirelurks
Spoiler
Oh! I got it!
Okay, so I want Mirelurks to be intelligent and capable of interacting with humans on a civil level and hopefully spread out enough to be a big part of the franchise and I know how to make them intelligent!

Okay, so a breeding ground for mirelurks has been in a mentats production facility for over a century, these mirelurks has through generations of mutation along with the mentats effect grown capable of human intelligence.
They are not cavemen but they are not the avarage human either, they're something in between, intelligent but inexperienced with mechanics, electronics, trade and social standards.
Storylines could include racism towards them, them overpopulating their home and need to find other lakes and rivers to colonize, humans hunting them down for their meat and eggs, discrimination, maybe even interacial relationships and so on

It's not too farfetched to me, mirelurks has gone through heavy mutations and add in that a certain breed has had contact with mentats over generations of breeding and it could very well work.
Since they produce very rapidly as they lay eggs over carrying a fetus inside them for 9 months they could expand quickly if the choice of the player to tell their leader to colonize other lakes and rivers is made canon.

I really want a new civilized humanoid race to be part of Fallout, and I think Mirelurks could work. I'd rather have Trogs but if I can I'd like both.
Cause Super Mutants are dying out, and while new ghouls can be created they cannot procreate so they are eventually going to be a dying race as well unless they finally use Reservation from Van Buren.
So I think it's best to introduce new civilized races as early as possible and let them work out their differences with humans over the course of games while subtly killing off Super Mutants and possibly regular Ghouls.

Replies
http://www.gamesas.com/index.php?/topic/1243132-fallout-4-speculation-suggestions-and-ideas-41/page__view__findpost__p__18883677

Sandmen
Spoiler
Sandmen are sort like Desert Ghouls, they are like thin The Thing's, very cracked and tough skin, an inherent DT bonus and Agility disadvantage.
Their mutation came from the ghoulification, causing them to rapidly regenerate their lost tissue, but due to the constant exposure to the desert their skin stopped falling off and at some point started to layer over their scabs, causing a very cracked skin that is continuously layering itself with new tissue. Every couple of years they forcefully shed their scab-skin and start a new because it becomes too hard for them to move.

How about that? Sandmen is of course just a working title which I myself hate, sounds too Star Wars'y.

----

The Sandmen is just an appearnce I've had in mind for years, never really expanded on it, so their culture is not something I have thought of.
But I thought of another thing to add to their mutation, in Broken Steel ghouls apparently have no body heat, yes it's ridiculous but let's roll with it.
Sandmen hate that cold, so they thrive in the warmth of the sun and especially the deserts which is what caused them to spend so much time in the sun to alter their mutation in the first place.

Blood Men
Spoiler
Now Bloodmen, they work on that mentats idea I had.
Pre-war there was a facility that was working on making plants out of flesh, plants that would grow out of the ground and eat bacteria, flies, bugs and basically anything coming in contact with them but which would produce edible meat for protein. The plants are also blood red.
The experiment was to solve starvation issues in less fortunate countries and to provide a secure future for America in case overpopulation becomes such a trouble that cows and chickens cannot be produced fast enough.
When the bombs hit the plants slowly grew out of the facility and have slowly spread across an enourmoues(?) area.
Very early of the Great War a band of survivors found these plants and set up camp near them, they offered meat straight out of the ground which was such a comfort that they made a small town.
Over the course of one and a half century of eating these plants they have through generations been genetically altered themselves, they've lost contact with the outside world and devolved into a very basic tribe.
They are roughly the size of Lily in New Vegas, very muscular, blood red skin, pitch black hair, very fair faces.
They have very strong regenerative abilities. But. They are strict carnivores now. And because of their size they need to fill a certain quota of nurishment. This means not many of them leave their lands, and those that do rarely have pretty reputations. The ones that have been encountered outside of the blood lands are very unpredictable, if you travel with one of them and they get hungry it won't be too long before they panic, kill you and eat you. They simply don't know what to do when they get hungry. Due to this they are often causing problems in communities with brahmin herds, often being called demons because of their demonic appearance.

In the blood lands other animals have eaten these "plants" as well and mutated, becoming far more dangerous. The blood lands is not a place for the inexperienced, it's animals are often camoflauged and very dangerous when entering their territory.

One problem with these plants is that, they eat other plants, and they breathe too, so the air in blood lands are really thin.
And if left alone, these plants could potentially take over the world (in thousands of years maybe but still), they eradicate any other trace of life and leaves behind only a sea of mutant fleshy plants, if or when they take over the earth's land they will svck up all the air and leave the atmosphere completely drained.

It's a pitch of what I had in mind for Blood Men.

----

About fleshy plants, my idea was kinda with blood grass and those blood bush thingies from Oblivion, there are only 4 or 5 types of plants growing in blood lands so there aren't gonna be trees or anything like that.
The idea of their pitch blood red colour is simply for shock and awe artistic design wise. Imagine laying eyes on a sea of blood for the first time only to discover it's a mutated kind of plant.
Hell, since they feed off of contact they could drain health from you as you walk this land unless you have an armor type on with accompyning boots that prevent it.
So the reason for their pitch red is simply to shock the player, it'll look like a massive bloody mess has happened.
Changing the design could work but I dunno if it would give the same shocking impact and their natural colour is the cause for Blood Men to become demonic in their appearance.
Like, how if you eat carrots you turn yellow or if you eat tons and tons of tomatoes you turn red, the plants has one of those enzymes or whatever that will colour the person eating it if too much is ingested.

But they're both just pitch'es, they need work.
The design I had in mind for Bloodmen doesn't clash as well if the land isn't bloodred though.

(I'd rather the game uses a map node system, imagine loading a new node and then BAM! smack dab in an organic mess.)

The blood lands would of course have more to it than just "omygoshthelandiscoveredwithbloooood!", the Bloodmen know of what the plants curse is that they kill off other plants and can potentially kill the world so they salted the borders in order for the plants to not be able to set soil there and they keep out outsiders and prevent people from taking the plants with them.
A storyline could include people wanting to use these plants for food and doesn't care about thier so called "curse" as it's free food. They consider it a gift from the gods that should be spread freely.
But the Bloodmen knows that if it's distributed through trade then control over the blood plants would seize to exist and the end of the world above water would be drawn even closer.

----

2. Well they kinda breather a lot more than plants would and they produce no new oxygen which regular plants do, oxygen still gets through blood lands but in a lot more limited amount which could cause a -1 END until the player gets adjusted to the thin air.
And here's how I thought about it that say that there is a small circle that is blood land, now, say that cirle gets big enough for the air in the middle to be so thin that even the plants there cannot survive, then the borders would act like a giant wave continously swalloing everything in it's path whilst killing it's own plants as well.
Couple this with trading of the plants and it won't just be isolated to one area, no it could very well spread all over, killing every plant in it's path and draining the oxygen to such low levels a lot of the plant life dies out.
The end of the world could just be a prediction that the Blood Men has, doesn't mean it has to be true, but allowing the plant to breed freely can still be catastrophic. Besides, the Blood Men is a tribe, they have long since forgotten that the earth is round and that there are 5 continents (Or is it six?) They only know that there is land and that the plant is going to kill it if they lose control.

Reworked skill system.
Spoiler

Got an idea for a skill system with the point values which I think could be really useful.
See, when Lockpicking is 56, what does it mean really? I mean, we get something at 25, 50, 75 and 100, but in between there are just tiny variables.
Instead of having tiny variables based on a system that goes to 100 I think it could be better to change it to 10.

Now, point distribution would work differently.

For a tagged skill, going from 0 to 1 would require 1 skill point, and going from 1 to 2 would require 2 skill points, whereas from 0 to 2 requires 3 skill points.

So:
0-1: 1 sp
0-2: 3 sp
0-3: 6 sp
0-4: 10 sp
0-5: 15 sp
0-6: 21 sp
0-7: 28 sp
0-8: 36 sp
0-9: 45 sp
0-10: 55 sp

With untagged skills the values are higher though.


0-1: 2 sp
0-2: 6 sp
0-3: 12 sp
0-4: 20 sp
0-5: 30 sp
0-6: 42 sp
0-7: 56 sp
0-8: 72 sp
0-9: 90 sp
0-10: 110 sp

Intelligence now has a strict value according to skill points it gives, so 1INT:1sp.
This would mean that tagged skills go up quickly, while untagged skills take a long time to go up.
This also means we can have a higher level cap without worrying that we'll max every skill out.
Cause with 10INt it still requires 11 levels to get an untagged skill from 0 to 10.
This also means that we don't get any odd numbers from the start, no 7 in Explosives or 12 in Speech just cause our Perception or Charisma is at 5 and 7.

I know it's a radical change, but this would make Intelligence a lot more vital, it would prevent us from being able to max everything out, it would mean we could get a higher level cap and it'd make skills actually do something for each increase.

Cause like I said, what exactly is the difference between 55 and 56 in Explosives?
Or how about Speech? It always have fixed values, so having 44 won't do crap.
With this it'd cut down pointless numbers to a more structured fix for skill levels.
6 in Science actaully means something now, as opposed to 67.

It's not perfect, possibly still have a few kinks to work out, but I think this would be better than the current system.
Not just cause of balance, not just cause of pointless miniscule variations, but because it'd change players priorities on things.
So that people might satisfy leaving Lockpick at 8 cause 9 requires way too many skill points for them as it's untagged.

Really simply version of this is Speech and Lockpick.

Speech 1 means you can use speech with dialogue that requires 1, 2 means 2 and so forth, no unnecessary numbers like 64 or 13.
Lockpick has (if we are using the minigame) 10 variations and 10 skill levels, not 5 variations and 100 skill levels.
If using a dice-roll then I suppose each door has a certan -% for it being unlocked and with each point you decrease the -%, so a easy door has originally -80% of being unlocked, but with Lockpick 1 the chance of success is increased by 20%, so at 4 in Lockpick you can get through easy doors without breaking a sweat.
Whereas a very hard lock has -250%, which means that with 10 your chance is 200% better, so you have 50% of getting through that lock with 10 in Lockpicking.


I doubt many will like this idea though because it's such a big change from the current formula.
It could give us better balance, higher level cap, make Intelligence worth a damn, make Tag Skills worth a damn and give each skill level a point, rather than just having a bunch of miniscule variables.

Just a pitch at the moment, might improve it later.
Just thought I'd share what I've been thinking about.



[edit]


Oh yeah, another thing that is good about this system is the defining of characters for roleplaying.
See, getting a tagged skill up to 10 is easy.
But getting a untagged skill is a complete drain in points.
So, it would give players an incentive to not just go for 10 in every skill, to max them out, but to define their characters more carefully.
Like, their tagged skills are at 10, they are specialists in that area.
But one players character has 7 in Lockpicking and 7 in Explosives, and has no desire to spend any more points on either of them becauase of the amount of points their require.
This would help the roleplaying aspect of it, his character is a specialist in Electronics, Energy Weapons and Hacking, a technician if you will, brilliant in each area.
But the character also has some knowledge in how to pick locks, he isn't the best in the world but he can get through a lot of locks.
He also isn't a demo-man but he has knowledge of how to handle explosives.
Ain't as good in either of those two fields as he is with his tagged skills, but he isn't bad at them either.

So it would give players an incentive to leave skills at a fitting area.
Or, a player can do this, get a lot of skills up to 5, which means they'll have general knowledge in everything, but they won't be a specialist in anything.

Dirt and evil things
Spoiler

Oh I got a great suggestion:

If a settlement has been up and running for 5+ years then why does it STILL have to be dirty?
I mean seriously, clean crap up Bethesdian, if the NCR has set up an outpost on the road to form a toll then why is it STILL dirty?
Cracks in the walls and asphalt can still be okay, but I'd like to see places be a bit more clean and fresh.

Also, please add more keys to NPC's and have more locks to places with things worth a damn in them.
Like, just for flavour material, it would have been nice if Trudy had had a couple of terminal entries on her computer which explained some recent things that has happened in Goodsprings prior to your arrival, then she could have had a holodisk with the password in her house in a locked desk, a desk which SHE has the key to.
Just saying, there should be things worth pickpocketing, keys, holodisks, audio logs, diaries and other things.

I would like to be able to steal toys from children, to intimidate them to give me their toys, could be repeatable way to earn -karma. (That is if Karma HAS to be in Fallout 4)

I'd also like to be able to find scripted repeatable encounters in the wasteland, like a man and wife that is trying to find a settlement at which point I can tell them to go to a raider faction I'm friendly with insted.
Or to be able to go on raiding skirmishes with friendly raider factions.
I'd also like to be able to rob people, like, use iron sights on a person then hit E/A/X and then rob people without having to kill them.
And I doubt this would be included but it'd be interesting to be able to forcefully fornicate people too.

I simply want more ways to be, ahem, "evil" than just murderkilldeath.

I think you have some good ideas, i mean i personally do like having a "dungeon every 40 meters" but other than that i would have to agree with you on almost everything. I want different races besides human, more choosable major factions to side with, and different sort of crime and karma system. If youve ever played morrowind (third elder scrolls) its a very big content loaded game. I like that, theres always something to do, theres tons of unmarked locations, and they give you very little guidence with quests. I want it similar to that where you have this mysterious world that takes a VERY long time to fully explore and understand, and also enemies and weapons that are many levels ahead of you right from the begining of the game. I want more weapon and armor diversity and alot more quests than fallout 3
User avatar
yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Fri May 04, 2012 12:28 am

Companions
Spoiler
Companions:

Have charisma determine how many companions we can get.

Have companions have interactive dialogue between each other and have some dialogue locked out until we advance in certain quests or go to certain areas or speak to certain people. (In order to have them always have "something" to say, I hated how I could deplete companion dialogue so easily in FNV)

Have at least a dozen (preferabely more) companions and have some that doesn't like each other. (Not every companion has to be a book of text but none of them should be just a line of text either, simply needs more companions for conflicting interests and morals to work.)

Have companions have their own morals, have each of them have ultimatums during certain quests, like if you want to help J instead of M your companion will tell you that he/she/it cannot believe you want to side with J and says that they'll leave if you side with them. (Companions have their own morals, they should stand by everything we do.)

Have certain companions be very strict with what they will equip. (Like Boone, he should've been more attached to his Hunting Rifle and refused to change to something else because of this sole connection he has to his past.)

Don't follow the same formula of 1 SM, 1 ghoul, 1 animal and 1 robot, switch it up a little, maybe 2 ghouls, 1 super mutants, 2 animals and no robot companions.
Just no more of that same formula, it's getting predictable and boring. It can very well still be a Fallout game without a robot or animal or super mutant companion.

Have certain companions have defects and specialized skills, like Cassidy, if you gave him Psycho or Jet he would suffer a heartattack and die.
It makes for more realism to not have everyone be in top shape.

And certain companions should have other skills to help you out, Arcade for example should have been able to hack computers for you, he should also have been able to perform First Aid and Doctor once a day if you've run out of stimpacks, hydra and doctors bags. I know there are companions perks, but those are always passive, I want active companion skills too.

SPECIAL
Spoiler
Change in SPECIAL:

Strength:
  • Each point in strength raises carry weight.
  • It increases Blade, Blunt and HtH damage too. Say a weapon has 5 in STR requirement, that means that it's damage presented will be the norm, now, if you have 6 in STR you get a 0.10x bonus in damage, meaning a weapon that requires 3 in STR req gets a whopping bonus of 0.70x in damage.
    It also works the other way, so if a weapon has 5 in STR req and you have 4 then you get -0.15x in damage.
  • Strength also affects the chance at which you can be knocked down, and also decides how much recoil a weapon will have if you meet the soft requirement for the weapon or above.
  • Determines how well you can climb.
Perception:
  • Perception affects your accurcy, the less you have the worse you'll shoot, the more you have the more of a bonus you'll get towards accurcy.
  • Perception also allows you to see traps better, meaning that if you don't meet the PER requirement to see the trap or don't have a sufficient Traps skill then the trap will be invisible to you until something trips it. (same with mines.)
  • At gas areas where the gas can be ignited will only show it's blurryness if you have 4> in PER.
  • PER allows you to notice of a food or drink item has been tampered with. (Survival also affects that.) ((This is mostly for certain quests.))
  • It decides at what distance enemies will show up.
  • If you have 2 or less in PER then everything from 70 meters away will be somewhat blurry. (If you have 1 or 2 in PER then glasses give x2 PER.)
Endurance:
  • How much your health will be through the entire game. (Base health is 50, each END give +15 HP) ((You no longer get any more HP from leveling up, the END you have will this time around actually be important.))
  • How fast action points generate
  • How much stamina you have for sprinting.
  • Poison and radiation resistance.
  • Chem addiction resistance.
Charisma:
  • Charisma affects Nerve stat for companions which determines how much they will follow orders and how strong they are.
  • It also affects the number of companions you can hire.
  • NPC's in the game follow a "personal rep" meter this time around, meaning that if you for example help that rancher guy in Novac to find out what is killing his brahmins and solve the quest then you get +20 personal rep with him and +10 with everyone else in the town.
    The personal rep will decide the NPC's attitude towards you, how big the reward will be, how much of a discount you'll get and of course; When a NPC will give you a quest. (Boone for example would not give you his personal quest until your rep is at 50 with him, meaning you have to solve other quests in the town before his open up.)
    But here is where charisma comes in. CHA decides the base personal rep with NPC's, 5 is neutral, 6 means +5 and 10 means +20 in initial person rep with all NPC's in the game, while 4 means -10 and 1 means -40.
    Personal rep is also affected by other things like what faction you've helped or messed with, how much you buy items from stores (not sell, but buy), if you're female or male, if you have six appeal, black widow, lady killer, confirmed bachelor and cherchez le femme. (Might also count towards other perks, like Tribal Wisdom will inherently give +5 personal rep with any and all tribals in the game upon selecting it.)
    Personal rep is a very cranky thing, you can be loved by the entire town but because you accidentally made a joke about the bartenders late wife he'll still hate you.
    So NPC's will remember things, not everything is in the collective factions anymore but their personal opinions about you. (Though Faction reputation will still exist and still have a large importance.)
    So Charisma helps out with giving you a nice boost to this.
    And with a mid-high level CHA perk you only get half as much negative personal rep from people when you do them ill.
Intelligence:
  • Intelligence affects how many skill points you receive from skill books.
  • It affects how much of a bonus you will receive from skill magazines and how long it will be.
  • It affects a lot more dialogue options.
  • It determines how many skill points you'll receive.
  • It also have effect on how whether other highly intelligent characters in the game will think of you. (Personal rep) If you have a low INT they will consider you a savage and won't bother discussing things with you.
Agility:
  • jumping height
  • jumping length
  • fall damage
  • reload speed
  • close combat attack speed
  • Total amount of action points.
Luck
  • Determines how often/seldom you will receive critical failures: getting knocked down, getting twice as long poison length, accidentally dropping a weapon, getting blocked despite high Blunt and STR, receiving critical hits et cetera.
  • Determines your luck on the gambling table.
  • Determines how successful you'll be when you try to smuggle something in without a high Deception skill.
  • Determines how lucky/unlucky you'll be at the operating table. (quest wise when NPC's can be healed Luck will affect your performance despite your skill, so with Luck 1 you might accidentally kill Caesar even with 100 Medicine. (Luck overpowers any skill your character may have, cause no matter how skilled she/he is Luck is cosmic, it doesn't care how skilled you are, you have bad luck then bad things will happen to you.)
  • 1 Luck means you have a 0.1% chance to choke on an edible item and die.
  • Luck affects how successful your sneak attempt will be. (With a bad luck the logical conclusion is that a top ninja could still mess up despite his training.)
  • Just a veeeery little thing but: it affects how often NPC's will accidentally give you a bit more in quest reward due to them counting wrong. (High luck) Might just be 6 stimpacks when you were suppose to only get 5, or it might be 50 caps extra because the quest giver overlooked how much money he actually had at hand.
Overall it means that with a bad luck the game will curbstomp you, and with good luck it will pleasure you. (Does not mean it's insta-win by any means, just means you'll be more lucky here and there.)

Skills
Spoiler
This is the skill list I would like to see for Fallout 4.

01. Blade
02. Blunt
03. Hand to Hand

04. Guns
05. Chemical Weapons

06. Explosives
07. Energy Weapons

08. Persuasion
09. Deception
10. Barter

11. Gambling (Only if gambling minigames are removed)
12. Chemistry (Primarily crafting but has other uses too.)
13. Mechanics (cosmetic change from Repair (Includes some aspect of Science as well))

14. Pilot (Only if Vehicles are present.)
15. Electronics
16. Medicine

17. Survival
18. Outdoorsman (Only if a map node system is in place with world travel)
19. Hacking
20. Lockpicking

21. Steal
22. Sneak
23. Traps (Only if there is a good amount of traps and we can craft and use our own.)
24. Armorer

Now let me explain them.

1. While swords (fencing) and knifes are different combat styles I'd rather not make a long list too long, but bladed weapons and blunt weapons function differently.
Blunt weapons use brute force to crush the enemy, while bladed weapons, which are mostly knifes, aren't really a strong suit for someone to charge a deathclaw with.
So Blade is mostly the stealth skill, an assassin skill, but there "are" weapons that are of more impact that you can use like swords, machetes and fire axes but they are harder to find. Spears go in this skill too, they function completely different but again, the skill list is already long, better to just throw them in here. Thrown spears on the other hand are governed by the Throwing skill.

Bladed weapons have faster attack rate, has more frequent criticals, do more sneak critical damage and can cause bleed effects which drain the life of the enemy.

Bladed weapons are powered by Agility, along with Sneak, the higher the Agility is the better you sneak, the better you sneak the more common the sneak attacks will be.
It also affects attack speed directly, so if push comes to shove having high agility can make up for the lack of damage if you have to fight an enemy toe to toe.
Again, blades are primarily meant to be used as stealthy weapons, it "can" be used as brute force too (fireaxe for example.) but they are meant to be exploited for their criticals.

2. Blunt, the omega to it's alpha, the straight forward brute skill, heavier, louder, stronger, while Blade weapons have a greater critical chance, critical damage and a bleed effect the Blunt skill's weapons are high DAM but slower and not very suitable for sneaky kills.

Blunt weapons are slower but does more damage, they don't have a lot of criticals or especially high critical damage but they make up for it by being able to knock back enemies, knock them unconscious, break through defensive stance (well, not if you have a tire iron but a super sledge is gonna break through just about anything.) and cause much higher limb damage. Blunt weapons also cause severe damage towards equipment, each hit causes 30% of your dealt damage towards the equipment attacked. (This means that if the enemy's armor has 200 item hp, and your weapon does 20 damage, then 6damage is caused to the item hp. If you used a weapond that dealt 60 damage then 18 item hp would be gone. Remember that most armors and weapons are pretty deteriorated so hitting the enemy three times with a 60 damage weapon means 54 item hp will be gone.)
((This is meant so that the Blunt class don't became too OP, cause while it can cause knockdowns, knockbacks, cripples and break through enemy defense and has great damage, it also trashes just about anything you attack, so if you accidentally hit the enemy's Trail Carbine then it's gonna be pretty broken.)

Blunt weapons are powered purely by Strength, the more strength you have the greater the damage is and the more likely the benefits are to happen.

3. Basically Unarmed with a name change, think it freshens it up a little. It's core design is the same but it would be nice with more combat moves and to be able to kick like in the old games. (And kick down doors as well. )

4. Like in New Vegas.

5. Chemical Weapons, this weapon skill includes all fire based weapons chemical weapons, fire included, Flame Gun, Flame Rifle, Flamer, Incinerator, Incendiary Grenade et cetera.
It should be it's own skill because fire based weapons does not fit in any other skill (Except incendiary grenade).
If you build in this skill you will have it easier and have it harder, the damage of the weapons is quite large but the problem is their ammo consumption.
They're also "rare'ish". You can get the Flame Gun easily of course but the rest is a lot harder to come by.

6. Like in New Vegas?

7. Like in New Vegas.

8/9. Why the split of Speech? Because they're both different. Persuasion means you know how to persuade people it has a lot more dialogue options than deception does, but deception governs the success rate of disguising yourself, the game should of course need more infiltration missions in order for disguises to be more of use.
Anyway, just cause you're a smooth talker don't mean you have a poker face, they're both different, and should be split so.
Deception also means you know where to hide stuff on yourself and not making them "stand out" and can smuggle items.

10. Should be expanded upon, allow us to barter more deals through dialogue, some speech options in New Vegas could honestly have been used as Barter options.

11. I think that Gambling should be reinstated and that the minigames should be removed, I hate the minigames, if I want to play black jack I'll go online and find a game to play. Gambling should be based on character skill, not player skill, so yes, back with Gambling.

12. Chemistry is a crafting skill primarily, with this one you know how to craft various drugs, poisons, acids and other items.
Chemistry should also have it's quest and event sequences, maybe there's some mold on a beam supporting a house and your character figures out that he can use chemical component #42 and apply it to the mold which creates acid and therefor eats away at the beam, collapsing the house. (Dunno how this would work or if it even could work but yknow, have certain moments where a high Chemistry skill can come in handy.)

13. Mechanics is a renamed Repair, functions basically the same way, it has a bit of Science in it as well, but mostly it's a cosmetic change.
Well, that is IF we have vehicles. If we do have vehicles in FO4 then this skill will come in handy for repairing vehicles and sabotaging others.

14. Pilot, well... Vehicles, if they're in the game then the Pilot skill determines how good your character is at steering the vehicle and how far he can jump with it and other things. (I'm not very interested in cars so I don't know what a good driver can do with a car really.)

15. Electronics can be used for crafting various electronic items like shock batons, cattle prods, electronic lockpicks and mashing down certain items into scrap electronics. It can also be used to recharge drained cells. You can cut the power of places with this and turn off any lights, terminals, alarms, forcefields and turrets that were connected to it (Not every place will become blacked out, some places have back up generators for alarms and turrets.) And of course a lot of quests can be solved by using it, like sabotaging any electricity powered things.
You can also, depending on how high your skill is, turn off any robots and turrets and then with Hacking convert them to fight for you. Though converted robots don't get any +damage or +health from the conversion. They can be repaired with Mechanics and scrap metal/electronics.

16. Medicine... I'd rather have First Aid and Doctor back but there are already so many skills on here.

17/18. If we have a map node system with random encounters then this skill will function just like in the old games, I don't know if these two should be merged or not though, merging them could make Survival too useful but leaving them as separate could make Outdoorsman feel hollow.

19. Hacking, what it sounds like, you can hack any computer interface with a deep coded lock.

20. Lockpicking needs a new minigame system and an option to make it dicerolled, otherwise it's basically the same as before.

21. Steal, I think that Steal should be brought back, but if brought back then there should be a lot more moments where can steal something of value.
Not necessarily of $ value but rather quest value, say someone has a key on himself, you could either disguise yourself with Deception and say you're a new high ranking officer, you could use Electronics to turn off the lights by cutting some wires and have him lured to the wires trying to fix it and shocking himself unconseaus(???) you could smooth talk him with Persuasion or you could use the Steal skill to take it from him.
If you are sent to jail for a little while at some place you could steal the guards key when he's making his rounds, or you could steal back any confiscated stolen items by stealing the key from another guard and steal back the confiscated goods.
You could pay a hefty sum of money to get in at some place and then steal back the money, or you could steal the ammo from the guard and engage a fight with him causing him to either retreat or fight with his bare hands.
It could be a very very valuable skill.

22. Sneak only means you're great at keeping yourself undetected, it does NOT mean you're a great thief and it does NOT you know how to conceal items better.
Just means your footsteps are that of a mouse and you blend in with the darkness, mainly for getting around undetected and to silently kill things.
This means you can still be successful with the Steal skill even if you are detected by someone, as long as you're not completely detected by the one you're stealing from.

23. And finally, Traps, first off, traps should be more deadly, secondly, there should be more of them, ranging from a huge log chained to the ceiling to an alarmed door.
So for the skill to be worth it let there be more traps, hell, let there be moments (not a lot) were you can't even continue further in a building until you've disarmed the trap.
You can also create traps of your own, and yes, they are very deadly.

24. Armorer, used for crafting new armors and for reinforcing old ones and generally maintaining armors, this means that Mechanics/Repair does NOT repair armors, it's all decided on this skill. So if you have a low Armorer but high Mechanics/Repair then you'll be crap at repairing armors but great at repairing weapons.
The better armor you have the easier to repair armors it is, and you can also choose to further upgrade your own gear a lot of times and even craft new combat armor from cheap materials to sell for a high price.


Skill cap should be 200. (I'd rather have it at 300 though.)


Note:
Take a locked door, you want to open it:
With Strength you can bash it down, though the sound of the door breaking will make any NPC in the nearest 30 meters come looking for what it was. (Can only be done to wooden doors)
With Lockpick you can pick the door or container with no NPC awareness penalty.
With Explosives you can blow up the door though any container you blow the lock off has the chance of the item becoming destroyed. This will alert any NPC's in 70 meters. (You can only use C4 and Time-Bombs to blow open a lock, C4 is expensive and Time-Bombs are timerequireing to craft.)
With Chemistry you can craft different acids, all with different strengths, some able to chewing through Very Hard and some only being able to handle measly Very Easy locks, this will cause a smell that make any NPC's in 20 meters come looking for the source of the smell. (There is a delay to it.) ((Acids have to be crafted and the better ones are harder to get the materials for.))

Lockpick remains the best solution, Explosives is expensive and can damage the items inside container and draw everyone's attention, Strength cannot be relied on for every kind of door, only wooden ones and Acid is very hard to craft the better acids with, so a lot of time has to be spent hunting for materials.
So while other things can be used to pick locks it still remains as the alpha solution.

Options!

Extra note:
By removing Gambling Pilot, Outdoorsman and Traps it would end up being:

01. Blade
02. Blunt
03. Hand to Hand

04. Guns
05. Chemical Weapons
06. Explosives
07. Energy Weapons

08. Persuasion
09. Deception
10. Barter

11. Chemistry (Primarily crafting but has other uses too.)
12. Mechanics (cosmetic change from Repair (Includes some aspect of Science as well))
13. Electronics
14. Armorer

15. Medicine
16. Survival
17. Hacking

18. Lockpicking
19. Steal
20. Sneak

Pilot, Gambling, Outdoorsman and Traps only works if the game is designed a specific way, so they are less likely to happen.
Gonna suggest a new skill list:

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

Races
Spoiler
Let us choose what race to be in Fallout 4.

Start out with:
* Wastelander > Prime Normal (race trait)
* Super Mutant > Nightkin (race trait)
* Android

* Ghoul
* Trog

Android (UnDeCafIndeed + Gabriel)
Pro's
- Base HP (before endurance effect) x1.5
- Double effects from endurance
- +1 to Str, End and Per (changed my mind with the perception)
- +5 initial DT
- Does not require SLP/FOD/H2O
- +2 to detecting enemies on radar (10 real PER = 12 PER for the detecting enemies)
- Unique perks exclusive to Androids
- Immune to radiation and poison

Con's
- Base skillpoint gain halved (if the formula is 10+(intx0.5), it would be 5+(intx0.5) for androids)
- Perks one level later than others (if normal rate is 1:2, for android it'd be 1:3)
- -2 to max int and cha
- When lit on fire, it lasts twice aslong as with others, though fire does not do more damage than normally
- Does require ENRG and SYN
- Pulse or Tesla or Shock weapons inflict twice as much damage on Androids.
- Harder to heal oneself due to very expensive mechanics NPC's and expensive healing items.
- Harder to find healing supplies, those one does find (scrap metal/electronics) does very little to heal oneself
- Very reliant on Electronics and Mechanics which means Android players might have a slightly/heavily limited amount of skills.



Wastelander
Pro's
* Bonus to initial reaction from humans.

Con's
* Initial reaction from mutants and ghouls halved.

Wastelanders have no greater pro's nor con's over the other races, they are the default race, basically, they are the SPECIAL 5.5.5.5.5.5.5.
The race with the most freedom but also with the least bonuses and penalties.

Prime Normal trait tweaks:
Pro's
* +1 INT
* +1 CHA
* Persuasion, Deception, Barter, Electronics, Mechanics and hacking gain x1.5 (This meanas that with this race trait and the normal trait Good Natured you can get a massive head start on support skills with the extreme drawback to combat skills.)

Con's
* Endurance effects with +% to rad and poison resistance is halved.
* All combat skills are decreased by x1.5

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


Super Mutant
Pro's
* Base health x2.5 (Base health is 100 in FO3 and NV so it's 250 for Super Mutants.)
* +5 to min STR (6 is the lowest, can't go lower than that. (How much sense would it make for a super mutant with 3 in strength?)
* x1.5 damage with all blunt weapons and Hand to Hand weapons.
* x1.5 reloading speed and equipment speed with big weapons (minigun, flamer, gatling laser)
* Immunity to Radiation and +30% poison resistance.
* +10% damage resistance against laser, explosives, bullets and fire.

Con's
* -4 to max INT
* -3 to max CHA
* Due to prejudice Super Mutants get less initial Reaction from humans.
* Cannot use the small weapons. (SMG's, pistols, revolvers, sawn off shotguns et cetera.)
* Has the least amount of armors in the game.

Nightkin trait tweaks: (Sebor13 + Gabriel)
Pro's
* Stealthboys last twice as long and can be used two times before depletion. (Perk later on can allow to recharge depleted stealthboys.)
* Have a greater chance to find stealthboys in random container spawns.
* x2.0 sneak. (If base sneak with tagged is 30 then it becomes 60)
* +1 min AGI

Con's
* health is x1.5 (in comparison to regular super mutant)
* +3 to min STR (in comparison to regular super mutant)
* -2 CHA for super mutant NPC's. (Due to the schizophrenia.)
* You occasionally hear whispers and enemy voices and can see random red dots pop up on the compass while there is nothing there. (Craziness.)
* Friendly NPC's can also show up as hostile dots on the radar.



Ghoul (UnDeCafIndeed + Gabriel)
Pro's
* Each tagged skill earns 2.5 more skill points than for other races. (Ghouls have after all lived for a very very long time.) (So if base is 15 then it means 37 per tagged skill)
* Machines that use "detect life" scanners cannot see them. (Thanks to Broken Steel that made ghouls have 0% body heat...)
* Gain exclusive perks surrounding radiation bonuses. (Healing crippled limbs, storing radiation, unleashing a radiation cloud like Glowing Ones can, stuff like that.) (Hell, every race except for Wastelanders and Prime Normals should get exclusive perks for their races.)
* 100% radiation resistance.
* Radiation heals over time (slowly). (Both health and crippled limbs.)
* Kinsman ability, feral ghouls and aggressive SM's are more likely to leave the player alone if not provoked (not being friendly, just having a possibility to be less agressive and ignore the player).
* Bonus to initial reaction for non-feral ghouls, neutral/friendly SM's and human ghoulsympathisers (excluding characters with set mindsets).

Con's
* Cannot wear heavy armor or power armor.
* -1 to Charisma (I saw that thing on Arcanum about "beauty" and I think that would suit ghouls better but since we only have Charisma I guess this'll have to do.)
* -1 to Agility. (They aren't exactly the best gymnastics, they'd probably lose a limb if entering the OS. )
* -2 to max Endurance.
* No natural DT or DR.
* +15% recieved damage.
* (those two due to skin and flesh conition)
* Initial reaction from humans halved (other than ghoulsympathisers).
* Slower movement than humans.
* Highest STR is 7, which means bye bye to all Heavy Weapons.


Troglodyte
Pro's
* +5 DT (due to their thick skin
* Sees better in dark areas
* x1.5 to Traps, Survival skills
* x1.5 to base health
* +2 to min END
* x3.0 to END effects. (Radiation and poison resistance.)
* Gain no penalties to any races initial reactions, Trogs are neutral with all other races. (Ferals and krazies can still attack them but are not "as" likely to do so.)

Con's
* Takes longer time to adjust to bright areas when leaving a dark area
* -2 to max ITN
* -2 to max CHA
* -2 to max AGI
* Gains no bonuses to initial reactions.

Gonna add Sandmen

Sandmen

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

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

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

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

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

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


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

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

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

Unlootable Armors
Spoiler
Unlootable armor/clothing:
* If you explode the enemies head then their headgear is destroyed.
* If you shoot off an arm, leg or explode the entire body then the armor is destroyed too.
* If an enemies armor reaches 0 CND then it becomes broken beyond repair, so even if you don't chop off a limb the armor might still be unlootable.

This means that it's best to go for headshots and try to get as little "splatter" as possible.

No more health for leveling up
Spoiler
Here's a wild idea, how about having fixed player health?
No +hp per level.
The only way to get an increase in health is by taking Intense Training>Endurance, Lifegiver or getting an Endurance implant.
If they balance the enemies health, damage and armor around this fixed health then it could produce a more balanced combat.

So it's base health + ENDx#.
Say that base health is 50 and each END gives +5, this means that top health for a lvl 1 player is 100.
By getting Lifegiver we get +15 more health and by taking rank two we get +15 more.
The max amount of health is then 130 for the player character.

This means that armor is far more important than it was before and if balanced right then even regular small time raiders could become a challenge if the player isn't careful.
Right now I feel that END is pointless, it used to give more health per level the higher it was, now all it does is increase base health, so if it's gonna stay that way then remove the +hp per level and balance the game's combat around it.

(All weapon stats will of course have to be changed.)

Why I would like this is because I feel that humans should be humans, this doesn't necessarily mean realistic combat (headshot=instakill) but the player character should not be able to walk around like a god because he/she has 500% more health than the average human in the game.
So the player character can get better in his/her skills and get perks and traits (which a large amount of NPC's should have as well.) but we don't magically become a bullet sponge.

It's just that, how come we can walk around with a ridiculous amount of health while the NPC's don't get to?
I understand that with better Endurance we can withstand more damage, but how do we magically get this +health increase per level?
We should not be any better with health than other humans are.
Why should we? Cause we're the player character? Yeah, we've seen how balanced that turned out in FO3 and FONV.
It all depends on your and enemies END stat.
If an NPC has 8 END and a metal armor MK II it means that it's a tough son of a [censored].
If he wields a minigun then we should fear for out lives.

So say we find 5 raiders, three of them have END 6 while two have END 3.
Their health is: 80+80+80+65+65.
Your character has END 8, it's 90.
Total amount of health is 370 versus 90.
Depending on your equipment and theirs they can present a tremendous challenge.
The strength is in numbers, the more enemies you face the harder they will become.
Cause while facing one of them is reasonable since you both have the same amount of health facing 5 means their health tops yours.

Make combat more exciting by making all humans equal, all depending on what armor and END stat we/they have.

Only problem I see for this is those that "want" demi-god characters.
But yknow what?
If you want a demi-god then turn the difficulty down to Very Easy AKA Cakewalk.

Note: I know I can nerf myself, thing is, I shouldn't have to, the game should be balanced towards making a challenge to the player.
Extra Note: I know that this might seem unorthodox(Is this the right word?) for an RPG but what harm comes out of it? We can still improve our health if we wish to it's just that we don't get such an absurd health over other humans.
Third Note: Players are given health every tenth level. ENDx0.5hp. At level 40 the total amount of a 10 END character is +20hp. (if cap is at 50 then the total health a player can earn is 155. (Which is well over any human character. Still less than super mutants, trogs, deathclaws or giant radscorpions though.)

Disadvantages (Yay for self enforced perma-nerf)
Spoiler
Add Disadvantages to the character creation.
Disadvantages are strictly negative features for those of us who want to roleplay or gimp our characters permanently.
So if we think that we are too powerful then at our next character we can pick the Bad Health disadvantage which lowers our base health by half.
Or we could pick the Barely Stabilized disadvantage which removes any health given by level ups.
Giving enough variations of Disadvantages we can optimize the game more for our preference and us who want it to be harder can make it so by permanent gimps.
Those who does not wish to use these don't have to.
You can pick as many Disadvantages as you want.
Examples:
* Enemies give twice as much damage.
* Poisons are twice as lethal. Rank 2: Trice as lethal. Rank 3: Four times as lethal.
* Limbs have 50% less maximum health.
* Permanently cripple [limb]. 6 ranks.
* Enemies reload 20% faster. Rank 2: 40%.
* Enemies run 10% faster. Rank 2: 20%. Rank 3: 30%.
* Enemies attack 10% faster. Rank 2: 20%. Rank 3: 30%. Rank 4: 40%. Rank 5: 50%.
* Stimpacks heal slower on hardcoe Mode.
* Food Items no longer give health.
* Water no longer give health.
* Radiation intake it doubled. Rank 2: Trippled. Rank 3: quadrupled. (Base rad 2rads/1sec, rank 1: 4rads/1sec, rank 2: 6rads/sec, rank 3: 8rads/sec.)
* Healing items are more expensive to buy.
* Radaways are rarer to buy.
* Critical failure is more likely to happen. Rank 2: likelier (This is a real word?).

By giving us this new self imposed permanent gimp feature we can create our own balance in the game and tweak it the way we want to.
Sure, we're suppose to play the game according to the game's set rules, but if you as developers fail to create good rules to follow that are balanced then we who are on consoles are [censored] all out of luck, cause at least PC users can get mods to tweak their balance.
This new mechanic is needed for us who want to create our own balance on consoles and maybe even PC, for us who feels that the game isn't hard enough and want to make it harder.
Sure, I can choose to, in Vegas and FO3, to avoid buying the radaways, but it feels like I'm locking myself out of the games content.
I cannot play the game as I want to play it.
If I find radaways I want to be able to buy them without worrying about breaking the balance.
So how are these permanent gimps different?
Well, they're permanent, for us who are weak willed and are bad at imposing limitations on ourselves this is a great solution.
Cause once we create the character then the damage is done, no matter how much I want to find 200 radaways I simply won't be able to.
It's like a bandaid, imposing limitations on ourselves as it currently stand can be like pulling it off very slowly and then placing it back on the skin and slowly pulling it off again, it's annoying and slightly painful.
But these disadvantages are like pulling it clean off, once you've checked the ones you want and finish character creation then the changes has been made.
I for one am bad at imposing limitations on myself, when I find a new great weapon I want to be able to use it without having to worry about enemies becoming too easy to kill, so with Disadvantages I can check the box to make them have more health or DT or maybe lower my own damage by 10 to 50%.

I see no reason why this shouldn't be included.
Might take some coding and scripting to fix but once done it can really help people like me.
And if you don't like it, then you don't have to use it.
Win win in my eyes.

"But isn't like that now? If you don't want it to be unbalanced then don't use the good stuff?"
Yup, it is, but why shouldn't I be able to use the good stuff?
By including this new feature I can use the good stuff and still have it balanced.
I can choose to use any high level items, perks, armors, weapons, meds and chems I want to.
And if I checked a lot of Disadvantages at the start of the game then even though I use these high level stuff I can still have it balanced.

"But won't they have to balance the game towards these?"
No, they won't. The reason for these is to simply make it harder in a vast variety of ways for the player.
It's only there for us who think the base game is not balanced.
So they only have to focus on balancing the Vanilla in their own way and leave it up to us to balance it out in our way with Disadvantages later if we feel that it isn't balanced.

And I don't think that too much time and resources will be spent on this.
They're basically like perks, just the other way around.
Can't be too hard to design, code, script, blabla for professional developers right?

[edit]

You get to relocate your disadvantages at lvl 10, 20 and 30 (every 10 levels).
Cause in case one disadvantage didn't turn out the way you expected you can still relocate it later on.
Would be kinda bad if you gimp yourself on a couple of things then at lvl 13 figure out it did not turn out the way you intended it to and are now stuck with that character or have to restart your entire character.
So you will be able to respec Disadvantages but you won't be able to do it any time you want to, you get 4 chances, one at creation and 3 more at each 10 levels.

I do NOT want
Spoiler
So I've said tons of stuff I "want".
Time for stuff I absolutely do NOT want:

No Enclave as major faction, minor or like in New Vegas with remnants is fine.
No cover behind chest high wall mechanic unless it's completely optional. (Meaning I don't get shot dead four times over for not spurting from cover to cover.)
No automatic regeneration of health at the get go. Only allow that through perks and implants. And even then somewhat limited.
No linear game design a la FO3 where we're forced to join a faction we don't want to join.
No Liberty Prime or Oblivion ending where I don't get to do crap.

Don't continue the game past the ending, that's an Elder Scrolls thing, not a Fallout thing. Fallout needs to have lots and lots of ending sliders that tell the tale of the wasteland after we're done affecting it. Allowing us to continue will just devalue those ending sliders or the ending sliders will follow ES design and "not" change the world, which Fallout is all about; Changing the world. Unless it's an easter egg continuation like in Fallout 2.

No perk every level. And no perk every other level if the cap is higher than 30. Make it every third and make them more powerful instead.
No slow-mo feature, this isn't Max Payne.
No Matrix jumping around crap, this isn't Wet.
Don't merge Guns and EW, this isn't Elder Scrolls.
Do NOT allow us to get pregnant or have a child, a baby takes 9 months, this isn't Fable.

Don't allow us romance options in the game if the writing for that romance isn't loooooooong and very greatly written. (Long enough that it doesn't just "stop" like companions do after we've exhausted their dialogue options and personal quests.)

Don't allow us to buy shops here and there, this isn't Fable. Allow us to buy "maybe" ONE shop, and have another one where a guy wants to go into a partnership with you where he does all the paperwork and you do the more practical things.

No realistic health and headshots as default, have that in a [Realism Mode] or exclude it completely.
No bullet sponges.
No more "[Intelligence 8] So you fight the good fight with your voice?" *shudders*
No more super mutants that can be killed with a freaking hunting rifle.
No more 1 damage from a super mutant fist to the face.
No more level scaling.
No more dungeons every 40 meters.
No more generic Raiders, all groups in the game has to have a name and some lore building to them through notes, dialogue, quests and audio logs.
Don't merge Guns and Energy Weapons.
Don't do any marriage crap.

Healing and Drugs
Spoiler
Rework the healing and drugs system.

Drugs should take a couple of seconds to kick in, the stronger the drugs the faster and more effective they are. So a weak Psyho takes maybe 10 seconds to kick in and only does 15% extra damage. While a strong Psycho takes 3 seconds to kick in and has 30% extra damage.

Hydra and Healing Poultice should take longer to heal limbs but there should be a negative effect to them too, for 12 in game hours limbs take 50% extra damage. Cause right now they're far too powerful.
Addiction for Hydra and Healing Poultice makes the 50% extra damage permanent until you visit a doctor or use Fixer.

Fixer should have a % chance of removing addictions, the stronger the addiction the harder the % for a Fixer to fix it. Making doctors more viable choices but also more expensive.

Doctors Bag's should not instantly heal limbs, when using a doctors bag an ingame hour should pass.

Stimpaks and Super Stimpacks should have a max limit to how many can be taken like how potions in Oblivion could only be used a certain number of times.
It's based on the END stat, for 1stimpack:1END while 1SuperStimpak:2END.
When you reach this limit a message pops up telling you you can overdose if you take any more, for each additional stimpak you take the overdose chance is raised by 20%.
So if you reach the limit and take another stimpak it has a 20% chance to overdose you and the next has a 40% chance.

Healing Powders have no overdose or limit to their usage, making a high supply of them a great substitute.

Addictions should be more hurtful, making an addiction a pain in the ass to have, maybe additional effects to the -stats?
Like, Med-X can cause your max health to decrease or make more impervious(?) to pain (+damageonplayer).
And Steady can cause your accurcy to drop or your recoil to be more severe.
Super Stimpaks can cause head pains a higher chance to being knocked down and a max health drop.
Just make addictions something to fear more.

Healing items shouldn't be used for granted, they shouldn't be just positives, there needs to be a negative to them too so the the player doesn't rely on them too much and so they don't abuse drugs all the time.
Could also make Endurance's addiction resistance (5%:1END) and perks more useful.

New civilized humanoid ideas
Spoiler
Intelligent Mirelurks
Spoiler
Oh! I got it!
Okay, so I want Mirelurks to be intelligent and capable of interacting with humans on a civil level and hopefully spread out enough to be a big part of the franchise and I know how to make them intelligent!

Okay, so a breeding ground for mirelurks has been in a mentats production facility for over a century, these mirelurks has through generations of mutation along with the mentats effect grown capable of human intelligence.
They are not cavemen but they are not the avarage human either, they're something in between, intelligent but inexperienced with mechanics, electronics, trade and social standards.
Storylines could include racism towards them, them overpopulating their home and need to find other lakes and rivers to colonize, humans hunting them down for their meat and eggs, discrimination, maybe even interacial relationships and so on

It's not too farfetched to me, mirelurks has gone through heavy mutations and add in that a certain breed has had contact with mentats over generations of breeding and it could very well work.
Since they produce very rapidly as they lay eggs over carrying a fetus inside them for 9 months they could expand quickly if the choice of the player to tell their leader to colonize other lakes and rivers is made canon.

I really want a new civilized humanoid race to be part of Fallout, and I think Mirelurks could work. I'd rather have Trogs but if I can I'd like both.
Cause Super Mutants are dying out, and while new ghouls can be created they cannot procreate so they are eventually going to be a dying race as well unless they finally use Reservation from Van Buren.
So I think it's best to introduce new civilized races as early as possible and let them work out their differences with humans over the course of games while subtly killing off Super Mutants and possibly regular Ghouls.

Replies
http://www.gamesas.com/index.php?/topic/1243132-fallout-4-speculation-suggestions-and-ideas-41/page__view__findpost__p__18883677

Sandmen
Spoiler
Sandmen are sort like Desert Ghouls, they are like thin The Thing's, very cracked and tough skin, an inherent DT bonus and Agility disadvantage.
Their mutation came from the ghoulification, causing them to rapidly regenerate their lost tissue, but due to the constant exposure to the desert their skin stopped falling off and at some point started to layer over their scabs, causing a very cracked skin that is continuously layering itself with new tissue. Every couple of years they forcefully shed their scab-skin and start a new because it becomes too hard for them to move.

How about that? Sandmen is of course just a working title which I myself hate, sounds too Star Wars'y.

----

The Sandmen is just an appearnce I've had in mind for years, never really expanded on it, so their culture is not something I have thought of.
But I thought of another thing to add to their mutation, in Broken Steel ghouls apparently have no body heat, yes it's ridiculous but let's roll with it.
Sandmen hate that cold, so they thrive in the warmth of the sun and especially the deserts which is what caused them to spend so much time in the sun to alter their mutation in the first place.

Blood Men
Spoiler
Now Bloodmen, they work on that mentats idea I had.
Pre-war there was a facility that was working on making plants out of flesh, plants that would grow out of the ground and eat bacteria, flies, bugs and basically anything coming in contact with them but which would produce edible meat for protein. The plants are also blood red.
The experiment was to solve starvation issues in less fortunate countries and to provide a secure future for America in case overpopulation becomes such a trouble that cows and chickens cannot be produced fast enough.
When the bombs hit the plants slowly grew out of the facility and have slowly spread across an enourmoues(?) area.
Very early of the Great War a band of survivors found these plants and set up camp near them, they offered meat straight out of the ground which was such a comfort that they made a small town.
Over the course of one and a half century of eating these plants they have through generations been genetically altered themselves, they've lost contact with the outside world and devolved into a very basic tribe.
They are roughly the size of Lily in New Vegas, very muscular, blood red skin, pitch black hair, very fair faces.
They have very strong regenerative abilities. But. They are strict carnivores now. And because of their size they need to fill a certain quota of nurishment. This means not many of them leave their lands, and those that do rarely have pretty reputations. The ones that have been encountered outside of the blood lands are very unpredictable, if you travel with one of them and they get hungry it won't be too long before they panic, kill you and eat you. They simply don't know what to do when they get hungry. Due to this they are often causing problems in communities with brahmin herds, often being called demons because of their demonic appearance.

In the blood lands other animals have eaten these "plants" as well and mutated, becoming far more dangerous. The blood lands is not a place for the inexperienced, it's animals are often camoflauged and very dangerous when entering their territory.

One problem with these plants is that, they eat other plants, and they breathe too, so the air in blood lands are really thin.
And if left alone, these plants could potentially take over the world (in thousands of years maybe but still), they eradicate any other trace of life and leaves behind only a sea of mutant fleshy plants, if or when they take over the earth's land they will svck up all the air and leave the atmosphere completely drained.

It's a pitch of what I had in mind for Blood Men.

----

About fleshy plants, my idea was kinda with blood grass and those blood bush thingies from Oblivion, there are only 4 or 5 types of plants growing in blood lands so there aren't gonna be trees or anything like that.
The idea of their pitch blood red colour is simply for shock and awe artistic design wise. Imagine laying eyes on a sea of blood for the first time only to discover it's a mutated kind of plant.
Hell, since they feed off of contact they could drain health from you as you walk this land unless you have an armor type on with accompyning boots that prevent it.
So the reason for their pitch red is simply to shock the player, it'll look like a massive bloody mess has happened.
Changing the design could work but I dunno if it would give the same shocking impact and their natural colour is the cause for Blood Men to become demonic in their appearance.
Like, how if you eat carrots you turn yellow or if you eat tons and tons of tomatoes you turn red, the plants has one of those enzymes or whatever that will colour the person eating it if too much is ingested.

But they're both just pitch'es, they need work.
The design I had in mind for Bloodmen doesn't clash as well if the land isn't bloodred though.

(I'd rather the game uses a map node system, imagine loading a new node and then BAM! smack dab in an organic mess.)

The blood lands would of course have more to it than just "omygoshthelandiscoveredwithbloooood!", the Bloodmen know of what the plants curse is that they kill off other plants and can potentially kill the world so they salted the borders in order for the plants to not be able to set soil there and they keep out outsiders and prevent people from taking the plants with them.
A storyline could include people wanting to use these plants for food and doesn't care about thier so called "curse" as it's free food. They consider it a gift from the gods that should be spread freely.
But the Bloodmen knows that if it's distributed through trade then control over the blood plants would seize to exist and the end of the world above water would be drawn even closer.

----

2. Well they kinda breather a lot more than plants would and they produce no new oxygen which regular plants do, oxygen still gets through blood lands but in a lot more limited amount which could cause a -1 END until the player gets adjusted to the thin air.
And here's how I thought about it that say that there is a small circle that is blood land, now, say that cirle gets big enough for the air in the middle to be so thin that even the plants there cannot survive, then the borders would act like a giant wave continously swalloing everything in it's path whilst killing it's own plants as well.
Couple this with trading of the plants and it won't just be isolated to one area, no it could very well spread all over, killing every plant in it's path and draining the oxygen to such low levels a lot of the plant life dies out.
The end of the world could just be a prediction that the Blood Men has, doesn't mean it has to be true, but allowing the plant to breed freely can still be catastrophic. Besides, the Blood Men is a tribe, they have long since forgotten that the earth is round and that there are 5 continents (Or is it six?) They only know that there is land and that the plant is going to kill it if they lose control.

Reworked skill system.
Spoiler

Got an idea for a skill system with the point values which I think could be really useful.
See, when Lockpicking is 56, what does it mean really? I mean, we get something at 25, 50, 75 and 100, but in between there are just tiny variables.
Instead of having tiny variables based on a system that goes to 100 I think it could be better to change it to 10.

Now, point distribution would work differently.

For a tagged skill, going from 0 to 1 would require 1 skill point, and going from 1 to 2 would require 2 skill points, whereas from 0 to 2 requires 3 skill points.

So:
0-1: 1 sp
0-2: 3 sp
0-3: 6 sp
0-4: 10 sp
0-5: 15 sp
0-6: 21 sp
0-7: 28 sp
0-8: 36 sp
0-9: 45 sp
0-10: 55 sp

With untagged skills the values are higher though.


0-1: 2 sp
0-2: 6 sp
0-3: 12 sp
0-4: 20 sp
0-5: 30 sp
0-6: 42 sp
0-7: 56 sp
0-8: 72 sp
0-9: 90 sp
0-10: 110 sp

Intelligence now has a strict value according to skill points it gives, so 1INT:1sp.
This would mean that tagged skills go up quickly, while untagged skills take a long time to go up.
This also means we can have a higher level cap without worrying that we'll max every skill out.
Cause with 10INt it still requires 11 levels to get an untagged skill from 0 to 10.
This also means that we don't get any odd numbers from the start, no 7 in Explosives or 12 in Speech just cause our Perception or Charisma is at 5 and 7.

I know it's a radical change, but this would make Intelligence a lot more vital, it would prevent us from being able to max everything out, it would mean we could get a higher level cap and it'd make skills actually do something for each increase.

Cause like I said, what exactly is the difference between 55 and 56 in Explosives?
Or how about Speech? It always have fixed values, so having 44 won't do crap.
With this it'd cut down pointless numbers to a more structured fix for skill levels.
6 in Science actaully means something now, as opposed to 67.

It's not perfect, possibly still have a few kinks to work out, but I think this would be better than the current system.
Not just cause of balance, not just cause of pointless miniscule variations, but because it'd change players priorities on things.
So that people might satisfy leaving Lockpick at 8 cause 9 requires way too many skill points for them as it's untagged.

Really simply version of this is Speech and Lockpick.

Speech 1 means you can use speech with dialogue that requires 1, 2 means 2 and so forth, no unnecessary numbers like 64 or 13.
Lockpick has (if we are using the minigame) 10 variations and 10 skill levels, not 5 variations and 100 skill levels.
If using a dice-roll then I suppose each door has a certan -% for it being unlocked and with each point you decrease the -%, so a easy door has originally -80% of being unlocked, but with Lockpick 1 the chance of success is increased by 20%, so at 4 in Lockpick you can get through easy doors without breaking a sweat.
Whereas a very hard lock has -250%, which means that with 10 your chance is 200% better, so you have 50% of getting through that lock with 10 in Lockpicking.


I doubt many will like this idea though because it's such a big change from the current formula.
It could give us better balance, higher level cap, make Intelligence worth a damn, make Tag Skills worth a damn and give each skill level a point, rather than just having a bunch of miniscule variables.

Just a pitch at the moment, might improve it later.
Just thought I'd share what I've been thinking about.



[edit]


Oh yeah, another thing that is good about this system is the defining of characters for roleplaying.
See, getting a tagged skill up to 10 is easy.
But getting a untagged skill is a complete drain in points.
So, it would give players an incentive to not just go for 10 in every skill, to max them out, but to define their characters more carefully.
Like, their tagged skills are at 10, they are specialists in that area.
But one players character has 7 in Lockpicking and 7 in Explosives, and has no desire to spend any more points on either of them becauase of the amount of points their require.
This would help the roleplaying aspect of it, his character is a specialist in Electronics, Energy Weapons and Hacking, a technician if you will, brilliant in each area.
But the character also has some knowledge in how to pick locks, he isn't the best in the world but he can get through a lot of locks.
He also isn't a demo-man but he has knowledge of how to handle explosives.
Ain't as good in either of those two fields as he is with his tagged skills, but he isn't bad at them either.

So it would give players an incentive to leave skills at a fitting area.
Or, a player can do this, get a lot of skills up to 5, which means they'll have general knowledge in everything, but they won't be a specialist in anything.

Dirt and evil things
Spoiler

Oh I got a great suggestion:

If a settlement has been up and running for 5+ years then why does it STILL have to be dirty?
I mean seriously, clean crap up Bethesdian, if the NCR has set up an outpost on the road to form a toll then why is it STILL dirty?
Cracks in the walls and asphalt can still be okay, but I'd like to see places be a bit more clean and fresh.

Also, please add more keys to NPC's and have more locks to places with things worth a damn in them.
Like, just for flavour material, it would have been nice if Trudy had had a couple of terminal entries on her computer which explained some recent things that has happened in Goodsprings prior to your arrival, then she could have had a holodisk with the password in her house in a locked desk, a desk which SHE has the key to.
Just saying, there should be things worth pickpocketing, keys, holodisks, audio logs, diaries and other things.

I would like to be able to steal toys from children, to intimidate them to give me their toys, could be repeatable way to earn -karma. (That is if Karma HAS to be in Fallout 4)

I'd also like to be able to find scripted repeatable encounters in the wasteland, like a man and wife that is trying to find a settlement at which point I can tell them to go to a raider faction I'm friendly with insted.
Or to be able to go on raiding skirmishes with friendly raider factions.
I'd also like to be able to rob people, like, use iron sights on a person then hit E/A/X and then rob people without having to kill them.
And I doubt this would be included but it'd be interesting to be able to forcefully fornicate people too.

I simply want more ways to be, ahem, "evil" than just murderkilldeath.
I love the Enclave but they should be a small minor faction because of past events if it's in Chicago they should be like how the western Brother Hood is in New Vegas. And yeah I do like your ideas it adds more realism to the game.
User avatar
.X chantelle .x Smith
 
Posts: 3399
Joined: Thu Jun 15, 2006 6:25 pm

Post » Thu May 03, 2012 9:32 pm

Well I don't really care how many dungeons there are just as long as they're spread out more.
Sure enough it's easier to find dungeons with them closer together but it makes the gameworld very hard to take seriously if every 50 meters there is this huge building complex or underground complex with tons of corridors(?), rooms and filled with enemies.
So if the gameworld was 200% the size of Capital Wasteland, then I wouldn't mind having as many dungeons in it as they'd be spread out a lot more.
But with them so close together the gameworld loses it's coherency when around 70 super mutants live 50 meters from 30 raiders.

So it's not that I want less dungeons, I want more distance between them.
User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Thu May 03, 2012 9:42 pm

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.
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Fri May 04, 2012 8:52 am

Some of these things should, imo, be considered and searched for possibilities from while making the game and designing the gameplay:

General gameplay suggestions (again -- but updated):
Spoiler

Here's some of my ideas on along which lines I would like some aspects of Fallout 4 to be made (I posted this before Fallout: New Vegas was even annouced, and several times again since then, but made some changes so I'm not just reposting the same thing over and over again). Whether or not all the following would actually work in the game, is beyond me as I'm not a game designer, but at least to me it sounds decent on paper for altering the current form of FPS gameplay.
The WALL OF TEXT:

A minimenu:

There would be a minimenusystem that would trigger various functions needed during the gameplay. Pressing (for example) the mousewheel would open a dropdown menu (somewhat similiar to Fallout 1 and Fallout 2) beside the cursor that would present commands like Enter Worldmap, Heal, Heal Other, Repair, Rest/Wait etc. If well implemented, this could potentially offer a greater gameplay diversity through bigger possibilities for direct skilluses in several situations. Available commands would be highlighted and non-available would be greyed out.


General gameplay:

The general gameplay would be quite similiar to F3 and F:NV. You roam around the wastes doing quests and exploring. But combat would be less frequent unless the player decides otherwise - in other words, you could pick some of your random fights. (Though I'd very, very much prefer it, I'm not suggesting ISO/TB gameplay, since I don't believe for a second that Beth would implement it no matter what. :dry: )

This could partly be handled through wildlife AI, which would be set less aggressive in general. An aggression stat would be implemented which would vary from species to species - from completely neutral (only defensive combat) to total aggression (hostility almost immediately). The animals would have their own immediate surroundings, or personal spaces, somewhat like in Risen and Gothic series, and partly in F:NV. Get too close and you get a warning sign from the critter giving you time to get out of their space, linger and be chased off (or be attacked, if you don't flee). The radius of the space and the time you are tolerated in it would depend on the critter.

The mainquest would be scaled to a certain degree through chaptering it (not visibly, as in presenting a loadscreen: Chapter 1: In which you slither out from the uaginal cavity and learn the first lessons of life, but through certain major events through the main quest). And after those, the game would replaces some of the lower level enemies with higher level ones in the MQ areas - defeating which (if not gettin past by other means) would require you to level up some more. Or through a nonlinear levelscalingsystem where, for example, when one starts the game at level one, the enemies in the levelscaled zones would range from 1 to 10, and after one hits somewhere between levels 12 to 15 (which ever works the best) some of the lower level creatures scale up to about level 18 to 25 (but not all, to not make the world appearing to spin around the player too much). This would offer both, challenge and sense of progression to the player, as one becomes better than the current enemies before they scale up again.

There wouldn't be any quest- or enemycompasses, but there would be (toggleable, perhaps) minimap in which you could see the living beings in immediate vicinity. Perception would determine the range in which you see things, and with a perk (with appropriate requirements - outdoorsman and perception, for example) you could tell the difference between friendly (green dot), neutral (yellow dot) and hostile (red dot) targets.

The questcompass would be replaced by mere markers on the map which would point towards a general area instead of the exact target. And with that, the quest descriptions would be more accurate.

The wrist pipboy would be scrapped and replaced by a more handheld PDI like contraption, which would offer a more userfriendly inventorysystem (something like mix of what Morrowind or S.T.A.L.K.E.R. had, for example) with less scrolling while still holding the tabs to sort items by their nature, a one page charactersheet much akin to the original games. Opening inventory wouldn't pause the game (could be tied to difficulty - normal and beyond: No inventorypause, for example), but slow the time and not give extra resistances (adjustable through perks, slow time more, give some resistances, etc). All actions during combat but shooting and moving would cost action points (opening inventory, using items inside it, using quick keys, etc).

Skillcap would remain at 100, but the cost to raise them would rise as follows: 1-50 1:1, 51-75 2:1, 76-100 3:1, the point being, the better you get the more difficult it is to get even better - this would make a maxed skill equal to skillcap of 175 - and I think it'd be easier to utilize the full scale of the skill, if it caps at 100 (instead of having skills cap at 200 or 300). Also, the gaps between levels would be raised:

How it is now (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level):

Spoiler

z=n+(y+150)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 350 - 550
4 - 500 - 1,050
5 - 650 - 1,700
6 - 800 - 2,500
7 - 950 - 3,450
8 - 1100 - 4,550
9 - 1250 - 5,800
10 - 1400 - 7,200
11 - 1550 - 8,750
12 - 1700 - 10,450
13 - 1850 - 12,300
14 - 2000 - 14,300
15 - 2150 - 16,450
16 - 2300 - 18,750
17 - 2450 - 21,200
18 - 2600 - 23,800
19 - 2750 - 26,550
20 - 2900 - 29,450
21 - 3050 - 32,500
22 - 3200 - 35,700
23 - 3350 - 39,050
24 - 3500 - 42,550
25 - 3650 - 46,200
26 - 3800 - 50,000
27 - 3950 - 53,950
28 - 4100 - 58,050
29 - 4250 - 62,300
30 - 4400 - 66,700
How it should be (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level) for example:

Spoiler

z=n+(y+200)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 400 - 600
4 - 600 - 1,200
5 - 800 - 2,000
6 - 1000 - 3,000
7 - 1200 - 4,200
8 - 1400 - 5,600
9 - 1600 - 7,200
10 - 1800 - 9,000
11 - 2000 - 11,000
12 - 2200 - 13,200
13 - 2400 - 15,600
14 - 2600 - 18,200
15 - 2800 - 21,000
16 - 3000 - 24,000
17 - 3200 - 27,200
18 - 3400 - 30,600
19 - 3600 - 34,200
20 - 3800 - 38,000
21 - 4000 - 42,000
22 - 4200 - 46,200
23 - 4400 - 50,600
24 - 4600 - 55,200
25 - 4800 - 60,000
26 - 5000 - 65,000
27 - 5200 - 70,200
28 - 5400 - 75,400
29 - 5600 - 81,000
30 - 5800 - 86,800
31 - 6000 - 92,800
...and so on up to, say 50The formula I made may not be correct, but the point remains.


Map and Travelling:

A return to the classic worldmap system (with some tweaks to make it look more... erm, "modern"). The actual FPP/TPP playground area would be roughly about 2x or 3x the size of Fallout New Vegas; and the area is divided into 5-7 (or so) hubs scattered in the worldmap which vary in size and content. General gameplay in those would be about the same as in F3 and F:NV, run around and do local quests and explore.

When you enter the node you could spawn at any "formidable" (as in settlementlike in size) location you've already found. The first time entering a node you would spawn at the side of the map on special spawnpoint for that purpose (which could be used later on too, of course).

Outdoorsmanskill is reintroduced (or merged within the Survival skill) and works similiarly to Fallout 1&2 with the difference that nonhostile encounters are always avoidable should the player so decide (to decrease the amount of loadscreens).

The worldmap itself is zoned in couple of ways:
- The farther away from the starting position, the harder the enemies and vice versa; but there is still a (small) chance to encounter harder enemies on starting grounds and vice versa, based on outdoorsmanskill, luck and placement of the zone (but still keeping the MQ areas within reasonable range of enemies).
- The map is zoned into territories, which each have their set of unique enemies as well as a few commonones that can be found on every zone.

Each zone has about 5-7 small maps for random/special encounters, which are either hostile or nonhostile, and are based on the topography of the location in the worldmap and the contents of the encouters would be based on the zone in which it occurs.

The visitable locations on map would be as follows: A settlement - with explorable wasteland around it to provide smaller sidequest and exploring. Or just a visitable location like a majorsized building, militarybase, factory etc. They could even include two settlements, but in general all towns would be much bigger than those in Fallout 3 or New Vegas.

Each settlement has its own set of architecture (not too different from other settlements, but so that one can tell the difference), general theme and mindsets. These are small things, but they would add a lot of variety to the game.

Entering worldmap from a node would happen through the edges of the map. In Fallout 3, when you bumb to an edge of the map, you get a popup message that says: "you cannot go further that way" - now it would be like this: "e) enter worldmap".

To not have to always run to the edge of a map, you could use the minimenu command "Enter Worldmap", which could not be used indoors, during combat or if there are enemies nearby. However, escaping combat through the edge of the map would be possible.

Fasttravel through world map would offer options for pacing (could be enabled by a perk, or be an ability from the get go). Such as "Cautious", "Casual", and "Rushing". Where "Casual" would be the normal travelspeed with no bonuses or hits, "Cautious" a much slower, but with giving a bonus to outdoorsman in determining avoidance of an encounter, and "Rushing" much faster, but with giving a hit to outdoorsman. There would also be related quests, solving which could be easier by utilizing this system (to make it have a bigger point).


Repairing:

Repairing happens either with repairkits, by gunsmiths in towns/caravans, or by a duplicate.

The kits would repair a fixed and relatively large amount of CND and have limited amount of succesful uses (and would offer a small bonus to the skill and crit. failure) each, but they would be expensive to buy, weight a somewhat hefty amount and would also be weakened and eventually broken by a certain amount of critical failures and general wear. Gunsmiths and repairmen would be very expensive but would get the job done no matter what. A duplicate would repair a small amount of CND (with no bonuses or hits to skill or crit. chance) so that you'd have to weigh the benefit of losing the weapons monetary value against the increase in CND (at least at early stages of the game).

Success in repairing is dependant on repairskill (a diceroll happens, dreadful I know). And the repairing takes a certain amount of time (few seconds) depending on the chance of success.

One would now be able to repair guns and armor beyond his/her skill but the further above the skill they go the harder they would get to repair. The math is irrelevant (as long as it complements the premise), but here's a quick idea on how it could go:

After the guns/armors condition is above the skill, the amount going above is turned into percentages that is taken away from the skill. IE: skill = 30 and rifles condition = 80. Condition - skill = 50. 50% of skill (30) is 15. So trying to repair a weapon in condition of 80 with a repairskill of 30 would give a chance of success of 15%. This is not necesserely realistic, but it is assuming that the more shiny the condition gets, the more difficult (but not impossible) it would be to repair it further.

Guns and armor would also have a chance for a critical failure if an attempt to repair fails. Critical failure, instead of repairing the gun, has a reverse effect. The chance would be from 1% to 10% (depending on the weapon) if a trait or a perk doesn't raise/lower it.

The increased hardship of repairing would be compensated via much slower degredation rate (based on the weapon, of course), though the effects of CND (jamming during firing, reloading disorders, rate of fire, damage, buying/selling values) would also be much bigger and frequent.

There would also be a possibility to repair broken robots or computers or what ever there is to repair, by pointing the target opening minimenu and selecting repair.

Also, while repairing would work much like explained above (the 1-100 CND scale would remain in the background to provide for it but all effects would be tied to the 20% thresholds - when attempting to repair, you'd see the successrate according to how the 1-100 scale behind the screen), the visible item health would be changed to 1-5 scale, to offer more robust effects.

The weapon health would be changed from being a 1-100 scale to 1-5 scale and give each rank more profound effects on the weapon, additionally I'd hide the item health-o-meter and add a title in front of the item name so that one never knows exactly where their weapon health goes.

Example:

- Well Maintained Assault rifle or Fine Assault Rilfe (CND 5; well maintained bonus: accuracy +5%, no disorders, -5% from critical failure chance))
-> Assault rifle (CND 4; assault rifle at its default condition, no extra bonuses, but 5% chance of jam)
-> Dirty assault rifle (CND 3; -5% to accuracy, -10% to rate of fire, 15% chance of jam, 10% higher chance of "critical failure")
-> Worn Assault rifle (CND 2; -10% to accuracy, -10% to rate of fire, 20% chance of jam, 15% critical failure chance)
-> Crummy Assault rifle (CND 1; -20% to accuracy, -15% to rate of fire, 25% chance of jamming, 20% chance of critical failure)
-> Broken Assault rifle (CND 0; no shooting with this piece of [censored] anymore, no repairing it either, skilled weaponsmith NPC's could repair it at a cost up to CND 2, or offer a few caps from the spare parts)

With each rank, while going downwards, requiring varying degrees of usage. And Repairing (success and amount of repair (from half a rank to 1 rank) would happen through skillchance affected by certain factors (Gun cnd, duplicate cnd, repairkit, skill level, etc). CND 5 would be a high skill privilege reachable by no lower than 80 in repair.

I would boost all the negative effects and make them count much higher in combat.

Additionally I would add cleaning kits to add a slight timed bonuses to the weapons (-> Clean worn assault rifle: cleaned bonus +5% accuracy, +5% rate of fire, -10% jamming, for example).

With Melee and armed HtH the effects would consist of damage reduction, and higher critical failure rate (which would break the weapon).
With Armors the effects would consist of lowered DT and DR and lowered "social status" (when going on in really crummy gear, people initially think your a vagran or a bum just loitering around).


Healing & drugs:

Stimpak usage would be animated, so no more smashing a quick key for dozens of stims in few seconds (I like this method more than the concept of heal overtime from HC-mode of F:NV). The speed of the animation would be dependant of the related skill (doctor). More over stims now would always heal the same amount (no skill effect in there), and they would come in two variations: stimpaks and superstimpaks. Both of which would be rare and expensive (so that you cannot live off of them, but also have to rely on other methods of healing) and superstims much more so than ordinary stims.

The player would have a tolerance meter which would measure how much the player can medicate himself before overdosing. Overdosing would cause an instant loss of health according to how much the limit is surpassed and would also cause some visual distortions and statloss. The effect would last for a while and the time would be depending on endurance and doctor skill (and perks/traits that would modify it). The tolerance meter slowly lowers itself after the medication is done, and the magnitude it is filled is dependant on the drug used (powerful drugs - like Jet and superstims for example - obviously fill it more quickly), related skill and perks/traits modifying it. Using food as a healer would not affect the tolerance meter, but food would have a heal-over-time effect.

Doctorskill would be reintroduced and so would manual healing. Manual healing would be similiar to Fallout 1 & 2 (only a few uses/24hours - they would take few in-game hours to be completed - success is determined by skill), and couldn't be used in combat or when enemies are nearby. Healing cripples wouldn't be possible with stims or sleeping, but would require manual healing and the ability to heal cripples would be dependant of the doctorskill and the skillrequirements of the crippled bodypart (head and torso would be harder to treat than legs and hands), otherwise a doctor is a must see.

Manual healing would be entered by the minimenu, which would also have the "heal other" option to heal a companion or other alive being in need of assistance.

Healing through sleeping would work similiarly to Fallout 1 & 2.

Addiction would need a doctor or a certain amount (pretty long) of time to heal. Radiation poisoning needs a doctor or radaway (which would be rare and expensive).


Gunplay & VATS (should it be implemented):

Gunskills would now have much heavier effect on waivering and general accuracy than what it is in F3, utilizing the skill and STR requirement system from New Vegas (but more heavyhandedly). In addition, the players stance, movement, weapons type and recoil also would affect it.

The normal (according to skill) situation would be standing still and aiming through iron sights (firing from hip would give a large hit on accuracy). Crouching would give a small bonus to accuracy and going prone would give a slightly bigger bonus (with the bonus from aiming coming on top of that). The tradeoff with going prone and being accurate would be extremely slow moving and turning, and it would take its time for the player to get up and ready the weapon again. Firing from the hip would cause bigger spread. Movement would also give a hit to accuracy -- the faster you move, the bigger the waivering with ironsights and spread with hipfiring. Recoil would work dynamically based on the gun used, and would throw the aim off a bit with each shot (while bursting, the amount of recoil per shot would stack up eventually leading to firing straight up -- with hipfire, the "offaim" would be a bit smaller, but the spread would increase).

Guns would do generally more damage and the damagestats would be ranges. IE: Huntingrifle - dmg 11-20, like in Fallout 1&2, but with growth of related skill raising the minimum amount closer to the maximum (though not as far as up to having a static damage, there would always be some range left).

The combat overall would go through a total overhaul. No more run 'n gun FPS bullsh*t but more slowpaced, focused and tactical. A RTwP/TB (optable) setup with full control over the player character and partymembers would be nice. But of course that ain't gonna happen since nothing but horrid FPS twitching is viable in the gaming market anymore, and Bethesda does not deviate for their 15 year old formula...

So instead, actionpoints would count in combat (suggested before by me and some others).


A simple example:


Lesser cost rate:
Shooting (very low cost) - shooting with no AP's left would give a hefty penalty to accuracy and recoil control
Reload (low cost) - reloading with no AP's left would triple the time it takes to reload and increase the chances for reload failure

Moderate cost rate:
Using quick keys (cost rate depending on what's being done, changing a weapon (moderate cost), using stims (higher moderate cost), changing ammunition (high moderate cost due to including reloading)) - with no AP's, quick keys won't work, no stimspamming or changing weapons, tough luck.

High cost:
Inventory access - with no AP's, inventory access is denied, run for cover and wait for the AP's to refill.
Using items inside inventory - if AP's run out during doing something in the inventory, you can still browse and assign quick keys, but after that only action allowed is to exit inventory.

Additionally, no AP's left would increase running speed for... say.... oh well, for examples sake, 20% to provide chances to get to cover while AP's recharge.

And AP's would recharge much slower while moving and at normal rate while being still.

All that only during combat (and during shooting/whacking thin air when not in combat for the lesser cost actions).

Consider AP's in the lesser cost section as representing exhaustion.
And in the moderate and high cost sections as representing mental strength, situtional loss of focus, a panic of sorts leading to indesicion and inability to operate properly.

NPC's would also have their own AP's which would dictate their performance (a bit differently than the PC, since NPC's don't use quick keys or the sort).

In vats you would now have an option to choose a firing mode. Rapid fire - a hastily aimed rapid shooting towards the target; or aimed shots, which would be the opposite of rapid fire.

Rapid fire would lower the accuracy a bit and you could only target a foe as a whole; but it would spend less actionpoints, while aimed shots would cost more and calculate the accuracy without minuses, and you would be able to target specific body parts. The bonuses and hits of chosen stance would be similiar to those in realtime firing.

Being prone in vats would force you to choose a firing sector (so that the player doesn't spin like a dreidel in all directions while being the most accurate he can). Prone position would also be the most expensive stance to fire from, while standing would be the cheapest, and being crouched in the middle. The player would be able to change his preferred stance in VATS, but at a cost.

Lockpicking:

Success is determined by skill so that you can try to pick any lock from very easy to very hard; and NO minigame involved. It would work somewhat like repairing; lock level - skill (if the skill is under the lock level) = percentual number that is taken from the skill. If the skill surpasses lock level, the chances are purely skillbased with maximum chance of success being 95% (this, the max chance, would go for every chance based system). And the percentual chance would be presented when moving the reticle over the locked object: E) Pick lock [Very hard: 13%], for example.

Lockpicking would be animated so that you either see your characters hands doing the job (FP view) or seeing your character from behind (TP view). You would have the ability to turn your head (or the camera) some ways left and right to see if someone is coming - so the game doesn't pause during the picking. But looking away from what you're doing, would have an effect (see below).

Picking locks would take a certain amount of time depending on your skill and level of the lock (aka the chance of success). When attempting, there would be a timebar similiar to what Vampire - The Masquerade: Bloodlines had. Skill would give bonuses to the time it takes to pick a lock in such manner that you don't get bonuses to picking hard locks before your skill surpasses maximum level of normal locks. More over, the bonuses would stop stacking up after your skill surpasses the next level of difficulty (no bonuses to picking normal locks after skill level of 75, for example, depicting that there is no way to open that kind of lock any better - other than with a fluke).

Each lock would have a certain amount of tries before (if you keep failing) the lock jams for a certain amount of time (preferably at least a couple of weeks, so that your attempts at just waiting at the lock for it to unjam would be a tedious job and prevent exploitation of the system). Moreover locks would have a chance for a critical failure that would immediately jam the lock despite if it was you first attempt, and critical success, which could occur at any point during the time it takes to pick the lock -- both of these chances would be very small.

This system would also be fit for hacking.


Difficulty settings:

The difficulty setting would affect the following:

Startingpoints of th skills (this would work so that easy players would be able to max out almost everything and the harder you go, the less can max out and the more you need to rely on specializing). The toggle would work dynamically so that if you start with easy and change it to hard half away through, your skill would take an appropriate hit.
The gaps between levels -- the harder the setting, the more XP you need for a levelup.
Base carry weight (before STR modifier).
Base HP (before END modifier).
Number of encountered enemies
Slight (!) changes in NPC/critter HP and damage modifiers

HC mode (one time toggle on/off, no flipflopping) would affect the following:

Number of enemies encountered
Severity of negative effects (stat/skill losses and their effects, crippled limbs, diseases, poison effects, etc)
Add a Nutrition gauge (thirst and hunger combined) -- could do without this though.
Damaging effect of radiation.
Add weight for absolutely everything (meds, ammo, random clutter like pencils, everything).
Slower base speed for stimpakking (before skill modifiers).
Harsher addiction and withdrawal effects.
I'll come up more when I have time...

TL;DR?
Make the game lean less towards the TES style of gameplay - find a better middleground in between - to create a greater diversity between the two franchises.

The END...


Thoughts on an improved (imo) skillsystem (This will contradict with some of the ideas in the longer suggestion above as I haven't had time to merge them properly, but that doesn't matter as I endorse both systems.) - now with an incomplete (har har) SPECIAL outline:
Spoiler

Ok, so going by the current gameplaystyle where dicerolls no longer apply (which is a shame)... redesign the characterprogression system to better suit it (to be more responsive and give more immediate feedback to the player as s/he progresses).

At character developement every SPECIAL defaults as 5 as it is now, but there are no bonuses to add, just a possibility to rearrange the points. Increasing SPECIAL during the game, would be a special occurance like finding an implant and then someone who can install it. Traits increasing stats would offer an equal drawback in some other stat (or a general drawback). There'd be an individual perk for every stat offering a one time bonus of plus one -- as it was in the original Fallouts. And rare cases where an equippable item gives a bonus for during the time it is equipped (like how PA gives a bonus to strength). Nothing more. The point is to make the character one builds to hold throughout most of the game. And to help that there'd be hard SPECIAL requirements for certain items and activities.

Perks would be more like additional abilities that the skills do not govern straightforward (like pistolwhipping, enhancing stimpaks, increasing inventory space and/or such) but still offer the requirements for. They'd also have tiers (up to 3) to enhance said abilities when appropriate.

Skills would now have a 1-10 and some others 1-5 point scale. With each point cumulatively increasing the price of buying it. Each of these points would also hold more to it than mere nominal increases with little to no visible effect (like how it is now with the 1-100 scale). The skills would work more like thresholds opening new related abilities than random numerical values. At characterbuilding phase each skill would default to 0, but the player would have 3 free points to put in which ever skills s/he wishes.

A couple of "along the lines of" -examples of the skills and their effects:
Spoiler


Guns:
oooooooooo
Cost : The first two - 5sp, 3rd and 4th - 10sp, 5ft and 6th - 15sp, 7th and 8th - 20, 9th and 10th - 25sp. This would equal a skillcap of 150 with the current method.
Effec t: 0 p oints - You are so terrible with guns you suffer 50% damageloss and 75% of accuracy loss with any conventional firearm, plus your unholstering, holstering and reloading take much more time. Points 2, 4, 6, 8 and 10 would open "proper" usage of guns in their respective tiers of 1-5. Having lacking skill of one tier would result in 50% penalty to accuracy and 25% penalty to damage, lacking 2 or more tiers would offer similiar penalties of 75% and 50% plus decresed reloadspeed and increased probability of jamming during reload and firing regardless of weapon condition.
Points 1, 3, 5, 7 and 9 would offer a 25% bonus to accuracy for the previous tier of weapons (except for 1, which would offer it to the next tier and 10 which would offer an accuracy bonus to all tiers), and similiarly with damage but with an increase of 15%.
This would make increasing the skill a paramount act, if one wishes to master it (unlike with the current system where a skill 50 - for example - is quite adequate to handle all given situations the game offers).

Energy weapons:
oooooooooo
Cost: 5, 5, 10, 10, 15, 15, 20, 20, 25, 25
Effect: Similiar to guns otherwise, but in place of damage increases/decreases would be heating/cooldown effects which would be harsh enough to greatly limit firing large amounts of highly powerful energy ammunition. In effect, energy weapons would be much more powerful than guns, but also much more limited in rate of fire and most of them would also, due to their light effects, hinder stealth.

Melee:
oooooooooo
Cost : 5, 5, 10, 10, 15, 15, 20, 20, 25, 25
Effect: Same as guns and ew with tiers, but in place of accuracy increases/decreses would be attackspeed. Lacking a tier would offer a 50% penalty for overall damage and 25% for attackspeed, lacking 2 tiers similiarly 75% and 50%. Points 3, 6 and 9 would also offer a "special move" which would be slower than normal attack, but more powerful.

Explosives:
ooooo

Cost : 5, 10, 15, 20, 25
Effect : With explosive based weapons, refer to the guns section. 0 points, you can throw grenades and dynamite very inaccurately, that's it; 1 point - opens up the ability to create and tinker with satchelcharges and firebombs and removes penalties from grenades and regular dynamite; 2 points - landmines and their modified and custom variants enter the picture; 3 points - creation and operating with C4, semtex, and other plastic explosives and remote detonatables; 4 points - Energybased explosives (electricity, EMP, plasma, etc) explosives; 5 points - Mix and match your own cocktails with all available ingredients.

Sneak:
ooooo

Cost : 5, 10, 15, 20, 25
Effect : With 0 points you do not sneak, you're so clumsy that going crouched wouldn't make any difference. Each point decreases the chance of detection according to circumstances (LOS distance, lighting, sound) by 15%. Also, point 1 - ability to use light armor without penalties, point 3 - ability to use medium armor with decreased penalties, point 5 - ability to use heavy armor with decreased penalties.

Speech:
ooooo

Cost : 5, 10, 15, 20, 25
Effec t : Wit h 0 points, regular default dialog (plus other skill/perk related options); with points 1-5, thesholds for related speech-check lines.

Lockpick:
ooooo

Cost : 5, 10, 15, 20, 25
Effec t: Wit h 0 points you do not pick locks, you simply have no idea how to. Each point opens up ability to open locks at respective levels. The skill also modifies the amount of time an attempt takes. Also, if a minigame is involved, which I wouldn't put there, each tier increases the durability of the lockpick when attempting current or previous tiers.

Barter:
ooooo

Cost: 5, 10, 15, 20, 25
Effect: 0 points - 20% selling value, 200% buying value; 1 point - 40% selling value, 175% buying value; 2 points - 60% selling value, 150% buying value; 3 points - 80% selling value, 125% buying value; 4 points - 100% selling value, 100% buying value; 5 points - 120% selling value, 75% buying value.

Science:
ooooo

Cost: 5, 10, 15, 20, 25
Effect: Hacking abilities similiar to lockpicking. Also handling the modding requirements for energy weapons. Thresholds for various skilluses outside of inventoryitems.

Repair:
ooooo

Cost: 5, 10, 15, 20, 25
Effect: 0 points - you do not repair anything by yourself, Point 1 - Repair light armor to top condition, medium armor to 50% CND, and heavy armor to 25%, Point 3 - Repair medium armor to top condition, medium armor to 75% and heavy armor to 50%, Point 5 - Repair all armors to top condition. Handles various crafting requirements and modding reqs for Guns category of weapons. Thresholds for various skilluses outside of inventoryitems.

Medical:
ooooo

Cost: 5, 10, 15, 20, 25
Effect: 0 points - you can use stimpaks but they only heal 50% of their potential, and after 5 in a row, you suffer double the overdoespenalty. Point 1 - Ability to heal 30 HP manually when no hostiles are around, and with a cooldown time for use. Intoxication meter allows for 5 stimpaks in a row without overdosing. Point 2 - Manual healing cooldown time decreased for 25%. 7 stimpaks without penalties. Point 3 - Can use 1 superstim without a penalty. 30% chance of healing a crippled limb. Point 4 - 10 stims or 2 superstims without penalty. Cooldown time decreased additional 25%. 50% chance of healing a crippled limb. Point 5 - 75% chance at healing a crippled limb. 5 superstims or 15 stims without penalty.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SPECIAL (outline, and not including governed skills and related bonuses):
oooooooooo
S - Carryweight, melee/HtH damage and attackspeed modifiers, lifting and moving heavy objects, weapon STR requirement modifiers, (+ other situational misc tasks)
P - Accuracy, vision distance, identifying consumables and their effects (in conjuction with survival skill), detecting traps, (+ other situational misc tasks)
E - Base HP, HP/level, poison-, radiation-, damage (other) resistances, sprint time, (+ other situational misc tasks)
C - Initial reaction modifiers, companion nerve, soothe (a chance of rendering humanoid enemies nonhostile for a moment -- situational) (+ other situational misc tasks)
I - Skillpoints/level, identifying objects not in the range of perception, (+ other situational misc tasks)
A - Movespeed, actionpoints, weapon handling speed, jump height and distance, (+ other situational misc tasks)
L - Luck is blind :wink:


A story/faction outline (I know it's futile to suggest anything regarding the story, but I got drunk'n bored):
Spoiler

Faction (just an outline, inconsistencies may occur):

The Greenhouse

Location:
At the region around Greenville Mississippi, including part of the river.

Structure:
A Vault City esque large fenced settlement. An underground vault (what ever unused number) from where the inhabitants emerged; a large facility consisting of The Greenhous Genetics laboratories, The Greenhouse Institute and The Greenhouse Testfacility; normal settlement area divided into "the slum" with lower grade infrastructure, "the central area" with higher grade infrastructure, and "the Institute area" with the science facilities and top tier inhabitants.

Politics:
- Non-expansive in a military way, but spreads influence through other means (very high medical knowhow, clean genetically enhanced food and water etc.) some of which may not be too ethical (like secretly creating circumstances which need their expertise to be solved).
- Strict policies about hygiene and diseasecontrol -- the Slum area basically being a quarantine zone for outsiders wanting to move in (though, despite being an inhospitable host, still offering some benefits over living outside as well as the ultimate benefit of the possibility of getting to live in the central area).
- Military force concentrated on defending the city and surrounding areas, not too capable of attacking anyone.

History:
The Greenhouse was originated in the 60's by a Polish immigrant, a young medical student named Victor Zielinsky, who, with his wife Katja, left the ruins and rebuilding of Krakow in late 40's to seek for a better life in America. He continued his medical studies in New Orleans and funded his living and studies by working parttime at a local florist and some local farms. From these occupations he contacted the interest in plant and animal life, and eventually moved away from medical studies to genetics.

In 1965, due to not being satisfied with the life in a big city, he moved to Greenville Mississippi with his wife and 6-year-old son and started a greenhouse project with a goal to enhance the livestock and crops to produce more and more nutrientwealthy products, and to "create" decorative plants by mixing various species'. The start was a rockyone and he still had to have another occupation as a local doctor and a vet. But as years passed, the greenhouse project started to bear fruit. In 1976 he made a significant breakthrough in the area of animal genetics and was able to expand. In following years the Greenhouse Project turned into a fullblown sciencefacility called The Greenhouse Genetics. Victors son, Adam Zielinsky, had taken an interest in his fathers study already at a young age, and eventually took over the project in early 1980's when Victor died of lung cancer.

Adam, being passionate about his work, changed his last name to Green to connect better with the work he was doing, and to sound more "American". He continued evolving the project, and expanded further by establishing The Greenhouse Institute at the side of The Greenhouse Genetics facility. The Institute worked as a university of genetics and schooled people to work at the Genetics facility.

Adams passion to his work was such a powerful kind that it drove him to force the same passion to his daughter, Sylvia. Due to the strong belief in family ties and inheritance, he effectively brainwashed her to continue his legacy at the helm of the project. This line of action was then rooted to the Zielinsky/Green family as Sylvia passed it on to her child, and the chain went on from there.

Eventually the Greenhouse grew to be a national interest. The government had high interest in it and what it was doing, and at later point Vault Tec built a vault right next to the facility as part of the Project Safehouse. Pacts were made in secret and Reginald Green, the head of The Greenhouse Genetics at that point, was set as the overseer of the vault, which, like the other vaults, was sealed at 2077.

The overseers orders consisted of continuing the Greenhouse work, and doing medical experiments with the inhabitants in research of enhancing the human body. An accident was staged with the air- and waterfiltration systems and it was said that due to this, a form of plague had gotten in the vault. There was no permanent cure for this so the medical team started giving vaccines to people on regular basis. Most had a placebo, but some were intentionally contacted with various gene experiments. These experiments all led to deformation and horrible sickness, which of course was not the intent, but the eggs had to be broken for the omelet. This went on for years and the coverup held.

The vault doors finally opened at 2251 and the people emerged. With the aid of the vaults GECK, they formed a settlement around the vault entrance and the Greenhouse facility which they started repairing in working condition, as per ordered in the overseers instructions. It didn't take much time due to no direct hits of the warheads. The vault generators and the facilities own underground generators produced enough power to keep the settlement running and allowing it to expand a bit.

The young overseer, Victor Green (named after his ancestor), was appointed mayor and head geneologist. He restarted the Project Greenhouse which was to make the surrounding wasteland to flourish again, to produce wealth and health as it used to.

The neighboring settlements in the area took interest in The Greenhouse and commercial routes were established. Some people wanted to move in behind the protective walls and prosper with the advanced medical and agricultural prospects the Greenhouse offered, but due to Victors demands on high end diseasecontrol, they were packed in a fenced slumareas which eventually grew to form a full district. The Slum district occupants were regularly tested with various chemicals to assure they posed no significant threat of contaminating the central populace. The procedure was slow due to only few officials taking part in it which led only a handfull of people being tested at a time and for many times during a lengthy period of time. The district was full of people waiting to get tested, so new people were only let in the slum when others left or were let in the central district. The choosing of people to be tested was seemingly random and this led to some people living their whole lives in the slum waiting be tested.

It was not long after the facility got restarted when the first ghouls were met. At first they were shunned and driven away due to their appearance, but when it was learned that they had an abnormally long life, some were let inside, allowed to get past the line. And they were studied. Victor got immensely curious about their genetical structure and how it allowed them to live so long. With his most trusted scientists, he immediately started a behind the curtains project to create a vaccine which would give normal human the benefits of long and diseasefree life without the side-effects of rotting skin.

This was at first done in a civil manner, but when Victor learned he had cancer, he hasted the research. Soon the it consisted of cruel and inhuman practices. The testsubject were predisposed to enjailmet and torture, they were injected with substances that caused various diseases and deformations, they were cut to pieces to study their bodies' reactions to the chemicals. Victor justified all this with the, as he was sure of them, eventually succesful results and necessary evil in the betterment of human physiology which would, as he believed, eventually lead to the end of the wasteland and rapidly bring societies together again forming a better world.

He was was aware of how this would look in public, so extreme discretion was taken and all research was kept under a blanket. He also knew harvesting test subjects from the populace of his own city would eventually lead to lowering in popularity and desertion. So he, with his high security officials, staged diseases they knew how to cure in the other nearby settlements and then offered them medical assistance. They cured most for the show and kept others with the excuse of them being in such a bad shape they had to be quarantined, cremated or got disposed of by other means.

The growing efforts, however, spent more subjects than they could gather. Additional measures were taken and they started abducting people. They left clues in the wildersness which led to an assumption that the abductees were either killed and eaten by wildlife or cannibal savages, or captured by slavers. All this eventually rose suspicion among the other settlements, and a group of people started their private investigations to prove that the Greenhouse was in some way responsible for the ever growing number of missing people.

And this is the state the region is in right now in the year 2283, when a hasty stagíng of a form of smallpox got out of hand and spread throughout the region.


Interactions with the player (again, just outlining things):
Spoiler

The game begins with the protagonist (The Drifter) being held by a band of highwaymen. S/he is being stripped from his/her belongings and given a some water, and then sent out walking towards west along the burning wasteland (a slight nod to The good, the bad and the ugly). After few days of walking he passes out. A hunting party finds him and carries him/her to a nearby settlement where s/he is nursed. When The Drifter awakes, it occurs that there is some sort of plague in the settlement. Quarantine tents have been risen and the healthy do what they can for the ever growing number of the sick.
- The settlement provides some voluntary small local quests to provide a tutorial.
- Due to the towns own populace being preoccupied with providing for the sick, the drifter is given a task of traveling to a nearby larger settlement to find out why caravans no longer visit the settlement, and if possible to reopen the routes (with the info that the town can afford to pay well). The drifter is given some basic supply for traveling and self defence. The quest is trusted to the drifter in belief of his/her gratitude of saving his/her life. A reward is also offered and a notion is given that if the caravans do not arrive in time with supplies, the town will die out as they are running out of resources.
- The player can ignore this quest, in which case the town will die out (which has consequences later in the game).
- The quest leads the drifter to the ruins of Greenville, which has a major settlement established there. And from here the story starts to expand to all directions.


Endings(again just simple scetching here):
Spoiler

- The player can side with The Greenhouse, in which case the curel human testing will go on and and on for years to come and grow causing great pains and sorrow, but region in general also starts to prosper due to some scientific breakthroughs and the continuing medical assistance from The Greenhouse doctors. The wasteland starts to get green and fertile again for the region. --in a nutshell--


- The player can side with a coalition of the other settlements and bring to light what The Greenhouse is doing, which leads to the invasion and (accidental) burning of The Greenhouse, killing all the head officials and driving the rest of the populace back into the vault, burning the bodies in front of the door, and finally sealing it shut by collapsing the ground over the entrance with explosives. The lives of the people will go on relatively well, but without any of the Greenhouse advancements in technology and medicine. The research at the Greenhouse will never occur and all the benefits it would've offered to the soil and to the people are forever gone. --in a nutshell--

- A third ending which I haven't made up yet :laugh:


Things I'd appreciate if omitted or otherwise excluded (read: not implemented to begin with):

- Sandbox map -- the game can still be an open world (like how the first games) and support random exploration with large enough "nodes".
- Main focus on exploration -- this shouldn't be the selling point of the game, it's fine for TES, but Fallout should be set apart from that series in all ways possible.
- Too heavy focus on combat more than other styles of gameplay -- there should be more balance on how to fare with the gameworld, well made and settlement centric nodes would support this in that there'd be less empty space that needs to be filled with random combat.
- Straightforward FPS run'n gun combat - there's nothing more boring in these games than RPG combat hampered by FPS mechanics (and while this works both ways, I do not care about improving the FPS elements at the cost the RPG side).
- And stop wasting time in handplacing every sandbead in the desert. There's absolutely no need what so ever to not use procedurally generated landscapes in a wasteland that is mostly sand, rocks and rubble. Use that time to create as unique and differing focus spots as possible.
- And most importantly... less content from the Big Bag of Cool-on-paper +1 -- think before implementing, does it fit the setting, does it make sense, does it have a real purpose.
- Extraterrestials
- All that The Settlers/Sim(s) stuff like: building a house and playing home, building a city and "defending" it, forming a faction, setting up and managing a shop, farming, playerdriven marriage and romances, and all that useless and distracting fluff which is better suited for other games that use them as a the core point of gameplay.
- No multiplayer of any kind - there is a [censored] ton mp games out there for pepole who want that, there's absolutely no reason what-so-ever to have it in here.
- ...to be continued...
- And if you just, out of laziness, read this part, and then commented how [censored] up you think I am (like some have done :tongue:), go read the rest, think about it, and then decide....
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Fri May 04, 2012 7:19 am

SPECIAL
Spoiler
Change in SPECIAL:

Strength:
  • Each point in strength raises carry weight.
  • It increases Blade, Blunt and HtH damage too. Say a weapon has 5 in STR requirement, that means that it's damage presented will be the norm, now, if you have 6 in STR you get a 0.10x bonus in damage, meaning a weapon that requires 3 in STR req gets a whopping bonus of 0.70x in damage.
    It also works the other way, so if a weapon has 5 in STR req and you have 4 then you get -0.15x in damage.
  • Strength also affects the chance at which you can be knocked down, and also decides how much recoil a weapon will have if you meet the soft requirement for the weapon or above.
  • Determines how well you can climb.
Perception:
  • Perception affects your accurcy, the less you have the worse you'll shoot, the more you have the more of a bonus you'll get towards accurcy.
  • Perception also allows you to see traps better, meaning that if you don't meet the PER requirement to see the trap or don't have a sufficient Traps skill then the trap will be invisible to you until something trips it. (same with mines.)
  • At gas areas where the gas can be ignited will only show it's blurryness if you have 4> in PER.
  • PER allows you to notice of a food or drink item has been tampered with. (Survival also affects that.) ((This is mostly for certain quests.))
  • It decides at what distance enemies will show up.
  • If you have 2 or less in PER then everything from 70 meters away will be somewhat blurry. (If you have 1 or 2 in PER then glasses give x2 PER.)
Endurance:
  • How much your health will be through the entire game. (Base health is 50, each END give +15 HP) ((You no longer get any more HP from leveling up, the END you have will this time around actually be important.))
  • How fast action points generate
  • How much stamina you have for sprinting.
  • Poison and radiation resistance.
  • Chem addiction resistance.
Charisma:
  • Charisma affects Nerve stat for companions which determines how much they will follow orders and how strong they are.
  • It also affects the number of companions you can hire.
  • NPC's in the game follow a "personal rep" meter this time around, meaning that if you for example help that rancher guy in Novac to find out what is killing his brahmins and solve the quest then you get +20 personal rep with him and +10 with everyone else in the town.
    The personal rep will decide the NPC's attitude towards you, how big the reward will be, how much of a discount you'll get and of course; When a NPC will give you a quest. (Boone for example would not give you his personal quest until your rep is at 50 with him, meaning you have to solve other quests in the town before his open up.)
    But here is where charisma comes in. CHA decides the base personal rep with NPC's, 5 is neutral, 6 means +5 and 10 means +20 in initial person rep with all NPC's in the game, while 4 means -10 and 1 means -40.
    Personal rep is also affected by other things like what faction you've helped or messed with, how much you buy items from stores (not sell, but buy), if you're female or male, if you have six appeal, black widow, lady killer, confirmed bachelor and cherchez le femme. (Might also count towards other perks, like Tribal Wisdom will inherently give +5 personal rep with any and all tribals in the game upon selecting it.)
    Personal rep is a very cranky thing, you can be loved by the entire town but because you accidentally made a joke about the bartenders late wife he'll still hate you.
    So NPC's will remember things, not everything is in the collective factions anymore but their personal opinions about you. (Though Faction reputation will still exist and still have a large importance.)
    So Charisma helps out with giving you a nice boost to this.
    And with a mid-high level CHA perk you only get half as much negative personal rep from people when you do them ill.
Intelligence:
  • Intelligence affects how many skill points you receive from skill books.
  • It affects how much of a bonus you will receive from skill magazines and how long it will be.
  • It affects a lot more dialogue options.
  • It determines how many skill points you'll receive.
  • It also have effect on how whether other highly intelligent characters in the game will think of you. (Personal rep) If you have a low INT they will consider you a savage and won't bother discussing things with you.
Agility:
  • jumping height
  • jumping length
  • fall damage
  • reload speed
  • close combat attack speed
  • Total amount of action points.
Luck
  • Determines how often/seldom you will receive critical failures: getting knocked down, getting twice as long poison length, accidentally dropping a weapon, getting blocked despite high Blunt and STR, receiving critical hits et cetera.
  • Determines your luck on the gambling table.
  • Determines how successful you'll be when you try to smuggle something in without a high Deception skill.
  • Determines how lucky/unlucky you'll be at the operating table. (quest wise when NPC's can be healed Luck will affect your performance despite your skill, so with Luck 1 you might accidentally kill Caesar even with 100 Medicine. (Luck overpowers any skill your character may have, cause no matter how skilled she/he is Luck is cosmic, it doesn't care how skilled you are, you have bad luck then bad things will happen to you.)
  • 1 Luck means you have a 0.1% chance to choke on an edible item and die.
  • Luck affects how successful your sneak attempt will be. (With a bad luck the logical conclusion is that a top ninja could still mess up despite his training.)
  • Just a veeeery little thing but: it affects how often NPC's will accidentally give you a bit more in quest reward due to them counting wrong. (High luck) Might just be 6 stimpacks when you were suppose to only get 5, or it might be 50 caps extra because the quest giver overlooked how much money he actually had at hand.
Overall it means that with a bad luck the game will curbstomp you, and with good luck it will pleasure you. (Does not mean it's insta-win by any means, just means you'll be more lucky here and there.)

I agree that Strength should have a factor with your stability in combat but I would also add that Agility should somehow grant you a chance to avoid losing said balance. More importantly, once you have fallen Agility should boost your time to recover and get back up or roll away from where you fell before doing so. Additionally, climbing should be a combination of both Strengh and Agility with factors such as gear, weight, and the volume of your inventory.

Your ideas that Perception should make it easier to spot traps in the first place show potential (perhaps they could have the traps glow like "Max" spotting an object with loot). However, Intelligence should have an equal hand in noticing tampered food and any areas containing flammable gas. Depending on the situation maybe even spotting traps should be a matter of Intelligence as well as Perception.

Endurance checks out. Looks more promising than it was in FA3 and FA:NV. Only changes I would make were to add resistence to starvation, dehydration, and sleep.

No comments on the change of Charisma, though it would be a welcome improvement. Just not certain if the developers could handle complications of that scale.

Intelligence sounds good. Maybe a few more features could be added. Also, as I said before, Perception and Intelligence should each compliment the other.

Agility should also affect the speed for running, sprinting, climbing, light melee, and V.A.T.S. exececution(do not mistake this for VATS targeting). Then I would add reaction timing if you are suddenly ambushed point blank while engaged in V.A.T.S. As with Perception and Intelligence, Strength and Agility should also amplify each other.

Not to shock some heads but I'd rather have luck completely replaced. I would prefer random factors to be just that... Random.
User avatar
Code Affinity
 
Posts: 3325
Joined: Wed Jun 13, 2007 11:11 am

Post » Fri May 04, 2012 8:52 am

-Have more than two companions. I'm not asking for an army mind you, but I don't see why I can't have at least 1 human and 2 other non-human companions with me (or possibly more).

-Advanced Companion Combat. It's pretty annoying to lose companions because they decided to chase an enemy out of my range only to get killed (or poisoned) by other enemies (on passive mind you). Things like telling your companion to go to a certain location (or take a certain route), or fall back, or take cover would really be helpful.

-No more laziness when comes to robots. It's pretty stupid that robots can suffer from poison, unarmed attacks, and permanent death.
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Thu May 03, 2012 5:35 pm

Well I don't really care how many dungeons there are just as long as they're spread out more.
Sure enough it's easier to find dungeons with them closer together but it makes the gameworld very hard to take seriously if every 50 meters there is this huge building complex or underground complex with tons of corridors(?), rooms and filled with enemies.
So if the gameworld was 200% the size of Capital Wasteland, then I wouldn't mind having as many dungeons in it as they'd be spread out a lot more.
But with them so close together the gameworld loses it's coherency when around 70 super mutants live 50 meters from 30 raiders.

So it's not that I want less dungeons, I want more distance between them.

I think there needs to be a limit on "kickass" dungeons.

For example, let's say there's 200 "dungeons".

80%, or 160/200, of those should be normal everyday stuff you'd run into on any normal day: houses, stores, old offices, factories such as bottling plants, etc., etc.

No more than 20%, or 40/200, should be "kickass" dungeons: armories, weapon factories, old vaults, military installations, etc., etc.

And the "kickass" dungeons should have long treks between them and should be mostly surrounded by large open areas as they would most likely be in real life.
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Fri May 04, 2012 6:40 am

With guns, the iron sights almost makes the skill useless. I think they should make some way to make the weapon skills a little more useful. Maybe give added recoil when your skill is low. Or more swaying to the weapon, just to make it harder to use. Because you could not level up that skill, and all you have to do it deal with the sway of the gun, which isn't a problem.
User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Fri May 04, 2012 1:17 am

-Have more than two companions. I'm not asking for an army mind you, but I don't see why I can't have at least 1 human and 2 other non-human companions with me (or possibly more).

Tie it to charisma (again). For every two points in charisma you get another companion to follow you. Charisma 10 would allow 5 companions. That could be to much, so just start at 4 charisma. No companion if your charisma is below 4. Why should somebody accompany you when your are disgusting...

Edit: No human companions if charisma is below 4.
Edit #2: Gabriel77Dan already covers this in his suggestions. I support this.
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Fri May 04, 2012 12:57 am

I agree that Strength should have a factor with your stability in combat but I would also add that Agility should somehow grant you a chance to avoid losing said balance. More importantly, once you have fallen Agility should boost your time to recover and get back up or roll away from where you fell before doing so. Additionally, climbing should be a combination of both Strengh and Agility with factors such as gear, weight, and the volume of your inventory.

Your ideas that Perception should make it easier to spot traps in the first place show potential (perhaps they could have the traps glow like "Max" spotting an object with loot). However, Intelligence should have an equal hand in noticing tampered food and any areas containing flammable gas. Depending on the situation maybe even spotting traps should be a matter of Intelligence as well as Perception.

Endurance checks out. Looks more promising than it was in FA3 and FA:NV. Only changes I would make were to add resistence to starvation, dehydration, and sleep.

No comments on the change of Charisma, though it would be a welcome improvement. Just not certain if the developers could handle complications of that scale.

Intelligence sounds good. Maybe a few more features could be added. Also, as I said before, Perception and Intelligence should each compliment the other.

Agility should also affect the speed for running, sprinting, climbing, light melee, and V.A.T.S. exececution(do not mistake this for VATS targeting). Then I would add reaction timing if you are suddenly ambushed point blank while engaged in V.A.T.S. As with Perception and Intelligence, Strength and Agility should also amplify each other.

Not to shock some heads but I'd rather have luck completely replaced. I would prefer random factors to be just that... Random.
Strength:
Agility already has a ton of stuff though, it would make sense for it to determine how fast your character can get up after being knocked down though. Gonna update with that.

Perception:
Well, Perception kinda svcks really, it used to be so vital for ranged combat characters but now it's really bad.
And really, everything comes down to intelligence. Repairing a car? That requires some intelligence. Tracking animals? That requires some intelligence. So really, everything requires some intelligence.
I also don't like the idea of two stats doing the same thing or them being a combined effort.
But I'd rather have the Traps skill determine how well you can see, avoid, disarm, craft and use traps, the idea of this being in Perception is just an alternative solution in case Traps doesn't end up being a skill.

Endurance:
Ayeah, I kinda modded those meters to not appear very often so I totally forgot about them.
Hmm... Base meters for H2O, FOD and SLP is 500, each END gives x100. This means that default END which is 5 gives you the current 1000 limit, while 10 gives 1500 in limit.

Charisma:
I doubt they'll do that either, but one can always dream. :)

Intelligence:
Again, I disagree, each stat should have their own mechanics which they rule over otherwise there isn't a point in having two stats if they're 50% the same as one another.

Agility:
Huh... I thought I had running speed included in Agility, time for a edit I suppose.
And again, I don't think two stats should share effects of the same nature, but, having 10 STR and 10 AGI means you are one mean motherclucker with a knife.
So while they determine different effects it the outcome can be very different depending on what your SPECIAL is.


Luck:
Well, they can't cut it, then it'd just be SPECIA, what else could be added?
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Fri May 04, 2012 1:15 am

1. Dual-wielding (only for one-handed fire weapons like pistols)
2. Final moves like Skyrim (separated from the VATS) and the return of the VATS
3. hardcoe mode like New Vegas
4. Climbing on the ledges (with new animations)
5. Falls animations
6. Sprint like Skyrim
7. 8 hotkeys also for controller, without the favourites menu
8. Perks system like Skyrim (without constellations of course)
9. At least 50 levels like Skyrim
10. New and various enemies
11. A more "action", "survival" and "slightly horror" game
12. No more attributes
13. Ten abilities:
Melee weapons - increase damage for weapons like brass knuckles, baseball bat and knives...
Light weapons - >> pistols, machine guns, laser pistols...
Heavy weapons - >> guns, gatling, gatling laser, submachine guns...
Devastating weapons (provisionally) - >> grenades, mines, fat-man, grenades launcher, flame thrower...
Chemistry - Used to make medicines, corrosive acids and things like these. Also useful in some quests.
Lockpicking - Used to picking locks
Stealth - Used to pickpocketing or sneaking
Eloquence - Used to persuase, bribe or intimidate. Also guarantees the best prices
Mechanics - Used to repair armors and weapons and improve them with mods. Can be also used to DISABLE robots. Also useful in some quests
Science - Used to hack terminals or COMMAND robots. Also useful in some quests
14. Motorbikes to drive!
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Fri May 04, 2012 3:41 am

1. Dual-wielding (only for one-handed fire weapons like pistols)
2. Final moves like Skyrim (separated from the VATS) and the return of the VATS
3. hardcoe mode like New Vegas
4. Climbing on the ledges (with new animations)
5. Falls animations
6. Sprint like Skyrim
7. 8 hotkeys also for controller, without the favourites menu
8. Perks system like Skyrim (without constellations of course)
9. At least 50 levels like Skyrim
10. New and various enemies
11. A more "action", "survival" and "slightly horror" game
12. No more attributes
13. Ten abilities:
Melee weapons - increase damage for weapons like brass knuckles, baseball bat and knives...
Light weapons - >> pistols, machine guns, laser pistols...
Heavy weapons - >> guns, gatling, gatling laser, submachine guns...
Devastating weapons (provisionally) - >> grenades, mines, fat-man, grenades launcher, flame thrower...
Chemistry - Used to make medicines, corrosive acids and things like these. Also useful in some quests.
Lockpicking - Used to picking locks
Stealth - Used to pickpocketing or sneaking
Eloquence - Used to persuase, bribe or intimidate. Also guarantees the best prices
Mechanics - Used to repair armors and weapons and improve them with mods. Can be also used to DISABLE robots. Also useful in some quests
Science - Used to hack terminals or COMMAND robots. Also useful in some quests
14. Motorbikes to drive!

So you want to turn this into Skyrim?


"11. A more "action", "survival" and "slightly horror" game"

I definitely DO NOT want this
User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Thu May 03, 2012 6:01 pm

1. Dual-wielding (only for one-handed fire weapons like pistols)
2. Final moves like Skyrim (separated from the VATS) and the return of the VATS
11. A more "action", "survival" and "slightly horror" game
12. No more attributes
13. Ten abilities:
Melee weapons - increase damage for weapons like brass knuckles, baseball bat and knives...
Light weapons - >> pistols, machine guns, laser pistols...
Heavy weapons - >> guns, gatling, gatling laser, submachine guns...
Devastating weapons (provisionally) - >> grenades, mines, fat-man, grenades launcher, flame thrower...
Chemistry - Used to make medicines, corrosive acids and things like these. Also useful in some quests.
Lockpicking - Used to picking locks
Stealth - Used to pickpocketing or sneaking
Eloquence - Used to persuase, bribe or intimidate. Also guarantees the best prices
Mechanics - Used to repair armors and weapons and improve them with mods. Can be also used to DISABLE robots. Also useful in some quests
Science - Used to hack terminals or COMMAND robots. Also useful in some quests
14. Motorbikes to drive!
So you want a roleplaying game that turned into a action/roleplaying game to become a action game with RPG elements?
*clears throat*
Hell no!
If this is what you want for Fallout then I think you should look for a different franchise.
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Fri May 04, 2012 4:41 am

Strength: Agility already has a ton of stuff though, it would make sense for it to determine how fast your character can get up after being knocked down though. Gonna update with that. Perception: Well, Perception kinda svcks really, it used to be so vital for ranged combat characters but now it's really bad. And really, everything comes down to intelligence. Repairing a car? That requires some intelligence. Tracking animals? That requires some intelligence. So really, everything requires some intelligence. I also don't like the idea of two stats doing the same thing or them being a combined effort. But I'd rather have the Traps skill determine how well you can see, avoid, disarm, craft and use traps, the idea of this being in Perception is just an alternative solution in case Traps doesn't end up being a skill. Endurance: Ayeah, I kinda modded those meters to not appear very often so I totally forgot about them. Hmm... Base meters for H2O, FOD and SLP is 500, each END gives x100. This means that default END which is 5 gives you the current 1000 limit, while 10 gives 1500 in limit. Charisma: I doubt they'll do that either, but one can always dream. :) Intelligence: Again, I disagree, each stat should have their own mechanics which they rule over otherwise there isn't a point in having two stats if they're 50% the same as one another. Agility: Huh... I thought I had running speed included in Agility, time for a edit I suppose. And again, I don't think two stats should share effects of the same nature, but, having 10 STR and 10 AGI means you are one mean motherclucker with a knife. So while they determine different effects it the outcome can be very different depending on what your SPECIAL is. Luck: Well, they can't cut it, then it'd just be SPECIA, what else could be added?
L can be libido haha. Having a stat for luck has always been silly to me in every game its ever been in. Luck should be just that a random roll that we cant control.

I dont care where the next fall out is located but I would love companions to play a bigger part.

I feel that your companions should make up for your shortcomings and be controlled thru love, friendship, intimidation, ect.
I would love to see the vault dweller, courier whatever not be the king of survivability. Its very rare for any one person to be an expert weaponsmith, doctor, tracker, killer, hunter, gatherer, ect ect.

I think that you should be good at one thing, ok at the rest or just not knowledgable and if you want to survive you get those other specialists on your side. Example, if you arent a doctor then a doctors bag isnt gonna do you much good to really heal limbs, stims dont magically make everything ok either. If you arent a weaponsmith then I dont care if you have 300 barely working shotguns you just arent gonna be able to turn them into a few that appear to have came from the factory.

I would also like the whole "weapon degradation" to be adjusted. I am sorry buy my metal shotgun is not gonna be turned to scrap by a baseball bat even if I block with it. Just by shooting my shotgun 20ish times isnt gonna make it all of a sudden do less dmg. Anyone who knows how to shoot even a little can do basic maint ie clean the barrel but if not a weaponsmith then some degradation will happen just please not like in previous games it was just plain silly.

Just a few of my thoughts =)
User avatar
Skrapp Stephens
 
Posts: 3350
Joined: Mon Aug 06, 2007 5:04 am

Post » Thu May 03, 2012 11:25 pm

L can be libido haha. Having a stat for luck has always been silly to me in every game its ever been in. Luck should be just that a random roll that we cant control.
Isn't that what it is though?
I mean, Luck only sways the roll somewhat but it's still random.
Not like Intelligence which has a prefix on how many skill points per level you receive, or Charisma which determines Nerve.
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Fri May 04, 2012 4:48 am



So you want to remove everything which makes fallout fallout and make it into a generic action game? I cant say i agree with you, or that many people will. Maybe another franchise would be better for you.
User avatar
oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Fri May 04, 2012 7:16 am

Isn't that what it is though?
I mean, Luck only sways the roll somewhat but it's still random.
Not like Intelligence which has a prefix on how many skill points per level you receive, or Charisma which determines Nerve.

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.....
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Thu May 03, 2012 9:48 pm

Well lets beat the mush that use to be the dead horse...
In ilk to previous post .
Less tes and morr fallout no free roaming past the end more ending slide maybe some little stoy related cut scenes a bigger foucus on all weapons and make skill requirements actual requirements so if you don't meet it you can't use it.
Keep the sandbox style I think talking deathclaws should return to be continued....
User avatar
Dale Johnson
 
Posts: 3352
Joined: Fri Aug 10, 2007 5:24 am

Post » Fri May 04, 2012 4:27 am

bigger foucus on all weapons and make skill requirements actual requirements so if you don't meet it you can't use it.

Do you mean something like Shotgun, requires 25 guns to use? If that's the case can't say I agree, I think it would be better to have serious penalties when skill requirements aren't meant. For guns, bigger spread and so on.
Oh and off topic: Your signature has that Torr thing, so if you haven't played a r.e.t.a.r.d playthrough you should try, makes for some hilarious discussions. And an intelligent one with Torr.
User avatar
Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Fri May 04, 2012 5:56 am

Again, I disagree, each stat should have their own mechanics which they rule over otherwise there isn't a point in having two stats if they're 50% the same as one another.

I agree with you almost to the letter.

I obviously did not describe my suggestions very well so I will try and clarify. Any of the SPECIAL's would not necessarily have to be the same as another. I merely suggest that two Specials would both benefit or have some form of influence over certain skills/scenarios which would require both characteristics in real life. For example, have Perception show you a trap so you can navigate around it while Intelligence would instead alert you that there is a trap and/or make it simpler to disable it (assuming you found it with or without the help of Perception). Of course there would be many factors which could overcomplicate this, but hopefully that can be avoided.

Obviously, I agree with you that Luck must have dramatic changes if the series is to continue. Luck, basically is either a liability or an irrelevent bonus for every other SPECIAL, so I tend to avoid it all together and invest in the other six when starting a new character. Just like you said "-there isn't a point in having two stats if they're 50% the same as one another."
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Thu May 03, 2012 10:12 pm

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?
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Thu May 03, 2012 5:40 pm

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

Yeah eventually it becomes tedious. If I beat the story line I nearly lose all interest and have to invent new reasons to keep playing.
User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Next

Return to Fallout Series Discussion