Fallout 4: Speculation, Suggestions and Ideas - Thread #61

Post » Mon May 14, 2012 4:38 am

Fallout 4 will be next gen. When we see it, we won't believe it.
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Ricky Rayner
 
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Post » Sun May 13, 2012 8:26 pm

If a vehicle is going to be in fallout, it should be a 'giddiup buttercup' :)

I want to be able to start the game as any character type, I especially want to be a human cyborg with upgradeable limbs and organs. :)

In a rush.....
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Maria Garcia
 
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Post » Mon May 14, 2012 6:49 am

"carry weight" should be changed to "carry capacity" and greatly reduced, an items "encumberance" would be the combines value of it's weight and approximative size (i.e "single shotgun", 24 encumberance because it weighs 8 pounds and is approximatively 1.4 metres long.) max carry capacity is equal to 20 + your strength X 20 for a maximum base value of 220 which can only be increased by equipment and ONE perk. equipment would have it's value re-balanced, to make it more realistic. the equipment in your quick inventory (now limited to 1 two-handed weapon or shield (up key), 2 one-handed weapons: 1 slot reserved for melee weapons (left key) + 1 slot for handguns (right key), a special slot for one-handed explosives, thrown weapons, utility items (i.e binoculars) and traps (down key) and 2 slots for meds and chems (lower-left and lower-right) would not take up any space in your inventory.

all the weapons can be seen on the character (two handed weapon on their back, melee weapon on their left hip, handgun on their right hip and "special item" on their lower back)
the meds/chems could just be put in a leather bag on the players lower back, beside their "special item" space.

"change ammunition type" should replace "jump", jumping is unneccessary and could be replaced with a "climb" action based on strength and agility (each item would have a minimum requirement to climb over it successfully (failing the check will make you fall over, wounding you) for example "fence": requires 4 ST and 4 AG to attempt climbing over it ,with a 98% success (maximum). 0 % is the minium chance, so a character with 1 ST and 1 AG could not climb a rope ladder, for example. how the check works is very simple, if you have the required amount of ST and AG your chance to climb over or around the obstacle successfully are reduced by 20%, if your ST or AG are 1 point under the required ammount your chance of climbing over/ around the obstacle successfully is 70%, if your ST or AG are 2 points under the requirement your chance of success is reduced by 40%, if your ST and AG are 3 or more points under the requirement in total your chance of success is 0, so you can't get over/ around the obstacle.

example of the fence:

requires 4 ST and 4 AG to climb over it successfully.

your ST your AG your chance of success
4 or more 4 or more 98%
3 4 78%
3 3 58%
2 4 58%
2 3 38%
2 2 18%
2 or less 2 or less -- (0%)

(i could have made a mistake somewhere, but i'm too tired to check so i'll do it later)
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Rachael Williams
 
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Post » Sun May 13, 2012 8:10 pm

I, for one, hope we are able to purchase fanny packs to keep ammo in. ;)

Something that is kind of the opposite of "magic bobbleheads" as far as not making much sense, only in reverse fashion: Skill Magazines.
You're telling me that If i read something in a magazine, I only have the knowledge from reading that for 10 minutes and then I dont know it anymore?
Lets say that my character is extremely forgetful. It's impossible to re-read something?


I think along the lines of finding collectables.
Some want collectables that give bonuses.
Some dont because they dont feel those colletables would have any reason to give bonuses.

The simple solution would seem to be collecting something that would give bonuses,Implants.
instead of having Dr so and so give you an implant, perhaps you find corpes of pre- war cybornetic experiments and lift their implants to make them your own.
I suppose you could still even have Dr whoever give implants that give lesser bonuses. It would just be that there are unique implants/prosthetics.
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Darlene Delk
 
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Post » Mon May 14, 2012 3:10 am

The equipment in your quick inventory (now limited to 1 two-handed weapon or shield (up key), 2 one-handed weapons: 1 slot reserved for melee weapons (left key) + 1 slot for handguns (right key), a special slot for one-handed explosives, thrown weapons, utility items (i.e binoculars) and traps (down key) and 2 slots for meds and chems (lower-left and lower-right) would not take up any space in your inventory.

all the weapons can be seen on the character (two handed weapon on their back, melee weapon on their left hip, handgun on their right hip and "special item" on their lower back)
the meds/chems could just be put in a leather bag on the players lower back, beside their "special item" space.
I heavily dislike this idea.
If you want to limit yourself then do so, but if I want to have quick keys to 8 rifles then I want to have quick keys to 8 rifles.
And I also don't want every weapon to be displayed on me, I don't care about immersion, I hate it when my character looks like a walking tools-rack.
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SaVino GοΜ
 
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Post » Sun May 13, 2012 7:15 pm

added some more information

Spoiler
"carry weight" should be changed to "carry capacity" and greatly reduced, an items "encumberance" would be the combines value of it's weight and approximative size (i.e "single shotgun", 24 encumberance because it weighs 8 pounds and is approximatively 1.4 metres long.) max carry capacity is equal to 20 + your strength X 20 for a maximum base value of 220 which can only be increased by equipment and ONE perk. equipment would have it's value re-balanced, to make it more realistic. the equipment in your quick inventory (now limited to 1 two-handed weapon or shield (up key), 2 one-handed weapons: 1 slot reserved for melee weapons (left key) + 1 slot for handguns (right key), a special slot for one-handed explosives, thrown weapons, utility items (i.e binoculars) and traps (down key) and 2 slots for meds and chems (lower-left and lower-right) would not take up any space in your inventory.

all the weapons can be seen on the character (two handed weapon on their back, melee weapon on their left hip, handgun on their right hip and "special item" on their lower back)
the meds/chems could just be put in a leather bag on the players lower back, beside their "special item" space.

"change ammunition type" should replace "jump", jumping is unneccessary and could be replaced with a "climb" action based on strength and agility (each item would have a minimum requirement to climb over it successfully (failing the check will make you fall over, wounding you) for example "fence": requires 4 ST and 4 AG to attempt climbing over it ,with a 98% success (maximum). 0 % is the minium chance, so a character with 1 ST and 1 AG could not climb a rope ladder, for example. how the check works is very simple, if you have the required amount of ST and AG your chance to climb over or around the obstacle successfully are reduced by 20%, if your ST or AG are 1 point under the required ammount your chance of climbing over/ around the obstacle successfully is 70%, if your ST or AG are 2 points under the requirement your chance of success is reduced by 40%, if your ST and AG are 3 or more points under the requirement in total your chance of success is 0, so you can't get over/ around the obstacle.

example of the fence:

requires 4 ST and 4 AG to climb over it successfully.

your ST your AG your chance of success
4 or more 4 or more 98%
3 4 78%
3 3 58%
2 4 58%
2 3 38%
2 2 18%
2 or less 2 or less -- (0%)

(i could have made a mistake somewhere, but i'm too tired to check so i'll do it later)

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Amanda Furtado
 
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Post » Mon May 14, 2012 12:06 am

"change ammunition type" should replace "jump", jumping is unneccessary and could be replaced with a "climb" action.
I skimmed it and the first thing I read is this and I stopped.

No.

Just no.

I want to jump, I absolutely loathe it in games when I cannot jump, [censored] climbing, if I have to choose between the two it will always and I mean always be jump.
A better idea is to make change ammo into holding down the [Use] key.
So holding down A, X or E for about 1.5 to 2 seconds changes the ammo type used.
And have holding down Y, Triangle or [Space bar] be for climbing.

But removing climbing? Hells to the noes.
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Haley Merkley
 
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Post » Sun May 13, 2012 7:39 pm

Fallout 4 will be next gen. When we see it, we won't believe it.
It will also be current Gen if release in the next 1-3 years, so fortunately for us, our tiny little minds can handle it.
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Gisela Amaya
 
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Post » Sun May 13, 2012 10:36 pm

Actually, thinking about it, I would prefer jumping to be a statcheck in a situation where the action is appropriate/needed rather than free form hopping around. Would nicely beef up the meaning of statistics based abilities and offer a setup for environmental setup supporting them.
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Nice one
 
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Post » Mon May 14, 2012 12:53 am

I skimmed it and the first thing I read is this and I stopped.

No.

Just no.

I want to jump, I absolutely loathe it in games when I cannot jump, [censored] climbing, if I have to choose between the two it will always and I mean always be jump.
A better idea is to make change ammo into holding down the [Use] key.
So holding down A, X or E for about 1.5 to 2 seconds changes the ammo type used.
And have holding down Y, Triangle or [Space bar] be for climbing.

But removing climbing? Hells to the noes.


don't get me wrong, i love the real-time FPS aspect and especially the iron sights because they add to the realism.

but jumping around has no place in an RPG unless it's heavily resticted by your characteristics and skills, i also beleive that crosshairs should be removed for a similar reason, they ruin the realism of the game and harm both the FPS and RPG elements.

this is how i see fallout 4, genre-wise:

- 40% survival simulator
- 30% RPG
- 15% FPS
- 15% fighting game (i would like to see some basic "combos" and grapple moves added, based on your STR, AGI and skill)
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Emily Martell
 
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Post » Sun May 13, 2012 8:31 pm

don't get me wrong, i love the real-time FPS aspect and especially the iron sights because they add to the realism.

but jumping around has no place in an RPG unless it's heavily resticted by your characteristics and skills, i also beleive that crosshairs should be removed for a similar reason, they ruin the realism of the game and harm both the FPS and RPG elements.
Except that it is in FPP format, so jumping is relavent to that type of gameplay. If not for you then at least for others, If you don't want to jump then don't, but don't ask for something that has been in gaming for... How long exactly? To be removed.
And absolutely NO to removing crosshairs, that should be optional, like choosing to specify HUD transperancy, like if I want Health to not show I can specify it and turn it's transperancy to 100% while still retaining the crosshair and ammo.
But removing it all together? That sounds awful.
I don't use Iron sights all the time so I need the crosshairs otherwise I have no idea where the hell I'm aiming at or how mich of a spread there is to something.
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Eduardo Rosas
 
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Post » Sun May 13, 2012 10:03 pm

don't get me wrong, i love the real-time FPS aspect and especially the iron sights because they add to the realism.

but jumping around has no place in an RPG unless it's heavily resticted by your characteristics and skills

Does not compute. Real-time FPS gameplay with realism is lovely, but jumping has no place in an RPG? Wat.
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Everardo Montano
 
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Post » Mon May 14, 2012 12:44 am

don't get me wrong, i love the real-time FPS aspect and especially the iron sights because they add to the realism.

but jumping around has no place in an RPG unless it's heavily resticted by your characteristics and skills, i also beleive that crosshairs should be removed for a similar reason, they ruin the realism of the game and harm both the FPS and RPG elements.

this is how i see fallout 4, genre-wise:

- 40% survival simulator
- 30% RPG
- 15% FPS
- 15% fighting game (i would like to see some basic "combos" and grapple moves added, based on your STR, AGI and skill)

I dislike survival simulators and the idea of taking out jumping.

So I'm supposed to walk off ridges when making an epic escape off of a cliff into a lake or river? I can't hop the railing and kill myself when I mess up a quest so I see my character explode into little pieces and chuckle before reloading? No thanks.

And Fallout is not a survival simulator at ALL. There are a few elements that are (key word) optional but other than that nothing.

If you want it to be mostly survival simulator good for you for having an opinion, this is mine:
70% RPG
30% Shooter

I don't see fighting game style having any place in Fallout either.
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Undisclosed Desires
 
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Post » Mon May 14, 2012 12:34 am

I dislike survival simulators and the idea of taking out jumping.

So I'm supposed to walk off ridges when making an epic escape off of a cliff into a lake or river? I can't hop the railing and kill myself when I mess up a quest so I see my character explode into little pieces and chuckle before reloading? No thanks.

And Fallout is not a survival simulator at ALL. There are a few elements that are (key word) optional but other than that nothing.

If you want it to be mostly survival simulator good for you for having an opinion, this is mine:
70% RPG
30% Shooter

I don't see fighting game style having any place in Fallout either.


the "hit things untill they die with the same, boring attacks, for the entire game" is outdated and has no place in a game like fallout, if you don't wan't the "fighting game style" to be present in fallout, then you may aswell tell them to remove unarmed and melee weapons.

it's a damn shame, because i love hand to hand combat, but it's just so bland.
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Fiori Pra
 
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Post » Sun May 13, 2012 9:55 pm

the "hit things untill they die with the same, boring attacks, for the entire game" is outdated and has no place in a game like fallout, if you don't wan't the "fighting game style" to be present in fallout, then you may aswell tell them to remove unarmed and melee weapons.

it's a damn shame, because i love hand to hand combat, but it's just so bland.

You said fighting style.

For somebody (like me) who plays all genres of games the first thing on my mind was fighting games like Street Fighter and Mortal Kombat. Which lead me to think you wanted kicking, punching, and (as you said) combos which shouldn't be 15% of the game.

I use melee and unarmed and no I'm not asking for them to take those out of the whole gamn game just don't make it that ridiculously big. I just count that as part of the FPS part.

Funny you just responded to the fighting part of my post, what about the bulk of it with the survival part?
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Cesar Gomez
 
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Post » Mon May 14, 2012 4:35 am

If by "fighting game style" you mean give the special attacks for high skill like you see in FO2 (piecing strike, snap kick etc) then sure give them animations. I however agree that doing button combo for bonus damage shouldn't be part of the equation.
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marina
 
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Post » Sun May 13, 2012 7:15 pm

I dislike survival simulators and the idea of taking out jumping.

So I'm supposed to walk off ridges when making an epic escape off of a cliff into a lake or river? I can't hop the railing and kill myself when I mess up a quest so I see my character explode into little pieces and chuckle before reloading? No thanks.

And Fallout is not a survival simulator at ALL. There are a few elements that are (key word) optional but other than that nothing.

If you want it to be mostly survival simulator good for you for having an opinion, this is mine:
70% RPG
30% Shooter

I don't see fighting game style having any place in Fallout either.
I think a bit of survival aspects would be good. hardcoe has some survival stuff in it and that seems to be popular among most people, so adding a bit of some more stuff like that wouldn't hurt in my opinion.
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kirsty joanne hines
 
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Post » Sun May 13, 2012 6:31 pm

the "hit things untill they die with the same, boring attacks, for the entire game" is outdated and has no place in a game like fallout, if you don't wan't the "fighting game style" to be present in fallout, then you may aswell tell them to remove unarmed and melee weapons.

it's a damn shame, because i love hand to hand combat, but it's just so bland.
Depends on what you mean with "fighting style", if it's to do kill-cam's like in Skyrim except it's movement-cam's depending on the combo you just pulled then I could be fine with it as long as it remained realistic, but if it becomes some kinda kung-fo charade then it'd just feel ridiculous.
So if I use left hit, right hit, left hit, left hit and then click X, R... Square? Then it executesa movement-cam and depending on stats it's either successful or a fail.
That would be nice, especially for grappling attacks or choking someone.
So as long as it remains realistic and not turn hand to hand into a kung fu game then I'm all for it.
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Jessie Rae Brouillette
 
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Post » Mon May 14, 2012 6:08 am

Im still trying to figure out how taking the option to jump out of the game would make it more lrealistic.
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Adam Baumgartner
 
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Post » Sun May 13, 2012 7:46 pm

Im still trying to figure out how taking the option to jump out of the game would make it more lrealistic.
Well, how often do we jump in day-to-day life?
I work at resturant and I don't do much atheltic activities so I rarely, if ever, jump.
(I'm still against the idea of removing it but I thought I'd be neutral for once)
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Mandy Muir
 
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Post » Sun May 13, 2012 6:54 pm

by "fighting game" i meant combat like in grand theft auto 4, where you have 3 different kinds of attack, counters and disarms. this would work fine in fallout if they make "change view" an option part of a pop up menu, together with wait, etc... then swap it with V.A.T.S and use the key previously destined to V.A.T.S as a "secondary attack button", allowing you to kick while unarmed or stab when equipped of a knife, for example. using your "primary attack" and "secondary attack" in certain combinations would result in special attacks being used (the unlocking of which is based on STR, AGI and hand to hand skill), also, certain special attacks would be unleashed when specific criteria are met, for example using your "kick" attack against a crouched enemy or a small animal or machine would result in a "punt kick", causing knockdown.

these special attacks would be performed in slow-motion using the same system as that used by the "killcam".

removing jumping would make the game more realistic because "somone who has 1 agility and 1 endurance", in other words somone incredibly unfit, could never jump from one rooftop to another. with such a character the option should not be there.
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Monique Cameron
 
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Post » Sun May 13, 2012 5:49 pm

Well, how often do we jump in day-to-day life?
I work at resturant and I don't do much atheltic activities so I rarely, if ever, jump.
(I'm still against the idea of removing it but I thought I'd be neutral for once)
Right, but how often in your daily life are you a combatant in a post apocalyptic wasteland?
Let me know how much you jump in that day to day life.

Besides, its removing the "option to jump" making things realistic that i dont get.
you have the option to jump right now if you want to.
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Amy Cooper
 
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Post » Mon May 14, 2012 2:28 am

Right, but how often in your daily life are you a combatant in a post apocalyptic wasteland?
Let me know how much you jump in that day to day life.

Besides, its removing the "option to jump" making things realistic that i dont get.
you have the option to jump right now if you want to.

read my above post.

actually, i don't think i worded it correctly, what i mean is that somone who is incredibly unfit should not be jumping, or running (which is another reason vehicles should be implemented into the next game).

jumping in fallout just dosen't make sense, considering that you can create a very unfit character and the incredibly hostile enviroment of the wasteland, logic dictates that you should be climbing over any obstacles you encounter, as it is much safer than hopping around like some terrified rabbit. period.

if any jumping is to be implemented it should be scripted and check agility and strength.
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Kari Depp
 
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Post » Sun May 13, 2012 6:48 pm

read my above post.
Oh, so because someone might make a build that has svcky agility or endurance it should be taken out for hte vast majority of people that arent going to nerf those attributes? If anything i could see making the jumping height or distance reliant on those skils plus weight carried and so on, but not taking it out completely. It isnt as if tthe jumping is all that ninja like to begin with- theres no way it could be confused with parkour
.
but if you cant jump at all, youve got no business trekking throughthe wastes with a pack full of supplies in an attempt to transform the region you find yourself in to begin with.
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Jesus Sanchez
 
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Post » Mon May 14, 2012 7:43 am

Oh, so because someone might make a build that has svcky agility or endurance it should be taken out for hte vast majority of people that arent going to nerf those attributes? If anything i could see making the jumping height or distance reliant on those skils,

but if you cant jump at all, youve got no business trekking throughthe wastes with a pack full of supplies in an attempt to transform the region you find yourself in to begin with.

i did not say "remove jumping altogether" i said make it a scripted agility and strength check, and make it possible to climb over most obstacles. and you made a good point, i don't like the standard "change the world" stories for that reason, a customiseable character should be who you want him to be, not who he's pushed to be by the force of "player centric narration" combined with a fully written story.
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brian adkins
 
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