Fallout 4: Speculation, Suggestions and Ideas - Thread #74

Post » Fri Jul 13, 2012 9:04 am

Fallout 4: Speculation, Suggestions and Ideas



Thread #74


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/1393693-fallout-4-speculation-suggestions-and-ideas-thread-73/

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Elisha KIng
 
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Joined: Sat Aug 18, 2007 12:18 am

Post » Fri Jul 13, 2012 8:28 am

FIRST!!!! YES I DID IT I DID IT I AM FIRST OHHH GOD YESSSSDSD
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Trey Johnson
 
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Post » Thu Jul 12, 2012 10:54 pm

And it was a very constructive first post too.



I should probably edit this thing at some point


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. (So that they always have "something" to say, I hated how I could deplete companion dialogue so easily in all Fallout games, even 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.)

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. Knockdown formula works like this, you get -2 KDC (Knock Down Chance) for each STR, if the enemies +#KDC is superior to your -#KDC then you are knocked down. So 5 in STR means -10KDC, A coyote has +5 KDC, which means you need 2 in STR to be knocked down by it. A raider with a sledge will have +9 in KDC on the other hand, with the heavy attack being +11 KDC, which means it can bowl you down with it's heavy attack.
  • 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
  • Disease resistance and effects


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://gabriel77cort...%2F4398145&qo=8
http://gabriel77cort...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://gabriel77cort...%2F4398145&qo=6
http://gabriel77cort...%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://forums.bethso...st__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.


Repair, Crafting and Modding overhaul.
Spoiler
I want the repair system, craftin system and modding system to be overhauled.

Three skills, Electronics, Mechanics and Armorer.
They share 3 things, and Electornics and Mechancis have other uses in quests.
Repairing items.
Modding items.
And crafting items.

Electronics is used for crafting, modding and repairing items of a electronic nature.
Power fists, energy weapons, cattle prods, anything like that can be repaired with this skill.
And you can also craft these items along with Plasma and Pulse Grenades and Electronic Lockpicks.
And finally, it's used for successfully modding weapons of electronic nature.

Mechanics is the same thing, mostly for Guns and mechanized weapond in Explosives, Unarmed and Melee.
Such as Rippers, Chainsaws, Ballistic Fists, Missile launcher et cetera.

And Armorer is for armors specifically.

Now, why do I want three skills that does the same thing but to different things?
Cause first of all, it makes more sense, someone who knows how armor works and what is in need of repairs does not necessarily know why their .22 Pistol is jamming or why their Laser Rifle's optics are firing in the wrong direction.
And secondly, it will either force players to spend more skill points in these skills OR use NPC's to repair, mod and craft their stuff.

I think it could help the economy.

Another thing with these skills is crafting weapons and armors.
There are three variants of items (they do not necessarily need a retexture) Worn, Normal and Quality Items.
Now, Worn Items are weapons and armors which you loot, these items have been used for a long time and they aren't as sturdy as they once were.
They are cheaper to buy and sell for less money, but they aren't as useful as the Normal or Quality variants.

Normal Items are the general things you buy, not top notch but not old and worn either.
They have their modest price and are not generally found as loot, but it can happen.

Quality Items are very rare to find, they are what you craft and they are rarer to show up in NPC stores.
They sell for far more than Worn and have much better stats.

Why I want this is because I think, again, it could help the economy.
If you don't put any skill points in either of these three skills that means you have to buy Quality Weapons, you have to pay NPC's for modding weapons and you have to pay NPC's for repairing broken stuff.


It means that caps have to be used for stuff.
You can't trade 10 Worn 10mm Pistols to an NPC for repairing your Leather Armor Mark II, you have to use caps.

Or, if you put points in Mechanics and Armorer then you don't have to use NPC's for anything but buying weapon/armor schematics. (But they aren't that expensive)


Now, where does this leave unarmed and melee weapons?
Brass Knuckles, doesn't break. They just don't.
Baseball bat? It breaks, the end. How exactly are you suppose to repair a weapon which is a formed one-piece wodden stick? It's not like a gun where you can take out a broken part and replace it with something else.
So some Melee/Unarmed weapons doesn't break, they are few though, others can't be repaired, forcing Melee player and Unarmed players to have a supply of weapons instead of just using one weapon throughout the entire game.
And some weapons, like Cattle Prod and Ripper, can be repaired through Electronics and Mechanics.



"But isn't it redundant to have 3 skills that do the same thing?"
Perhaps, but would you rather have caps be worth a damn or do you want to magically repair, mod and craft anything with a super skill?

"Wouldn't it be better to use Perks to specialize?"
I don't think so, Skyrim wanted to do this, have skills with perk trees to allow spealization, and I didn't like it.
I don't like the concept of it. That after being 100 in a skill you just pick a perk and *poof* now you know how to craft armors!
I think that it should be about specialization right off the bat. Guns, Explosives and EW do this. Melee and Unarmed do this. Don't see why these game features can't.
I mean, imagine if you train yourself to box, then one day, you just *poof* know martial arts.
I don't like it.
Perks should be tweaks towards the skill you are proficient in.
Not just add something out of the blue.
Take Center Of Mass for example, it's not a drastic tweak, you use shotguns with Guns, then you figure out through time how to do what Center Of Mass do.
But if you spend your life repairing guns it doesn't mean you can just automatically know how to craft pulse grenades one day by taking a perk.
I don't like Perks being used for this, it's subjective, I know, but I still don't like it.


This is just a pitch and needs polishing of course.

But having just one repair skill?
It's too powerful.

Having just one variant of a weapon?
I don't really like it, I know CND could be used for this but I think it could help the economy by giving players more expensive items to buy and making loot be worth less.

Being able to just slap on a weapon mod?
Why? The economy is crap, it's always been crap, we can through weapon mods try to balance it out a little by forcing players to use NPC's to install them if we do not meet the skill requirement for it.

Something needs to change with the repair system and economy and we need more services that NPC's provide which requires money.
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Nathan Hunter
 
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Post » Fri Jul 13, 2012 5:52 am

Anyone care to summarize the most common suggestions found in the previous 73 threads and post them as an already been posted list; (for interested readers to peruse before posting a duplicate)? I'm not sure what to further suggest at this point; other than either that all exterior buildings have proper roofs and that no interior ceilings having any upward facing faces on the geometry.

This would better support mods that move the PC beyond the expected bounds or that view the PC from unexpected angles... Like the Jetpack mod or far third person camera mods. In Fallout 3 it's really neat to rise up for an aerial view of some of the amazing architecture ~until you see balconies that are only one sided and missing roof tops. Collision geometry for these is too much, I do understand, but I would like for at least the appearance of complete structures from above, when they appear intact from below.
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NeverStopThe
 
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Post » Fri Jul 13, 2012 7:01 am

Anyone care to summarize the most common suggestions found in the previous 73 threads and post them as an already been posted list; (for interested readers to peruse before posting a duplicate)? I'm not sure what to further suggest at this point
Im probably one of the few people whove actually read the copy and pase, same old, [censored] bethesda obsidian rules, hardcoe mode, stay in the west, brotherhood of steel and enclave should do this, race ideas, clean the dirt road its 200 years, character races, gun mod ideas, pun, power armor, fast travel suggestions commets here

I guarantee nothing on this thread will be new, although some of your ideas are actually good i doubt bethesda would listen to the fannies. I only see this thread as a few legendary fallout fans battling it out and begging and pealing for Beth not to ruin the fallout series. Personally i tried to get a few ideas in here but eh...its not like anyone is reading them
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Nana Samboy
 
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Post » Thu Jul 12, 2012 8:59 pm

Im probably one of the few people whove actually read the copy and pase, same old, [censored] bethesda obsidian rules, hardcoe mode, stay in the west, brotherhood of steel and enclave should do this, race ideas, clean the dirt road its 200 years, character races, gun mod ideas, pun, power armor, fast travel suggestions commets here

It would not surprise [me] if some of the moderators were asked to forward anything that looks especially interesting once in a while ~or that they might do so of their own volition.

Spoiler
Hmmm... I wonder if there is a shadow copy of this thread with the best of the best ideas. :happy:
(There should be.)

I guarantee nothing on this thread will be new...
How about this...
Fallout 2 mentions that Harold's tree started producing fruit with tough seeds, and that some were seen to take root. How about that those seeds grow into pseudo-reverse-clones that are more tree than man and all think they are Harold? (And the Oasis had one growing there.)
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Zach Hunter
 
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Post » Thu Jul 12, 2012 7:23 pm

Gizmo you have beaten me *golf-clap*

Im just messing through, its just that the last 10ish threads seem very similar and im beginning to skip commets, just want to read new bright ideas thats all
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Miss Hayley
 
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Post » Thu Jul 12, 2012 6:53 pm

Faction:

Spoiler

THE CRIMSON DRAGOON :ph34r:

A true ninjutsu organization, no not the flying ninjas of hollywood but the true incarnation as those who followed the way of the shadow in Feudal Japan who were considered outlaws. I'd like to see a group of assassins that kill for hire and lulz, as ninjutsu is not a martial art but an independent art of warfare. Where intelligence is more highly regarded than any weapon.

Their "uniform" would be a cross between the Chinese Stealth armor and a little raider painspike influence infused, since they are essentially "evil." They would have leveling ranks with each level gaining an advanced Chinese stealth suit. Beginning rank would just be a traditional black ninja garment. The lesser stealth suits can automatically inject stealth boys that are made organically within. Members will be able to make improvised stealth boys that last longer at campfires with the right items of course. The last rank would grant the player the Ultimate Chinese Stealth armor, still sleek and offering much more protection. As well as the plus 5 in stealth field in sneak mode.

Dealing with their history in organized crime (Triads, Yakuza, respectively, etc) they would trade in illicit drugs such as jet, turbo, psycho, med-x, mentats, fixer, those neon green shrooms found in caves, CAT EYE, etc. For this reason they are allied with Raiders, Great Khans and fiends alike. Imagine that, ninjas and pirates oh my...

With the art of deception and espionage they can control politics of the region using intimidation, deception, interrogation, subterfuge, and sabotage. Using strategy to lower the enemies ability to fight.

Weapons:

The Infiltrator, being the main weapon of choice replacing the Chinese officer's sword.

Other weapons include poison darts that shoot from the forearm of the stealth suit, poison spiked knuckles, poison itself, anything with a silencer, garrote, sniper rifle, the rear naked chokehold, smoke bombs, disguised explosive devices, shurikens, stabhappy, chloroform rags (to keep victims alive for interrogation), Hidden Poison Blade, etc. Trained to kill in stealth, hide bodies and misdirect, and are given a special grappling hook to climb up onto rooftops. Climbing claws for trees and what not giving great vantage points. They can be given binoculars, night vision, (heat sensor) infrared vision, listening devices, bugs, trackers, anything the CIA would essentially use to gather intelligence.

Hacking would become an essential skill to attain as a "ninja" in the future.

A cybernetic Blade that comes out of your wrist for proper palm strikes. It could be an implant upgrade and could become very useful if you are stripped of all your weapons and items. Would be useful in situations as going to jail or something of that sort. Although, unarmed combat would prbly negate this entire part.

Or so as to not copy Assassin's Creed, there would be a special cybernetic upgrade of replacing your saliva glands with fatal venomous glands. Spit a venomous mist or merely bite the enemy. Coupled with an injection that makes you immune to the venom itself.

It would be a perfect synergy of futuristic and ancient tools used with the philosophies of ninjutsu and underhanded CIA tactics.

Their philosophy can rival that of the "Dark Brotherhood," as I don't think Fallout has a faction built on the foundations of assassination.

To enter & join this illustrious clandestine group, one would be given an invitation only by meeting someone in a certain seedy bar, in a certain city. They will hear of your inner workings where you have killed a certain politician on their "hit" list, but your work was sloppy leaving clues as to who done it. At this point, when meeting the contact you will be asked to be blindfolded unforced and taken to their hideout. Subtle dialogue tests will begin to see if YOU are trustworthy to be taught the secrets of the shadow warriors. Gaining entrance should not be easy, one must learn it's customs and embody it's culture.

Special reward perks for sneak can be implemented, through their faction side quests. Rewards such as silent running, sneak mode speed increased tenfold, night vision/heat sensor implants, silent roll, silent kill (150x backstab) with any weapon, etc. :happy:

Their bible will be the "Chinese Army: Special Ops Training Manual." Also, should be able to become the leader of this said group of silent killers of the wasteland.

There are a plethora of ideas to make this group deeper with history of the Chinese in Alaska migrating into the heart of North America. The protagonist can choose to dispose of this group or joining them. Learning their ways such as the use of special tactics preparation, disguise/impersonations as other factions, masters of breaking and entering techniques, specialized disarming techniques, excelling in concealment of weapons and such.

Gaining rank should be hard, and again as said before, ultimately obtaining the original Chinese Stealth Armor complete with the stealth field. Effectively becoming the grandmaster/Lord of said legit ninjas of the wasteland. As the leader you should be paid a tribute from the illicit drug trade and murder contracts. You would have the power of greenlighting contracts ON ANYONE in the wasteland and either carrying them out yourself or having low rank members carry them out. Depending on who you send to carry out a contract will determine the success rate.

Also, being a part of this group should strike fear in the hearts of the settlers and add a certain mystique through their dialogue. Certain rumors they can talk about this group as a myth or them being non-humans or superhuman and such tales of grandeur.

Their rivals would definitely be the Brotherhood of Steel, as they seem like the natural samurai's of the wasteland. As in history, samurai and ninja did not get along as their philosophies differed greatly pertaining to honor and how they each conduct war. Brotherhood outcasts deemed as ronin, would actually aid the Crimson Dragoon, for the right price.

Also the small number of members can spew out random dialogue such as "Walk always in the path of shadow," "Music is the silence between the notes," "Blending in is as good as being invisible," "Silence is golden," "The quieter you become, the more you can hear,” "show “lies” as “truth”, and conversely, “truth” as “lies...” blah blah you get the point.

Fallout 4 should teach the true beauty of SNEAK.

Essentially teaching the importance of anonymity. They are merely in it for the money and the power, not the fame. In short they are the shadow government told in grand tales of conspiracy theories.

Bethesda can even go deeper by going to the Iga-Ryu Ninja Museum in Japan to get a better understanding of the culture. I'm sure the CIA uses tactics employed from this era as there are no schools that teach the true art of ninjutsu.

I'm only expanding on the Ninja perk, the shadow warrior needs to be a part of Fallout in a more important role. To choose to be a predator rather than prey is essential, even animal predators use stealth when they are hunting.

Damn smoothskins at Bethesda better be reading this. :biggrin:

:fallout:
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Marquis deVille
 
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Post » Fri Jul 13, 2012 5:37 am

We need a much better character creation ability, really badly.

Skyrim doesn't have it perfectly, but if Bethesda can give ten races to choose from, plus all the different appearance for each, then for Fallout 4 they can put in the effort to make a seriously decent character creation system for one race.

Please? Fallout games to date have had atrocious choices.
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Sierra Ritsuka
 
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Post » Fri Jul 13, 2012 4:36 am


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. (So that they always have "something" to say, I hated how I could deplete companion dialogue so easily in all Fallout games, even FNV.)


I still haven't played the Dawnguard DLC for Skyrim but I heard there's a companion called Serana that interacts with the environment and comments on many things, but ofcourse she's part of the DLC's main quest, which is probably why they focused on her. But If that's true then you shouldn't be worried because in Fallout, Bethesda/Obsidian only put a few companions so in 4 I'm guessing they companions be like Serana, or even better. Anyway your ideas are pretty good, specially the section about the reworked skill system. Keep posting this on every Speculation thread and a dev will end up finding it.
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TASTY TRACY
 
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Post » Fri Jul 13, 2012 9:25 am

Honest question for Quanah: What would be the point of that faction aside from looking cool? I mean Beth would probably put a faction like that in there just for the sake of it but I'd like to know how those it compare to the ideologies of NCR or the Legion from NV?
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Greg Cavaliere
 
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Post » Thu Jul 12, 2012 9:05 pm

I just wish it could match 'http://www.gog.com/en/gamecard/the_chronicles_of_riddike_assault_on_dark_athena' ~a game that isn't an RPG, but for all intents isn't so mechanically different from FO3 if you omit the [linear] dialog, skills, stats, perks and open world. :lmao:
* So why is it that I find it more fun than FO3? (though I absolutely wouldn't want it's gameplay as FO4's); I would however really like it if they tried to learn from and incorporate some of it. For example: Tools that have a uses; the ability to climb ladders /and ledges, and pipes... Power Armor that behaves like Power Armor. (Somewhat more) challenging AI that uses the environment. Something else that I really liked was that their Minigun was handled differently ~ignore the fact that it had unlimited ammo and just focus on the part where the thing made you walk slower and had to be carried two handed ~it could not be stowed in inventory.

Something else I would suggest: In Fallout 2 you cannot access the pipboy in combat. Now the pip is different in FO3, because it doubles as inventory; I would suggest that the Pip in FO4 always burn APs to access (though perhaps not require them; I'd prefer that it did ~at least in combat). The practical upshot of this would be that using it in a fight reduces APs for VATS; even using just before a fight does the same thing... combat would start with less APs due to the recent Pipboy access. Accessing the pip would count as 'using time' and would thus make sense for it to burn APs.

As a third suggestion... If you are going have pool tables with Havok enabled pool balls, then have NPC's use the thing as an idle, and have the Pool Cue able to be used with the table.
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Naomi Ward
 
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Post » Fri Jul 13, 2012 10:58 am

Honest question for Quanah: What would be the point of that faction aside from looking cool? I mean Beth would probably put a faction like that in there just for the sake of it but I'd like to know how those it compare to the ideologies of NCR or the Legion from NV?

I pray to Nocturnal they put a faction like that in there. Anywho, your question about me proposing such an idea is simple. None of the factions set forth that are joinable are "likeable." To me they are missing that "it" factor.

What makes their ideology unique is their philosophy of ninjutsu, the art of stealth warfare.

Simple as that, the rest of these factions are hoo rah & gung ho. Straight to the battlefield.

To me it is moar than cool, it actually has substance or so I would like to think.
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Code Affinity
 
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Post » Thu Jul 12, 2012 10:26 pm

Sounds like it could be the thieves guild.

(But it's a given that it would have to be in the style of 1950's influenced shinobi; possibly with a slight bit of reverse anachronistic 70's & 80's influence.)
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Davorah Katz
 
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Post » Fri Jul 13, 2012 11:12 am

Sounds like it could be the thieves guild.

(But it's a given that it would have to be in the style of 1950's influenced shinobi; possibly with a slight bit of reverse anachronistic 70's & 80's influence.)

I'd welcome a 1950's influenced Shinobi. It's not really built on the image of the thieves guild because they don't believe in killing. Its more like the Dark Brotherhood, except with technology and based off of the culture of the real ninja.

Plus the Crimson Dragoon are already in the game's history.

I look at it like this... The samurai believed there were rules in conducting warfare.

The ninja believe that there are no rules in conducting warfare.
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Nichola Haynes
 
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Post » Thu Jul 12, 2012 8:58 pm

I'd welcome a 1950's influenced Shinobi. It's not really built on the image of the thieves guild because they don't believe in killing.
You are right, but I was actually referring to the thieves guild in Fallout; who also forbade killing the mark they send the PC to steal from. When I mentioned Theves guild, I was meaning that they were the stealth faction. :)
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benjamin corsini
 
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Post » Fri Jul 13, 2012 1:49 am

I pray to Nocturnal they put a faction like that in there. Anywho, your question about me proposing such an idea is simple. None of the factions set forth that are joinable are "likeable." To me they are missing that "it" factor.

What makes their ideology unique is their philosophy of ninjutsu, the art of stealth warfare.

Simple as that, the rest of these factions are hoo rah & gung ho. Straight to the battlefield.

To me it is moar than cool, it actually has substance or so I would like to think.

Yes but how do they use that philosophy as a means to an end? What are they hoping to accomplish for the wasteland and why are they doing this? Why would they even need to do this? All you need is experience and good aim in the wasteland in order to be a hitman. Why do you even stealth unless your in a civilized wasteland with a powerful government that can destroy you. I mean if we are in a wild untamed wasteland like CW in FO3 then why do you even need to stay unknown or anonymous or even need stealth suits? Talon Company was basically what you described: A faction that deals with assassination and they aren't secret about there existence either. Why would I want to join them if they aren't going to be doing anything productive or don't stand for anything? Do they use ninjitsu to achieve their vision for the wasteland? Do they even have a vision? I'd imagine they'd do considering that they're powerful enough to manipulate governments. What govts. do they control and why?

How do they know the criminal methods of the Triads (Chinese) and the Yakuza (Japanese) even though both groups have been dead for more than 200 years? There aren't any history books describing exactly how the Yakuza or the triads operated or even the art of ninjitsu in the U.S. or any nearby countries. At least any in a readable language. Now you could say the Shi but that is not possible because 1) Why would they have any books like that like at all? and 2) Ninjitsu is Japanese not Chinese.

Also where did they get Chinese Stealth Armor, who manufactures it on such a wide scale, and why are they doing this anyway? Why in this fashion? Why not just walk up to your target and shoot them? Unless we are going into a civilized nation with a crime problem (like New Reno) then I can see the need for a group of experienced hitmen. But why even have stealth armor and how do you even obtain such a valuable item?
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Lance Vannortwick
 
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Post » Thu Jul 12, 2012 9:50 pm

You are right, but I was actually referring to the thieves guild in Fallout; who also forbade killing the mark they send the PC to steal from. When I mentioned Theves guild, I was meaning that they were the stealth faction. :)

Wow, did not know there was a thieves guild, either way was not speaking about that one of course.



Yes but how do they use that philosophy as a means to an end? What are they hoping to accomplish for the wasteland and why are they doing this? Why would they even need to do this? All you need is experience and good aim in the wasteland in order to be a hitman. Why do you even stealth unless your in a civilized wasteland with a powerful government that can destroy you. I mean if we are in a wild untamed wasteland like CW in FO3 then why do you even need to stay unknown or anonymous or even need stealth suits? Talon Company was basically what you described: A faction that deals with assassination and they aren't secret about there existence either. Why would I want to join them if they aren't going to be doing anything productive or don't stand for anything? Do they use ninjitsu to achieve their vision for the wasteland? Do they even have a vision? I'd imagine they'd do considering that they're powerful enough to manipulate governments. What govts. do they control and why?

How do they know the criminal methods of the Triads (Chinese) and the Yakuza (Japanese) even though both groups have been dead for more than 200 years? There aren't any history books describing exactly how the Yakuza or the triads operated or even the art of ninjitsu in the U.S. or any nearby countries. At least any in a readable language. Now you could say the Shi but that is not possible because 1) Why would they have any books like that like at all? and 2) Ninjitsu is Japanese not Chinese.

Also where did they get Chinese Stealth Armor, who manufactures it on such a wide scale, and why are they doing this anyway? Why in this fashion? Why not just walk up to your target and shoot them? Unless we are going into a civilized nation with a crime problem (like New Reno) then I can see the need for a group of experienced hitmen. But why even have stealth armor and how do you even obtain such a valuable item?

1. What are they after? Power and money but in a secretive way without the fame. They are known but not known. They can blend into society and have families they too need to protect. They are after survival and a thirst for knowledge on how to survive the easiest way nature intended. They are the type to find you in your sleep and use the sandman perk. They are the type to learn your every move before making a move and stabbing you in the back in a multitude of ways. You ask me, how do they differ from groups like talon company or any other mercenary group? They are the real professionals who will get the job done. They are the Black Ghosts in this society. They are predators on top of the food chain, using human intelligence above any weapon in their arsenal.

Vision wise, what they would want was lost a long time ago when the bombs fell. Originally wanting oil from Alaska for their Chinese homeland. What they want now is just to survive and be powerful enough to pass it down to their children.

As for being productive, what do they contribute to society? They offer protection to politicians and in turn they get laws passed in favor of whatever they feel like. Their goal is to maintain there power structure and gain more wherever possible with whatever information they receive. Motivated by protecting their families or clan.

Their ultimate agenda is to keep and attain power while remaining anonymous. To keep the control in the hands of a few small number of men across whatever wasteland territory we are in. Their motivation is to stay on top as the 1%, simple as that except by means of stealth.

2. On the subject of knowing ancient knowledge such as organized crime and ninjutsu. Tradition handed down by word of mouth by fables and songs, stories, surviving pre-war books from their homeland. Let's not forget that I also mentioned them heavily relying on the "Chinese Army: Special Ops Training Manual" as their bible. Which might have a plethora of information on basic ninjutsu and CIA tactics. As for organized crime, it's in New Vegas so why wouldn't the cultures of the Yakuza or Triads survive? I say it's very plausible.

3. I also added that they are a very small circle, but powerful. So having maybe less than ten operating and non-operating Chinese Stealth suits wouldn't be that far fetched. Having them also reverse engineer their own technology, they could possibly build their own variations. I did state that lower ranking members would be wearing the traditional black ninja garment, or blending in with society. Leaving the Chinese Stealth suits to the 1337 members.

They are descendants of the original Chinese Crimson Dragoons from Alaska that migrated into North American territory.

In the end, stealth is really an important aspect in survival. To not be sneaky in a post apocalyptic environment would mean death at any given corner.
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Strawberry
 
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Post » Fri Jul 13, 2012 4:23 am

FIRST!!!! YES I DID IT I DID IT I AM FIRST OHHH GOD YESSSSDSD
Actually it's number two. Making the thread counts as the first post in this forum.
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asako
 
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Post » Fri Jul 13, 2012 5:23 am

I would really enjoy seeing the main character of the game put down roots and help a town survive and join them or build town his or her self by gathering allies and/or resources. Also a little cumtomizable home never hurts. Thank you that is all.
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Roddy
 
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Post » Fri Jul 13, 2012 3:38 am

I would like to see a big city with a crime problem again. Make it about the size of half of DC in FO3 and more complicated than New Vegas. Something along the lines of New Reno would be über nice.
The "crime lords" in the last two games were small scale compared to the Mordinos and the Bishops.
It also kinda bugged me that you could't find out and do something about whoever put The Talon Company on your ass in FO3.
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Sheeva
 
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Post » Fri Jul 13, 2012 5:41 am

Wow, did not know there was a thieves guild, either way was not speaking about that one of course.



1. What are they after? Power and money but in a secretive way without the fame. They are known but not known. They can blend into society and have families they too need to protect. They are after survival and a thirst for knowledge on how to survive the easiest way nature intended. They are the type to find you in your sleep and use the sandman perk. They are the type to learn your every move before making a move and stabbing you in the back in a multitude of ways. You ask me, how do they differ from groups like talon company or any other mercenary group? They are the real professionals who will get the job done. They are the Black Ghosts in this society. They are predators on top of the food chain, using human intelligence above any weapon in their arsenal.

Vision wise, what they would want was lost a long time ago when the bombs fell. Originally wanting oil from Alaska for their Chinese homeland. What they want now is just to survive and be powerful enough to pass it down to their children.

As for being productive, what do they contribute to society? They offer protection to politicians and in turn they get laws passed in favor of whatever they feel like. Their goal is to maintain there power structure and gain more wherever possible with whatever information they receive. Motivated by protecting their families or clan.

2. On the subject of knowing ancient knowledge such as organized crime and ninjutsu. Tradition handed down by word of mouth by fables and songs, stories, surviving pre-war books from their homeland. Let's not forget that I also mentioned them heavily relying on the "Chinese Army: Special Ops Training Manual" as their bible. Which might have a plethora of information on basic ninjutsu and CIA tactics. As for organized crime, it's in New Vegas so why wouldn't the cultures of the Yakuza or Triads survive? I say it's very plausible.

3. I also added that they are a very small circle, but powerful. So having maybe less than ten operating and non-operating Chinese Stealth suits wouldn't be that far fetched. Having them also reverse engineer their own technology, they could possibly build their own variations. They are descendants of the original Chinese Crimson Dragoons from Alaska that migrated into North American territory.

In the end, stealth is really an important aspect in survival. To not be sneaky in a post apocalyptic environment would mean death at any given corner.

1) Talon Company gets the job done as well and so could anyone else with a gun especially since they are in the Wastes. Assassination isn't an art in the world of Fallout and doesn't need to have fancy stealth suits in order to get the job done. If anything all you need is armor, experience and a gun. Secretive politically motivated assassinations can really only happen in a civilized nation like NCR and really an organization like this existing (in NCR for example) and is this high tech along with being very knowledgeable of some dead ancient art that doesn't even have to do with their culture doesn't make any sense like at all. Why would politicians need their protection? Also its practically impossible to obtain power and money without fame especially if you offer contracts to politicians. You don't think word is going to spread around? Also since NCR is on the West Coast and the only working, perfect condition Chinese Stealth suit is all the way on the East Coast how is there going to be a group of say ten (like you suggested) people using perfectly fine suits?

2) The group you are talking about, The Crimson Dragoons, are dead now. Like they don't even exist anymore. Nobody on the West or East Coast has even mentioned them. They only existed in war-torn Anchorage during the 2077 great war. Which means by now (the 2200s) they have been dead. What if they had been ghoulified? Ghouls can't have kids and they aren't immortal. Also they inevitably become feral. What if someone wrote about them? Why would anyone in the US write about a secret enemy military unit that is fighting all the way in Anchorage, Alaska? At most you would find a military report by a US officer and even then it wouldn't go into detail and would be pretty vague. Also the training manual looks so short that I don't even think the one we see in game is even the full version. Its probably just a diagram in Chinese showing you how to do a stealthy roll or something and thats it. Its missing pages and the pages it does have are too worn out to even read let alone learn anything from them.

On the Yakuza and the triads: They are from 2 different cultures and countries for one thing. Also add the fact that they are both (if they even survived or even existed in the fallout world) on the other side of the world. Their culture is just going to magically pop up in the US especially not in NCR or the West Coast.
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Nienna garcia
 
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Joined: Wed Apr 25, 2007 3:23 am

Post » Fri Jul 13, 2012 12:25 am

I just made a new character on Tactics and I noticed that there is a tough guy option. You can only save at the bunkers, they could put this in as a mode for F4. Only be able to save in beds or maybe campsites that you make similar to Red Dead Redemption.

And as always I want more guns, at the very least as weapon packs that I can buy on the side. These packs could even be modern weapons and stuff that doesn't fit into the game. They could be considered no-canon like the pre-order dlc. Weapons and house packs could also be added in the same line.
Packs would be nice, as well as a overhaul of power armor so it carries it's own weight and add some extra carry weight. The weight cap should be taken away as well.
Vehicles SHOULD be included, the ability to make massive maps is available right now. Hell there's a game that will be a http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=12&Itemid=33 in it. A vehicle would then be the only way to get around that doesn't takes weeks irl. And with such a massive map the wasteland can seem more empty while still having many places to explore. Random encounters could be made that only happen when your are in a vehicle.
I really like the weapons in Metro as well, and I don't see why we don't have more wasteland made weapons in Fallout either. All the engineers, scientist's, gunsmith's, and tech junkies couldn't all have died or been in Vaults. Wasteland made weapons both energy and regular small arms should be all over, we have already seen modifications for these weapons done by wastelanders after all. And just think what they could have done with fission cells and crossbows or harpoon guns!!! And think of all the ball bearing that could be used as ammo that are just lying about, or even marbles. What we need to do is start emailing Bethesda with weapons ideas, maybe they will look at them and think NICE and put them in. Think about this, a fission powered crossbow with different types of ammo including a exploding arrows that could be used to kill things or blow up traps, rocks, barriers so that we can progress to other areas.
And vehicles really need to be added to the game, mounts as well. It is curretnly possible to make massive maps use procedural algorithms. There is actually a game coming out that will build a ENTIRE GALAXY so something as small as the Southwest(example) should be easy. In this way there can be large barren areas filled intermittently with locations and people. Hidden caches/towns/cities could be put in the game then as well as making pre-war cities larger.
I want to meet someone that is call "The Kid". He is a rapist and has a hotrod and say's happy crappy. Or just a hotrod surrounded by the copses or wolves with a skeleton inside it(yes I know he did try to escape and died fighting the wolves) with 2 1911's. Maybe its still working to...

Some ideas:
Spoiler
Small alien crashed wreackage town.
I want tribal weapons and pneumatic weapons to be added in.
sprint and varying terrain and the new hotlist.
More alien stuff, and I wanna know what all the pre-war government knew about them.
I want to be able to into a fullsize theme park.
CHANGEING FREAKING SEASONS, I want them possibly.
Well I was thinking along with the changeing seasons there could be seasonal quests/enemies, as well as holidays. I want to give a Raider a 12 gauge gift to the head.
I would love easter eggs from other games as well as movies and tv shows.
I want to know more about the pre-war government plans with the vaults. And what happened to the heads of all the major corporations.
Bring back the slavers, I need something good to hunt. Make sure they have good weapons and armors though, the slavers in Fallout 3 were mostly pushovers.
I want to see what happened to all the survivalist group's out there, and I would like to see some fallout shelters and bunkers that the civilain population built.
I've been thinking, why don't they have locations outside the main map before they even announce the dlc which then could either expand these out maps or add more of them.
One thing I would like again like I have said before, a alien town full of several different types of aliens. They should all be only in one area that you need to do and get certain things to get to them. And once you get to them you can't fast travel to them, you have to go up a mountain pass every time. I always liked the concept art of the stranded alien. I'm talking about something filled with maybe a dozen aliens(possibly the aliens that aren't greys or greens are slaves?) with some "scouts" patrolling the outer areas with "alien stealth suits" on. The town would either be underground inside a mountain or at the top of a mountain in a valley Shangrala style.
Well since there hasn't really been a game where they would be(other than tactics I guess) there isn't anything to say bison could be in the game. Their heads would be the strongest part of their body, so headshots would be a no-no unless you have a big gun.
Hmmm, can tabs should be a secondary currency.
MMT=More Metro Tunnels
One thing I think we can all agree, the next game should have the Bozar in it.
I want this in the next game.
What I would like to see with weapons alongside the skill's for them is something that allows you to get better with that particular type of weapon from use. Like how San Andreas did it with it's guns.
A avro car.
I just had a idea for a random encounter.
It only happens at right when you are either in a bed while sleeping, or when you are walking down a road without anyone else except maybe 1 companion. It's a different experience if you are on the road or in your bed at the first part, but the second part where you see a light and some figures above you doing experiments on you. This part goes by fast though, and you are sent back to where you were. You gain a perk from the experience as well as a odd rifle that will be lying next to you when you are returned. Also while this is all happening the x-files theme song is playing.
I would like to see more military holotapes and stuff about the aliens, as well as some more aliens in general.
The return of traps.
Hunting and trapping for skins and meat.
I would rather see the factions that are strong and centralized that keep to their own. Maybe each is rebuilding in it's own way and fashion, one group's cultures is more like ours in it's music and ideals and fights for peace and justice. Another a group of stoners that sell their product to the waste and no one would attack because they hold the secret's of pot. A third faction that is more war-like yet with a culture set in honor so they wont attack weaker groups without cause, they patrol the wastes doing their best to control the 4th faction. The 4th faction is a group of raiders, marauders, and some light ritualistic cannibalism. The last group is similar to how broken hills was, mutants and humans living together just to survive. They have ghouls that have managed to conceive ONE baby ghoul which they hope will help them to be able to have more.
All these factions have built of the refuse of the old world, with only the first faction having built a actual small city with 4 50 story skyscraqers as they have access to a concrete plant and a steel mill. There also 3 more factions which are the main factions. One is a group that is made up of the ancestors of soldiers that survived the great war, they are similar to the BOS but more willing to take some people in that they think that can fight. They have power armor and combat armor, both of which they have modified since the war to suit their combat needs. They don't use many energy weapons but instead use guns and some silent weapons. The opposite faction is a group of cultist mutants that abduct people and turn them into mutants who they then brainwash to fight for them. The last of the three main factions is a large tribe, there are tribes in the game that don't belong to any group but this one is special. This tribe is extremely violent and attack all the other factions, they do everything in their power to kill as many as possible and are trying to get their hands on nukes so that they can again cleanse the world. This is one of the main enemies in the game, the other enemy is yet to be come up with.
Fallout 4 needs to combine the things that are in NV(except the closed ending) with the truly unique feel of Fallout 3 with it's devastation, desperation, general atmosphere, the amazing music that haunts my TEOTWAWKI dreams, and little things that litter the map with what people were doing when the bombs fell and afterwards. As well as a new location maybe in the middle of the country. Toss in more weapons, maybe all the ones in fallout 2 and some from tactics. Add in some survivalist groups that survived since the great war as well as abandoned military bunkers and bases that were made up of military forces that survived the great war but not as part of the enclave. And some hints at a return of the Enclave in one way or another, or contact between the Enclave and this other military faction. Toss in a map that is 3 or 4 times bigger than Fallout 3's and let it ripe.
Bracing for hate!!!!
Camels and bisons.
Dual Wielding pistols and one hand weapons.
One thing I would like to see are weapons that look cobbled together like this.
As well as weapons like crossbows and spearguns(never used it in tactics when I got it). One other thing is I would like to see more tribal specific armors, not really in there right now. I would really love to see more of the inside of buildings, maybe they can give you a crowbar that works like the shovel does. In that you have to have it to open a certain type of door or container. I would also very much like that they bring back what was in the original fallout with being able to blow upon certain things. As well as rope, to get in and out of certain places. A map without invisible walls would be nice along with more sideoftheroad type things like in New Vegas, as well as a old amusemant park that is controlled either buy traders or raiders.
The ability to call in mortars, airstrikes with vertibirds, or artillery.
After main quest play like Fallout 3, would not be considered canon as Bethesda could just say you did all the dlc and such before you beat the game.
Non canon Easter eggs.
Zoo's, movie theaters, Freddy's Fears house's of screams, gun shops, carnivals, amusemant parks, assorted pre-war places to make the game feel like people actually lived before the war.
Seattle needs to be done. This area should have rain and be barely hit by any nukes because of unknown reason's, which make themselves parent at the beginning part of the game. The Chinese had planned their own invasion in the shadows, and along with help from Chinese American citizens that managed to hide from the commonwealth police. They came in small group's and began killing police and military personal 3 days before the Great War happened. Seattle is still there, among the colds. The Chinese invaders have been gathering strength for over 200 years, waiting for a signal from from China. Well the signal has come, and it's time to begin the second phase.
I have talked about Seattle being a cool place to go before, I did in the last thread.
And I still say that packs should be in the game, or exoskeletons that add strength AND extra carry weight. The exoskeleton would take the place of a power pack but not a regular carrying pack.
I want more bunker's, both civilian and military ones. And I want fallout shelter's as well, ones people dug in there backyards or out in the middle of nowhere. I also want to see more armor's and weapons, as well as some vehicles that I can use.
More alien quests. And the return of the Enclave, only small scouting parties though. Fallout 4 should have them still regaining strength and watching other groups. Maybe some actual Quests by them to take out people or buildings and such.
Paraffin slugs for shotguns, as well as hillbilly slugs.
Samurai and Black Knight armor.
And I still say that packs should be in the game, or exoskeletons that add strength AND extra carry weight. The exoskeleton would take the place of a power pack but not a regular carrying pack.
I would still like to be able to get a pack for my character, maybe be able to get power packs to boost energy weapon stats.
That's why it would be out of the way, also both the guns I mentioned are in F2. You can get night-vision for the fal if I remember right.
Maybe some Easter egg armor that is EXTREMELY expensive(like 1,000,000 caps) and a pain in the ass to get.
bounties and hits that groups/factions can give
prone position, make sniper rifles show their true potential
bipods for added accuracy
a job where you can increase stats with time and such
dual wielding(this one is more than likely gonna be in anyways,dual wield .32 revolvers or chinese officer swords)
LARGER MAPS
What I would love to see like I have been saying for a while is this:
Aliens
Alien hidden village in a very hard place to get to or a crashed alien mothership filled with alien tech and corpses, as well as frenzied alien robots. Maybe not a mothership but still something kinda large.
weapons from all the previous games
pop culture references like OWB has
midgets and fat people
crossbows and bows
ninja stars for when I'm bored
more types of dogs
more types of animals
squirrels
iguanas
snakes
bats
sks and AK-47
less nerfing of guns and armor
more bolt actions
DeLisle carbine(yes the ww2 enfield .45 acp conversion)
tent with sleeping area and campfire
the ability to run a business, have to keep it stocked and such
flashlight that isn't crap and can be used to blind a enemy at night
M1 carbine
the ability to call in artillery or mortars after making friends with a certain faction or acquiring them
a vehicle, either a horse or something that uses microfusion cells
a tank?(needs to be a Sherman, or a Sherman shaped tank that is futuristic in it looks and/or weaponry)
alien abduction random encounter that is brief and ends with you crashing a alien ship then getting out and scratching your head
a walkie talkie that you can use to call in support that doesn't run off as soon as combat starts or just gets to you period
caravan jobs where you have to protect a caravan or help carry stuff
more open building that make the world look like people actually lived were able to live
movie theaters that you can go inside
slavers
the ability to take over a abandoned building and stock it with things or fix it up and make it either a store or a faction outpost or just a plain house
more Chinese weapons and armors
pre-war military caches with experimental armors, weapons, and medicines
more audio holotapes that tell stories like what we saw a lot of in Fallout 3
said holotapes should have emotion in them, unlike the OWB holotapes....
the return of the radio towers like in Fallout 3, with the accompanying bunkers
better weapon upgrades
slingshot with ammo being things like spark balls, explosive balls, rocks, fireballs, metal ball bearings
pellet guns
different types of pellet ammunition
musket's and black powder rifles
the weapons talked about in the Museum of Technology
the Museum of Ordinance
a dunce hat found in a school with a small skeleton sitting facing the corner
more radio stations with different genres of music
a talk show radio station that has to wildly different hosts that turn out to be the same person but with split personalities
a crazed man with a dog, sawed off unique shotgun, unique leather armor, and only 2 rounds
more .22lr weapons
.22lr minigun and midget m1919
.22lr lever and bolt action as well as semi auto, all can be suppressed
more types of rounds for the fatman
the ww2 piss pot helmet
ww2 military uniforms found in museum or some guys house, maybe even bunker or basemant
have a weird story behind said costumes
have the weapons used by each military
bunkers and fallout shelters in people's houses and yards
these scattered around the wasteland
Bunker design one
Bunker design two
Bunker design three
the ability to make zip guns
the ability to make shotgun round grenades
packs like Alice packs and such
a miniguns in either 5.56 or .308
bowling alleys
catspaw magazine that gives increased speech or six appeal to the opposite six
bobs big boy type fast food joints
roadside attractions
raiders like the ones from Fallout 3
raider groups and clans
traps and alarms
the ability to build traps from ammo and other things
environmental traps and occurrences(fog, rain, storms, dust devils[these hurt the player some], haboobs[giggity], etc. etc.)
Mosin Nagant M91/30 and M44 rifles in 7.62x54r with the ability to buy and use chamber inserts for the .32 caliber pistols rounds and 7.62x25 pistol rounds
railway rifle,, also needs to be able to make rounds for it that can do other things
Tulip from underworld out in the wastes and you save her then date and marry her(......)
a guy named Bubba with a tricked out M4 carbine(in 5.56x45) that has a laser, scope, suppressor, beta mag, bipod, AND its red, white, and blue
more action Abe figurines
Honest Abe's Combat and Power Armor(somehow these things got sent to George Lincoln Jr's house!!!! Wait.....how did Abe have power armor? and for that matter combat armor?)
A suppressed .44mag lever action rifle
Co2 pistol
changing seasons
Halloween and Christmas are celebrated in certain locations
the ability to to smoke cigarettes and do hookah
more survivalist stories
splinter Desert Ranger faction that refused to join the NCR
Tent cities
wasteland swap meets/markets
gypsies traveling nomad groups
Large map
Unique monster's(random encounters)
Sasquatch
Werewolf
Vampire
etc.
What about the Enclave being a splinter faction of a government that controls from the shadows? What if this "shadow government" is the ones behind all the worst things that have happened? What if they tell Daniel Littlehorn what to do and who to kill? And they have a moon base.
Changing seasons, as well as the holidays that go with them.
I want more bunker's, both civilian and military ones. And I want fallout shelter's as well, ones people dug in there backyards or out in the middle of nowhere. I also want to see more armor's and weapons, as well as some vehicles that I can use.
Light and Medium power armor.
Theme park locations and more roadside attractions.

Things I dont like
Spoiler
turn based gameplay/isometric, it's no longer a part of Fallout you want that go play wasteland 2 when it comes out whenever
nodes
I remember now. Don't make the wasteland so dead for the love of god. There should be plants and animals, its been 200+ years since the bombs fell.
DAMN IT, now I forgot the other thing I just came up with.
closed ending
use of obsidian in the story(I wasn't able to get into their story, I just wasn't. Felt nothing about killing benny.)
no more third person button, use the button for something else and put third person in the setting

"Dear Bethesda, should any of you read this. Please look at the mods people have made, there are a lot I know. But there are gems in there, like the Leather Backpack, Classic weapon pack, and many others. And for the love of Gob please include spears, bows, and crossbows."
That is all for now.

Also it's seems like a lot of the things I suggest get into the game, this is enjoyable to me.

I put this up in the node thread but I thought it could be put up here as well. I also forgot to mention that it would be nice if they used the original Fallout fast travel map thing(dont know what it would be called) just to show your progress.
What I would like to see is a very large map using PA with real time(actual 24 hour periods I mean) with vehicles and animals being the main mod of transportation for those that can afford the upkeep and price of them. With fast ravel only possible in caravans or certain areas. With of course a drag on your ammo and supplies if its a very long trip or it goes through high danger areas. In this way we won't be jarred out of fast travel. Though there could be prompts to get out of fast travel if you go past certain areas of interest or use.

I feel like the use of larger maps is something Bethesda really should look into. Fallout 4 I feel is gonna be pretty damn good for some reason, just because of what they learned from Fallout 3 and New Vegas.
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Avril Churchill
 
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Joined: Wed Aug 09, 2006 10:00 am

Post » Fri Jul 13, 2012 7:16 am

1) Talon Company gets the job done as well and so could anyone else with a gun especially since they are in the Wastes. Assassination isn't an art in the world of Fallout and doesn't need to have fancy stealth suits in order to get the job done. If anything all you need is armor, experience and a gun. Secretive politically motivated assassinations can really only happen in a civilized nation like NCR and really an organization like this existing (in NCR for example) and is this high tech along with being very knowledgeable of some dead ancient art that doesn't even have to do with their culture doesn't make any sense like at all. Why would politicians need their protection? Also its practically impossible to obtain power and money without fame especially if you offer contracts to politicians. You don't think word is going to spread around? Also since NCR is on the West Coast and the only working, perfect condition Chinese Stealth suit is all the way on the East Coast how is there going to be a group of say ten (like you suggested) people using perfectly fine suits?

2) The group you are talking about, The Crimson Dragoons, are dead now. Like they don't even exist anymore. Nobody on the West or East Coast has even mentioned them. They only existed in war-torn Anchorage during the 2077 great war. Which means by now (the 2200s) they have been dead. What if they had been ghoulified? Ghouls can't have kids and they aren't immortal. Also they inevitably become feral. What if someone wrote about them? Why would anyone in the US write about a secret enemy military unit that is fighting all the way in Anchorage, Alaska? At most you would find a military report by a US officer and even then it wouldn't go into detail and would be pretty vague. Also the training manual looks so short that I don't even think the one we see in game is even the full version. Its probably just a diagram in Chinese showing you how to do a stealthy roll or something and thats it. Its missing pages and the pages it does have are too worn out to even read let alone learn anything from them.

On the Yakuza and the triads: They are from 2 different cultures and countries for one thing. Also add the fact that they are both (if they even survived or even existed in the fallout world) on the other side of the world. Their culture is just going to magically pop up in the US especially not in NCR or the West Coast.

They're ninjas, of course you're not going to hear about them. Also, how the hell would they end up in the East, but not in the West coming from Alaska? Your logic is flawed, I think you just want to disagree with me just because.

You argue about talon company, but I can't see myself joining them and seeing them have any substance.

You can also argue 'till the cows come home about all you need is good armor, experience, and a gun but we're all human and if you're not careful and you get caught slippin' you can die from some no name. Stealth and sneak mode are of high priority to me.

Without a faction based on any of those skills in FO:3 and New Vegas made me wish for one.

You complained and complain about the Chinese Stealth suit being mass produced, I corrected you by saying there was only a few. Which to me sounds pretty damn logical and you STILL complain like a little girl.

And don't get me started on the book, with more than one copy I doubt they're all missing pages like you so eloquently described. Seriously, you really think it just describes a forward roll? You're definitely a special ed student.

LOL at you seriously asking all these questions like you desperately don't want Bethesda to take my idea and immortalize my idea in video game form. Who cares if triads and yakuza are two different cultures and are in two different countries? The point is time passed, they shared information got together had a couple sakes and sushi and exchanged secrets.... ALSO, who are you?? You're just a newfriend in here, have you been here all summer like I have? No.

Tell me your bright idea of a faction you would better serve and let me in turn break it down piece by piece. No, because I for one don't nitpick at people's ideas and tell them how stupid I think they are. Even if they are stupid.

I merely give advice on what I WANT to see and what would make me play non-stop. That's all, everything I've said makes sense in my world. I really don't have to make sense to you and I don't have to entertain you alone. All that really matters is that I'm entertained, and if I'm entertained I'm sure I'm not alone.
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lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Fri Jul 13, 2012 9:56 am

Add Skyrim's romance and companion system,that's all I need.
Also,the usage of a upgraded pipboy(hence the upgrade in the Fallout series from the 2000 series to the 3000 series) Also,please have an option to remove the pipboy glove,Oh and make the anti radiation suit actually "anti radiation".
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LuBiE LoU
 
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Joined: Sun Jun 18, 2006 4:43 pm

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