Fallout 4: Speculation, Suggestions and Ideas - Thread #83

Post » Wed Aug 22, 2012 6:46 pm

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/1403774-fallout-4-speculation-suggestions-and-ideas-thread-81/
http://www.gamesas.com/topic/1404746-fallout-4-speculation-suggestions-and-ideas-thread-82/2
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Alisia Lisha
 
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Post » Wed Aug 22, 2012 1:14 pm

My Fallout 4+ Suggestions:

Node map system with multiple DLC sized areas, diverse generated terrain larger than those in FO1/2 but smaller than POI's in between.

More places with higher level enemies like quarry junction. The vaults, caves, and above ground areas should all have a certain difficulty level to them.

The world(s) should be more varied. Cliffs, canyons, mountains, etc that are hard to traverse and dont have obviously marked paths. Zion Canyon for instance but more than just canyons. Enemy settlements should also be designed with more logic in mind and not so vulnerable. However, there should be hidden vulnerabilities that a clever player can sniff out. Also, less random npc's running around everywhere. I don't like running in to something hostile every few feet.

Points of interest should only appear on the compass if they have been clearly seen in the players field of view but at what distance depends on perception.

Enemy compass markers should only appear behind you if they make noise or if you have high perception. Same with in front but if they are in the FOV theres a bonus.

Explosive ammunition explodes when shot

More CC options. (muscle/fat sliders, topical details(scars, moles, etc.) hair length and more hair types and body hair.

Medicine should be a usable skill like FO1/2 but should be a menu like used in MGS3 where you have to treat each wound. So if you broke your leg, instead of just sticking a stimpack in it, you'd need a splint and bandage, if youre shot, you need a knife to get the bullet if its still inside, and a bandage. Oh and things like splints can be crafted.

Stimpacks (and other drugs) should do what they do in NV hardcoe mode but should be very rare, and have a limited number of uses before it becomes unsafe to use (over dosing.) However, you can have a chance based on endurance to not OD.
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Jinx Sykes
 
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Post » Wed Aug 22, 2012 6:12 pm


More CC options. (muscle/fat sliders, topical details(scars, moles, etc.) hair length and more hair types and body hair.


Definitely. Doing a Lemmy Kilmister playthrough is my biggest fantasy.
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JeSsy ArEllano
 
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Post » Wed Aug 22, 2012 6:35 am



Definitely. Doing a Lemmy Kilmister playthrough is my biggest fantasy.
lol I think the beard is already there youd just need his hair and some better facial and body creation xD
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Elizabeth Falvey
 
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Post » Wed Aug 22, 2012 5:05 pm

CannibalClub said :"Though.. is it still considered cyborg if its a case of synthetic biology?
Say the skin iis synthetic coilogical material.
I am thinking that for most parts that seem human, they could grow from synthetic cellular cultures." end quote

Yes, as long as the organic and inorganic parts are reliant on each other (i.e. the organic tissue can not live with out the inorganic parts, and the inorganic parts can't operate without the organic continuing to live.)

It's what bugged me about the Terminator anthology, the T-800 series (no maatter how kick ass they were) were simply androids with an organic sheath. Not a "cybernetic organism."
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Lori Joe
 
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Post » Wed Aug 22, 2012 3:28 pm

lol I think the beard is already there youd just need his hair and some better facial and body creation xD

And, of course, MOLES. :biggrin:
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!beef
 
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Post » Wed Aug 22, 2012 7:05 am

Node map system with multiple DLC sized areas, diverse generated terrain larger than those in FO1/2 but smaller than POI's in between.

Sounds awfully complicated and so terribly 90's. That wouldn't sell 10 million copies - for fact.

Seriously though, I wholeheartedly agree.
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yermom
 
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Post » Wed Aug 22, 2012 7:38 am

Maybe the discussion of Androids should take place in Fallout Universe instead?

I want factions and towns to have more interactions with one another.
New Vegas was great and all, but beyond the Powder Ganger situation Goodsprings didn't really feel very involved in the grander world design.
I don't want every location to be über-important, but it would have been nice to have more interactions with one another.
Like, if you help out Goodsprings with their economy you will get -reputation from Jacobstown because they also deal with the same production.
If you help out Primm to get it's casino back up then you get -reputation from The Strip as it will take some of their business away from them.
If you help out Van Graffs or NCR at Helios One then you get -reputation for Mojave Chapter.
Along with these -reputation's or +reputation's there is new dialogue, altered quests and different consquences when you meet Jacobstown, The Strip or Mojave Chapter.

I just want factions to feel like they are more connected with one another. In good ways and in bad ways.
You help one faction then the other faction might get pissed off. Not to the point of kill on sight, but there will be consequences for your actions.
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Teghan Harris
 
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Post » Wed Aug 22, 2012 6:35 am

-The ability to run. I mean, really run. Speed, duration, and recovery is affected by certain stats, traits, and perks.

-Companions can use modded weapons/ammo.

-Companions can take RAD damage, suffer crippled limbs, become addicted, and be poisoned.(All depending on race/type)
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Jani Eayon
 
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Post » Wed Aug 22, 2012 5:27 pm



Sounds awfully complicated and so terribly 90's. That wouldn't sell 10 million copies - for fact.

Seriously though, I wholeheartedly agree.

You scared me there for a second

Maybe the discussion of Androids should take place in Fallout Universe instead?

I want factions and towns to have more interactions with one another.
New Vegas was great and all, but beyond the Powder Ganger situation Goodsprings didn't really feel very involved in the grander world design.
I don't want every location to be über-important, but it would have been nice to have more interactions with one another.
Like, if you help out Goodsprings with their economy you will get -reputation from Jacobstown because they also deal with the same production.
If you help out Primm to get it's casino back up then you get -reputation from The Strip as it will take some of their business away from them.
If you help out Van Graffs or NCR at Helios One then you get -reputation for Mojave Chapter.
Along with these -reputation's or +reputation's there is new dialogue, altered quests and different consquences when you meet Jacobstown, The Strip or Mojave Chapter.

I just want factions to feel like they are more connected with one another. In good ways and in bad ways.
You help one faction then the other faction might get pissed off. Not to the point of kill on sight, but there will be consequences for your actions.
Totally agree. Also maybe some actual physical changes as a result of helping one town over another.
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Matt Gammond
 
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Post » Wed Aug 22, 2012 5:03 am

1-The ability to run. I mean, really run. Speed, duration, and recovery is affected by certain stats, traits, and perks.

2-Companions can use modded weapons/ammo.

3-Companions can take RAD damage, suffer crippled limbs, become addicted, and be poisoned.(All depending on race/type)
1. Project Nevada does this using AP. I think if it were more integrated into the game with other stats it could be a good inclusion.
2. They can in NV. The mods just arent visible due to engine limitations.
3. Not just companions but Id love to see any NPC die from radiation poisoning.
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Lucy
 
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Post » Wed Aug 22, 2012 12:38 pm

1. Project Nevada does this using AP. I think if it were more integrated into the game with other stats it could be a good inclusion.
2. They can in NV. The mods just arent visible due to engine limitations.
3. Not just companions but Id love to see any NPC die from radiation poisoning.

#2: Really, cause every time Boone uses a sniper rifle with a can on the end it alerts everything around us. Only Christine's COS sniper rifle seems to benifit from the silencer as it comes stock with it.
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Sammi Jones
 
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Post » Wed Aug 22, 2012 5:44 pm



#2: Really, cause every time Boone uses a sniper rifle with a can on the end it alerts everything around us. Only Christine's COS sniper rifle seems to benifit from the silencer as it comes stock with it.
Hm im not sure about that actually. I was only talking about just being able to weild a modded weapon.
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Lil'.KiiDD
 
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Post » Wed Aug 22, 2012 5:02 pm

Hm im not sure about that actually. I was only talking about just being able to weild a modded weapon.

Ah, gotcha. I thought maybe my game was faulty or something.
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Tai Scott
 
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Post » Wed Aug 22, 2012 5:41 pm

Ok, back on the topic.

Don't give us ''Boston and surroundings''. Include parts of Massachusetts as nodes or maybe even the whole state.
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Sami Blackburn
 
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Post » Wed Aug 22, 2012 4:13 am

Ok, back on the topic.

Don't give us ''Boston and surroundings''. Include parts of Massachusetts as nodes or maybe even the whole state.

If they included the entire state thru a multi-node system with OWB or Point lookout sized maps I would be exuberant.
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Charlotte Buckley
 
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Post » Wed Aug 22, 2012 6:48 pm

More advanced gunplay. Things like the ability to bump fire pistols and fan revolvers for a faster firing rate for instance, or the ability to manually pull back the hammer on a revolver for greater accuracy. Also, gun melee attacks. Also, the ability to choose your model pip-boy.
My Fallout 4+ Suggestions: Node map system with multiple DLC sized areas
I'd only be in favor of this if this was way the only possible to have full dynamic buildings (basically buildings that don't require a loading screen to enter) and even then, not by much.
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Taylor Tifany
 
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Post » Wed Aug 22, 2012 10:55 am

The ability to melee bash with your chosen fire arm. Much like the "Bow Bash" used in Skyrim, it doesn't cause any measurable amount of damage (with out taking the perk) but instead gives you some time to back up and take aim.
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Robert Jr
 
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Post » Wed Aug 22, 2012 3:31 am

I'd only be in favor of this if this was way the only possible to have full dynamic buildings (basically buildings that don't require a loading screen to enter) and even then, not by much.
I dont favor one over the other gameplay wise, but the node map system would allow a greater number of areas to be included in the game and I also believe it would cut down stutter/lag/loading times by quite a lot in the open world and might even allow alot more to be done on consoles.

Compare that with the preference some might have for one open world just because its "more immersive" and they really have no argument.
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Jani Eayon
 
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Post » Wed Aug 22, 2012 3:31 pm

Sorry to say the Node Map System won't happen.

Bethesda wants money, so they will play it like they played Skyrim and do the same general look.


Why should they risk money? They already have tons of fans who will buy another "TES with guns" plus some because of how well Skyrim sold, so why downgrade
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RObert loVes MOmmy
 
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Post » Wed Aug 22, 2012 7:31 pm

Sorry to say the Node Map System won't happen.

Bethesda wants money, so they will play it like they played Skyrim and do the same general look.


Why should they risk money? They already have tons of fans who will buy another "TES with guns" plus some because of how well Skyrim sold, so why downgrade
Downgrade? I consider it an upgrade by a large factor. (see my last post)

Seriously, what is the real problem with this idea? You still get FPP and a 3D landscape, just segmented. NPCs can still travel between nodes if thats what youre worried about. All you'd have to sacrifice is a tiny bit of "immersion" as some would call it. This isnt some outdated method as many games still use it. Mass Effect and Dragon Age are amazing games that use a type of node map.
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Guinevere Wood
 
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Post » Wed Aug 22, 2012 8:51 am

You scared me there for a second


Totally agree. Also maybe some actual physical changes as a result of helping one town over another.
That would be nice, though it would need to take a while and have the quest go along with the building or destruction.


I dont favor one over the other gameplay wise, but the node map system would allow a greater number of areas to be included in the game and I also believe it would cut down stutter/lag/loading times by quite a lot in the open world and might even allow alot more to be done on consoles.

Compare that with the preference some might have for one open world just because its "more immersive" and they really have no argument.
Procedural algorithms. It is possible to make massive worlds(actually it's possible to make a entire galaxy).

Also I want to bring up the topic of mech's in the Fallout universe. Since power armor is there already it's isn't a stretch to have them. Liberty Prime was originally going to be one and we would have piloted it to attack Rivet City.
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Michelle Serenity Boss
 
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Post » Wed Aug 22, 2012 7:36 am

1. AP should regenerate slower right off the bat. Possible that you could take a perk which increases the regeneration, or even REPLACE the Action Boy perk with a more quickly-paced regeneration perk.

2. Fallout 4 NEEDS to have a better engine than F3 or F:NV did. As good as the graphics were, an engine for it like Skyrim's engine would be better; or perhaps an even better engine than that. o.o

3. Weather..... Enough. Said.

4. Make the map bigger, or hell; give us a world map that stretches through more than just a SINGLE state. It would be somewhat interesting to see different factions fighting one another on the border of each state.

5. Give us more status conditions. I don't care about being poisoned anymore. I want a status condition that can actually kill me if I don't treat it with a hard to get item. Antivenom in New Vegas was so common to me, that Cazadors just weren't freightening anymore.

6. Fully Destructible environments... Remember that engine that Red Faction: Guerilla used? Put that in Fallout 4, and ONLY remove it if you're doing a quest, or you're in a quest-specific area. I can see destructible environments making this game far more entertaining.

7. I'm running out of ideas... but put gambling in Fallout 4 as well, but don't ban us from casinos like you did in F:NV. Yes, it's easy to win a lot of caps, but you don't see people IRL being banned for being lucky. It's not even their fault XD.

8. I doubt this will happen.. but am I the only one here who would be interested to see Fallout 4 have two SEPERATE storylines? Both with different factions and different results? *_*


*Whelp.. there's my suggestion. Hope bethesda actually READS IT.
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JD bernal
 
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Post » Wed Aug 22, 2012 3:10 pm

Procedural algorithms. It is possible to make massive worlds(actually it's possible to make a entire galaxy).
Yes, but I'd like this used only when traversing between nodes. (in random encounters or just entering a point from the map)

2. Fallout 4 NEEDS to have a better engine than F3 or F:NV did. As good as the graphics were, an engine for it like Skyrim's engine would be better; or perhaps an even better engine than that. o.o
4. Make the map bigger, or hell; give us a world map that stretches through more than just a SINGLE state. It would be somewhat interesting to see different factions fighting one another on the border of each state.
7. I'm running out of ideas... but put gambling in Fallout 4 as well, but don't ban us from casinos like you did in F:NV. Yes, it's easy to win a lot of caps, but you don't see people IRL being banned for being lucky. It's not even their fault XD.

2. Yes they definitely do, but it should be nothing like the creation engine. Its like windows vista, basically the same thing with the same problems but with a bunch off added crap on top.
4. *cough* node map *cough*
7. Actually... They do kick people out for winning too much. Casinos are a business and they dont like to lose money. People can actually get blacklisted in places like LV for being "too lucky"
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Tiffany Holmes
 
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Post » Wed Aug 22, 2012 3:50 pm

No.
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Colton Idonthavealastna
 
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