Fallout 4: Speculation, Suggestions and Ideas - Thread #86

Post » Sun Sep 02, 2012 5:55 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
http://www.gamesas.com/topic/1405539-fallout-4-speculation-suggestions-and-ideas-thread-83/3
http://www.gamesas.com/topic/1405824-fallout-4-speculation-suggestions-and-ideas-thread-84/
http://www.gamesas.com/topic/1407171-fallout-4-speculation-suggestions-and-ideas-thread-85/
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Riky Carrasco
 
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Post » Mon Sep 03, 2012 3:37 am

I think this should be the skill list for Fallout 4

01 Hand To hand - Simply a name change.
02 Melee
03 Guns
04 Energy Weapons
05 Explosives
06 Medicine - Determines how well you can apply chemical AID items such as stimpaks, psycho and even jet.
07 Doctor - Determines how well you can fix any critical injuries, such as broken limbs, collapsed lungs, blindness et cetera and determines how long your doctors bags will last.
08 Traps - Determines how well you can see, avoid, disarm, craft and hide traps.
09 Throwing - Determines your proficiency with throwing knifes, spears, hatchets and grenades.
10 Big Guns - If you have 100 EW and 8 STR you can use the Plasma Caster successfully, but you can't use Minigun properly, Big Guns allow you to specialize in every big weapon, whilst EW, EXPL and GUNS allow you to specialize in their own distinct areas.
11 Survival
12 Armorer - For repairing, modifying and crafting armors.
13 Mechanics - For repairing, modifying and crafting weapons like Guns, Ripper and Rocket Launcher.
14 Electronics - For repairing, modifying and crafting weapons like Energy Weapons to Cattle Prod's to Displacer Glove.
15 Computers - This is for hacking computers and manipulating their programs to your will.
16 Lockpick
17 Sneak
18 Steal - You can steal items more successfully, being in sneak mode increases the chance slightly but it's not required.
19 Deception - You are good at deceiving people, you know when someone lies, you can lie when someone calls you out, you can smuggle things and you can disguise yourself better.
20 Persuasion - You are good at persuading people with logic and reasoning, even if it's just for your selfish needs
21 Barter

If the skill is too bloated you can cut out Throwing and make it part of Melee and Explosives again and cut out Big Guns, then we have 19 skills.
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Cash n Class
 
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Post » Mon Sep 03, 2012 2:09 am

snip
whoa, thats way too may skills, er no offense
You can combine alot of those skill and still keep it senseable like Electronics and Mechanics also It doesnt make sense to split Med and Doc when a doctor needs medicine.

I like the Deception and Persuasion split though, but it should be "intimidation" or "Will power", i mean deception is just another type of peruasion. Also i think traps should just blend in with one of the repair perks and the same with lockpicking and maybe a break door option for melee / hand to hand

and imo i think Science should make a come back but this time having to do with Biology, chemisty (bomb making) and geography, leaving hacking to electronics
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Jonathan Egan
 
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Post » Mon Sep 03, 2012 12:25 am

1. whoa, thats way too may skills, er no offense
2. You can combine alot of those skill and still keep it senseable like Electronics and Mechanics
3. also It doesnt make sense to split Med and Doc when a doctor needs medicine.

4. I like the Deception and Persuasion split though, but it should be "intimidation" or "Will power", i mean deception is just another type of peruasion.
5. Also i think traps should just blend in with one of the repair perks and the same with lockpicking and maybe a break door option for melee / hand to hand

6. and imo i think Science should make a come back but this time having to do with Biology, chemisty (bomb making) and geography, leaving hacking to electronics
1. Too many? With Big Guns and Throwing removed we get 19 skills, that's just 1 more skill than what Skyrim and the older Fallouts had.
2. The split with Electronics and Mechanics happened because repairing things is too broad, just like Science is too broad. You can repair every single item that is repairable with Repair, be it weapons, armors or quest objects, you can craft new items from it and a lot of traps rely on the skill as well. It's too broad. It's basically as if Guns, EW and Explosives are merged into Firearms.
3. Yeah, it does, just cause someone is a surgeon doesn't mean that the person knows how to apply Rad-Away properly.
4. Deception is not Persuasion. I can be somewhat persuasive, but I can't lie for jack [censored]. Someone who is good at poker might have horrible logic and reasoning skills.
5. So Repair should become even broader? Even more powerful? No. That was why I split them up in the first place. Traps is a fully valid skill in it's own right with the amount of traps we get in the newer games so it should not be part of another skill like some sort of bonus. You have to make the choice, either go with Mechanics and learn how to repair, modify and craft stuff or go with Traps and avoid getting hurt all the time.
6. So let me get this straight, you think that Electronics and Mechanics does not make sense to split up, you don't think Traps is a valid skill, you think Persuasion and Deception is generally the same thing and you think that being a surgeon and someone who practices medicine to know the same stuff, yet you want biology and geography to be skills?

Deception works fine on it's own, you can smuggle items (casino's), lie (Strip securitron guards, REPCONN HQ robots), catch someone else in a lie (that random guy telling you to go up and clear his stash from Gecko's) and disguise yourself.
Persuasion works fine on it's own as it's basically Speech except all the lying parts are taken out.
Eletronics and Mechanics work fine on their own, just look at how much attention Repair gets, it'd be generally the same, except in more specialized areas of expertise.
Traps works fine on it's own and it's quite obvious given the amount of traps we have.
Doctor works fine on it's own so long as we have enough critical injuries and it's not too easy to get rid of them.
Medicine works fine on it's own, we just need more diseases, withdrawal effects, poisons and a different type of radiation poisoning.

If the game is designed right every single one of these skills are perfectly valid skills to choose from.
And depending on which ones you choose and which one's you don't you have to deal with the consequences.
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OnlyDumazzapplyhere
 
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