Fallout 4: Speculation, Suggestions & Ideas - Thread #54

Post » Wed May 02, 2012 3:19 pm

Allow weapons to be made. The better weapons would be made with a better skill in repair. They would be made at a workbench with scrap metal, scrap electronics, sensor modules, vacuum cleaners, hammers, duct tape, wrenches, and steam gauge assemblies.

I also think that houses should become much more custom in the next Fallout. Like having the ability to place down containers, furniture, and items of such.

I also feel there should be a hybrid prototype of the T-51B power armor that is harder to get then the power armor of Fort Constantine. Fallout 4 would be much more in the future and the advancements of weaponry would be higher and a common practice of the BoS. I feel they really don't do much anymore actually. They only find and preserve technology, not advance it. Possibly call it T-52A?

My last and final suggestion, I think that there should be a flyable Vertibird with a fuel of fission batteries. It could be driven like the Halo: Reach falcon.

Thanks for reading.
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Gaelle Courant
 
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Post » Wed May 02, 2012 7:42 pm

I would like hidden locations, and more stuff hidden underground or in mountains. And bring in weather.
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Vickytoria Vasquez
 
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Post » Wed May 02, 2012 12:01 pm

Allow weapons to be made. The better weapons would be made with a better skill in repair.
No no no no.
First it's used for actually repairing weapons and armors.
Then it's used for crafting bullets.
Now it's gonna be used (somewhat again) again for crafting weapons?
How the hell do I repair pieces of junk into a weapon?

Either change the skills name to Mechanics or make Gun Smithing a whole new skill on it's own. (And since Armors aren't mechanical (I will not count PA as I hate it and want it off from Fallout) we need Armorer as a skill for repairing, modifying and crafting armors.) ((And Electronics is used for repairing Energy Weapons))
But I do not think that we should be able to take scrap metal then steam gas assembly then motor and "repair them" into something completely new, that's not repairing, that's building from scratch.

I swear Repair is becoming a [censored] dump skill just like Science.

"But if I learn the ins and outs of a weapon by repairing them then I could use that knowledge to craft the weapon on my own!"
Mhm, maybe so, but you still aren't "repairing" the weapon then are you?
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Anne marie
 
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Post » Thu May 03, 2012 12:17 am

No no no no.
First it's used for actually repairing weapons and armors.
Then it's used for crafting bullets.
Now it's gonna be used (somewhat again) again for crafting weapons?
How the hell do I repair pieces of junk into a weapon?

Either change the skills name to Mechanics or make Gun Smithing a whole new skill on it's own. (And since Armors aren't mechanical (I will not count PA as I hate it and want it off from Fallout) we need Armorer as a skill for repairing, modifying and crafting armors.) ((And Electronics is used for repairing Energy Weapons))
But I do not think that we should be able to take scrap metal then steam gas assembly then motor and "repair them" into something completely new, that's not repairing, that's building from scratch.

I swear Repair is becoming a [censored] dump skill just like Science.

"But if I learn the ins and outs of a weapon by repairing them then I could use that knowledge to craft the weapon on my own!"
Mhm, maybe so, but you still aren't "repairing" the weapon then are you?

Maybe a "gunsmith" perk that allows it to be put under the repair skill. But your probably right, a new skill set would most likely have to be put in to make sense. Maybe even give the parts to someone else within the game and have them do it for you. Maybe have the guns created be a different type of gun that is the "Made in China" version, and have the original guns that are buy-able be the better, all-around gun. What else would you think of it?
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Jani Eayon
 
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Post » Wed May 02, 2012 6:38 pm

http://www.project610.com/files/Zombie%20Invasion.jpg
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Kayla Oatney
 
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Post » Wed May 02, 2012 12:06 pm

Those look like vampires to me.
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Jimmie Allen
 
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Post » Wed May 02, 2012 6:38 pm

you should be able to invest in some shops to make them grow bigger or bring in better items plus a weekly incame it would be nice to have youre own bar or shop with a npc handling the deals while you can still drop in the stuff you scav in the world
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Monika Fiolek
 
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Post » Wed May 02, 2012 11:39 pm

Maybe a "gunsmith" perk that allows it to be put under the repair skill. But your probably right, a new skill set would most likely have to be put in to make sense. Maybe even give the parts to someone else within the game and have them do it for you. Maybe have the guns created be a different type of gun that is the "Made in China" version, and have the original guns that are buy-able be the better, all-around gun. What else would you think of it?
Giving the parts to someone sounds better.
I mean, it's not like the wasteland is littered with gun parts like barrels or stocks or triggers or all the other tiny stuff that goes inside it.
Giving parts to someone so that he can reform said parts according to a schematic you found or one he already has so that he can craft the weapon for you sounds better.
Once you've helped said gunsmith you could get a perk where he teaches you how to craft them yourself, although it has to be at one of his workbenches.

Kinda like him tutoring you.
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Tinkerbells
 
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Post » Wed May 02, 2012 3:28 pm

http://www.project610.com/files/Zombie%20Invasion.jpg
Never knew that when communists turned into zombies they grew hammer and sickle markings on their chest... Oh well.
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LuCY sCoTT
 
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Post » Thu May 03, 2012 1:00 am

A crafting skill would be best I reckon, similar to the smithing skill in Skyrim.
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marina
 
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Post » Wed May 02, 2012 5:59 pm

But what would it be called?
Crafting a metal armor and crafting an anti-material rifle and crafting a plasma repeater are very very different.
Calling it "Crafting" would also interfer with Medicine, Science/Chemistry, Survival and Explosives skills as they have craftable items as well.

Rename Repair into Mechanics, making it about figuring out how mechanics work, how to fix them and how to create new ones from scratch.

Make Armorer it's own skill so we can craft, maintain and modify armors. (Crafting armors cost less and they are better, you could also modify armors by adding additional materials to them, like adding Fire Gecko Skin to a Combat Armor to give it +15% fire resistance. (With each armor having 4 slots of modification possible. (You can still repair any and all armors with 7 in Armorer, it just means that you will get a really low bonus to it's CND, making NPC Armorers a more viable choice for non Armorer player characters, but also more costly)))

And have Electronics be the skill for repairing, maintaining and mofifying Energy Weapons of all kinds. (Electronics can also be used for other things, like recharging drained cells, crafting plasma and pulse grenades and tapping out energy sources for Small Energy Cells (That can later be converted to Microfusion or Electron Charge Package))

I think that would be the best set-up if we are to be able to craft weapons and armors.

You aren't forced to take any of these, you can buy a Metal Armor from an NPC, but it will cost more.
You can upgrade said Metal Armor at an NPC, but it will cost more.
You can repair said Upgraded Metal Armor at an NPC, but it will cost more.
Same with the other things.

Each skill serves three purposes:
1. crafting items from scratch, which can be sold for a lot more than the parts on their individual value.
2. Repairing items more successfully.
3. And modifying their statistics, which makes the armors better than the vanilla counterpart.

All three services that these skills provide can be bought from NPC's, so it doesn't exclude anyone, but these services cost a lot, especially for the really good stuff. (Ever tried to repair an elite weapon in New Vegas by an NPC? It costs a fortune, up to 6.000 caps and sometimes even more.)

"But where does crafting bullets fit in then?"
I think Explosives should do fine.
Again, you can buy the craftable ammo from NPC's, so not picking Explosives doesn't mean you can't get Incendiary Anti-Material Rounds, it will just cost you a lot more.

So if you pick Guns and don't pick Explosives, Armorer or Mechanics, then don't fret, you can still get great stuff, you just need to pay more for it.
Maybe Barter would be a good idea for that character. (Could make Barter more useful actually if we're more inclined to start using NPC services.)

Electronics and Mechanics have more uses than Armorer though, both theses skills work their way into other areas of the game as well, like for example: Using Electronics to fix Caesar's Auto-Doc, or using Mechanics to sabotage that huge gun at the presidential speech at Hoover Dam.
Armorer has less uses in that regard, but it's still a very useful skill, hell, a crafted Deatchlaw Skin Reinforced Combat Armor MK III is going to protect you so well you could almost take on Arizona on your own.

Not saying my system is perfect. (Though I think it's pretty damn good)
But "if" we are going to be able to craft armors and weapons from scratch then I don't see how "Repair" fits into it, and an overall Crafting skill just simplifies everything too much, making NPC's' services even more obsolete than they already are.

Just my 2 cents. :)

But I'd rather not be able to craft armors or weapons if it's gonna be tossed into "Repair" or "Science" or "Crafting".
New skills or nothing, that's what I suggest.
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Dagan Wilkin
 
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Post » Wed May 02, 2012 9:47 pm

people never make things simple for each other :/
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Samantha hulme
 
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Post » Wed May 02, 2012 11:40 pm

people never make things simple for each other :/
Directed at me I suppose?

Again:

Electronics, Mechanics and Armorer.

Each skill serves three purposes:
1. crafting items from scratch, which can be sold for a lot more than the parts on their individual value.
2. Repairing items more successfully.
3. And modifying their statistics, which makes the armors better than the vanilla counterpart.

All three can be done through NPC's, but it costs one hell of a lot more.
It is not required of the player to take any of the skills, nor are they forced to.
It's simply about: Are you willing to pay a crapload of money or will you farm resources and stack up on them so that you can repair and modify things on your own?
A character that chooses Explosives, Armorer, Mechanics and Guns so that he doesn't have to waste money and can be selfreliant will have a lot more money but at lot less skill points over to other skills.
While a character who chose Guns, Steal, Sneak and Speech will have to pay up a fortune once his weapons need repairing but he will have a lot more useful skills to use outside of the workbench/reloading bench.
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CHangohh BOyy
 
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Post » Wed May 02, 2012 4:17 pm

Directed at me I suppose?

Again:

Electronics, Mechanics and Armorer.

Each skill serves three purposes:
1. crafting items from scratch, which can be sold for a lot more than the parts on their individual value.
2. Repairing items more successfully.
3. And modifying their statistics, which makes the armors better than the vanilla counterpart.

All three can be done through NPC's, but it costs one hell of a lot more.
It is not required of the player to take any of the skills, nor are they forced to.
It's simply about: Are you willing to pay a crapload of money or will you farm resources and stack up on them so that you can repair and modify things on your own?
A character that chooses Explosives, Armorer, Mechanics and Guns so that he doesn't have to waste money and can be selfreliant will have a lot more money but at lot less skill points over to other skills.
While a character who chose Guns, Steal, Sneak and Speech will have to pay up a fortune once his weapons need repairing but he will have a lot more useful skills to use outside of the workbench/reloading bench.
You have the right idea I think but if we had such a system, wouldn't that detract from the skill system as a whole? I mean, if you include all these new skills aren't you going to have to add more levels or allow people to distribute more skill points themselves after a level up?
And in regards to how you said "if we chose Guns, Steal, Sneak and Speech we'd have to shell out a lot of cash to repair and craft". Dont we already do that now? Persay, if I want a 'Deathclaw Gauntlet' I would need the medical brace, hand, duct tape, and a moderately high repair skill while, like you say, I'd be more "self reliant" however how would I do so? Do you mean that I can craft outside of benches only? If so, that would be a massive waste of skill points, just to be able to craft without a bench.
Perhaps being able to repair your guns and weapons yourself, I feel, would be a far greater addition to your "more self reliant" motive.
And these are merely opinions, reject them if you wish, just try to see what Im trying to say. :thumbsup:
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Kitana Lucas
 
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Post » Wed May 02, 2012 11:50 pm

my suggestion;
DRM: allow Steam as an option & not as a requirement because there are PC fans outside of the Steam community
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JeSsy ArEllano
 
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Post » Wed May 02, 2012 9:44 pm

Directed at me I suppose?

Again:

Electronics, Mechanics and Armorer.

Each skill serves three purposes:
1. crafting items from scratch, which can be sold for a lot more than the parts on their individual value.
2. Repairing items more successfully.
3. And modifying their statistics, which makes the armors better than the vanilla counterpart.

All three can be done through NPC's, but it costs one hell of a lot more.
It is not required of the player to take any of the skills, nor are they forced to.
It's simply about: Are you willing to pay a crapload of money or will you farm resources and stack up on them so that you can repair and modify things on your own?
A character that chooses Explosives, Armorer, Mechanics and Guns so that he doesn't have to waste money and can be selfreliant will have a lot more money but at lot less skill points over to other skills.
While a character who chose Guns, Steal, Sneak and Speech will have to pay up a fortune once his weapons need repairing but he will have a lot more useful skills to use outside of the workbench/reloading bench.
Electronics gives you the ability to make stuff? Could probably use a better name, maybe crafting or engineering.
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Phillip Hamilton
 
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Post » Wed May 02, 2012 10:28 pm

For the next Fallout, I would really like seeing something great.

This idea was forged by the brain of a great being, greater then any human life form..

Picture a beautiful land, torn apart by a massive explosion, and really, just completely demolished. One faction, though, is working to pull this land together.

The place is Europe, and the Faction bringing this place back together is the Alien faction. Their technology proves to be better then any former human technology.


Basically, I really want to see Europe in these harsh times, with the main Faction being Aliens. Whose to say Aliens aren't a Faction in Europe?
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Amy Smith
 
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Post » Wed May 02, 2012 11:38 pm

What's with the drive for aliens? Aren't there enough games about them already?
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Ben sutton
 
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Post » Wed May 02, 2012 2:58 pm

What's with the drive for aliens? Aren't there enough games about them already?

Actually, no as I have yet to play a good game with Aliens.

Don't even say "HALO R GUD GAIM!!!1!"

I don't care for Halo, or any other Alien games (Destroy All Humans or anything)
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Amysaurusrex
 
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Post » Wed May 02, 2012 11:55 pm

And what makes you think implementing aliens in Fallout by Bethesda would make a good game?
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Amy Masters
 
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Post » Wed May 02, 2012 5:24 pm

And what makes you think implementing aliens in Fallout by Bethesda would make a good game?

Aliens have already been showed in Fallout by Bethesda, and people generally loved it. The canon and everything clearly works (whether Easter Egg or not) Some people see Mothership Zeta as a huge Easter Egg, but it's actually canon.

Why can't it be canon?

Why does the Enclave not liking the BoS have to be canon?

Why should there be freakish monsters in Fallout? It may be 'canon' to some people but it's not very logical, I believe Aliens are more logical then monsters coming out of a Nuclear explosion. Gnrfan, you're crazy! Radiation causes mutation! But what Mutation lives on after turning freakish?

This game is full of holes and open areas, so why cant Fallout 3, and more-so Aliens, be Canon?
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Kat Stewart
 
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Post » Wed May 02, 2012 6:15 pm

Never knew that when communists turned into zombies they grew hammer and sickle markings on their chest... Oh well.

The commies tattooed them when they were alive and then turned them into zombies :ahhh:
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Lyd
 
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Post » Wed May 02, 2012 3:02 pm

Aliens have already been showed in Fallout by Bethesda, and people generally loved it. The canon and everything clearly works (whether Easter Egg or not) Some people see Mothership Zeta as a huge Easter Egg, but it's actually canon.

Why can't it be canon?

Why does the Enclave not liking the BoS have to be canon?

Why should there be freakish monsters in Fallout? It may be 'canon' to some people but it's not very logical, I believe Aliens are more logical then monsters coming out of a Nuclear explosion. Gnrfan, you're crazy! Radiation causes mutation! But what Mutation lives on after turning freakish?

This game is full of holes and open areas, so why cant Fallout 3, and more-so Aliens, be Canon?

Why should there be anything set in stone or any rules to the setting in Fallout at all? Let it all be loose "anything and everything goes" set up where nothing matters. Just throw it in and it's cool.
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Tina Tupou
 
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Post » Wed May 02, 2012 6:07 pm

Why should there be anything set in stone or any rules to the setting in Fallout at all? Let it all be loose "anything and everything goes" set up where nothing matters. Just throw it in and it's cool.

If that's your argument than I respect it, but if that's what you really think cool. I'm down with that, not like it's going to stop people from buying into Bethesda's franchise.
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Marnesia Steele
 
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Post » Wed May 02, 2012 11:14 pm

The commies tattooed them when they were alive and then turned them into zombies :ahhh:
That is rather unfortunate.
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Niisha
 
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