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

Post » Wed May 02, 2012 10:23 am

Not to bad of an idea. But I would rather just have science and repair fit into a whole new engineering skill at that point. Or perhaps electronics and science, either way it could probably be done. Now crafting bullets into explosives? I'm not sure on my position about that honestly. I could really only think that explosive tracer rounds could fit in responsively.
Why I don't like the idea of Science and Repair having the crafting abilities of what Smithing has in Skyrim is that they become too powerful.
With Science you can use it for any, and I mean, any single profession that requires a labcoat, you can hack stuff, you can craft chems and currently you can recharge drained cells too.
With Repair you can repair any form of item in the game that needs repairing, for quests, for one self, anything, hell it could be used on robot companions and everything mechanical can fit into this skill as well, you can craft bullets and now weapons?`

Only reason I propose these new skills is to balance out the usefulness, cause right now, Science and Repair are too useful on their own, giving them even more content will make them into super skills.
Basically, I never ever ever liked the idea Sawyer had for Van Buren to turn Big Guns, Small Guns and Energy Weapons into one skill, Firearms.
For the same reason I'm opposed to this. Science and Repair has enough, they have too much, giving them more would make them into what Firearms was in Van Buren.

I don't think my idea is a perfect one, but the idea of letting Science and Repair become even beefier skills will only harm roleplaying for me.
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Phoenix Draven
 
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Post » Wed May 02, 2012 5:13 pm

I would want to see old characters, like since marcus was in FO2 and NV why wouldn't he be in FO4? he could be, since he's very old, a flying head or something like that? then some descendant of an purple robed master follower who could tell the player about FO1 events, an old ghoul, and since harold's out of question, perhaps someone from gecko like skeeter? and finally someone from New Reno families(not a Van Graff), more like wright or mordino
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Laura
 
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Post » Wed May 02, 2012 11:39 pm

I would want to see old characters, like since marcus was in FO2 and NV why wouldn't he be in FO4? he could be, since he's very old, a flying head or something like that? then some descendant of an purple robed master follower who could tell the player about FO1 events, an old ghoul, and since harold's out of question, perhaps someone from gecko like skeeter? and finally someone from New Reno families(not a Van Graff), more like wright or mordino

1. I don't see Marcus traveling into the Midwest, or anywhere else really. As far as we know, Jacobstown is as good as it gets for him and the other Super Mutants from the Core Region. It would be dumb if they added him into FO4, just because of his status.

2. Any of the Master's followers would be LONG gone by now, doing other things. There's quite a age gap between FO1 and FO:NV, and even more so when FO4 comes around, so no need for any Master followers.

3. We've already learned of the events of FO1, a long time ago, before FO3 even came out.
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Michelle Chau
 
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Post » Wed May 02, 2012 6:01 pm

I would not mind Having to fly a Plane and drop a Nuke in a quest in Fallout 4
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BrEezy Baby
 
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Post » Thu May 03, 2012 1:02 am

Only reason I propose these new skills is to balance out the usefulness, cause right now, Science and Repair are too useful on their own, giving them even more content will make them into super skills.
Basically, I never ever ever liked the idea Sawyer had for Van Buren to turn Big Guns, Small Guns and Energy Weapons into one skill, Firearms.
For the same reason I'm opposed to this. Science and Repair has enough, they have too much, giving them more would make them into what Firearms was in Van Buren.

I don't think my idea is a perfect one, but the idea of letting Science and Repair become even beefier skills will only harm roleplaying for me.

I agree that certain skills shouldn't become too beefy against the others, but spreading the effects out too much would be equally bad as the skills become very thin and generally not worth the SP investment.

I know you hate perktrees, and I'm not such a fan either (in general, they can work in certain situations), but I do think crafting could benefit from such concept. Say you want to craft energy weapons. Have the ability open up via a perk which has requirement for science and EW and to be able to craft better equipement, add in further ranks with increasingly heftier requirements (similiar setup for rest of the craftables for different skill combinations). Or alternatively, if perktrees are a "/wrist" thing, have the ability open via one single perk and have the cratable items then carry the necessary requirements.
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jessica breen
 
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Post » Thu May 03, 2012 12:29 am

But spreading the effects out too much would be equally bad as the skills become very thin and generally not worth the SP investment.
But that's the thing, The skills I suggest all work and aren't spread too thin. :confused:
It's not like my monster list of 25 skills, with Chemical Weapons and Blade and Blunt.
It's a simple, organized, coherent and very much functinal skill system for repairing, crafting and modifying items of different theme's.
It's not too much, and not too little.


"What about repairing knifes and sledgehammers and unarmed weapons then?"
Well, they're split out across a lot of things.
A Powerfist requires Mechanics and Electronics.
A Displacer Glover requires Electronics.
Brass Knuckles requires nothing, it never detoriorates and never needs to be repaired.
All bladed weapons are repaired through grind-stones and don't require any skill (Unless you want to consider it mechanical to spin a stone on an edged piece of iron.), but you can earn perks from NPC's.


I just want a system where the skills name makes sense for what it does.
Now, if there is no crafting system like Smithing is in Skyrim then I don't mind Repair staying as it is as long as it doesn't involve crafting anything from scratch.
And Science, while I loathe it and want it slaughtered and dissected, I could accept staying as it is as long as nothing more is dumped into it.


(Oh and Grenade Machine Gun, Missile Launcher and Grenade Launcher go into Mechanics when it comes to crafting, modifying and repairing them, but their ammo is crafted through Explosives solely)

Just out of curiosity though.
If anyone is opposed to my idea, why?
And what would be a better solution?

I can agree that my idea for splitting Science in Chemistry, Hacking and Electronics or splitting Speech into Persuasion, Deception and Intimiadation can be a bit much and harder to swallow.
But I don't see any problems with the system I'm suggesting at all.
In a way, it will stay the same as now, but at the same time inovating and improving the repairing and crafting system.
Mechanics is gonna do what it has always done, and more, just with Guns.
Armorer is gonna do what Repair did with Armors, and more.
And Electronics is gonna do what Repair and Science did with Energy Weapons and electronical situations, and more.
Science will still be science just without the Electronics aspect of it.
Repair will be improved upon.
And we get two new skills to use to define our characters and get less grey blob same-yness.
And they're not like Chemistry or Intimidation, flimsy skills who's usage seems questionable.
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Setal Vara
 
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Post » Wed May 02, 2012 11:51 am

It was just a general comment since you have the tendency to overdo the quantity a bit at times (referring to and drawing from the idea of the monsterlist you have suggested). I'm not really against what you suggest here, even though I'd probably do some refining with it.
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Emma Parkinson
 
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Post » Wed May 02, 2012 11:57 pm

It was just a general comment since you have the tendency to overdo the quantity a bit at times (referring to and drawing from the idea of the monsterlist you have suggested). I'm not really against what you suggest here, even though I'd probably do some refining with it.
Got it.
Well, brainstorm then?
What about instead of gluing weapons together we break them down into parts?
Not every part is gonna have it's own CND value, when we break something down, let's say a 13% CND Cowboy Repeater, then the % of getting a spare part to use is, well, low. While if we break down a 90% CND 9mm Pistol then the % of gettin spare parts is higher.
But if successful then we could get the grip, stocking, trigger, barrel and uhm, just a general "spare parts" and "Scrap metal".
A Rifle Barrel cannot be used for a pistol though, same as a Missile Tube can't be used for a Flamer or an Exhaust Pipe can't be used for a Pulse Rifle.

(A Missile Tube isn't just used for Missile Launcher, it can be used for Red Glare, Rocket Launcher and other new explosives based weapons)
((A Exhaust Pipe is used for Flamer Weapons, Flamers, Incinerators, Flame Pistols et cetera.))
(((A Rifle Barrel does not change from Cowboy Repeater to Marksman Carbine, a Rifle Barrel is a Rifle Barrel, so let's not get too realistic with the actual components as it could make it too complex.)))
((((A specialized Spare Part like Rifle Stock could give 0.3CNDx1Skill while a general Spare Parts Kit gives 0.2CNDx1Skill and Scrap Metal/Electronics give 0.1CNDx1Skill, same thing applies for Armors and Energy Weapons, Optic Lenses for lasers, Plasma Cores for plasma, Cooling Unit for Plasma, briast Plate [Leather] for leather based armors. et cetera.))))

Good, bad, too complex?
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Crystal Birch
 
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Post » Thu May 03, 2012 1:31 am

Every time I try and read one of Gabriel77Dan's posts, I feel like I'm trying to read a book...
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Travis
 
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Post » Wed May 02, 2012 5:40 pm

Every time I try and read one of Gabriel77Dan's posts, I feel like I'm trying to read a book...
Sorry, I have a tendency to overwrite things.
Once I get passionate about a post my fingers just roll over the keyboard like a machine. :laugh:
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Tyrel
 
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Post » Wed May 02, 2012 7:04 pm

Lol that could be a good thing if you want to write a book or something
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Angus Poole
 
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Post » Wed May 02, 2012 11:05 pm

They need a narrative though, in that regard I'm screwed. @_@'
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Joie Perez
 
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Post » Thu May 03, 2012 2:39 am

Got it.
Well, brainstorm then?
What about instead of gluing weapons together we break them down into parts?
Not every part is gonna have it's own CND value, when we break something down, let's say a 13% CND Cowboy Repeater, then the % of getting a spare part to use is, well, low. While if we break down a 90% CND 9mm Pistol then the % of gettin spare parts is higher.
But if successful then we could get the grip, stocking, trigger, barrel and uhm, just a general "spare parts" and "Scrap metal".
A Rifle Barrel cannot be used for a pistol though, same as a Missile Tube can't be used for a Exhaust Pipe.

(A Missile Tube isn't just used for Missile Launcher, it can be used for Red Glare, Rocket Launcher and other new explosives based weapons)
((A Exhaust Pipe is used for Flamer Weapons, Flamers, Incinerators, Flame Pistols et cetera.))
(((A Rifle Barrel does not change from Cowboy Repeater to Marksman Carbine, a Rifle Barrel is a Rifle Barrel, so let's not get too realistic with the actual components as it could make it too complex.)))
((((A specialized Spare Part like Rifle Stock could give 0.3CNDx1Skill while a general Spare Parts Kit gives 0.2CNDx1Skill and Scrap Metal/Electronics give 0.1CNDx1Skill, same thing applies for Armors and Energy Weapons, Optic Lenses for lasers, Plasma Cores for plasma, Cooling Unit for Plasma, briast Plate [Leather] for leather based armors. et cetera.))))

Good, bad, too complex?

I'd go down with that. It's somewhat reminiscent of Arcanum's crafting system (which was great). Although it can get unnecessarily confusing if there's a ton of weapons (like in NV) with all of 'em having 3-5 type-specific parts in them. I'd go for having a moderately large list of specific craftable weapons and specific parts for them, but have repairing be more separate from that.

I once toyed around with an idea where there was to be 3 categories of weapons based on their craftmanship. I can't quite recall all the specifics, but the general idea was to have:
Category 1: Post war selfmade weaponry (craftable, high damage output, cheap and easy to repair, high availability, high modability, fairly cheap -- but, non reliable (prone to jam and reload disorders regardless of CND), low accuracy, fast deterioration rate (constant need of repairing)).
Category 2: Pre war Home defense weaponry (more reliable, more accurate, lesser deterioration rate -- but, less damage output, more expensive, less available, moderately harder to repair, non-craftable and less modable).
Category 3: Pre war military grade weaponry (Very high damage output, very high accuracy, very high reliability -- but, extremely expensive and rare, barely modable, non-craftable, very hard to repair).

Something along those lines, and with each category having 1-3 base weapons for each type of weapon (pistols, SMG's, rifles, assault rifles, machineguns, shotguns etc). You'd that way have an entire category of highly modable weapons to craft from scratch and alternatives which have their ups and downs over that category. Weaponcrafting could be handled through related skillthresholds (what ever the skillsetup for that sort of crafting would be).

(disclamer: I've downed half a bottle of whiskey, so you'll kindly tolerate typos, K')
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Darlene DIllow
 
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Post » Wed May 02, 2012 6:52 pm



I'd go down with that. It's somewhat reminiscent of Arcanum's crafting system (which was great). Although it can get unnecessarily confusing if there's a ton of weapons (like in NV) with all of 'em having 3-5 type-specific parts in them. I'd go for having a moderately large list of specific craftable weapons and specific parts for them, but have repairing be more separate from that.

I once toyed around of an idea where there was be 3 categories of weapons based on their craftmanship. I can't quite recall all the specifics, but the general idea was to have:
Category 1: Post war selfmade weaponry (craftable, high damage output, cheap and easy to repair, high availability, high modability, fairly cheap -- but, non reliable (prone to jam and reload disorders regardless of CND), low accuracy, fast deterioration rate (constant need of repairing)).
Category 2: Pre war Home defense weaponry (more reliable, more accurate, lesser deterioration rate -- but, less damage output, more expensive, less available, moderately harder to repair, non-craftable and less modable).
Category 3: Pre war military grade weaponry (Very high damage output, very high accuracy, very high reliability -- but, extremely expensive and rare, barely modable, non-craftable, very hard to repair).

Something along those lines, and with each category having 1-3 base weapons for each type of weapon (pistols, SMG's, rifles, assault rifles, machineguns, shotguns etc). You'd that way have an entire category of highly modable weapons to craft from scratch and alternatives which have their ups and downs over that category. Weaponcrafting could be handled through related skillthresholds (what ever the skillsetup for that sort of crafting would be).

(disclamer: I've downed half a bottle of whiskey, so you'll kindly tolerate typos, K')
Great idea never woulda thunk it
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Kari Depp
 
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Post » Wed May 02, 2012 9:34 pm

Great idea never woulda thunk it

:foodndrink:
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Chris Ellis
 
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Post » Wed May 02, 2012 10:44 am

Doctor's bags are overpowered in NV. For one thing they should only repair the limb that is crippled and how effective the bag is should depend on your Medicine skill. Also expand upon first aid. Right now if you want to heal yourself all you need to do is pump yourself with stims and your good. I would like the FWE medical system implented in Fo4. You need a triage and medical brace if you want to fix (not fully heal) your crippled limb. So basically make crippled limbs matter more and try to find a way to make Medicine more useful and not a dump stat.
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Elisabete Gaspar
 
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Post » Wed May 02, 2012 1:10 pm

They're not really overpowered. They're just overabundant (it's hard to balance them out in an open world game like New Vegas where combat is or isn't abundant depending on how you play). I'd personally go for manual skillbased healing (much like in the originals), but I doubt Bethesda would do such.
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Nuno Castro
 
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Post » Wed May 02, 2012 9:52 pm

I like the idea of having a prone position, for obvious sniping abilities. Running/sprinting? No, because you're speed and agility is already base on a lot of factors. IMO, if you want to be able to "sprint" stay at a carrying weight at/around 50. It would be interesting to maybe incorporate a small rogue band of Enclave misfits...acting more like a raiding party. Have their armor well aged and rag-tagged...ish. About "crafting" weapons...I liked what they had in Fo3, dart gun, etc, but I don't like the idea of crafting rifles or hand guns or whatever. Maybe, instead of having free roaming caravans, one could "order" certain supplies or weapon types and then the caravan can travel off map and return in X amount of days with goods similar to what you requested..i.e. energy based tech or armor. I would also like to see more splinter factions or sub-factions. I liked the mystery of The Institute from Fo3 and maybe incorporate that location as a DLC like the Pitt (also a fav) was. I would think having Fo4 based in the Great Lakes region would be neat and then they can incorporate seasons. But also...how about Florida? Disney, Universal, the Swamps, Orlando, Miami...Cape Canaveral, Key West (DLC)? That would be neat too. Just some ideas.
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Cassie Boyle
 
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Post » Wed May 02, 2012 7:56 pm

You'd do better if you'd made your suggestion in chapters. :)
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Sarah Evason
 
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Post » Wed May 02, 2012 6:07 pm

One of the problems with the recent Fallouts, is the ability to accumulate too much money. Unlike ES, where you're a strong adventurer who gets all sorts of special loot, and can sell it for lots of money making you a strong and rich adventurer, Fallout should not be the same way.

Besides the obvious act of just tossing out most of the money somewhere in the wasteland, I think it should be harder to accumulate money, making you rich. If I want to play a poor wastelander, I don't want to be doing jobs, get 10k caps, and still act like I'm poor so I toss nearly all or all, of them somewhere. Once you reach a certain amount of money, it becomes difficult to get rid of it without having to toss them out, or put them somewhere else.
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biiibi
 
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Post » Wed May 02, 2012 2:26 pm

I like the idea of having a prone position, for obvious sniping abilities. Running/sprinting? No, because you're speed and agility is already base on a lot of factors.
I like the idea of having prone in game to atleast give us more choices in combat, but I also think sprint should be in game because after playing mods with sprints, and then going back to the console version with out sprint it feels like one of those features that "irk" me when it's not in game.
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Casey
 
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Post » Wed May 02, 2012 6:36 pm

What I would like to see:
-More life in towns
-Unique services and options in each town/factioned area (IE visiting the boomers should have provided unique upgrades and devolopments for heavy duty equipment, while BoS had unqiue ones with dark secrets)
-"Minor" companions who are not a strong as the primary ones (possible a few for each faction)
-"invaders" need to actually invade (Invaders gonna invade!)
-Some kind of research devolopment/discovery system for scientist/engineer characters (Not streamlined like Mass Effect 2's though)
-Ability to wield weapons like assault rifles, laser rifles etc. one handed upon using power armor (perhaps apply a tag which applies this)
-A optional mode which adds a "load out" system for you and your companions
- BoS needs to be strong like they are supposed to, (not necessarily a major faction and/or overwhelming)
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Flesh Tunnel
 
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Post » Wed May 02, 2012 5:56 pm

- BoS needs to be strong like they are supposed to, (not necessarily a major faction and/or overwhelming)

Which BoS? West Coast BoS? Doubt it, they're nothing more than what they were when they started, and probably worse off because of their war with the NCR. Plus, they're such a isolationist faction, they're likely to die out because of their lack of recruitment of outsiders. The Midwestern BoS on the other hand, is probably the strongest of any of them, including Lyon's BoS. Depending, they might be as strong as Caesar's Legion at best, but probably not nearly as strong as the NCR, but who knows until we see them again.
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Melis Hristina
 
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Post » Wed May 02, 2012 9:23 pm

Doctor's bags are overpowered in NV. For one thing they should only repair the limb that is crippled and how effective the bag is should depend on your Medicine skill. Also expand upon first aid. Right now if you want to heal yourself all you need to do is pump yourself with stims and your good. I would like the FWE medical system implented in Fo4. You need a triage and medical brace if you want to fix (not fully heal) your crippled limb. So basically make crippled limbs matter more and try to find a way to make Medicine more useful and not a dump stat.

They only perform 1 function. They are not overpowered. A stimpak did the same for you as the doctor's bag plus more.
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Philip Rua
 
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Post » Wed May 02, 2012 5:25 pm

They only perform 1 function. They are not overpowered. A stimpak did the same for you as the doctor's bag plus more.

Doc bags fully heal all your limbs no matter what your Medicine skill is...thats overpowered.
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Tarka
 
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