Fallout 4: Speculation, Suggestions & Ideas - Thread #56

Post » Thu May 03, 2012 2:42 am

Fallout 4: Speculation, Suggestions and Ideas


Thread #56


This topic is for ideas and suggestions for Fallout 4 so that we can keep all the discussion in one thread. Other very 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/1355806-fallout-4-speculation-suggestions-ideas-thread-55/

Since Povuholo didn't make a new thread after locking the previous, I decided to take the law into my own hands.
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Post » Thu May 03, 2012 5:18 am

And here's to annoy people :laugh::

General gameplay suggestions (again -- but updated):
Spoiler

Since long posts seem to be in fashion, here's some of my ideas on along which lines I would like some aspects of Fallout 4 to be made (I posted this (IIRC) before Fallout: New Vegas was even annouced, and once again last year, but made some changes so I'm not just reposting the same thing over and over again). Whether or not all the following would actually work in the game, is beyond me as I'm not a game designer, but at least to me it sounds decent on paper.
The WALL OF TEXT:

A minimenu:

There would be a minimenusystem that would trigger various functions needed during the gameplay. Pressing (for example) the mousewheel would open a dropdown menu (somewhat similiar to Fallout 1 and Fallout 2) beside the cursor that would present commands like Enter Worldmap, Heal, Heal Other, Repair, Rest/Wait etc. If well implemented, this could potentially offer a greater gameplay diversity through bigger possibilities for direct skilluses in several situations. Available commands would be highlighted and non-available would be greyed out.


General gameplay:

The general gameplay would be quite similiar to F3 and F:NV. You roam around the wastes doing quests and exploring. But combat would be less frequent unless the player decides otherwise - in other words, you could pick some of your random fights. (Though I'd very, very much prefer it, I'm not suggesting ISO/TB gameplay, since I don't believe for a second that Beth would implement it no matter what. :dry: )

This could partly be handled through wildlife AI, which would be set less aggressive in general. An aggression stat would be implemented which would vary from species to species - from completely neutral (only defensive combat) to total aggression (hostility almost immediately). The animals would have their own immediate surroundings, or personal spaces, somewhat like in Risen and Gothic series, and partly in F:NV. Get too close and you get a warning sign from the critter giving you time to get out of their space, linger and be chased off (or be attacked, if you don't flee). The radius of the space and the time you are tolerated in it would depend on the critter.

The mainquest would be scaled to a certain degree through chaptering it (not visibly, as in presenting a loadscreen: Chapter 1: In which you slither out from the uaginal cavity and learn the first lessons of life, but through certain major events through the main quest). And after those, the game would replaces some of the lower level enemies with higher level ones in the MQ areas - defeating which (if not gettin past by other means) would require you to level up some more. Or through a nonlinear levelscalingsystem where, for example, when one starts the game at level one, the enemies in the levelscaled zones would range from 1 to 10, and after one hits somewhere between levels 12 to 15 (which ever works the best) some of the lower level creatures scale up to about level 18 to 25 (but not all, to not make the world appearing to spin around the player too much). This would offer both, challenge and sense of progression to the player, as one becomes better than the current enemies before they scale up again.

There wouldn't be any quest- or enemycompasses, but there would be (toggleable, perhaps) minimap in which you could see the living beings in immediate vicinity. Perception would determine the range in which you see things, and with a perk (with appropriate requirements - outdoorsman and perception, for example) you could tell the difference between friendly (green dot), neutral (yellow dot) and hostile (red dot) targets.

The questcompass would be replaced by mere markers on the map which would point towards a general area instead of the exact target. And with that, the quest descriptions would be more accurate.

The wrist pipboy would be scrapped and replaced by a more handheld PDI like contraption, which would offer a more userfriendly inventorysystem (something like mix of what Morrowind or S.T.A.L.K.E.R. had, for example) with less scrolling while still holding the tabs to sort items by their nature, a one page charactersheet much akin to the original games. Opening inventory wouldn't pause the game (could be tied to difficulty - normal and beyond: No inventorypause, for example), but slow the time and not give extra resistances (adjustable through perks, slow time more, give some resistances, etc). All actions during combat but shooting and moving would cost action points (opening inventory, using items inside it, using quick keys, etc).

Skillcap would remain at 100, but the cost to raise them would rise as follows: 1-50 1:1, 51-75 2:1, 76-100 3:1, the point being, the better you get the more difficult it is to get even better - this would make a maxed skill equal to skillcap of 175 - and I think it'd be easier to utilize the full scale of the skill, if it caps at 100 (instead of having skills cap at 200 or 300). Also, the gaps between levels would be raised:

How it is now (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level):

Spoiler

z=n+(y+150)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 350 - 550
4 - 500 - 1,050
5 - 650 - 1,700
6 - 800 - 2,500
7 - 950 - 3,450
8 - 1100 - 4,550
9 - 1250 - 5,800
10 - 1400 - 7,200
11 - 1550 - 8,750
12 - 1700 - 10,450
13 - 1850 - 12,300
14 - 2000 - 14,300
15 - 2150 - 16,450
16 - 2300 - 18,750
17 - 2450 - 21,200
18 - 2600 - 23,800
19 - 2750 - 26,550
20 - 2900 - 29,450
21 - 3050 - 32,500
22 - 3200 - 35,700
23 - 3350 - 39,050
24 - 3500 - 42,550
25 - 3650 - 46,200
26 - 3800 - 50,000
27 - 3950 - 53,950
28 - 4100 - 58,050
29 - 4250 - 62,300
30 - 4400 - 66,700
How it should be (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level) for example:

Spoiler

z=n+(y+200)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 400 - 600
4 - 600 - 1,200
5 - 800 - 2,000
6 - 1000 - 3,000
7 - 1200 - 4,200
8 - 1400 - 5,600
9 - 1600 - 7,200
10 - 1800 - 9,000
11 - 2000 - 11,000
12 - 2200 - 13,200
13 - 2400 - 15,600
14 - 2600 - 18,200
15 - 2800 - 21,000
16 - 3000 - 24,000
17 - 3200 - 27,200
18 - 3400 - 30,600
19 - 3600 - 34,200
20 - 3800 - 38,000
21 - 4000 - 42,000
22 - 4200 - 46,200
23 - 4400 - 50,600
24 - 4600 - 55,200
25 - 4800 - 60,000
26 - 5000 - 65,000
27 - 5200 - 70,200
28 - 5400 - 75,400
29 - 5600 - 81,000
30 - 5800 - 86,800
31 - 6000 - 92,800
...and so on up to, say 50The formula I made may not be correct, but the point remains.


Map and Travelling:

A return to the classic worldmap system (with some tweaks to make it look more... erm, "modern"). The actual FPP/TPP playground area would be roughly about 2x or 3x the size of Fallout New Vegas; and the area is divided into 5-7 (or so) hubs scattered in the worldmap which vary in size and content. General gameplay in those would be about the same as in F3 and F:NV, run around and do local quests and explore.

When you enter the node you could spawn at any "formidable" (as in settlementlike in size) location you've already found. The first time entering a node you would spawn at the side of the map on special spawnpoint for that purpose (which could be used later on too, of course).

Outdoorsmanskill is reintroduced (or merged within the Survival skill) and works similiarly to Fallout 1&2 with the difference that nonhostile encounters are always avoidable should the player so decide (to decrease the amount of loadscreens).

The worldmap itself is zoned in couple of ways:
- The farther away from the starting position, the harder the enemies and vice versa; but there is still a (small) chance to encounter harder enemies on starting grounds and vice versa, based on outdoorsmanskill, luck and placement of the zone (but still keeping the MQ areas within reasonable range of enemies).
- The map is zoned into territories, which each have their set of unique enemies as well as a few commonones that can be found on every zone.

Each zone has about 5-7 small maps for random/special encounters, which are either hostile or nonhostile, and are based on the topography of the location in the worldmap and the contents of the encouters would be based on the zone in which it occurs.

The visitable locations on map would be as follows: A settlement - with explorable wasteland around it to provide smaller sidequest and exploring. Or just a visitable location like a majorsized building, militarybase, factory etc. They could even include two settlements, but in general all towns would be much bigger than those in Fallout 3 or New Vegas.

Each settlement has its own set of architecture (not too different from other settlements, but so that one can tell the difference), general theme and mindsets. These are small things, but they would add a lot of variety to the game.

Entering worldmap from a node would happen through the edges of the map. In Fallout 3, when you bumb to an edge of the map, you get a popup message that says: "you cannot go further that way" - now it would be like this: "e) enter worldmap".

To not have to always run to the edge of a map, you could use the minimenu command "Enter Worldmap", which could not be used indoors, during combat or if there are enemies nearby. However, escaping combat through the edge of the map would be possible.

Fasttravel through world map would offer options for pacing (could be enabled by a perk, or be an ability from the get go). Such as "Cautious", "Casual", and "Rushing". Where "Casual" would be the normal travelspeed with no bonuses or hits, "Cautious" a much slower, but with giving a bonus to outdoorsman in determining avoidance of an encounter, and "Rushing" much faster, but with giving a hit to outdoorsman. There would also be related quests, solving which could be easier by utilizing this system (to make it have a bigger point).


Repairing:

Repairing happens either with repairkits, by gunsmiths in towns/caravans, or by a duplicate.

The kits would repair a fixed and relatively large amount of CND and have limited amount of succesful uses (and would offer a small bonus to the skill and crit. failure) each, but they would be expensive to buy, weight a somewhat hefty amount and would also be weakened and eventually broken by a certain amount of critical failures and general wear. Gunsmiths and repairmen would be very expensive but would get the job done no matter what. A duplicate would repair a small amount of CND (with no bonuses or hits to skill or crit. chance) so that you'd have to weigh the benefit of losing the weapons monetary value against the increase in CND (at least at early stages of the game).

Success in repairing is dependant on repairskill (a diceroll happens, dreadful I know). And the repairing takes a certain amount of time (few seconds) depending on the chance of success.

One would now be able to repair guns and armor beyond his/her skill but the further above the skill they go the harder they would get to repair. The math is irrelevant (as long as it complements the premise), but here's a quick idea on how it could go:

After the guns/armors condition is above the skill, the amount going above is turned into percentages that is taken away from the skill. IE: skill = 30 and rifles condition = 80. Condition - skill = 50. 50% of skill (30) is 15. So trying to repair a weapon in condition of 80 with a repairskill of 30 would give a chance of success of 15%. This is not necesserely realistic, but it is assuming that the more shiny the condition gets, the more difficult (but not impossible) it would be to repair it further.

Guns and armor would also have a chance for a critical failure if an attempt to repair fails. Critical failure, instead of repairing the gun, has a reverse effect. The chance would be from 1% to 10% (depending on the weapon) if a trait or a perk doesn't raise/lower it.

The increased hardship of repairing would be compensated via much slower degredation rate (based on the weapon, of course), though the effects of CND (jamming during firing, reloading disorders, rate of fire, damage, buying/selling values) would also be much bigger and frequent.

There would also be a possibility to repair broken robots or computers or what ever there is to repair, by pointing the target opening minimenu and selecting repair.

Also, while repairing would work much like explained above (the 1-100 CND scale would remain in the background to provide for it but all effects would be tied to the 20% thresholds - when attempting to repair, you'd see the successrate according to how the 1-100 scale behind the screen), the visible item health would be changed to 1-5 scale, to offer more robust effects.

The weapon health would be changed from being a 1-100 scale to 1-5 scale and give each rank more profound effects on the weapon, additionally I'd hide the item health-o-meter and add a title in front of the item name so that one never knows exactly where their weapon health goes.

Example:

- Well Maintained Assault rifle or Fine Assault Rilfe (CND 5; well maintained bonus: accuracy +5%, no disorders, -5% from critical failure chance))
-> Assault rifle (CND 4; assault rifle at its default condition, no extra bonuses, but 5% chance of jam)
-> Dirty assault rifle (CND 3; -5% to accuracy, -10% to rate of fire, 15% chance of jam, 10% higher chance of "critical failure")
-> Worn Assault rifle (CND 2; -10% to accuracy, -10% to rate of fire, 20% chance of jam, 15% critical failure chance)
-> Crummy Assault rifle (CND 1; -20% to accuracy, -15% to rate of fire, 25% chance of jamming, 20% chance of critical failure)
-> Broken Assault rifle (CND 0; no shooting with this piece of [censored] anymore, no repairing it either, skilled weaponsmith NPC's could repair it at a cost up to CND 2, or offer a few caps from the spare parts)

With each rank, while going downwards, requiring varying degrees of usage. And Repairing (success and amount of repair (from half a rank to 1 rank) would happen through skillchance affected by certain factors (Gun cnd, duplicate cnd, repairkit, skill level, etc). CND 5 would be a high skill privilege reachable by no lower than 80 in repair.

I would boost all the negative effects and make them count much higher in combat.

Additionally I would add cleaning kits to add a slight timed bonuses to the weapons (-> Clean worn assault rifle: cleaned bonus +5% accuracy, +5% rate of fire, -10% jamming, for example).

With Melee and armed HtH the effects would consist of damage reduction, and higher critical failure rate (which would break the weapon).
With Armors the effects would consist of lowered DT and DR and lowered "social status" (when going on in really crummy gear, people initially think your a vagran or a bum just loitering around).


Healing & drugs:

Stimpak usage would be animated, so no more smashing a quick key for dozens of stims in few seconds (I like this method more than the concept of heal overtime from HC-mode of F:NV). The speed of the animation would be dependant of the related skill (doctor). More over stims now would always heal the same amount (no skill effect in there), and they would come in two variations: stimpaks and superstimpaks. Both of which would be rare and expensive (so that you cannot live off of them, but also have to rely on other methods of healing) and superstims much more so than ordinary stims.

The player would have a tolerance meter which would measure how much the player can medicate himself before overdosing. Overdosing would cause an instant loss of health according to how much the limit is surpassed and would also cause some visual distortions and statloss. The effect would last for a while and the time would be depending on endurance and doctor skill (and perks/traits that would modify it). The tolerance meter slowly lowers itself after the medication is done, and the magnitude it is filled is dependant on the drug used (powerful drugs - like Jet and superstims for example - obviously fill it more quickly), related skill and perks/traits modifying it. Using food as a healer would not affect the tolerance meter, but food would have a heal-over-time effect.

Doctorskill would be reintroduced and so would manual healing. Manual healing would be similiar to Fallout 1 & 2 (only a few uses/24hours - they would take few in-game hours to be completed - success is determined by skill), and couldn't be used in combat or when enemies are nearby. Healing cripples wouldn't be possible with stims or sleeping, but would require manual healing and the ability to heal cripples would be dependant of the doctorskill and the skillrequirements of the crippled bodypart (head and torso would be harder to treat than legs and hands), otherwise a doctor is a must see.

Manual healing would be entered by the minimenu, which would also have the "heal other" option to heal a companion or other alive being in need of assistance.

Healing through sleeping would work similiarly to Fallout 1 & 2.

Addiction would need a doctor or a certain amount (pretty long) of time to heal. Radiation poisoning needs a doctor or radaway (which would be rare and expensive).


Gunplay & VATS (should it be implemented):

Gunskills would now have much heavier effect on waivering and general accuracy than what it is in F3, utilizing the skill and STR requirement system from New Vegas (but more heavyhandedly). In addition, the players stance, movement, weapons type and recoil also would affect it.

The normal (according to skill) situation would be standing still and aiming through iron sights (firing from hip would give a large hit on accuracy). Crouching would give a small bonus to accuracy and going prone would give a slightly bigger bonus (with the bonus from aiming coming on top of that). The tradeoff with going prone and being accurate would be extremely slow moving and turning, and it would take its time for the player to get up and ready the weapon again. Firing from the hip would cause bigger spread. Movement would also give a hit to accuracy -- the faster you move, the bigger the waivering with ironsights and spread with hipfiring. Recoil would work dynamically based on the gun used, and would throw the aim off a bit with each shot (while bursting, the amount of recoil per shot would stack up eventually leading to firing straight up -- with hipfire, the "offaim" would be a bit smaller, but the spread would increase).

Guns would do generally more damage and the damagestats would be ranges. IE: Huntingrifle - dmg 11-20, like in Fallout 1&2, but with growth of related skill raising the minimum amount closer to the maximum (though not as far as up to having a static damage, there would always be some range left).

The combat overall would go through a total overhaul. No more run 'n gun FPS bullsh*t but more slowpaced, focused and tactical. A RTwP/TB (optable) setup with full control over the player character and partymembers would be nice. But of course that ain't gonna happen since nothing but horrid FPS twitching is viable in the gaming market anymore, and Bethesda does not deviate for their 15 year old formula...

So instead, actionpoints would count in combat (suggested before by me and some others).


A simple example:


Lesser cost rate:
Shooting (very low cost) - shooting with no AP's left would give a hefty penalty to accuracy and recoil control
Reload (low cost) - reloading with no AP's left would triple the time it takes to reload and increase the chances for reload failure

Moderate cost rate:
Using quick keys (cost rate depending on what's being done, changing a weapon (moderate cost), using stims (higher moderate cost), changing ammunition (high moderate cost due to including reloading)) - with no AP's, quick keys won't work, no stimspamming or changing weapons, tough luck.

High cost:
Inventory access - with no AP's, inventory access is denied, run for cover and wait for the AP's to refill.
Using items inside inventory - if AP's run out during doing something in the inventory, you can still browse and assign quick keys, but after that only action allowed is to exit inventory.

Additionally, no AP's left would increase running speed for... say.... oh well, for examples sake, 20% to provide chances to get to cover while AP's recharge.

And AP's would recharge much slower while moving and at normal rate while being still.

All that only during combat (and during shooting/whacking thin air when not in combat for the lesser cost actions).

Consider AP's in the lesser cost section as representing exhaustion.
And in the moderate and high cost sections as representing mental strength, situtional loss of focus, a panic of sorts leading to indesicion and inability to operate properly.

NPC's would also have their own AP's which would dictate their performance (a bit differently than the PC, since NPC's don't use quick keys or the sort).

In vats you would now have an option to choose a firing mode. Rapid fire - a hastily aimed rapid shooting towards the target; or aimed shots, which would be the opposite of rapid fire.

Rapid fire would lower the accuracy a bit and you could only target a foe as a whole; but it would spend less actionpoints, while aimed shots would cost more and calculate the accuracy without minuses, and you would be able to target specific body parts. The bonuses and hits of chosen stance would be similiar to those in realtime firing.

Being prone in vats would force you to choose a firing sector (so that the player doesn't spin like a dreidel in all directions while being the most accurate he can). Prone position would also be the most expensive stance to fire from, while standing would be the cheapest, and being crouched in the middle. The player would be able to change his preferred stance in VATS, but at a cost.

Lockpicking:

Success is determined by skill so that you can try to pick any lock from very easy to very hard; and NO minigame involved. It would work somewhat like repairing; lock level - skill (if the skill is under the lock level) = percentual number that is taken from the skill. If the skill surpasses lock level, the chances are purely skillbased with maximum chance of success being 95% (this, the max chance, would go for every chance based system). And the percentual chance would be presented when moving the reticle over the locked object: E) Pick lock [Very hard: 13%], for example.

Lockpicking would be animated so that you either see your characters hands doing the job (FP view) or seeing your character from behind (TP view). You would have the ability to turn your head (or the camera) some ways left and right to see if someone is coming - so the game doesn't pause during the picking. But looking away from what you're doing, would have an effect (see below).

Picking locks would take a certain amount of time depending on your skill and level of the lock (aka the chance of success). When attempting, there would be a timebar similiar to what Vampire - The Masquerade: Bloodlines had. Skill would give bonuses to the time it takes to pick a lock in such manner that you don't get bonuses to picking hard locks before your skill surpasses maximum level of normal locks. More over, the bonuses would stop stacking up after your skill surpasses the next level of difficulty (no bonuses to picking normal locks after skill level of 75, for example, depicting that there is no way to open that kind of lock any better - other than with a fluke).

Each lock would have a certain amount of tries before (if you keep failing) the lock jams for a certain amount of time (preferably at least a couple of weeks, so that your attempts at just waiting at the lock for it to unjam would be a tedious job and prevent exploitation of the system). Moreover locks would have a chance for a critical failure that would immediately jam the lock despite if it was you first attempt, and critical success, which could occur at any point during the time it takes to pick the lock -- both of these chances would be very small.

This system would also be fit for hacking.


Difficulty settings:

The difficulty setting would affect the following:

Startingpoints of th skills (this would work so that easy players would be able to max out almost everything and the harder you go, the less can max out and the more you need to rely on specializing). The toggle would work dynamically so that if you start with easy and change it to hard half away through, your skill would take an appropriate hit.
The gaps between levels -- the harder the setting, the more XP you need for a levelup.
Base carry weight (before STR modifier).
Base HP (before END modifier).
Number of encountered enemies
Slight (!) changes in NPC/critter HP and damage modifiers

HC mode (one time toggle on/off, no flipflopping) would affect the following:

Number of enemies encountered
Severity of negative effects (stat/skill losses and their effects, crippled limbs, diseases, poison effects, etc)
Add a Nutrition gauge (thirst and hunger combined) -- could do without this though.
Damaging effect of radiation.
Add weight for absolutely everything (meds, ammo, random clutter like pencils, everything).
Slower base speed for stimpakking (before skill modifiers).
Harsher addiction and withdrawal effects.
I'll come up more when I have time...

TL;DR?
Didn't read the whole thing? Your loss, man. Anyways: Make the game lean less towards the TES style of gameplay - find a better middleground in between - to create a greater diversity between the two franchises.

The END...


Thoughts on an improved (imo) skillsystem (This will contradict with some of the ideas in the longer suggestion above as I haven't had time to merge them properly, but that doesn't matter as I endorse both systems.) - now with an incomplete (har har) SPECIAL outline:
Spoiler

Ok, so going by the current gameplaystyle where dicerolls no longer apply (which is a shame)... redesign the characterprogression system to better suit it (to be more responsive and give more immediate feedback to the player as s/he progresses).

At character developement every SPECIAL defaults as 5 as it is now, but there are no bonuses to add, just a possibility to rearrange the points. Increasing SPECIAL during the game, would be a special occurance like finding an implant and then someone who can install it. Traits increasing stats would offer an equal drawback in some other stat (or a general drawback). There'd be an individual perk for every stat offering a one time bonus of plus one -- as it was in the original Fallouts. And rare cases where an equippable item gives a bonus for during the time it is equipped (like how PA gives a bonus to strength). Nothing more. The point is to make the character one builds to hold throughout most of the game. And to help that there'd be hard SPECIAL requirements for certain items and activities.

Perks would be more like additional abilities that the skills do not govern straightforward (like pistolwhipping, enhancing stimpaks, increasing inventory space and/or such) but still offer the requirements for. They'd also have tiers (up to 3) to enhance said abilities when appropriate.

Skills would now have a 1-10 and some others 1-5 point scale. With each point cumulatively increasing the price of buying it. Each of these points would also hold more to it than mere nominal increases with little to no visible effect (like how it is now with the 1-100 scale). The skills would work more like thresholds opening new related abilities than random numerical values. At characterbuilding phase each skill would default to 0, but the player would have 3 free points to put in which ever skills s/he wishes.

A couple of "along the lines of" -examples of the skills and their effects:
Spoiler


Guns:
oooooooooo
Cost: The first two - 5sp, 3rd and 4th - 10sp, 5ft and 6th - 15sp, 7th and 8th - 20, 9th and 10th - 25sp. This would equal a skillcap of 150 with the current method.
Effect: 0 points - You are so terrible with guns you suffer 50% damageloss and 75% of accuracy loss with any conventional firearm, plus your unholstering, holstering and reloading take much more time. Points 2, 4, 6, 8 and 10 would open "proper" usage of guns in their respective tiers of 1-5. Having lacking skill of one tier would result in 50% penalty to accuracy and 25% penalty to damage, lacking 2 or more tiers would offer similiar penalties of 75% and 50% plus decresed reloadspeed and increased probability of jamming during reload and firing regardless of weapon condition.
Points 1, 3, 5, 7 and 9 would offer a 25% bonus to accuracy for the previous tier of weapons (except for 1, which would offer it to the next tier and 10 which would offer an accuracy bonus to all tiers), and similiarly with damage but with an increase of 15%.
This would make increasing the skill a paramount act, if one wishes to master it (unlike with the current system where a skill 50 - for example - is quite adequate to handle all given situations the game offers).

Energy weapons:
oooooooooo
Cost: 5, 5, 10, 10, 15, 15, 20, 20, 25, 25
Similiar to guns otherwise, but in place of damage increases/decreases would be heating/cooldown effects which would be harsh enough to greatly limit firing large amounts of highly powerful energy ammunition. In effect, energy weapons would be much more powerful than guns, but also much more limited in rate of fire and most of them would also, due to their light effects, hinder stealth.

Melee:
oooooooooo
Cost: 5, 5, 10, 10, 15, 15, 20, 20, 25, 25
Same as guns and ew with tiers, but in place of accuracy increases/decreses would be attackspeed. Lacking a tier would offer a 50% penalty for overall damage and 25% for attackspeed, lacking 2 tiers similiarly 75% and 50%. Points 3, 6 and 9 would also offer a "special move" which would be slower than normal attack, but more powerful.

Explosives:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: With explosive based weapons, refer to the guns section. 0 points, you can throw grenades and dynamite very inaccurately, that's it; 1 point - opens up the ability to create and tinker with satchelcharges and firebombs and removes penalties from grenades and regular dynamite; 2 points - landmines and their modified and custom variants enter the picture; 3 points - creation and operating with C4, semtex, and other plastic explosives and remote detonatables; 4 points - Energybased explosives (electricity, EMP, plasma, etc) explosives; 5 points - Mix and match your own cocktails with all available ingredients.

Sneak:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: With 0 points you do not sneak, you're so clumsy that going crouched wouldn't make any difference. Each point decreases the chance of detection according to circumstances (LOS distance, lighting, sound) by 15%. Also, point 1 - ability to use light armor without penalties, point 3 - ability to use medium armor with decreased penalties, point 5 - ability to use heavy armor with decreased penalties.

Speech:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: With 0 points, regular default dialog (plus other skill/perk related options); with points 1-5, thesholds for related speech-check lines.

Lockpick:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: With 0 points you do not pick locks, you simply have no idea how to. Each point opens up ability to open locks at respective levels. The skill also modifies the amount of time an attempt takes. Also, if a minigame is involved, which I wouldn't put there, each tier increases the durability of the lockpick when attempting current or previous tiers.

Barter:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - 20% selling value, 200% buying value; 1 point - 40% selling value, 175% buying value; 2 points - 60% selling value, 150% buying value; 3 points - 80% selling value, 125% buying value; 4 points - 100% selling value, 100% buying value; 5 points - 120% selling value, 75% buying value.

Science:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: Hacking abilities similiar to lockpicking. Also handling the modding requirements for energy weapons. Thresholds for various skilluses outside of inventoryitems.

Repair:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - you do not repair anything by yourself, Point 1 - Repair light armor to top condition, medium armor to 50% CND, and heavy armor to 25%, Point 3 - Repair medium armor to top condition, medium armor to 75% and heavy armor to 50%, Point 5 - Repair all armors to top condition. Handles various crafting requirements and modding reqs for Guns category of weapons. Thresholds for various skilluses outside of inventoryitems.

Medical:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - you can use stimpaks but they only heal 50% of their potential, and after 5 in a row, you suffer double the overdoespenalty. Point 1 - Ability to heal 30 HP manually when no hostiles are around, and with a cooldown time for use. Intoxication meter allows for 5 stimpaks in a row without overdosing. Point 2 - Manual healing cooldown time decreased for 25%. 7 stimpaks without penalties. Point 3 - Can use 1 superstim without a penalty. 30% chance of healing a crippled limb. Point 4 - 10 stims or 2 superstims without penalty. Cooldown time decreased additional 25%. 50% chance of healing a crippled limb. Point 5 - 75% chance at healing a crippled limb. 5 superstims or 15 stims without penalty.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SPECIAL (outline, and not including governed skills and related bonuses):
oooooooooo
S - Carryweight, melee/HtH damage and attackspeed modifiers, lifting and moving heavy objects, weapon STR requirement modifiers, (+ other situational misc tasks)
P - Accuracy, vision distance, identifying consumables and their effects (in conjuction with survival skill), detecting traps, (+ other situational misc tasks)
E - Base HP, HP/level, poison-, radiation-, damage (other) resistances, sprint time, (+ other situational misc tasks)
C - Initial reaction modifiers, companion nerve, soothe (a chance of rendering humanoid enemies nonhostile for a moment -- situational) (+ other situational misc tasks)
I - Skillpoints/level, identifying objects not in the range of perception, (+ other situational misc tasks)
A - Movespeed, actionpoints, weapon handling speed, jump height and distance, (+ other situational misc tasks)
L - Luck is blind :wink:


A story/faction outline (I know it's futile to suggest anything regarding the story, but I got bored):
Spoiler

Faction (just an outline, inconsistencies may occur):

The Greenhouse

Location :
At the region around Greenville Mississippi, including part of the river.

Structure :
A Vault City esque large fenced settlement. An underground vault (what ever unused number) from where the inhabitants emerged; a large facility consisting of The Greenhous Genetics laboratories, The Greenhouse Institute and The Greenhouse Testfacility; normal settlement area divided into "the slum" with lower grade infrastructure, "the central area" with higher grade infrastructure, and "the Institute area" with the science facilities and top tier inhabitants.

Politics :
- Non-expansive in a military way, but spreads influence through other means (very high medical knowhow, clean genetically enhanced food and water etc.) some of which may not be too ethical (like secretly creating circumstances which need their expertise to be solved).
- Strict policies about hygiene and diseasecontrol -- the Slum area basically being a quarantine zone for outsiders wanting to move in (though, despite being an inhospitable host, still offering some benefits over living outside as well as the ultimate benefit of the possibility of getting to live in the central area).
- Military force concentrated on defending the city and surrounding areas, not too capable of attacking anyone.

Hi stor y:
The Greenhouse was originated in the 60's by a Polish immigrant, a young medical student named Victor Zielinsky, who, with his wife Katja, left the ruins and rebuilding of Krakow in late 40's to seek for a better life in America. He continued his medical studies in New Orleans and funded his living and studies by working parttime at a local florist and some local farms. From these occupations he contacted the interest in plant and animal life, and eventually moved away from medical studies to genetics.

In 1965, due to not being satisfied with the life in a big city, he moved to Greenville Mississippi with his wife and 6-year-old son and started a greenhouse project with a goal to enhance the livestock and crops to produce more and more nutrientwealthy products, and to "create" decorative plants by mixing various species'. The start was a rockyone and he still had to have another occupation as a local doctor and a vet. But as years passed, the greenhouse project started to bear fruit. In 1976 he made a significant breakthrough in the area of animal genetics and was able to expand. In following years the Greenhouse Project turned into a fullblown sciencefacility called The Greenhouse Genetics. Victors son, Adam Zielinsky, had taken an interest in his fathers study already at a young age, and eventually took over the project in early 1980's when Victor died of lung cancer.

Adam, being passionate about his work, changed his last name to Green to connect better with the work he was doing, and to sound more "American". He continued evolving the project, and expanded further by establishing The Greenhouse Institute at the side of The Greenhouse Genetics facility. The Institute worked as a university of genetics and schooled people to work at the Genetics facility.

Adams passion to his work was such a powerful kind that it drove him to force the same passion to his daughter, Sylvia. Due to the strong belief in family ties and inheritance, he effectively brainwashed her to continue his legacy at the helm of the project. This line of action was then rooted to the Zielinsky/Green family as Sylvia passed it on to her child, and the chain went on from there.

Eventually the Greenhouse grew to be a national interest. The government had high interest in it and what it was doing, and at later point Vault Tec built a vault right next to the facility as part of the Project Safehouse. Pacts were made in secret and Reginald Green, the head of The Greenhouse Genetics at that point, was set as the overseer of the vault, which, like the other vaults, was sealed at 2077.

The overseers orders consisted of continuing the Greenhouse work, and doing medical experiments with the inhabitants in research of enhancing the human body. An accident was staged with the air- and waterfiltration systems and it was said that due to this, a form of plague had gotten in the vault. There was no permanent cure for this so the medical team started giving vaccines to people on regular basis. Most had a placebo, but some were intentionally contacted with various gene experiments. These experiments all led to deformation and horrible sickness, which of course was not the intent, but the eggs had to be broken for the omelet. This went on for years and the coverup held.

The vault doors finally opened at 2251 and the people emerged. With the aid of the vaults GECK, they formed a settlement around the vault entrance and the Greenhouse facility which they started repairing in working condition, as per ordered in the overseers instructions. It didn't take much time due to no direct hits of the warheads. The vault generators and the facilities own underground generators produced enough power to keep the settlement running and allowing it to expand a bit.

The young overseer, Victor Green (named after his ancestor), was appointed mayor and head geneologist. He restarted the Project Greenhouse which was to make the surrounding wasteland to flourish again, to produce wealth and health as it used to.

The neighboring settlements in the area took interest in The Greenhouse and commercial routes were established. Some people wanted to move in behind the protective walls and prosper with the advanced medical and agricultural prospects the Greenhouse offered, but due to Victors demands on high end diseasecontrol, they were packed in a fenced slumareas which eventually grew to form a full district. The Slum district occupants were regularly tested with various chemicals to assure they posed no significant threat of contaminating the central populace. The procedure was slow due to only few officials taking part in it which led only a handfull of people being tested at a time and for many times during a lengthy period of time. The district was full of people waiting to get tested, so new people were only let in the slum when others left or were let in the central district. The choosing of people to be tested was seemingly random and this led to some people living their whole lives in the slum waiting be tested.

It was not long after the facility got restarted when the first ghouls were met. At first they were shunned and driven away due to their appearance, but when it was learned that they had an abnormally long life, some were let inside, allowed to get past the line. And they were studied. Victor got immensely curious about their genetical structure and how it allowed them to live so long. With his most trusted scientists, he immediately started a behind the curtains project to create a vaccine which would give normal human the benefits of long and diseasefree life without the side-effects of rotting skin.

This was at first done in a civil manner, but when Victor learned he had cancer, he hasted the research. Soon the it consisted of cruel and inhuman practices. The testsubject were predisposed to enjailmet and torture, they were injected with substances that caused various diseases and deformations, they were cut to pieces to study their bodies' reactions to the chemicals. Victor justified all this with the, as he was sure of them, eventually succesful results and necessary evil in the betterment of human physiology which would, as he believed, eventually lead to the end of the wasteland and rapidly bring societies together again forming a better world.

He was was aware of how this would look in public, so extreme discretion was taken and all research was kept under a blanket. He also knew harvesting test subjects from the populace of his own city would eventually lead to lowering in popularity and desertion. So he, with his high security officials, staged diseases they knew how to cure in the other nearby settlements and then offered them medical assistance. They cured most for the show and kept others with the excuse of them being in such a bad shape they had to be quarantined, cremated or got disposed of by other means.

The growing efforts, however, spent more subjects than they could gather. Additional measures were taken and they started abducting people. They left clues in the wildersness which led to an assumption that the abductees were either killed and eaten by wildlife or cannibal savages, or captured by slavers. All this eventually rose suspicion among the other settlements, and a group of people started their private investigations to prove that the Greenhouse was in some way responsible for the ever growing number of missing people.

And this is the state the region is in right now in the year 2283, when a hasty stagíng of a form of smallpox got out of hand and spread throughout the region.


Interactions with the player (again, just outlining things):
Spoiler

The game begins with the protagonist (The Drifter) being held by a band of highwaymen. S/he is being stripped from his/her belongings and given a some water, and then sent out walking towards west along the burning wasteland (a slight nod to The good, the bad and the ugly). After few days of walking he passes out. A hunting party finds him and carries him/her to a nearby settlement where s/he is nursed. When The Drifter awakes, it occurs that there is some sort of plague in the settlement. Quarantine tents have been risen and the healthy do what they can for the ever growing number of the sick.
- The settlement provides some voluntary small local quests to provide a tutorial.
- Due to the towns own populace being preoccupied with providing for the sick, the drifter is given a task of traveling to a nearby larger settlement to find out why caravans no longer visit the settlement, and if possible to reopen the routes (with the info that the town can afford to pay well). The drifter is given some basic supply for traveling and self defence. The quest is trusted to the drifter in belief of his/her gratitude of saving his/her life. A reward is also offered and a notion is given that if the caravans do not arrive in time with supplies, the town will die out as they are running out of resources.
- The player can ignore this quest, in which case the town will die out (which has consequences later in the game).
- The quest leads the drifter to the ruins of Greenville, which has a major settlement established there. And from here the story starts to expand to all directions.


Endings (again just simple scetching here):
Spoiler

- The player can side with The Greenhouse, in which case the curel human testing will go on and and on for years to come and grow causing great pains and sorrow, but region in general also starts to prosper due to some scientific breakthroughs and the continuing medical assistance from The Greenhouse doctors. The wasteland starts to get green and fertile again for the region. --in a nutshell--


- The player can side with a coalition of the other settlements and bring to light what The Greenhouse is doing, which leads to the invasion and (accidental) burning of The Greenhouse, killing all the head officials and driving the rest of the populace back into the vault, burning the bodies in front of the door, and finally sealing it shut by collapsing the ground over the entrance with explosives. The lives of the people will go on relatively well, but without any of the Greenhouse advancements in technology and medicine. The research at the Greenhouse will never occur and all the benefits it would've offered to the soil and to the people are forever gone. --in a nutshell--

- A third ending which I haven't made up yet :laugh:


Things I'd appreciate if omitted or otherwise excluded from the current setup:
Spoiler

- Sandbox map -- the game can still be an open world (like how the first games) and support random exploration with large enough "nodes".
- Main focus on exploration -- this shouldn't be the selling point of the game, it's fine for TES, but Fallout should be set apart from that series in all ways possible.
- Too heavy focus on combat more than other styles of gameplay -- there should be more balance on how to fare with the gameworld, well made and settlement centric nodes would support this in that there'd be less empty space that needs to be filled with random combat.
- And stop wasting time in handplacing every sandbead in the desert. There's absolutely no need what so ever to not use procedurally generated landscapes in a wasteland that is mostly sand, rocks and rubble. Use that time to create as unique and differing focus spots as possible.
- And most importantly... less content from the Big Bag of Cool-on-paper +1 -- think before implementing, does it fit the setting, does it make sense, does it have a real purpose.
- Extraterrestials
- All that The Settlers/Sim(s) stuff like: building a house and playing home, building a city and "defending" it, forming a faction, setting up and managing a shop, farming, playerdriven marriage and romances, and all that useless and distracting fluff which is better suited for other games that use them as a the core point of gameplay.
User avatar
Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Thu May 03, 2012 6:04 am

Cars. Tons and tons of slowly rotting death machines.

Cars.
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Thu May 03, 2012 9:49 am

Cars. Tons and tons of slowly rotting death machines.

Cars.
Rotting cars? :blink:
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Thu May 03, 2012 3:00 am

I'm too lazy to scroll through all this on my iPod, so I'll type it here.


No no no. Te coalition? The GREENhOUSES??? A wasteland that grows vast amounts of vegetation? Well, maybe.

And here's to annoy people :laugh::

General gameplay suggestions (again -- but updated):
Spoiler

Since long posts seem to be in fashion, here's some of my ideas on along which lines I would like some aspects of Fallout 4 to be made (I posted this (IIRC) before Fallout: New Vegas was even annouced, and once again last year, but made some changes so I'm not just reposting the same thing over and over again). Whether or not all the following would actually work in the game, is beyond me as I'm not a game designer, but at least to me it sounds decent on paper.
The WALL OF TEXT:

A minimenu:

There would be a minimenusystem that would trigger various functions needed during the gameplay. Pressing (for example) the mousewheel would open a dropdown menu (somewhat similiar to Fallout 1 and Fallout 2) beside the cursor that would present commands like Enter Worldmap, Heal, Heal Other, Repair, Rest/Wait etc. If well implemented, this could potentially offer a greater gameplay diversity through bigger possibilities for direct skilluses in several situations. Available commands would be highlighted and non-available would be greyed out.


The greenhouse?

Pffft.

General gameplay:

The general gameplay would be quite similiar to F3 and F:NV. You roam around the wastes doing quests and exploring. But combat would be less frequent unless the player decides otherwise - in other words, you could pick some of your random fights. (Though I'd very, very much prefer it, I'm not suggesting ISO/TB gameplay, since I don't believe for a second that Beth would implement it no matter what. :dry: )

This could partly be handled through wildlife AI, which would be set less aggressive in general. An aggression stat would be implemented which would vary from species to species - from completely neutral (only defensive combat) to total aggression (hostility almost immediately). The animals would have their own immediate surroundings, or personal spaces, somewhat like in Risen and Gothic series, and partly in F:NV. Get too close and you get a warning sign from the critter giving you time to get out of their space, linger and be chased off (or be attacked, if you don't flee). The radius of the space and the time you are tolerated in it would depend on the critter.

The mainquest would be scaled to a certain degree through chaptering it (not visibly, as in presenting a loadscreen: Chapter 1: In which you slither out from the uaginal cavity and learn the first lessons of life, but through certain major events through the main quest). And after those, the game would replaces some of the lower level enemies with higher level ones in the MQ areas - defeating which (if not gettin past by other means) would require you to level up some more. Or through a nonlinear levelscalingsystem where, for example, when one starts the game at level one, the enemies in the levelscaled zones would range from 1 to 10, and after one hits somewhere between levels 12 to 15 (which ever works the best) some of the lower level creatures scale up to about level 18 to 25 (but not all, to not make the world appearing to spin around the player too much). This would offer both, challenge and sense of progression to the player, as one becomes better than the current enemies before they scale up again.

There wouldn't be any quest- or enemycompasses, but there would be (toggleable, perhaps) minimap in which you could see the living beings in immediate vicinity. Perception would determine the range in which you see things, and with a perk (with appropriate requirements - outdoorsman and perception, for example) you could tell the difference between friendly (green dot), neutral (yellow dot) and hostile (red dot) targets.

The questcompass would be replaced by mere markers on the map which would point towards a general area instead of the exact target. And with that, the quest descriptions would be more accurate.

The wrist pipboy would be scrapped and replaced by a more handheld PDI like contraption, which would offer a more userfriendly inventorysystem (something like mix of what Morrowind or S.T.A.L.K.E.R. had, for example) with less scrolling while still holding the tabs to sort items by their nature, a one page charactersheet much akin to the original games. Opening inventory wouldn't pause the game (could be tied to difficulty - normal and beyond: No inventorypause, for example), but slow the time and not give extra resistances (adjustable through perks, slow time more, give some resistances, etc). All actions during combat but shooting and moving would cost action points (opening inventory, using items inside it, using quick keys, etc).

Skillcap would remain at 100, but the cost to raise them would rise as follows: 1-50 1:1, 51-75 2:1, 76-100 3:1, the point being, the better you get the more difficult it is to get even better - this would make a maxed skill equal to skillcap of 175 - and I think it'd be easier to utilize the full scale of the skill, if it caps at 100 (instead of having skills cap at 200 or 300). Also, the gaps between levels would be raised:

How it is now (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level):

Spoiler

z=n+(y+150)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 350 - 550
4 - 500 - 1,050
5 - 650 - 1,700
6 - 800 - 2,500
7 - 950 - 3,450
8 - 1100 - 4,550
9 - 1250 - 5,800
10 - 1400 - 7,200
11 - 1550 - 8,750
12 - 1700 - 10,450
13 - 1850 - 12,300
14 - 2000 - 14,300
15 - 2150 - 16,450
16 - 2300 - 18,750
17 - 2450 - 21,200
18 - 2600 - 23,800
19 - 2750 - 26,550
20 - 2900 - 29,450
21 - 3050 - 32,500
22 - 3200 - 35,700
23 - 3350 - 39,050
24 - 3500 - 42,550
25 - 3650 - 46,200
26 - 3800 - 50,000
27 - 3950 - 53,950
28 - 4100 - 58,050
29 - 4250 - 62,300
30 - 4400 - 66,700
How it should be (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level) for example:

Spoiler

z=n+(y+200)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 400 - 600
4 - 600 - 1,200
5 - 800 - 2,000
6 - 1000 - 3,000
7 - 1200 - 4,200
8 - 1400 - 5,600
9 - 1600 - 7,200
10 - 1800 - 9,000
11 - 2000 - 11,000
12 - 2200 - 13,200
13 - 2400 - 15,600
14 - 2600 - 18,200
15 - 2800 - 21,000
16 - 3000 - 24,000
17 - 3200 - 27,200
18 - 3400 - 30,600
19 - 3600 - 34,200
20 - 3800 - 38,000
21 - 4000 - 42,000
22 - 4200 - 46,200
23 - 4400 - 50,600
24 - 4600 - 55,200
25 - 4800 - 60,000
26 - 5000 - 65,000
27 - 5200 - 70,200
28 - 5400 - 75,400
29 - 5600 - 81,000
30 - 5800 - 86,800
31 - 6000 - 92,800
...and so on up to, say 50The formula I made may not be correct, but the point remains.


Map and Travelling:

A return to the classic worldmap system (with some tweaks to make it look more... erm, "modern"). The actual FPP/TPP playground area would be roughly about 2x or 3x the size of Fallout New Vegas; and the area is divided into 5-7 (or so) hubs scattered in the worldmap which vary in size and content. General gameplay in those would be about the same as in F3 and F:NV, run around and do local quests and explore.

When you enter the node you could spawn at any "formidable" (as in settlementlike in size) location you've already found. The first time entering a node you would spawn at the side of the map on special spawnpoint for that purpose (which could be used later on too, of course).

Outdoorsmanskill is reintroduced (or merged within the Survival skill) and works similiarly to Fallout 1&2 with the difference that nonhostile encounters are always avoidable should the player so decide (to decrease the amount of loadscreens).

The worldmap itself is zoned in couple of ways:
- The farther away from the starting position, the harder the enemies and vice versa; but there is still a (small) chance to encounter harder enemies on starting grounds and vice versa, based on outdoorsmanskill, luck and placement of the zone (but still keeping the MQ areas within reasonable range of enemies).
- The map is zoned into territories, which each have their set of unique enemies as well as a few commonones that can be found on every zone.

Each zone has about 5-7 small maps for random/special encounters, which are either hostile or nonhostile, and are based on the topography of the location in the worldmap and the contents of the encouters would be based on the zone in which it occurs.

The visitable locations on map would be as follows: A settlement - with explorable wasteland around it to provide smaller sidequest and exploring. Or just a visitable location like a majorsized building, militarybase, factory etc. They could even include two settlements, but in general all towns would be much bigger than those in Fallout 3 or New Vegas.

Each settlement has its own set of architecture (not too different from other settlements, but so that one can tell the difference), general theme and mindsets. These are small things, but they would add a lot of variety to the game.

Entering worldmap from a node would happen through the edges of the map. In Fallout 3, when you bumb to an edge of the map, you get a popup message that says: "you cannot go further that way" - now it would be like this: "e) enter worldmap".

To not have to always run to the edge of a map, you could use the minimenu command "Enter Worldmap", which could not be used indoors, during combat or if there are enemies nearby. However, escaping combat through the edge of the map would be possible.

Fasttravel through world map would offer options for pacing (could be enabled by a perk, or be an ability from the get go). Such as "Cautious", "Casual", and "Rushing". Where "Casual" would be the normal travelspeed with no bonuses or hits, "Cautious" a much slower, but with giving a bonus to outdoorsman in determining avoidance of an encounter, and "Rushing" much faster, but with giving a hit to outdoorsman. There would also be related quests, solving which could be easier by utilizing this system (to make it have a bigger point).


Repairing:

Repairing happens either with repairkits, by gunsmiths in towns/caravans, or by a duplicate.

The kits would repair a fixed and relatively large amount of CND and have limited amount of succesful uses (and would offer a small bonus to the skill and crit. failure) each, but they would be expensive to buy, weight a somewhat hefty amount and would also be weakened and eventually broken by a certain amount of critical failures and general wear. Gunsmiths and repairmen would be very expensive but would get the job done no matter what. A duplicate would repair a small amount of CND (with no bonuses or hits to skill or crit. chance) so that you'd have to weigh the benefit of losing the weapons monetary value against the increase in CND (at least at early stages of the game).

Success in repairing is dependant on repairskill (a diceroll happens, dreadful I know). And the repairing takes a certain amount of time (few seconds) depending on the chance of success.

One would now be able to repair guns and armor beyond his/her skill but the further above the skill they go the harder they would get to repair. The math is irrelevant (as long as it complements the premise), but here's a quick idea on how it could go:

After the guns/armors condition is above the skill, the amount going above is turned into percentages that is taken away from the skill. IE: skill = 30 and rifles condition = 80. Condition - skill = 50. 50% of skill (30) is 15. So trying to repair a weapon in condition of 80 with a repairskill of 30 would give a chance of success of 15%. This is not necesserely realistic, but it is assuming that the more shiny the condition gets, the more difficult (but not impossible) it would be to repair it further.

Guns and armor would also have a chance for a critical failure if an attempt to repair fails. Critical failure, instead of repairing the gun, has a reverse effect. The chance would be from 1% to 10% (depending on the weapon) if a trait or a perk doesn't raise/lower it.

The increased hardship of repairing would be compensated via much slower degredation rate (based on the weapon, of course), though the effects of CND (jamming during firing, reloading disorders, rate of fire, damage, buying/selling values) would also be much bigger and frequent.

There would also be a possibility to repair broken robots or computers or what ever there is to repair, by pointing the target opening minimenu and selecting repair.

Also, while repairing would work much like explained above (the 1-100 CND scale would remain in the background to provide for it but all effects would be tied to the 20% thresholds - when attempting to repair, you'd see the successrate according to how the 1-100 scale behind the screen), the visible item health would be changed to 1-5 scale, to offer more robust effects.

The weapon health would be changed from being a 1-100 scale to 1-5 scale and give each rank more profound effects on the weapon, additionally I'd hide the item health-o-meter and add a title in front of the item name so that one never knows exactly where their weapon health goes.

Example:

- Well Maintained Assault rifle or Fine Assault Rilfe (CND 5; well maintained bonus: accuracy +5%, no disorders, -5% from critical failure chance))
-> Assault rifle (CND 4; assault rifle at its default condition, no extra bonuses, but 5% chance of jam)
-> Dirty assault rifle (CND 3; -5% to accuracy, -10% to rate of fire, 15% chance of jam, 10% higher chance of "critical failure")
-> Worn Assault rifle (CND 2; -10% to accuracy, -10% to rate of fire, 20% chance of jam, 15% critical failure chance)
-> Crummy Assault rifle (CND 1; -20% to accuracy, -15% to rate of fire, 25% chance of jamming, 20% chance of critical failure)
-> Broken Assault rifle (CND 0; no shooting with this piece of [censored] anymore, no repairing it either, skilled weaponsmith NPC's could repair it at a cost up to CND 2, or offer a few caps from the spare parts)

With each rank, while going downwards, requiring varying degrees of usage. And Repairing (success and amount of repair (from half a rank to 1 rank) would happen through skillchance affected by certain factors (Gun cnd, duplicate cnd, repairkit, skill level, etc). CND 5 would be a high skill privilege reachable by no lower than 80 in repair.

I would boost all the negative effects and make them count much higher in combat.

Additionally I would add cleaning kits to add a slight timed bonuses to the weapons (-> Clean worn assault rifle: cleaned bonus +5% accuracy, +5% rate of fire, -10% jamming, for example).

With Melee and armed HtH the effects would consist of damage reduction, and higher critical failure rate (which would break the weapon).
With Armors the effects would consist of lowered DT and DR and lowered "social status" (when going on in really crummy gear, people initially think your a vagran or a bum just loitering around).


Healing & drugs:

Stimpak usage would be animated, so no more smashing a quick key for dozens of stims in few seconds (I like this method more than the concept of heal overtime from HC-mode of F:NV). The speed of the animation would be dependant of the related skill (doctor). More over stims now would always heal the same amount (no skill effect in there), and they would come in two variations: stimpaks and superstimpaks. Both of which would be rare and expensive (so that you cannot live off of them, but also have to rely on other methods of healing) and superstims much more so than ordinary stims.

The player would have a tolerance meter which would measure how much the player can medicate himself before overdosing. Overdosing would cause an instant loss of health according to how much the limit is surpassed and would also cause some visual distortions and statloss. The effect would last for a while and the time would be depending on endurance and doctor skill (and perks/traits that would modify it). The tolerance meter slowly lowers itself after the medication is done, and the magnitude it is filled is dependant on the drug used (powerful drugs - like Jet and superstims for example - obviously fill it more quickly), related skill and perks/traits modifying it. Using food as a healer would not affect the tolerance meter, but food would have a heal-over-time effect.

Doctorskill would be reintroduced and so would manual healing. Manual healing would be similiar to Fallout 1 & 2 (only a few uses/24hours - they would take few in-game hours to be completed - success is determined by skill), and couldn't be used in combat or when enemies are nearby. Healing cripples wouldn't be possible with stims or sleeping, but would require manual healing and the ability to heal cripples would be dependant of the doctorskill and the skillrequirements of the crippled bodypart (head and torso would be harder to treat than legs and hands), otherwise a doctor is a must see.

Manual healing would be entered by the minimenu, which would also have the "heal other" option to heal a companion or other alive being in need of assistance.

Healing through sleeping would work similiarly to Fallout 1 & 2.

Addiction would need a doctor or a certain amount (pretty long) of time to heal. Radiation poisoning needs a doctor or radaway (which would be rare and expensive).


Gunplay & VATS (should it be implemented):

Gunskills would now have much heavier effect on waivering and general accuracy than what it is in F3, utilizing the skill and STR requirement system from New Vegas (but more heavyhandedly). In addition, the players stance, movement, weapons type and recoil also would affect it.

The normal (according to skill) situation would be standing still and aiming through iron sights (firing from hip would give a large hit on accuracy). Crouching would give a small bonus to accuracy and going prone would give a slightly bigger bonus (with the bonus from aiming coming on top of that). The tradeoff with going prone and being accurate would be extremely slow moving and turning, and it would take its time for the player to get up and ready the weapon again. Firing from the hip would cause bigger spread. Movement would also give a hit to accuracy -- the faster you move, the bigger the waivering with ironsights and spread with hipfiring. Recoil would work dynamically based on the gun used, and would throw the aim off a bit with each shot (while bursting, the amount of recoil per shot would stack up eventually leading to firing straight up -- with hipfire, the "offaim" would be a bit smaller, but the spread would increase).

Guns would do generally more damage and the damagestats would be ranges. IE: Huntingrifle - dmg 11-20, like in Fallout 1&2, but with growth of related skill raising the minimum amount closer to the maximum (though not as far as up to having a static damage, there would always be some range left).

The combat overall would go through a total overhaul. No more run 'n gun FPS bullsh*t but more slowpaced, focused and tactical. A RTwP/TB (optable) setup with full control over the player character and partymembers would be nice. But of course that ain't gonna happen since nothing but horrid FPS twitching is viable in the gaming market anymore, and Bethesda does not deviate for their 15 year old formula...

So instead, actionpoints would count in combat (suggested before by me and some others).


A simple example:


Lesser cost rate:
Shooting (very low cost) - shooting with no AP's left would give a hefty penalty to accuracy and recoil control
Reload (low cost) - reloading with no AP's left would triple the time it takes to reload and increase the chances for reload failure

Moderate cost rate:
Using quick keys (cost rate depending on what's being done, changing a weapon (moderate cost), using stims (higher moderate cost), changing ammunition (high moderate cost due to including reloading)) - with no AP's, quick keys won't work, no stimspamming or changing weapons, tough luck.

High cost:
Inventory access - with no AP's, inventory access is denied, run for cover and wait for the AP's to refill.
Using items inside inventory - if AP's run out during doing something in the inventory, you can still browse and assign quick keys, but after that only action allowed is to exit inventory.

Additionally, no AP's left would increase running speed for... say.... oh well, for examples sake, 20% to provide chances to get to cover while AP's recharge.

And AP's would recharge much slower while moving and at normal rate while being still.

All that only during combat (and during shooting/whacking thin air when not in combat for the lesser cost actions).

Consider AP's in the lesser cost section as representing exhaustion.
And in the moderate and high cost sections as representing mental strength, situtional loss of focus, a panic of sorts leading to indesicion and inability to operate properly.

NPC's would also have their own AP's which would dictate their performance (a bit differently than the PC, since NPC's don't use quick keys or the sort).

In vats you would now have an option to choose a firing mode. Rapid fire - a hastily aimed rapid shooting towards the target; or aimed shots, which would be the opposite of rapid fire.

Rapid fire would lower the accuracy a bit and you could only target a foe as a whole; but it would spend less actionpoints, while aimed shots would cost more and calculate the accuracy without minuses, and you would be able to target specific body parts. The bonuses and hits of chosen stance would be similiar to those in realtime firing.

Being prone in vats would force you to choose a firing sector (so that the player doesn't spin like a dreidel in all directions while being the most accurate he can). Prone position would also be the most expensive stance to fire from, while standing would be the cheapest, and being crouched in the middle. The player would be able to change his preferred stance in VATS, but at a cost.

Lockpicking:

Success is determined by skill so that you can try to pick any lock from very easy to very hard; and NO minigame involved. It would work somewhat like repairing; lock level - skill (if the skill is under the lock level) = percentual number that is taken from the skill. If the skill surpasses lock level, the chances are purely skillbased with maximum chance of success being 95% (this, the max chance, would go for every chance based system). And the percentual chance would be presented when moving the reticle over the locked object: E) Pick lock [Very hard: 13%], for example.

Lockpicking would be animated so that you either see your characters hands doing the job (FP view) or seeing your character from behind (TP view). You would have the ability to turn your head (or the camera) some ways left and right to see if someone is coming - so the game doesn't pause during the picking. But looking away from what you're doing, would have an effect (see below).

Picking locks would take a certain amount of time depending on your skill and level of the lock (aka the chance of success). When attempting, there would be a timebar similiar to what Vampire - The Masquerade: Bloodlines had. Skill would give bonuses to the time it takes to pick a lock in such manner that you don't get bonuses to picking hard locks before your skill surpasses maximum level of normal locks. More over, the bonuses would stop stacking up after your skill surpasses the next level of difficulty (no bonuses to picking normal locks after skill level of 75, for example, depicting that there is no way to open that kind of lock any better - other than with a fluke).

Each lock would have a certain amount of tries before (if you keep failing) the lock jams for a certain amount of time (preferably at least a couple of weeks, so that your attempts at just waiting at the lock for it to unjam would be a tedious job and prevent exploitation of the system). Moreover locks would have a chance for a critical failure that would immediately jam the lock despite if it was you first attempt, and critical success, which could occur at any point during the time it takes to pick the lock -- both of these chances would be very small.

This system would also be fit for hacking.


Difficulty settings:

The difficulty setting would affect the following:

Startingpoints of th skills (this would work so that easy players would be able to max out almost everything and the harder you go, the less can max out and the more you need to rely on specializing). The toggle would work dynamically so that if you start with easy and change it to hard half away through, your skill would take an appropriate hit.
The gaps between levels -- the harder the setting, the more XP you need for a levelup.
Base carry weight (before STR modifier).
Base HP (before END modifier).
Number of encountered enemies
Slight (!) changes in NPC/critter HP and damage modifiers

HC mode (one time toggle on/off, no flipflopping) would affect the following:

Number of enemies encountered
Severity of negative effects (stat/skill losses and their effects, crippled limbs, diseases, poison effects, etc)
Add a Nutrition gauge (thirst and hunger combined) -- could do without this though.
Damaging effect of radiation.
Add weight for absolutely everything (meds, ammo, random clutter like pencils, everything).
Slower base speed for stimpakking (before skill modifiers).
Harsher addiction and withdrawal effects.
I'll come up more when I have time...

TL;DR?
Didn't read the whole thing? Your loss, man. Anyways: Make the game lean less towards the TES style of gameplay - find a better middleground in between - to create a greater diversity between the two franchises.

The END...


Thoughts on an improved (imo) skillsystem (This will contradict with some of the ideas in the longer suggestion above as I haven't had time to merge them properly, but that doesn't matter as I endorse both systems.) - now with an incomplete (har har) SPECIAL outline:
Spoiler

Ok, so going by the current gameplaystyle where dicerolls no longer apply (which is a shame)... redesign the characterprogression system to better suit it (to be more responsive and give more immediate feedback to the player as s/he progresses).

At character developement every SPECIAL defaults as 5 as it is now, but there are no bonuses to add, just a possibility to rearrange the points. Increasing SPECIAL during the game, would be a special occurance like finding an implant and then someone who can install it. Traits increasing stats would offer an equal drawback in some other stat (or a general drawback). There'd be an individual perk for every stat offering a one time bonus of plus one -- as it was in the original Fallouts. And rare cases where an equippable item gives a bonus for during the time it is equipped (like how PA gives a bonus to strength). Nothing more. The point is to make the character one builds to hold throughout most of the game. And to help that there'd be hard SPECIAL requirements for certain items and activities.

Perks would be more like additional abilities that the skills do not govern straightforward (like pistolwhipping, enhancing stimpaks, increasing inventory space and/or such) but still offer the requirements for. They'd also have tiers (up to 3) to enhance said abilities when appropriate.

Skills would now have a 1-10 and some others 1-5 point scale. With each point cumulatively increasing the price of buying it. Each of these points would also hold more to it than mere nominal increases with little to no visible effect (like how it is now with the 1-100 scale). The skills would work more like thresholds opening new related abilities than random numerical values. At characterbuilding phase each skill would default to 0, but the player would have 3 free points to put in which ever skills s/he wishes.

A couple of "along the lines of" -examples of the skills and their effects:
Spoiler


Guns:
oooooooooo
Cost: The first two - 5sp, 3rd and 4th - 10sp, 5ft and 6th - 15sp, 7th and 8th - 20, 9th and 10th - 25sp. This would equal a skillcap of 150 with the current method.
Effect: 0 points - You are so terrible with guns you suffer 50% damageloss and 75% of accuracy loss with any conventional firearm, plus your unholstering, holstering and reloading take much more time. Points 2, 4, 6, 8 and 10 would open "proper" usage of guns in their respective tiers of 1-5. Having lacking skill of one tier would result in 50% penalty to accuracy and 25% penalty to damage, lacking 2 or more tiers would offer similiar penalties of 75% and 50% plus decresed reloadspeed and increased probability of jamming during reload and firing regardless of weapon condition.
Points 1, 3, 5, 7 and 9 would offer a 25% bonus to accuracy for the previous tier of weapons (except for 1, which would offer it to the next tier and 10 which would offer an accuracy bonus to all tiers), and similiarly with damage but with an increase of 15%.
This would make increasing the skill a paramount act, if one wishes to master it (unlike with the current system where a skill 50 - for example - is quite adequate to handle all given situations the game offers).

Energy weapons:
oooooooooo
Cost: 5, 5, 10, 10, 15, 15, 20, 20, 25, 25
Similiar to guns otherwise, but in place of damage increases/decreases would be heating/cooldown effects which would be harsh enough to greatly limit firing large amounts of highly powerful energy ammunition. In effect, energy weapons would be much more powerful than guns, but also much more limited in rate of fire and most of them would also, due to their light effects, hinder stealth.

Melee:
oooooooooo
Cost: 5, 5, 10, 10, 15, 15, 20, 20, 25, 25
Same as guns and ew with tiers, but in place of accuracy increases/decreses would be attackspeed. Lacking a tier would offer a 50% penalty for overall damage and 25% for attackspeed, lacking 2 tiers similiarly 75% and 50%. Points 3, 6 and 9 would also offer a "special move" which would be slower than normal attack, but more powerful.

Explosives:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: With explosive based weapons, refer to the guns section. 0 points, you can throw grenades and dynamite very inaccurately, that's it; 1 point - opens up the ability to create and tinker with satchelcharges and firebombs and removes penalties from grenades and regular dynamite; 2 points - landmines and their modified and custom variants enter the picture; 3 points - creation and operating with C4, semtex, and other plastic explosives and remote detonatables; 4 points - Energybased explosives (electricity, EMP, plasma, etc) explosives; 5 points - Mix and match your own cocktails with all available ingredients.

Sneak:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: With 0 points you do not sneak, you're so clumsy that going crouched wouldn't make any difference. Each point decreases the chance of detection according to circumstances (LOS distance, lighting, sound) by 15%. Also, point 1 - ability to use light armor without penalties, point 3 - ability to use medium armor with decreased penalties, point 5 - ability to use heavy armor with decreased penalties.

Speech:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: With 0 points, regular default dialog (plus other skill/perk related options); with points 1-5, thesholds for related speech-check lines.

Lockpick:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: With 0 points you do not pick locks, you simply have no idea how to. Each point opens up ability to open locks at respective levels. The skill also modifies the amount of time an attempt takes. Also, if a minigame is involved, which I wouldn't put there, each tier increases the durability of the lockpick when attempting current or previous tiers.

Barter:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - 20% selling value, 200% buying value; 1 point - 40% selling value, 175% buying value; 2 points - 60% selling value, 150% buying value; 3 points - 80% selling value, 125% buying value; 4 points - 100% selling value, 100% buying value; 5 points - 120% selling value, 75% buying value.

Science:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: Hacking abilities similiar to lockpicking. Also handling the modding requirements for energy weapons. Thresholds for various skilluses outside of inventoryitems.

Repair:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - you do not repair anything by yourself, Point 1 - Repair light armor to top condition, medium armor to 50% CND, and heavy armor to 25%, Point 3 - Repair medium armor to top condition, medium armor to 75% and heavy armor to 50%, Point 5 - Repair all armors to top condition. Handles various crafting requirements and modding reqs for Guns category of weapons. Thresholds for various skilluses outside of inventoryitems.

Medical:
ooooo
Cost: 5, 10, 15, 20, 25
Effect: 0 points - you can use stimpaks but they only heal 50% of their potential, and after 5 in a row, you suffer double the overdoespenalty. Point 1 - Ability to heal 30 HP manually when no hostiles are around, and with a cooldown time for use. Intoxication meter allows for 5 stimpaks in a row without overdosing. Point 2 - Manual healing cooldown time decreased for 25%. 7 stimpaks without penalties. Point 3 - Can use 1 superstim without a penalty. 30% chance of healing a crippled limb. Point 4 - 10 stims or 2 superstims without penalty. Cooldown time decreased additional 25%. 50% chance of healing a crippled limb. Point 5 - 75% chance at healing a crippled limb. 5 superstims or 15 stims without penalty.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

SPECIAL (outline, and not including governed skills and related bonuses):
oooooooooo
S - Carryweight, melee/HtH damage and attackspeed modifiers, lifting and moving heavy objects, weapon STR requirement modifiers, (+ other situational misc tasks)
P - Accuracy, vision distance, identifying consumables and their effects (in conjuction with survival skill), detecting traps, (+ other situational misc tasks)
E - Base HP, HP/level, poison-, radiation-, damage (other) resistances, sprint time, (+ other situational misc tasks)
C - Initial reaction modifiers, companion nerve, soothe (a chance of rendering humanoid enemies nonhostile for a moment -- situational) (+ other situational misc tasks)
I - Skillpoints/level, identifying objects not in the range of perception, (+ other situational misc tasks)
A - Movespeed, actionpoints, weapon handling speed, jump height and distance, (+ other situational misc tasks)
L - Luck is blind :wink:


A story/faction outline (I know it's futile to suggest anything regarding the story, but I got bored):
Spoiler

Faction (just an outline, inconsistencies may occur):

The Greenhouse

Location :
At the region around Greenville Mississippi, including part of the river.

Structure :
A Vault City esque large fenced settlement. An underground vault (what ever unused number) from where the inhabitants emerged; a large facility consisting of The Greenhous Genetics laboratories, The Greenhouse Institute and The Greenhouse Testfacility; normal settlement area divided into "the slum" with lower grade infrastructure, "the central area" with higher grade infrastructure, and "the Institute area" with the science facilities and top tier inhabitants.

Politics :
- Non-expansive in a military way, but spreads influence through other means (very high medical knowhow, clean genetically enhanced food and water etc.) some of which may not be too ethical (like secretly creating circumstances which need their expertise to be solved).
- Strict policies about hygiene and diseasecontrol -- the Slum area basically being a quarantine zone for outsiders wanting to move in (though, despite being an inhospitable host, still offering some benefits over living outside as well as the ultimate benefit of the possibility of getting to live in the central area).
- Military force concentrated on defending the city and surrounding areas, not too capable of attacking anyone.

Hi stor y:
The Greenhouse was originated in the 60's by a Polish immigrant, a young medical student named Victor Zielinsky, who, with his wife Katja, left the ruins and rebuilding of Krakow in late 40's to seek for a better life in America. He continued his medical studies in New Orleans and funded his living and studies by working parttime at a local florist and some local farms. From these occupations he contacted the interest in plant and animal life, and eventually moved away from medical studies to genetics.

In 1965, due to not being satisfied with the life in a big city, he moved to Greenville Mississippi with his wife and 6-year-old son and started a greenhouse project with a goal to enhance the livestock and crops to produce more and more nutrientwealthy products, and to "create" decorative plants by mixing various species'. The start was a rockyone and he still had to have another occupation as a local doctor and a vet. But as years passed, the greenhouse project started to bear fruit. In 1976 he made a significant breakthrough in the area of animal genetics and was able to expand. In following years the Greenhouse Project turned into a fullblown sciencefacility called The Greenhouse Genetics. Victors son, Adam Zielinsky, had taken an interest in his fathers study already at a young age, and eventually took over the project in early 1980's when Victor died of lung cancer.

Adam, being passionate about his work, changed his last name to Green to connect better with the work he was doing, and to sound more "American". He continued evolving the project, and expanded further by establishing The Greenhouse Institute at the side of The Greenhouse Genetics facility. The Institute worked as a university of genetics and schooled people to work at the Genetics facility.

Adams passion to his work was such a powerful kind that it drove him to force the same passion to his daughter, Sylvia. Due to the strong belief in family ties and inheritance, he effectively brainwashed her to continue his legacy at the helm of the project. This line of action was then rooted to the Zielinsky/Green family as Sylvia passed it on to her child, and the chain went on from there.

Eventually the Greenhouse grew to be a national interest. The government had high interest in it and what it was doing, and at later point Vault Tec built a vault right next to the facility as part of the Project Safehouse. Pacts were made in secret and Reginald Green, the head of The Greenhouse Genetics at that point, was set as the overseer of the vault, which, like the other vaults, was sealed at 2077.

The overseers orders consisted of continuing the Greenhouse work, and doing medical experiments with the inhabitants in research of enhancing the human body. An accident was staged with the air- and waterfiltration systems and it was said that due to this, a form of plague had gotten in the vault. There was no permanent cure for this so the medical team started giving vaccines to people on regular basis. Most had a placebo, but some were intentionally contacted with various gene experiments. These experiments all led to deformation and horrible sickness, which of course was not the intent, but the eggs had to be broken for the omelet. This went on for years and the coverup held.

The vault doors finally opened at 2251 and the people emerged. With the aid of the vaults GECK, they formed a settlement around the vault entrance and the Greenhouse facility which they started repairing in working condition, as per ordered in the overseers instructions. It didn't take much time due to no direct hits of the warheads. The vault generators and the facilities own underground generators produced enough power to keep the settlement running and allowing it to expand a bit.

The young overseer, Victor Green (named after his ancestor), was appointed mayor and head geneologist. He restarted the Project Greenhouse which was to make the surrounding wasteland to flourish again, to produce wealth and health as it used to.

The neighboring settlements in the area took interest in The Greenhouse and commercial routes were established. Some people wanted to move in behind the protective walls and prosper with the advanced medical and agricultural prospects the Greenhouse offered, but due to Victors demands on high end diseasecontrol, they were packed in a fenced slumareas which eventually grew to form a full district. The Slum district occupants were regularly tested with various chemicals to assure they posed no significant threat of contaminating the central populace. The procedure was slow due to only few officials taking part in it which led only a handfull of people being tested at a time and for many times during a lengthy period of time. The district was full of people waiting to get tested, so new people were only let in the slum when others left or were let in the central district. The choosing of people to be tested was seemingly random and this led to some people living their whole lives in the slum waiting be tested.

It was not long after the facility got restarted when the first ghouls were met. At first they were shunned and driven away due to their appearance, but when it was learned that they had an abnormally long life, some were let inside, allowed to get past the line. And they were studied. Victor got immensely curious about their genetical structure and how it allowed them to live so long. With his most trusted scientists, he immediately started a behind the curtains project to create a vaccine which would give normal human the benefits of long and diseasefree life without the side-effects of rotting skin.

This was at first done in a civil manner, but when Victor learned he had cancer, he hasted the research. Soon the it consisted of cruel and inhuman practices. The testsubject were predisposed to enjailmet and torture, they were injected with substances that caused various diseases and deformations, they were cut to pieces to study their bodies' reactions to the chemicals. Victor justified all this with the, as he was sure of them, eventually succesful results and necessary evil in the betterment of human physiology which would, as he believed, eventually lead to the end of the wasteland and rapidly bring societies together again forming a better world.

He was was aware of how this would look in public, so extreme discretion was taken and all research was kept under a blanket. He also knew harvesting test subjects from the populace of his own city would eventually lead to lowering in popularity and desertion. So he, with his high security officials, staged diseases they knew how to cure in the other nearby settlements and then offered them medical assistance. They cured most for the show and kept others with the excuse of them being in such a bad shape they had to be quarantined, cremated or got disposed of by other means.

The growing efforts, however, spent more subjects than they could gather. Additional measures were taken and they started abducting people. They left clues in the wildersness which led to an assumption that the abductees were either killed and eaten by wildlife or cannibal savages, or captured by slavers. All this eventually rose suspicion among the other settlements, and a group of people started their private investigations to prove that the Greenhouse was in some way responsible for the ever growing number of missing people.

And this is the state the region is in right now in the year 2283, when a hasty stagíng of a form of smallpox got out of hand and spread throughout the region.


Interactions with the player (again, just outlining things):
Spoiler

The game begins with the protagonist (The Drifter) being held by a band of highwaymen. S/he is being stripped from his/her belongings and given a some water, and then sent out walking towards west along the burning wasteland (a slight nod to The good, the bad and the ugly). After few days of walking he passes out. A hunting party finds him and carries him/her to a nearby settlement where s/he is nursed. When The Drifter awakes, it occurs that there is some sort of plague in the settlement. Quarantine tents have been risen and the healthy do what they can for the ever growing number of the sick.
- The settlement provides some voluntary small local quests to provide a tutorial.
- Due to the towns own populace being preoccupied with providing for the sick, the drifter is given a task of traveling to a nearby larger settlement to find out why caravans no longer visit the settlement, and if possible to reopen the routes (with the info that the town can afford to pay well). The drifter is given some basic supply for traveling and self defence. The quest is trusted to the drifter in belief of his/her gratitude of saving his/her life. A reward is also offered and a notion is given that if the caravans do not arrive in time with supplies, the town will die out as they are running out of resources.
- The player can ignore this quest, in which case the town will die out (which has consequences later in the game).
- The quest leads the drifter to the ruins of Greenville, which has a major settlement established there. And from here the story starts to expand to all directions.


Endings (again just simple scetching here):
Spoiler

- The player can side with The Greenhouse, in which case the curel human testing will go on and and on for years to come and grow causing great pains and sorrow, but region in general also starts to prosper due to some scientific breakthroughs and the continuing medical assistance from The Greenhouse doctors. The wasteland starts to get green and fertile again for the region. --in a nutshell--


- The player can side with a coalition of the other settlements and bring to light what The Greenhouse is doing, which leads to the invasion and (accidental) burning of The Greenhouse, killing all the head officials and driving the rest of the populace back into the vault, burning the bodies in front of the door, and finally sealing it shut by collapsing the ground over the entrance with explosives. The lives of the people will go on relatively well, but without any of the Greenhouse advancements in technology and medicine. The research at the Greenhouse will never occur and all the benefits it would've offered to the soil and to the people are forever gone. --in a nutshell--

- A third ending which I haven't made up yet :laugh:


Things I'd appreciate if omitted from the current formula:
Spoiler

- Sandbox map -- the game can still be an open world (like how the first games) and support random exploration with large enough "nodes".
- Main focus on exploration -- this shouldn't be the selling point of the game, it's fine for TES, but Fallout should be set apart from that series in all ways possible.
- Too heavy focus on combat more than other styles of gameplay -- there should be more balance on how to fare with the gameworld, well made and settlement centric nodes would support this in that there'd be less empty space that needs to be filled with random combat.
- And stop wasting time in handplacing every sandbead in the desert. There's absolutely no need what so ever to not use procedurally generated landscapes in a wasteland that is mostly sand, rocks and rubble. Use that time to create as unique and differing focus spots as possible.
- And most importantly... less content from the Big Bag of Cool-on-paper +1 -- think before implementing, does it fit the setting, does it make sense, does it have a real purpose.
- Extraterrestials
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Rebecca Dosch
 
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Joined: Thu Jan 18, 2007 6:39 pm

Post » Thu May 03, 2012 2:18 am

A wasteland that grows vast amounts of vegetation? Well, maybe.

That being the intent (and only to a limited area, though narratively enlargening in a bigger timescale) of one of the MQ paths to which the player can affect by his actions throughout the game, but not the premise.
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Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Wed May 02, 2012 10:29 pm

We need water that's fresh replenishes your hp more than radioactive water. It's pathetic!!!

Why would radioactive water with te [censored] ton of toxins heal you more than fresh, clean water?

It would make purified water more valuable than drinking from a dirty toilet and popping rad away.
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louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Wed May 02, 2012 11:56 pm

Simply multiplayer fuction for easy modding on my own.

I want that Fallout 4 will have simply multiplayer option for playing with other players. How should it work?

For the game should be built in server browser, the tab to create a server, etc. How should I play? The player starts the server, then you can play in Freeplay mode / freemode or do what we want. We have a whole world of the game with all the locations, weapons, etc.

I would love to do the gentlemen of Bethesda modderów multiplayer base, who would make up their own servers with mods, etc. For example, were created by the servers:
- Co-op
- roleplay
- Team deathmatch
- deathmatch
- Freeplay
- Online (exp, guild, etc.)
etc. Something similar to mod SAMP (San Andreas Multiplayer).

I do not want to be the main emphasis on multiplayer, but I want to even have the basic stuff and would not need to bother with creating from scratch. I want to Bethesda has enabled the game with players.

Singleplayer of course is main but please make basic stuff for multiplayer. More players will buy game if they see that in Fallout 4 you can play with friends online, freeplay.

Oh, bad where is multiplayer thread?
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cosmo valerga
 
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Joined: Sat Oct 13, 2007 10:21 am

Post » Thu May 03, 2012 12:14 am

This is reposted from the previous topic.
For the next Fallout title, I think homes should be greatly improved. A lot.

I feel it would be realistic that your character should be able to clear out an abandoned building or occupied one and have the ability to be set as your default home. Buildings fit for your home could possibly be things like and old military base, abandoned shacks, gas stations, and the likes of it. Now to make this fair, large buildings like the casinos in NV or something like the Pentagon back in FO3, would be too big, and unfair to use as a home.

Now to claim these homes as yours, you would have to do something along the lines of the follower terminal at the Gun Runner's shack. Only a set number of homes would be able to be set as your own home though. It's hard to explain but like the concept of only a few candidates in Skyrim, legible for recruitment into the Blades. Only certain homes in the game would be allowed to inhabit.

For customization, say you want furniture or to get the grunge like feeling away, a company could be found in one of the cities that can take care of this. They would be able to place objects like metal boxes, ammo containers, and the likes of it within your home.

Now on a separate note, the home could have more features like The Sink. By this I mean that we could possibly find upgrades for the place around the wasteland, and have things like an auto-doc or special lights.

Now, on your pip-boy, there would be an option somewhere to fast travel to your home. Another option would be so you can actually set the home as your "default" home.

So what's your opinions on this? I know I wasn't the only one to think of this. Can I see your input?
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claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Thu May 03, 2012 6:28 am

Simply multiplayer fuction for easy modding on my own.

I want that Fallout 4 will have simply multiplayer option for playing with other players. How should it work?

For the game should be built in server browser, the tab to create a server, etc. How should I play? The player starts the server, then you can play in Freeplay mode / freemode or do what we want. We have a whole world of the game with all the locations, weapons, etc.

I would love to do the gentlemen of Bethesda modderów multiplayer base, who would make up their own servers with mods, etc. For example, were created by the servers:
- Co-op
- roleplay
- Team deathmatch
- deathmatch
- Freeplay
- Online (exp, guild, etc.)
etc. Something similar to mod SAMP (San Andreas Multiplayer).

I do not want to be the main emphasis on multiplayer, but I want to even have the basic stuff and would not need to bother with creating from scratch. I want to Bethesda has enabled the game with players.

Singleplayer of course is main but please make basic stuff for multiplayer. More players will buy game if they see that in Fallout 4 you can play with friends online, freeplay.

Now, I think multiplayer would be a great addition for Fallout, but I think that co-op would be the best way to go. The only problems I see with it though is how would VATS work and loading as you walk into a building?
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Anthony Santillan
 
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Joined: Sun Jul 01, 2007 6:42 am

Post » Thu May 03, 2012 2:38 am

I'd say leave multiplayer for separate purchase (a DLC or something) and make the SP game as well as possible without getting distracted by multiplayer burden.
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Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Thu May 03, 2012 2:42 am

Repost

Bulletin Boards That Provide Multiple Quests For The Player (Similar To That Of Borderlands)

More Minigames Such As Pool, Darts, and Boxing

A Slightly More Complex Armor/Clothing System (ie boots)

hardcoe Mode:

Spoiler
Items on corpses are affected by method of death (ie if the person if disintergrated the items will be too and if someone was burnt to death the items wouldn't be as efficient and so on)
hardcoe Mode Applies To Companions As Well (Robots Just Need To Be Repaired)
No locations on compass execpt for those already discovered
Eating The Same Type Of Food Repeatedly Could Have Negative Effects

Skills:

Spoiler
Repair:

Spoiler
Ability To Repair Fallen and Functioning Robots Based On Your Repair IOr Science, Possibly.)
Actual tools are required for weapon/armor repair
Ability To Modify Robots

Speech:

Spoiler
Ability To Drug/Poison Food/Drink/Other Drugs Based On Your Reputation/Speech/Charisma (Could Also Be Tied In With A Quest)
High Speech Grants You The Power Of Suggestion As Perk
Ability To Intimidate People Based On Your Reputation (Can Also Effect Other Things Like Quests and Bartering)
Speech Allows You To Have More Companions (Could Be A Perk Possibly).
+Could also apply to science (with robots) or possibly a quest

Communication:

Spoiler
Multiperson Dialogue Trees
Companions capable of actually using non-combat abilities (Hacking, Speech, Medicine, etc.)
+A Slot On The Companion Wheel Allowing To Tell Them To Use Their Ability (Even on a specific object/person)
Ablility To Communicate Over Radio
+Possibly even have your own radio station with dialogue trees
Ability To Send Your Companions To Certain Locations (Similar To The
System In Dead Rising 2) (This would work well in conjunction with the
radio ability and might allow for more strategy in combat situations)
Ability To Trade With Anyone

Combat:

Spoiler
Basic Weapons like Rocks, Slingshots, Blowguns and Bows and Arrows (None of them would really have any durability other than the Bow and Arrow and maybe the slingshot)
+Pickup And Throw Combat
Blunt Objects Have Better/No Durability Meter (Would Vary Between Blunt Objects)
Ability to sharpen sharp weapons
Firearm Melee Attacks (And Perks Based Around This Mechanic)
Robots Are Not Affected By Poison/Barehanded/Some Sharp Attacks
Running Hand-To-Hand/Melee Attacks
The Ability To Dodge Attacks (Would definitely add more to game combat/perk-wise, plus I imagine various factors would play a part in how well dodge similar to sneaking. It would also be effected by agility)
Sharp Weapons Don't Require As Much Strength To Use Effectively
Ability To Simultaneously Wield Both (Some) Unarmed And Melee Weapons/Firearms
+Swift Punch Ability
Ability To Knockout People With Blunt Weapons (Could Be Implemented As A Perk)

Minor:

Spoiler
Ability To Turn Stealth Boys On And Off
Raider Radio Station
Better Binoculars

Unsure:

Spoiler
The Ability To Be Disarmed (To Add To The Challenge)
Fishing (Could Be Used To Find Fish, Or Locate Various Items, Or Lure NPCs)
Vehicle (A Stripped Down Version Of It, Anyways)
Seperate Skill Sets For Blunt And Sharp Melee Weapons
Cameras
Rad-X and Radaway has a negative effect on Ghouls
Theives and Snipers
A Device That Removes Radiation From Within A Certain Radius (playing off the Ghoul + Radaway Idea)
Sprinting Mechanic (As Well As Perks Based Around This Mechanic)
The ability to craft a robot companion at a high science level (and armor, but I think someone already said that one)
V.A.T.S In Real Time
Bug Spray/Dog Whistles/Bait
Location Based Class System (i.e. if you choose to be repairman you end up living in a repair place or something)
Ghoulification
Holsters for weapons
Enemies That Have Perks
Shields
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Nick Tyler
 
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Post » Thu May 03, 2012 3:43 am


Make campfires.
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Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Thu May 03, 2012 1:47 pm

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.
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Rachel Hall
 
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Joined: Thu Jun 22, 2006 3:41 pm

Post » Thu May 03, 2012 4:35 am

make small town some where in the map the town should have a big number of well armed and armored guards who will make the player think twice before starting crap in the area even when you are a high level player make it have some hidden snipers too
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Gill Mackin
 
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Joined: Sat Dec 16, 2006 9:58 pm

Post » Thu May 03, 2012 12:54 pm

*Reposting my idea from the end of the last topic, don't know where the spoiler thing is to shrink it down*



Massachusetts. There is already a good amount of lore on the Commonwealth (which is what the whole area would be called), and we know 2 factions already. There is the Institute, an organization of secluded scientific geniuses that have the ability to create Androids so lifelike and with such good A.I. that they can even learn to have free will. However, the Institute treats these Androids as slaves. The opposing faction would be the Railroad, a group of people whose purpose is to bring freedom to the enslaved Androids.

There is the very possible chance the Eastern Brotherhood of Steel could be there too, having defeated the Enclave, taken their technology, and if I remember correctly, should be set to remove the super mutant threat from DC with the knowledge of how they are being made. After the events of Fallout 3 the Eastern BoS could easily move north, following Doctor Li & the rumors of the tech up there. Of course Dr. Li wouldn't be too happy about this.

Now you say "But I destroyed the BoS in my FO3." Well, I think it is entirely within Bethesda's right to pick a canon story for the game. This would annoy many people that went the evil route though, but I think they should do it for story purposes. Unless they did some Mass Effect kind of thing where they read what happened in your game and changed the story to fit that, but I doubt that will happen.

With that argument, There would be the possibility of meeting and expanding on already known characters as well. This next section assumes the canon story is revealing his past to Harkness, and having him kick Zimmer out of Rivet city.

Dr. Zimmer - Having lost his greatest work and being forced to leave Rivet city and presumably go back to the institute, he would obviously be a laughing stock at the Institute. He would most likely turn this into either hate towards the Railroad for this loss (assuming they even know about them), or hate for the Institute with desire to destroy them for the shame.

Armitage - Being Zimmer's guardian android, he could either be a powerful ally or enemy, based on if he begins to grow feelings of humanity too.

Harkness - With the knowledge of being an android and the plight of his enslaved kin along with the lessened need for security in Rivet city as the BoS grows, I can easily imagine Harkness going back to the Institute to enact revenge or to free the rest of the androids. He would most likely be a major figure in the Railroad, probably the leader of the group. Also, since I just read that a simple code can turn a rogue android back to factory standards, that possibility needs to be destroyed. That's a major quest right there, lol.

Madison Li - She just grew tired of everything that was going on, mainly with the Brotherhood of Steel. She left for the Institute, though I'm not sure what she expected to find up there. With her scientific knowledge I can see her being accepted by the Institute, and really, she doesn't seem like the type to help people out so I can see her as a villain.

Victoria Watts - If anything, she is a dedicated member of the Railroad. She traveled from Massachusetts to DC (I believe), all to help Harkness gain his freedom. I can see her being more prominent in a game featuring the group.

Now more about the area itself. We don't know much about the Commonwealth, and all we know is from Zimmer. He describes it as a "war ravaged quagmire of violence and despair" (probably like DC), but this may be an exaggeration on his part. It is in the middle of a city though, and It probably is all wrecked up with lots of raiders and stuff. There are probably "bastions of civilization" like Megaton and Rivet city too, I doubt Zimmer would separate them from the rest of the savages because of his attitude.

There is one big possibility for DLC too. New York city isn't too far away, and I'm sure that place would be perfect for some added content. Most likely Manhatten.



Oh, forgot about time constraints too. New Vegas happens what? 20 years after FO3? Well the android characters (Harkness and Armitage) wouldn't be affected by this, but the humans would be. Dr. Li would be pretty old (I assume 60s 70s), but this is fine. Zimmer however would be extremely old, so he may need to have been augmented with the tech of the Institute to keep living, or perhaps he could be a brain like Calvert from Point Lookout. Victoria Watts doesn't have an established age I think, so she could have been in her 20s during FO3 and 40ish now. They could also keep this game's time separate from NV's, making the time passed not as much to allow the characters to be mostly the same people.

Speaking of Calvert, Desmond could make a return as well. He went North to face his next enemy, and the Commonwealth is right in the way.
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Jordyn Youngman
 
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Post » Thu May 03, 2012 12:55 pm

Oh, I have an idea about general weapon/item usage: The ability to only hotkey a certain amount of things, but have them appear on your body.


Say if you had a Missile Launcher, a Tesla Cannon, an Assault rifle, a Hunting rifle, a .357 revolver, and a 9mm pistol, and a stimpack. You would only be able to hotkey a certian number of weapons based on the size of the weapon in question.

You decide to hotkey the Tesla Cannon, Assault Rifle, 9mm pistol, and stimpack. The Telsa Cannon and Assault Rifle appear on your back, while the 9mm and stimpak appear around your waist. When you switch to a weapon with a hotkey your character puts the weapon in their hand away then switches to the next one. When using a stimpak, the character would use their off-hand to grab the item and jab it into their wounds.

You would be unable to hotkey too many weapons, like 2 big weapons would be impossible (unless you had 8 str or the strong back perk). You can only hold 3 waist weapons (left side, right side, and backside. Maybe a perk could allow you to keep one on the front of the shoulder like how in halo reach some of the armors have knives on them (maybe all of them, idk).

To keep hotkeys needed, going into the Pip-boy would have to -not- freeze time anymore. So if you tried to put up your pip-boy to change weapons, you would need to do it while running around because you wouldn't be safe.
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Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Post » Thu May 03, 2012 11:56 am

Helmet visors. When wearing a helmet, you see out of its perspective.
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Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Wed May 02, 2012 10:04 pm

I had a odd thought. People asked for eye patchs for New Vegas and I am sure people want it for Fallout 4, but what about just wearing an eye patch while playing the game?
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Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Thu May 03, 2012 10:02 am

I had a odd thought. People asked for eye patchs for New Vegas and I am sure people want it for Fallout 4, but what about just wearing an eye patch while playing the game?

Oooooh! So...immersive!
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Luis Longoria
 
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Joined: Fri Sep 07, 2007 1:21 am

Post » Wed May 02, 2012 10:43 pm

UnDeCafIndeed, I have similar views on your gameplay suggestions, and since it's so lengthy I'm not gonna bother with specificly replying to it, but many things I definitely agree with to a large degree. Not sure about the skill system, but I do feel that certainly needs to be improved. The story related stuff seemed interesting but I'm not too concerned with that so I just skimmed it.

But most of all I agree with all of the things you say should be omitted from the current formula, it would really improve the game I think. I even made a list of improvements before myself, before NV was about to come out, it's less extensive and less detailed and somewhat unorganized, but with many similar points....It probably is still on my profile page, because I remember pasting it there.

Things I'd appreciate if omitted from the current formula:
Spoiler
- Sandbox map -- the game can still be an open world (like how the first games) and support random exploration with large enough "nodes". - Main focus on exploration -- this shouldn't be the selling point of the game, it's fine for TES, but Fallout should be set apart from that series in all ways possible. - Too heavy focus on combat more than other styles of gameplay -- there should be more balance on how to fare with the gameworld, well made and settlement centric nodes would support this in that there'd be less empty space that needs to be filled with random combat. - And stop wasting time in handplacing every sandbead in the desert. There's absolutely no need what so ever to not use procedurally generated landscapes in a wasteland that is mostly sand, rocks and rubble. Use that time to create as unique and differing focus spots as possible. - And most importantly... less content from the Big Bag of Cool-on-paper +1 -- think before implementing, does it fit the setting, does it make sense, does it have a real purpose. - Extraterrestials
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Hilm Music
 
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Joined: Wed Jun 06, 2007 9:36 pm

Post » Thu May 03, 2012 12:21 pm

Not that it matters but I thought that Cape Hope was a great idea and I became really interested in a fallout that would take place in the southeast. I really liked the idea of the green posted above. However, when I thought of the game I pictured a corrupt "confederacy" of small city states that all hated each other and specialized in a particular field that banded together to face a even larger threat. Perhaps a "empire" or "kingdom" based out of New Orleans. The "Green" city that specializes in medicine example could be a city and be joined by another city based out of a old military base that specializes in plasma or lazer weapons. And another city that specializes in technology and is advanced, and another city that is centered around a cult figure and specializes in bombs, etc, the possibly are endless. These cities have all fought in the past and dont trust each other leaving a lot for storyline. You can go even further and have them hire a group of Honorable (or Corrupt) mercenaries to fight for them because they dont want to risk there own men and leave themselves weakened creating another faction. This faction could have alot in common with say the pinkerton agency and give rise to other storylines. The "kingdom" could be based on a theocracy based on voodoo and raise various moral issues throughout the game, especially if the confederation treats there people like [censored] and the kingdom would be better alternative for the people of the confederacy.

Another game idea would be Niagara falls/ Buffalo area. In the pitt Toronto (Ronto) was hinted to be a great military power and could be launching a attack southwest into Minnesota and southeast around Niagara falls area. It is feasible that Niagara falls in the future was changed into hydroelectric plant or a secret military base. This would prompt a response from the commonwealth to send a army of synths west to confront them. The map would include ronto to the north and Buffalo (controlled by the commonwealth) to the south with Niagara being fought over. This could be a reversal of the war of 1812 and have various historical references. It would also be interesting if the rontos saw themselves as canadians fighting for freedom against America and paying back the US for annexing canada.
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Brandon Bernardi
 
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Post » Thu May 03, 2012 3:36 am

How about the ability to bribe/reason with enemies (or if they're non-human, luring away with food)?
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Melissa De Thomasis
 
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Post » Thu May 03, 2012 4:35 am

How about the ability to bribe/reason with enemies (or if they're non-human, luring away with food)?

Sweet! Like an offer/bribe marker you select on an enemy, and it has a chance to be accepted or denied depending on their health, their equipment and yours, your rep and hp, ecetera ecetera.

However, it will most likely not happen and instead we will see drivable tanks, cuz you know, there are too many RPGs out man! Not enoughz codz and bf3s! Fallout shouldz toyally liek giv up its rpg and goez 4 teh fps!
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Donald Richards
 
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Post » Thu May 03, 2012 11:16 am

UnDeCafIndeed, I have similar views on your gameplay suggestions, and since it's so lengthy I'm not gonna bother with specificly replying to it, but many things I definitely agree with to a large degree. Not sure about the skill system, but I do feel that certainly needs to be improved. The story related stuff seemed interesting but I'm not too concerned with that so I just skimmed it.

But most of all I agree with all of the things you say should be omitted from the current formula, it would really improve the game I think. I even made a list of improvements before myself, before NV was about to come out, it's less extensive and less detailed and somewhat unorganized, but with many similar points....It probably is still on my profile page, because I remember pasting it there.

Glad to know someone agrees with it. :foodndrink:
I made it originally before New Vegas was even announced (pretty crude list back then) and continued adding stuff when I heard Obsidian was doing a Fallout game. And since that's about all I have to suggest (until I figure out new stuff) I thought, that hell, why not put all my ideas in the same post instead of cluttering them all around, and figuring out have I suggested this or that already.

The separate skillsystem is just a rough draft of what I think would probably work better with the current FPS gameplay, but I'm not really opposed to keeping the current one (the 1-100 skillpoints) with some heavy balance and importance tweaks. And the story elements I wrote drunk sometime last year, I haven't even read it in a while so I'm not even sure what all is in it. :laugh:

You should put your suggestion in this thread, tidy it up a bit maybe if you think it's messy. I read it and it does indeed seem we have some similiar thoughts about where things should go.
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Lew.p
 
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