Fallout 4 Speculations and Suggestions

Post » Sat May 28, 2011 3:29 pm

Fallout 4: Speculation & Suggestions
Thread #11
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.

Previous Threads

http://www.gamesas.com/bgsforums/index.php?showtopic=978480
http://www.gamesas.com/bgsforums/index.php?showtopic=995631
http://www.gamesas.com/bgsforums/index.php?showtopic=1010129
http://www.gamesas.com/bgsforums/index.php?showtopic=1023429
http://www.gamesas.com/bgsforums/index.php?showtopic=1039919
http://www.gamesas.com/bgsforums/index.php?showtopic=1046887
http://www.gamesas.com/bgsforums/index.php?showtopic=1053029
http://www.gamesas.com/bgsforums/index.php?showtopic=1059928
http://www.gamesas.com/index.php?/topic/1067662-fallout-4-speculations-suggestions/
http://www.gamesas.com/index.php?/topic/1094022-fallout-4-speculations-suggestions/
http://www.gamesas.com/index.php?/topic/1139612-fallout-4-speculations-suggestions/
http://www.gamesas.com/index.php?/topic/1155353-fallout-4-speculations-suggestions/
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Eliza Potter
 
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Post » Sat May 28, 2011 2:17 pm

I liked these ideas and thought I'd compile them.

This is the skill list I would like to see for Fallout 4.

01. Blade
02. Blunt
03. Hand to Hand

04. Throwing
05. Guns
06. Flame Weapons Chemical Weapons

07. Explosives
08. Energy Weapons
09. Big Guns

10. Persuasion
11. Deception
12. Barter

13. Gambling
14. Chemistry
15. Mechanics

16. Pilot
17. Electronics
18. Medicine

19. Survival
20. Outdoorsman
21. Hacking
22. Lockpicking

23. Steal
24. Sneak
25. Traps

Now let me explain them.

1. While swords (fencing) and knifes are different combat styles I'd rather not make a long list too long, but bladed weapons and blunt weapons function differently.
Blunt weapons use brute force to crush the enemy, while bladed weapons, which are mostly knifes, aren't really a strong suit for someone to charge a deathclaw with.
So Blade is mostly the stealth skill, an assassin skill, but there "are" weapons that are of more impact that you can use like swords, machetes and fire axes but they are harder to find.

2. Blunt, the omega to it's alpha, the straight forward brute skill, heavier, louder, stronger, while Blade weapons have a greater critical chance, critical damage and a bleed effect the Blunt skill's weapons are high DAM but slower and not very suitable for sneaky kills.

3. Basically Unarmed with a name change, think it freshens it up a little. It's core design is the same but it would be nice with more combat moves and to be able to kick like in the old games. (And kick down doors as well. :P )

4. Throwing, now throwing is a tricky skill and most definitely an under dog when compared to the rest, but I still think that players should be given the option to specialize in a less valid combat skill if they choose to, but the skill will support grenades as well.
Grenades are governed by this skill AND Explosives skill, they are combo weapons, if you have 200 in Throwing you will be just as proficient with grenades as you would with 200 in Explosives, on the other hand, if you have 200 in both skills you don't get any duplicate bonus for it, 200 in one skill means you've learned how to use them to perfection, you can't learn "double perfection". So while governed by both, leveling both is unnecessary.

6. Flame Weapons Chemical Weapons, this weapon skill includes all fire based weapons chemical weapons, fire included, Flame Gun, Flame Rifle, Flamer, Incinerator, Incendiary Grenade et cetera.
It should be it's own skill because fire based weapons does not fit in any other skill (Except incendiary grenade).
If you build in this skill you will have it easier and have it harder, the damage of the weapons is quite large but the problem is their ammo consumption.
They're also "rare'ish". You can get the Flame Gun easily of course but the rest is a lot harder to come by.

9. Why o why is Big Guns on the list? Cause it should be, Big Guns governs all BIG weapons, just like it has done before, but this skill is completely filled with combo weapons.
If you have 200 in Guns you can use minigun to perfection, but if you have 200 in Big Guns you can use minigun AND the rest of the big weapons to perfection.
So Minigun is still a Guns, Gatling Laser is still an Energy Weapon, and GMG is still an Explosive, but this skill let's you use all of them.

10/11. Why the split of Speech? Because they're both different. Persuasion means you know how to persuade people it has a lot more dialogue options than deception does, but deception governs the success rate of disguising yourself, the game should of course need more infiltration missions in order for disguises to be more of use.
Anyway, just cause you're a smooth talker don't mean you have a poker face, they're both different, and should be split so.
Deception also means you know where to hide stuff on yourself and not making them "stand out" and can smuggle items.

13. I think that Gambling should be reinstated and that the minigames should be removed, I hate the minigames, if I want to play black jack I'll go online and find a game to play. Gambling should be based on character skill, not player skill, so yes, back with Gambling.

14. Chemistry is a crafting skill primarily, with this one you know how to craft various drugs, poisons, acids and other items.
Chemistry should also have it's quest and event sequences, maybe there's some mold on a beam supporting a house and your character figures out that he can use chemical component #42 and apply it to the mold which creates acid and therefor eats away at the beam, collapsing the house. (Dunno how this would work or if it even could work but yknow, have certain moments where a high Chemistry skill can come in handy.)

15. Mechanics is a renamed Repair, functions basically the same way, it has a bit of Science in it as well, but mostly it's a cosmetic change.
Well, that is IF we have vehicles. If we do have vehicles in FO4 then this skill will come in handy for repairing vehicles and sabotaging others.

16. Pilot, well... Vehicles, if they're in the game then the Pilot skill determines how good your character is at steering the vehicle and how far he can jump with it and other things. (I'm not very interested in cars so I don't know what a good driver can do with a car really.)

17. Electronics... *sigh* Go read my posts in the "Why is big guns removed?" thread in New Vegas General Discussion.

18. Medicine... I'd rather have First Aid and Doctor back but there are already so many skills on here.

20. If we have a map node system with random encounters then this skill will function just like in the old games.

21. Hacking, what it sounds like, you can hack any computer interface with a deep coded lock.

23. Steal, I think that steal should be brought back, but if brought back then there should be a lot more moments where can steal something of value.
Not necessarily of $ value but rather quest value, say someone has a key on himself, you could either disguise yourself with Deception and say you're a new high ranking officer, you could use Electronics to turn off the lights by cutting some wires and have him lured to the wires trying to fix it and shocking himself unconseaus(???) you could smooth talk him with Persuasion or you could use the Steal skill to take it from him.

22. Sneak only means you're great at keeping yourself undetected, it does NOT mean you're a great thief and it does NOT you know how to conceal items better.
Just means your footsteps are that of a mouse and you blend in with the darkness.

25. And finally, Traps, first off, traps should be more deadly, secondly, there should be more of them, ranging from a huge log chained to the ceiling to an alarmed door.
So for the skill to be worth it let there be more traps, hell, let there be moments (not a lot) were you can't even continue further in a building until you've disarmed the trap.
You can also create traps of your own, and yes, they are very deadly.

Might clean this post up later but I think that there needs to be more skills and these are the one's I thought of.

Skill cap should be 200. (I'd rather have it at 300 though.)


Not gonna post my list again but please, more skills for FO4, not less, at least 17 skills cause 13 is too damn few.
And don't have 1 skill point = 1 raise all the time.
Have it go 2 skill points = 1 raise at 51 to 100 at least. (Tagged skills still go by 1:1 ratio though.)
And if going by:
1-50 1:1
50-90 2:1
90-100 3:1
Then the level cap "could" be higher than 30, if it is higher than 30 (40+) then have perks every third level instead of every or every other.


Hmm, the Electronics skill could also provide the player with a perk later on that allows to convert robots and turrets to the PC's side.
Could be useful for a pacifist to walk around with 5 Mr Gutsy's and not having to do much fighting themselves.
Of course, repairing the robot is still governed by Mechanics though.
And the robots don't get "any" +damage or +health when they're with the PC, they're only meant to be temporary.

And bad karma you brought up another good point, Chemistry could allow to create a stronger form of acid capable of destroying the lock of a container, but with an insufficient skill proficiency the PC would not be able to rescue the items in time until the acid destroyed them too.
Hmm, I'm thinking of clorophome for it as well so we can abduct people for quests and giggles. The greater the skill the more potent it is and the longer the abductee is unconscious.

Could see lots of fun coming from these two skills. :evil:



If Lyons Brotherhood is in FO4 then rename them to something "other" than BOS, like Lyons Brotherhood or The Guardians or whatever.
If Enclave is in the game then rename them to Enclave Remnants or a new name all together.
Allow us to join up with Talon Company.
Have NO generic raiders at all, all raiders need a name and a backstory, even if it's an all out hostile faction we should be able to get some kind of history from diaries or holotapes.
If Outcasts are in then have them player a bigger role, maybe not let us "join" them but let us work for them as more than just a collection agent.
Include Smugglers from PL and flesh them out.

Either have the factions in the game be fleshed out enough to make sense or don't include them.
If you can't find a good way to implement one of FO4's factions without making them the generic crap like in FO3 then don't have them in the game.

Let us be able to join or help out a lot of factions, raiders, tribals, mercs, assassin organization, black market, towns, military groups, cults et cetera.
Make it have more of an impact if we piss off a faction.
And have it so that if I help Talon Company with a quest then Lyons Brotherhood rep will go down even if I haven't killed any Lyons members.
Why?
Cause why should the rep only go down if we kill a member?
There should be a lot more action and consequence so that we must tread carefully not to piss off the wrong people.


Let us choose what race to be in Fallout 4.
Even if it just comes down to:

* Human
* Android
* Ghoul

But a complete list of what I'd like to be able to choose from would be:

* Wastelander (An unpure human who's been living outside of a isolated vault for a while)
* Prime Normal (Vault born)
* Android
* Ghoul
* Skag (The mutation people got going on in The Pitt before they transform into a Pitt Trog)
* Trog (Van Buren, not The Pitt.)
* Super Mutant (V87)
* Beastlord (Tactics yo.)
* Nightkin (I dunno, maybe a Nightkin made his/her/it's way to the east coast?)



I dunno, stuff.
It's 2AM in Sweden so I don't really feel like thinking up a balanced statistic table for each of them.
But let's just go straight on with Super Mutant since it's the easiest.

More health.
Default DT (Cannot wear most armor in the game.).
INT can't be higher than 4 seeing as how he/she/it's a V87 mutant.
CHA can't be higher than 3.
STR will always be 6, can't be lower than 6.
More +dmg to close combat weapons.
Has a lot of quests that cannot be solved due to bigotry and even has places where he/she/it gets shot at.



Bah, time for some more then.
Already did the super mutant Sooo:

* Wastelander
+5% DR (Both DT and DR is in the game.)
Survival, Outdoorsman, Traps and Blade skills get a +10 by default.
Electronics, Chemistry, Energy Weapons, Chemical Weapons, Hacking and Medicine get -20 by default, these skills cannot go above 170%.
You will generally get more positive reactions as a wastelander since most people don't like vault borns or mutants and with a charming Wastelander you can collect way better profit by the end of quests.
You automatically get -10% on all wares by merchants.
Wastelanders get +1 END and +1 Luck so the total amount of default stat points is 42, END and Luck cannot go lower than 2 though.
You can only reach INT 7 with a wastelander.
Isolationist groups will not treat wastelanders okay though and most of them will KOS.
Raiders are more prone to attack you as well, wastelanders are considered easy bait if not in a caravan.
They get +5 radiation resistance.

Basically, Wastelanders have few cons but that is to keep it realistic, wastelanders are those born in the wastes and know how to handle themselves, on the other hand, wastelanders generally has had conflicts with mutants around the area, so ghouls, skags, super mutants, trogs and beastlords aren't exactly kind towards them, some shoot on sight, others are just very negative towards you.
Can exclude you from a lot of mutant quests even if you have high CHA and Persuasion.
The cons they do have is that of thing that require a lot more intelligence.

* Prime Normal
Since this is a human who has lived inside a vault all his/her life he/she will have gotten better schooling than most humans out there which means that he/she get an automatic +1 to INT, this means that they have 41 stat points at start, INT can't go lower than 2.
Prime Normals does not have any military training of any kind so they get a -5 to all combat skill but gain +5 to most other theoretical and support skills like Medicine, Electronics, Mechanics et cetera, couple this with tagging these skills and picking Good Natured and you'll get an incredible start with the support skills, great choice for a diplomat or pacifist character.
Prime Normal's are not used to radiation though so they get thrice the intake of radiation when at a radioactive source, some places are so radioactive that you can't even enter them with a Prime Normal.
They are also not used to the hardships of the wastes and their default health is therefor 80 instead of 100 and they always have a -5DT.
Prime Normal's get +4 skill points at default, couple this with Skilled and 10 INT and you'll be able to max out more skills.

The Prime Normal is not a very good fighter but are great with other things like support skills this is not to say you can't play as a combat oriented character but it's better to focus on support and passive skills and hire mercs, tame animals, convert robots and get companions to fight battles for you.


* Skag
Skags are born in The Pitt, due to the incredible radiation in The Pitt they are very unaffected by regular radiation, they have 2500 radiation meter compared to standard 1000, rad-aways are however only half as effective on Skags.
Skags are born into combat, born into hardship therefor they get +15%DR, +15 Guns, Blade, Blunt, Unarmed, Survival, Mechanics, Sneak and Steal.
Skags are however not the most healthy people, their END can't go above 7, they automatically start with END 3 and has 75 health compared to default 100.
They are not strong when it comes to charging in guns blazing, but more of sneaking around and trying to silently kill their foes.
Skags cannot wear heavy armor.
Due to their unique radiation stimpacks are more effective depending on the amount of radiation in their systems.
So radiation can be a blessing and a curse.

I'll finish up the rest a little later.

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KU Fint
 
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Joined: Mon Dec 04, 2006 4:00 pm

Post » Sat May 28, 2011 7:17 pm

Been reading this thread with great interest and thought I'd add my two cents as far as location is concerned. As someone living in London I would love to see FO4 take place over here. However, as a previous poster mentioned, the franchise has too much "Americana" entrenched to really work in a European location, sadly. (unless they one day do a FO:London and detach it somewhat from previous titles) Staying in the US is the logical thing to do as far as I'm concerned. As for a suggested US location for FO4 I would vote for Arizona. Just imagine how awesome the game will look with scenes like these using the new ES IV engine:

http://www.arizonabirthcertificate.com/arizona.jpg
http://wallpapers.free-review.net/wallpapers/42/Lake_Powell_-_Arizona.jpg
http://3.bp.blogspot.com/_ZvCRzcmdStc/S-HwJYl2DXI/AAAAAAAABCI/wh-cwGqpzRg/s320/desierto_de_arizona1-681807.jpeg
http://tripcart.typepad.com/tripcart_the_blog/images/early_afternoon_at_horshoe_bend_arizona_.jpg
http://www.hickerphoto.com/data/media/174/route_66_road_t2773.jpg

Those strange outcrops in the AZ desert would be great spots for bunkers and vaults. You've got Route 66, Grand Canyon, Mexican border, numerous air force and army bases around which to develop a plot.

The only drawbacks I can think of are the fact that it is too close to Las Vegas and that Phoenix is possibly too small a metropolitan area (no famous/tall buildings) to work as a cental point.

My second vote would be for Seattle. Rocky mountains, forests, cool buildings and Canadian border.
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Catharine Krupinski
 
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Joined: Sun Aug 12, 2007 3:39 pm

Post » Sat May 28, 2011 5:00 am

The ability to capture enemies.

In FO3 sometimes when an enemy was nearly dead they would hide and cringe and in FONV I am now seeing enemies who are near death starting to runaway. At that time I would like the opportunity to capture them instead of killing them. Another time I would like to capture someone is when I am sneaking up on an enemy. If I can get with in touching distance of them instead of killing them capture them. Once captured I can sell them to slavers or turn them in to what ever authorities there are for caps and XP.

Have an option to choose your level progression rate.

In my first play through of FONV I did only a few of the side quests and the main story line quests and the level progression was about right. But when I started doing a new play through doing a lot of side quests I hit the level cap about a third of the way though the main story line, I ended up scraping that one and started another after I modded the IXP Base Bump. I started of on a IXP base bump of 200 and that didn’t seem too quick until I got to about level 10 when I switched to IXP base bump to 250, I felt I changed up too soon but now I am at level 16 it feels about right. But I will likely to change up to 300 later in the game.
I felt the same with FO3.
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Strawberry
 
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Post » Sat May 28, 2011 8:53 pm

@gabe

i think there are way too many redundancies in your skill list:

- throwing/explosives, you've already confessed that yourself
- chemical weapons/big guns, i think it was a good decision by obsi to scrap that big gun skill. now you're basically suggesting not only to bring it back, but you also want to have it branched, de-valueing it even further. not a good idea to me
-chemistry/medicine, a well educated doctor is proficient in chemistry per se, there is no logical reason to deny the medicine skill the ability of drug crafting
-mechanics/electronics, modern day technical devices require usually an understanding of both, i don't see how that could be implemented in a sensible manner, better stick with repair
-survival/outdoorsman, ehh, what's the difference here you had in mind?
-gambling isn't big enough to deserve an own skill for it, and branching speech doesn't seem to bring the game forward to me.

what i'd like to see in the next game

- using the new engine, ok that's a no brainer
- keep the new crafting system, and try refining it a bit, up and foremost by a better UI integration, that "AID" and "MISC" sections really got overencumbered after a while
- definitely keep the hardcoe mode, i could never go back to normal
- i wouldn't mind a real fresh scenario: none of the factions we got to know already, no BoS, no Enclave, no NCR, etc.
i think that institute/commonwealth thing really has got some potential
- try to meld the things that were appreciated in fo3 and fnv a bit: the well developed factions and characters from fnv, together with the more detailed location design from the fo3 team
- bring in some big, non-story related dungeons/locations to please the explorers a bit more, while maintaining the route obsidian has taken by connecting all the major settlements and story relevant locations to each other in a certain way.
- re-establish the level-scaling of foes, but in a sensitive manner.
there still should be no-go areas where early lvl characters simply get pwned, no matter how hard they are trying.
the aim should be to keep them also interesting for high lvl chars. in principle, keep the zone related system from fnv, but have the critters scale a bit to the chars corresponding lvl.
for example: deathclaw initially lvl 20, 250 hp --> lvl 30, 400hp later on
- the DT system is for sure superior the the DR system we've had before. keep it. it's almost perfect. combining the two (as a lot of veterans from the first two games might suggest) is not a good idea. everybody who wants to know why, just go load a fnv save, put some PA on your char, and then munch a dose of med-x and a dose of slasher...
i don't mind that, as the drugs just work for a short time frame, but generally, it just results in nearly invincible armor

these are my 2 cents for now :)
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Alexander Horton
 
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Joined: Thu Oct 11, 2007 9:19 pm

Post » Sat May 28, 2011 8:05 am

@gabe

i think there are way too many redundancies in your skill list:

- throwing/explosives, you've already confessed that yourself
- chemical weapons/big guns, i think it was a good decision by obsi to scrap that big gun skill. now you're basically suggesting not only to bring it back, but you also want to have it branched, de-valueing it even further. not a good idea to me
-chemistry/medicine, a well educated doctor is proficient in chemistry per se, there is no logical reason to deny the medicine skill the ability of drug crafting
-mechanics/electronics, modern day technical devices require usually an understanding of both, i don't see how that could be implemented in a sensible manner, better stick with repair
-survival/outdoorsman, ehh, what's the difference here you had in mind?
-gambling isn't big enough to deserve an own skill for it, and branching speech doesn't seem to bring the game forward to me.

-Throwing/Explosives, it's about player choice, if they "want" to specialize in a skill that is going to be harder to play the game with then so be it, but at least allow for people to specialize their characters in different ways.

-Chemical Weapons + Big Guns, Chemical Weapons is it's own area of weapons, and Big Guns is back for those that want it, again, if you don't want to use Big Guns then don't use it, you can still use a minigun at 200 in Guns but you use the EW, Chemical and Explosives weapons with 200 in Big Guns as well. There is no reason to have it removed, it's about player choice, if someone wants to specialize in Big Guns then let them, will it be as viable as Guns? Probably not, it'll be way harder to use weapons in the start of the game until you get a big gun but at least the game gives that option.

-Chemistry/Medicine - As I understood it the Medicine skill means you're a good doctor, you know how to treat people, operate on people and diagnose people, but does that mean that you know exactly what components to put together to create Jet? Or how about heart pills? Medicine means your a good doctor or medic, it does not mean you know how to create poisons, acids, drugs and regeneration drugs.
Might not seem like that viable skill but it all depends on how many different types of drugs, poisons and acids we can create and if there are things outside of the crafting table where we can use it. I'm just saying that the skill is a possibility, expand on it enough and it becomes a viable skill.
And I mean, we already have one crafting skill, Survival, why not another one?

-Mechanics/Electronics I still think that it needs a split, again, it's all about how fleshed out the skill is and I believe they both deserve to be their own skills. And Mechanics is basically just a cosmetic change as well, just like Hand To Hand is. Electronics on the other hand is a small split from Repair and a split from Science. Tons of things go down into Electronics, like figuring out how to open a door that is locked with an electronic lock, you know how to create Overcharge Micro/Energy Cells, you know how to craft Pulse grenades and apply electric charge to certain weapons, you know how to disable robots, you know how to disable the power to a building so it goes dark (A good way for infiltrating a hostile building). So it has a lot of uses. If you want to you could consider it a cosmetic change from the Science skill, I wouldn't though since Hacking and Chemistry are split as well.

-Survival/Outdoorsman, I dunno, Survival is basically what it is now, maybe upgraded a bit, while Outdoorsman comes in handy with the map node system, that is IF there is a map node system, if there isn't one then it can be scrapped.

-Gambling, I believe in character skill not player skill so I'd rather have away with all minigames, gambling included, and have it be judged by the gambling skill of the character you play as.

I know that these skills all sound funky on paper and that they might seem unnecessary, but if they are fleshed out enough they could all be viable skills and allow us to better craft out characters.
Anyway, the short point of this list is: We need more skills, not less, not merging skills, we need more, 13 is not enough.
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Stay-C
 
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Post » Sat May 28, 2011 4:05 pm

For maximum replay value, I'd like to see multiple beginnings.

In my daydreamed scenario for F4 ( 'Fallout 4 Freedom!' :biggrin: ), you can choose a character who:
1) Experiences the atomic war firsthand and is saved by cryogenics
2) Is a shipwrecked British sailor, cut off from the Talon invasion fleet
3) Is a member of a tribe who has just moved into the area and begun scavenging the virgin wasteland, or
4) Is a disaffected member of the Commonwealth

The four strands would converge, more or less, but the player must choose his true allegiance through the course of the game. There's also the tricky question of whether he is actually human or android (which would be determined by the player's actions, adding more variety as certain perks and skills will open according to the player's choices.)

Retaining multiple outcomes, of course.
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Genocidal Cry
 
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Post » Sat May 28, 2011 7:23 pm

Not gonna post my list again but please, more skills for FO4, not less, at least 17 skills cause 13 is too damn few.
And don't have 1 skill point = 1 raise all the time.
Have it go 2 skill points = 1 raise at 51 to 100 at least. (Tagged skills still go by 1:1 ratio though.)
And if going by:
1-50 1:1
50-90 2:1
90-100 3:1
Then the level cap "could" be higher than 30, if it is higher than 30 (40+) then have perks every third level instead of every or every other.


I agree with more skill, though I do not see it as necessary. Instead they should refine the existing ones to an optimal performance (along with SPECIAL).

And, I would also say that, as I've suggested earlier, the 3:1 measure would be better off starting from 75. That's because 10 skillpoints in this kind of game (what Fallout is now, a mostly playerskilldriven action RPG) doesn't have the impact to warrant spending 30 skill points to acquire it. 25 would make a bigger difference.

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 up a list (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.


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. <_< )

This could partly be handled through wildlife AI, which would be set less aggressive in general. An agression 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. Some would be more aggressive than others. Some would even be aggressive on sight but most would not.

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 simply 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 (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.


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 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.

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.
- 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 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.


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 lower the skill to 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.


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):


Skills would now have much heavier effect on waivering 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 (which would reduce waivering). 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 waivering. Movement would also give a hit to accuracy -- the faster you move, the bigger the waivering. 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).

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).

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.

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: Staring points of skills (this would work so that easy players would be able to max out almost everything and the harder you go the less you can max and the more you need to rely on specialization) and the gaps between the levels, the availability and prices of supplies (money, weapons, ammo, armor, meds, food etc), the number of enemies encoutered, starting health, slight changes on damage and enemy health modifiers, the severity of negative effects (crippled limbs etc).

or

It could work as it does now, and all the things I suggested would be implemented in a hardcoe mode (along with slower leveling and lower starting points for skills).


TL;DR?

There's not other way to summarize that but saying: Make the game lean less towards the TES style of gameplay, and more towards the Fallout gameplay - find a better middleground in between - to create a greater diversity between the two franchises and to give Fallout some of its original charm back.

The END.
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Sat May 28, 2011 5:25 pm

Better game engine, smarter NPC's, music genre like in Fallout 3, location in NYC. That's what i'm hoping for.
User avatar
MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am

Post » Sat May 28, 2011 8:13 pm

Fallout 4 should take place in the comonwealth since it was mention in fallout 3 and i was veary curios about it also you be able to choose if you want to be human or a ghoul
User avatar
Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Sat May 28, 2011 7:30 am

I agree with more skill, though I do not see it as necessary. Instead they should refine the existing ones to an optimal performance (along with SPECIAL).

And, I would also say that, as I've suggested earlier, the 3:1 measure would be better off starting from 75. That's because 10 skillpoints in this kind of game (what Fallout is now, a mostly playerskilldriven action RPG) doesn't have the impact to warrant spending 30 skill points to acquire it. 25 would make a bigger difference.

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 up a list (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.


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. <_< )

This could partly be handled through wildlife AI, which would be set less aggressive in general. An agression 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. Some would be more aggressive than others. Some would even be aggressive on sight but most would not.

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 simply 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 (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.


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 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.

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.
- 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 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.


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 lower the skill to 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.


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):


Skills would now have much heavier effect on waivering 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 (which would reduce waivering). 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 waivering. Movement would also give a hit to accuracy -- the faster you move, the bigger the waivering. 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).

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).

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.

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: Staring points of skills (this would work so that easy players would be able to max out almost everything and the harder you go the less you can max and the more you need to rely on specialization) and the gaps between the levels, the availability and prices of supplies (money, weapons, ammo, armor, meds, food etc), the number of enemies encoutered, starting health, slight changes on damage and enemy health modifiers, the severity of negative effects (crippled limbs etc).

or

It could work as it does now, and all the things I suggested would be implemented in a hardcoe mode (along with slower leveling and lower starting points for skills).


TL;DR?

There's not other way to summarize that but saying: Make the game lean less towards the TES style of gameplay, and more towards the Fallout gameplay - find a better middleground in between - to create a greater diversity between the two franchises and to give Fallout some of its original charm back.

The END.

:bowdown: I seriously hope Beth bothers to read this.
User avatar
Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

Post » Sat May 28, 2011 5:39 am

-Throwing/Explosives, it's about player choice, if they "want" to specialize in a skill that is going to be harder to play the game with then so be it, but at least allow for people to specialize their characters in different ways.


choices are good, as long as bear different consequences in them

-Chemical Weapons + Big Guns, Chemical Weapons is it's own area of weapons, and Big Guns is back for those that want it, again, if you don't want to use Big Guns then don't use it, you can still use a minigun at 200 in Guns but you use the EW, Chemical and Explosives weapons with 200 in Big Guns as well. There is no reason to have it removed, it's about player choice, if someone wants to specialize in Big Guns then let them, will it be as viable as Guns? Probably not, it'll be way harder to use weapons in the start of the game until you get a big gun but at least the game gives that option.


goin' by your logic, we then could introduce, big revolvers, small revolvers, small pistols, big pistols, big rifles, small rifles, small auto rifles, small semi auto rifles, big semi auto rifles, etc,etc
you see where i'm coming from?
you can artificially blow up the skill tree by branching existing skills into millions of others. but in fact, with that you arent' adding anything new, you are just nerfing existing skills and call that variety. sorry, but no thanks ;)

-Chemistry/Medicine - As I understood it the Medicine skill means you're a good doctor, you know how to treat people, operate on people and diagnose people, but does that mean that you know exactly what components to put together to create Jet? Or how about heart pills?


nope. if you'd start studying medicine, you'd be surprised that he first couple of semesters are nothing but chemistry and biochemistry.
in fact, a large part of the personnel working in the R&D departments of pharmaceutical companies consists of people with medical background.
if you're a doctor, and haven't got a clue about the drugs you're subscribung to your patients, you'd be pretty bad in your profession

And I mean, we already have one crafting skill, Survival, why not another one?


actually, we have 3 already: survival, medicine, repair


We need more skills, not less, not merging skills, we need more, 13 is not enough.


i'm not against new skills, as long as they bring something really new to the table. just redistributing existing elements into own skill areas doesn't enrich the game in my eyes.
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Eduardo Rosas
 
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Post » Sat May 28, 2011 4:34 pm

I agree traits need to be revamped. More options.

Reputation needs to be revamped. If I go into a town, kill all and leave no survivors, or sneak kill people, I shouldn't lose rep with group I killed unless I admit to the deed. There are times in NV where rep works in that manner "I'm gonna get on radio and ...".

But it doesn't make much sense for me to kill an entire ncr outpost and become villified unless someone asks me and I say yep, I'm the crazed lunatic who took down the town. Likewise, if I admit the action to my enemies enemies, my rep with them should go up, but it does not. Technically, you could wipe out every NCR soldier and be neutral to legion or BoS. Mmm k.

Stealing from people needs to be revamped, big time. I went 0 for 10 trying to steal a combat knife from a NCR trooper, with a stealth boy active, and luck of 8. Seems like all you can steal now with any kind of success rate is skill mags, notes, and keys.

Scalping would be uber. When you loot corpse, options should pop up. Scalp, filet(for yummy strange meat), or loot. Can adjust/turn this off in options for players not interested in such gruesome activity.
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Chase McAbee
 
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Post » Sat May 28, 2011 5:30 am

Hmm, in regards to new skills, they should only be added if it fits a new feature in the game. I think 13 is fine for how the game design is in New Vegas. Outdoorsman should be back as it's own skill if a node system is brought back. If they go the route of a huge worldmap with optional vehicles, I think a driving skill would be needed. Your character is in a wasteland where driving would be a luxury, and they would probably svck at driving unless they bothered learning how. I can, however see people getting pissed that they are swirving erratically because their driving skill is low :tongue:


What other features could be added that would call for a new skill?




Also, I would like some specialization traits. For example, A pistol specialization would give you 25% more damage/rate of fire/reload speed with pistols and 25% less of all of those on every other gun. If you want to select 2 specialization traits for say, Shotguns and Pistols, then the penalties would double for every other weapon type in that skill.
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Sarah Bishop
 
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Post » Sat May 28, 2011 9:18 am

1. goin' by your logic, we then could introduce, big revolvers, small revolvers, small pistols, big pistols, big rifles, small rifles, small auto rifles, small semi auto rifles, big semi auto rifles, etc,etc
you see where i'm coming from?
you can artificially blow up the skill tree by branching existing skills into millions of others. but in fact, with that you arent' adding anything new, you are just nerfing existing skills and call that variety. sorry, but no thanks ;)

2. nope. if you'd start studying medicine, you'd be surprised that he first couple of semesters are nothing but chemistry and biochemistry.
in fact, a large part of the personnel working in the R&D departments of pharmaceutical companies consists of people with medical background.
if you're a doctor, and haven't got a clue about the drugs you're subscribung to your patients, you'd be pretty bad in your profession

3. actually, we have 3 already: survival, medicine, repair

4. i'm not against new skills, as long as they bring something really new to the table. just redistributing existing elements into own skill areas doesn't enrich the game in my eyes.

1. That is if we are to take it to the extreme, separating the fire-based weapons to their own skill and fleshing it out with some more weapons is hardly going as far as separating every Guns weapons into sub categories.
And Big Guns have always been in Fallout, no reason to take it out, won't hurt anyone either and again it's not an extreme change.
But I never suggested an extreme split like you just exampled.
And the skills aren't "nerfed", it's all about how the game is designed with them in it.
If they include the Steal skill then there needs to be a lot of different items, keys and holotapes that we can steal from people in order to make it a viable skill.
I don't want minimized skills, I don't want a skill that is useful three times during the entire game, I want skills that are viable and it's all about how the overall game is designed alongside of these skills.
These "can" all be viable skills, that's what I'm trying to say, that these can all serve a different function and still feel like they are worth a damn.

2. The Chemistry skill supports other crafting possibilities as well, that is why I want it split.
The Medicine skill will improve upon medicinal drugs while the Chemistry skill will allow you to craft them.
I see no problem with the split really, both are perfectly viable next to one another.
And what I mean is; do a doctor know "how" to create the drug? I mean, I'm sure he knows what is in it, but does he know where to get those ingredients or what items he needs to use in order to produce it? I'm sure a doctor knows what the ingredients are in the pills and shots he give people, but I hardly think that if he were to try and create it himself that he would succeed. Knowing whats in it and knowing how to produce it are two different things, I can read the label on a coca cola bottle and then search up it's ingredients on the internet and know what they all are, but that doesn't mean I know how to produce it myself, for that I would need an instruction manual and learn how to do it.

3. Well, Survival is a primarily crafting skill while Medicine and Repair have other functions as well.

4. And merging them together which simplifies the game doesn't enrich the game in my eyes.
I find it to become boring the more skills that are merged.
The less skills we have the more clone'ish our characters become.
If we have a wide selection of skills then we'd have to choose more wisely and our characters would stand out more when compared to one another.
And how about this, how about having a Normal and Casual game mode? (Or "Advanced" if you wanna get picky.)
In Casual it follows the same old thing with the 13 skills we have now, while Normal has these split skills.
That would make it optional, the people who want a more simplified skill list and want to be able to do lots of stuff and possibly become demi-gods can do that, while us who want to specialize our character can do so as well.
(You can still apply hardcoe Mode to both of these gamemodes.)
But right now I can't do that, most of my characters turn up to become the same thing one after another, all that change is my faction alignment and weapon of choice.
And believe me, it's not like I'm not trying to differentiate them.
So if not having this as a default game-mode it should most definitely be optional.


One more thing that is very important.
You can't compare these skills to the past games, from FO1 to New Vegas.
Why?
Cause those games aren't designed for these skills.
Chemistry would be an awful skill in FO1, FO2, FO3, FOT and FONV.
It just wouldn't work.
These skills will only work if the game is designed for them from the start.
And if a skill isn't fleshed out enough then it won't work.
I don't want these skills split just for the sake of having them split.
I want them split and fleshed out so that no matter what skills you pick you won't feel like you made a terrible decision and so that each of my characters I create will feel different.
And I've gone through these skills a lot of times in my head so I know it might be easier for me to just state these skills and assume that everyone else will understand what I'm talking about.
But I wouldn't include these changes into the wish-list for skills if I thought they weren't viable.
If I have time later tonight or tomorrow I could probably expand on why these skills could be perfectly viable skills.
Until then, try to think a long time on these skills and what could be done with them and you might understand why I think they are viable changes.
A major part of it is: roleplaying aspect, if we have a longer skill list and can't get all of them then it makes our characters more special.
Each character we create can feel very different from the other and in doing so increase replayability.
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claire ley
 
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Post » Sat May 28, 2011 9:08 pm

:bowdown: I seriously hope Beth bothers to read this.

:foodndrink:
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Lizzie
 
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Post » Sat May 28, 2011 4:28 pm

Off the top of my head traits I can think of would be to bring back Gifted.

How about born lucky? +5 or 10 for crit chance. Disadvantage I dunno. Maybe 25% less regular damage.

Knowledge. Gain 4 extra skill points per level but you gain 50% less exp. While I don't like level caps, if they keep insisting on using them this would be an interesting trait.

I'm pretty much set with skill set, maybe add throwing back. I would much rather see improvements with craft recipes and morre of those, than more skills.
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Campbell
 
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Post » Sat May 28, 2011 9:38 am

For me, obviously hopefully they'll use the Creation engine and it'll be better than Gamebroyo. What I'd like to see is Fallout set back in the Southern California area, specifically Los Angeles. There's a lot you could do with this after what we saw in New Vegas. I would begin in a vault again up in the mountains, and you escape and it's a little Jeremiah Johnson like at first.

However, you eventually work your way toward the coast. You could do a whole thing that riffs on the idea of classic Hollywood and have that be a motif kinda like New Vegas. I would have a bombed out Los Angeles skyline with lots of crumbling buildings, and the big final battle would take place there. I would also add in vehicles, and in the big battle for part of it you can fly one of the vertibirds as you attack downtown LA.

I'd also work the coast line in with the idea of taking ocean water and using it as drinking water. One idea I think would be very cool is to have a pier that kinda leads to a Bioshock Rapture type city, leaking but still around that goes under the water and is built along the shoreline in the sea. You could maybe have it under control of a gang that's obsessed with drugs, and one of your missions takes you there.

I would also deal with the idea of slavers and have them be a full on named group like Caesar's Legion. They would stage gladiator matches in a newly built shanty-colosseum near the beach, and depending on your choices you may end up fighting in the arena or betting on it or gaining control of it and either shutting it down or gaining profits. I would keep the reputation system and expand on it.

Like I said, some vehicles would be a nice addition. The map would be the coast to the mountains, with Los Angeles and Hollywood in the middle. I'd maybe have a casino on Pacific Coast Highway, and in the story I'd deal somewhat with the concept that the LA area is being rebuilt slowly and various groups are vying for power of what they believe "could be a fully functioning city again one day."
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Kitana Lucas
 
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Post » Sat May 28, 2011 5:51 am

For me, obviously hopefully they'll use the Creation engine and it'll be better than Gamebroyo. What I'd like to see is Fallout set back in the Southern California area, specifically Los Angeles. There's a lot you could do with this after what we saw in New Vegas. I would begin in a vault again up in the mountains, and you escape and it's a little Jeremiah Johnson like at first.

However, you eventually work your way toward the coast. You could do a whole thing that riffs on the idea of classic Hollywood and have that be a motif kinda like New Vegas. I would have a bombed out Los Angeles skyline with lots of crumbling buildings, and the big final battle would take place there. I would also add in vehicles, and in the big battle for part of it you can fly one of the vertibirds as you attack downtown LA.

I'd also work the coast line in with the idea of taking ocean water and using it as drinking water. One idea I think would be very cool is to have a pier that kinda leads to a Bioshock Rapture type city, leaking but still around that goes under the water and is built along the shoreline in the sea. You could maybe have it under control of a gang that's obsessed with drugs, and one of your missions takes you there.

I would also deal with the idea of slavers and have them be a full on named group like Caesar's Legion. They would stage gladiator matches in a newly built shanty-colosseum near the beach, and depending on your choices you may end up fighting in the arena or betting on it or gaining control of it and either shutting it down or gaining profits. I would keep the reputation system and expand on it.

Like I said, some vehicles would be a nice addition. The map would be the coast to the mountains, with Los Angeles and Hollywood in the middle. I'd maybe have a casino on Pacific Coast Highway, and in the story I'd deal somewhat with the concept that the LA area is being rebuilt slowly and various groups are vying for power of what they believe "could be a fully functioning city again one day."

You should use this thread for location suggestions: http://www.gamesas.com/index.php?/topic/1155916-official-fallout-4-location-suggestions-3/
I think they should finish up their story on the east coast before moving anywhere else.
And LA has already been made in FO1, no reason to revisit the area really, would be better IMO to have it on a completely new location instead. (For lore, lots and lots of new delicious lore. :drool: )
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Izzy Coleman
 
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Post » Sat May 28, 2011 9:21 pm

Lots of interesting ideas here, but I can't start speculating now, the game hasn't even been announced.

I will say that I am very excited to see fallout 4 on a new engine. :celebration:

It will be the same engine that is being developed for skyrim right? Sorry I don't know the name. Anyone know the name?
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Far'ed K.G.h.m
 
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Post » Sat May 28, 2011 7:43 pm

4. ... Grenades are governed by this skill AND Explosives skill ...

9. ... So Minigun is still a Guns, Gatling Laser is still an Energy Weapon, and GMG is still an Explosive, but this skill let's you use all of them.


I don't see the sense in different skills governing the same items in the same way. What's the reasoning for this? Doesn't it sound like forcing a bigger skill list just for the sake of having a bigger skill list?

I mean, I'm all for more skills, but I'd like the choices in them to make a real difference. Have a distinct functionality that no other skill can offer. Choose big guns if you want to use big guns, choose small guns if you're for small guns, and bear the consequences of that choice. It lowers the value of the skill that is both individual and split/merged, as no matter what your choice, you'll always get a portion of it. Imo.
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Leah
 
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Post » Sat May 28, 2011 8:39 pm

1. I don't see the sense in different skills governing the same items in the same way. What's the reasoning for this? Doesn't it sound like forcing a bigger skill list just for the sake of having a bigger skill list?

I mean, I'm all for more skills, but I'd like the choices in them to make a real difference. Have a distinct functionality that no other skill can offer. Choose big guns if you want to use big guns, choose small guns if you're for small guns, and bear the consequences of that choice. It lowers the value of the skill that is both individual and split/merged, as no matter what your choice, you'll always get a portion of it. Imo.

1. Not really, the reason for this is that throwing weapons don't exactly have the best damage and considering that you throw grenades I saw it fit to put them in there as a combo weapon for the sake of some balance.

And as for Big Guns, well, I dunno, it's back for people who like that skill but at the same time you don't have to specialize in a skill that caters explicitly to late game weapons just so you can use a certain weapon.
I wouldn't mind it if it came back as the only skill for all big weapons.
...But I still want Flamer and Incinerator in the Chemical Weapons skill. >_>
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Sakura Haruno
 
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Post » Sat May 28, 2011 12:17 pm

1. Not really, the reason for this is that throwing weapons don't exactly have the best damage and considering that you throw grenades I saw it fit to put them in there as a combo weapon for the sake of some balance.

And as for Big Guns, well, I dunno, it's back for people who like that skill but at the same time you don't have to specialize in a skill that caters explicitly to late game weapons just so you can use a certain weapon.
I wouldn't mind it if it came back as the only skill for all big weapons.
...But I still want Flamer and Incinerator in the Chemical Weapons skill. >_>


1. Why not create a throwing weapon that offers higher damage? I don't think nuka grenade is a particularly good idea, but it would provide.

Big guns... I don't fully agree with the removal of it, but Sawyer made a good point with it. Namely, the "late game skill". Still, there's no reason to split and merge if you're going to have the skill in the list anyway. Specialization is good and commendable goal which I hope and support, but when it only serves the purpose of specializing for the sake of it, it loses its "punch". That's my humble opinion about it.

I don't really disagree with the "chemical weapons" idea, but would it offer enough variety in its options and a viable method to run through the game from start to the finish (if keeping in mind the Big Guns' "flaw" of being a late game skill)?
Which gives me the idea of having the split in the skills happen at half away through the skill scale...

Like:
Guns as it is now up to 50 points presenting a general knowledge of the category, and then split it (say... pistol grip, rifle grip and heavy) to present the need to specialize in any of the given subcategories to excel in them and raise the skillpoint cost from there on.
Same with energy weapons (plasma, laser, fire), explosives (set, thrown, projectile), melee (blade, blunt) etc. Or some other variation of it. I know it isn't the best possible idea (just a quick thought), but the premise would support the "useful from the beginning to the end" and "the need to specialize" points of view, as well as the "more skills" point in a way.
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Ross
 
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Post » Sat May 28, 2011 6:49 am

1. Why not create a throwing weapon that offers higher damage? I don't think nuka grenade is a particularly good idea, but it would provide.

2. I don't really disagree with the "chemical weapons" idea, but would it offer enough variety in its options and a viable method to run through the game from start to the finish (if keeping in mind the Big Guns' "flaw" of being a late game skill)?
Which gives me the idea of having the split in the skills happen at half away through the skill scale (let's just say the cap is at 100)

3. Like:
Guns as it is now up to 50 points presenting a general knowledge of the category, and the split it (say... pistol grip, rifle grip and heavy) to present the need to specialize in any of the given subcategories to excel in them and raise the skillpoint cost from there on.
Same with energy weapons (plasma, laser, fire), explosives (set, thrown, projectile), melee (blade, blunt) etc. Or some other variation of it. I know it isn't the best possible idea (just a quick thought), but it would support the "useful from the beginning to the end" and "the need to specialize" points of view, as well as the "more skills" point in a way.

1. Sure, there's no limitation to creativity.

2. Completely depends on which weapons are introduced and how their damage is worked out, but I'm guessing a Flare Gun would be the starting weapon, slow reload, good damage, nice starting weapon, then moving on to the Flame Gun, moderate in damage, works more on DPS like Flamer and Flame Rifle does. And incinerator IMO should use 5:1 ammo consumption and pack a larger punch.
I think the main thing about the skill is the damage over time and that it "eats away" at DR/DT and that it's a close to mid-range skill class.
It's main pro would be it's incredible DPS + DOT + -DT/s, it's con would be it's ridiculous ammo consumption and slow reload times.
But yeah I think it would work well through out the game, might need one or two new end game weapons since Incinerator and Flamer aren't exactly the most viable choice to go toe to toe with a deathclaw.

3. Could most definitely work.
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Vera Maslar
 
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Post » Sat May 28, 2011 8:35 pm

Why dont they have F4 set in Mid west Like in Texas or a state up farther like South dakota or north dakota.
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ashleigh bryden
 
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