Fallout 4 Speculations, Suggestions and Ideas

Post » Tue May 17, 2011 5:27 am

Sounds swell, to me. I wouldn't add anything anymore, unless it's something that really needs to be added (otherwise the features soon start to become needlessly hard to keep track of, I'd think - too much "clutter"), or if it relates to something already on the lists.

Now you just have to treat every other race with similiar care. :hehe:

Here's some pitches for ghouls:

Pro:
100% radiation resistance.
Radiation heals over time (slowly).
Kinsman ability, feral ghouls and aggressive SM's are more likely to leave the player alone if not provoked (not being friendly, just having a possibility to be less agressive and ignore the player).
Slightly more HP than humans.
Bonus to initial reaction for non-feral ghouls, neutral/friendly SM's and human ghoulsympathisers (excluding characters with set mindsets).

Cons:
No natural DT or DR.
+15% recieved damage.
(those two due to skin and flesh conition)
Initial reaction from humans halved (other than ghoulsympathisers).
Slower movement than humans.

Okay.

I think that ghouls should have less health than humans really, they are after all kinda rotting while regenerating.
Other than that I agree upon everything.

Some additions:

Pro's
Each tagged skill earns 2.5 more skill points than for other races. (Ghouls have after all lived for a very very long time.) (So if base is 15 then it means 37 per tagged skill)
Machines that use "detect life" scanners cannot see them. (Thanks to Broken Steel that made ghouls have 0% body heat...)
Gain exclusive perks surrounding radiation bonuses. (Healing crippled limbs, storing radiation, unleashing a radiation cloud like Glowing Ones can, stuff like that.) (Hell, every race except for Wastelanders and Prime Normals should get exclusive perks for their races.)

Con's
Cannot wear heavy armor or power armor.
-1 to Charisma (I saw that thing on Arcanum about "beauty" and I think that would suit ghouls better but since we only have Charisma I guess this'll have to do.)
-1 to Agility. (They aren't exactly the best gymnastics, they'd probably lose a limb if entering the OS. :P )
-2 to max Endurance.

By the way, does any of my former suggestions need any tweaking done?
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?)

Some examples of how they could work:

* Super Mutant
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.


* 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 mutation, stimpacks are more effective depending on the amount of radiation in their systems.
So radiation can be a blessing and a curse.


Hmm, Super Mutant.

Pro's
* Base health x2.5 (Base health is 100 in FO3 and NV so it's 250 for Super Mutants.)
* +5 to min STR (6 is the lowest, can't go lower than that. (How much sense would it make for a super mutant with 3 in strength?)
* x1.5 damage with all blunt weapons and Hand to Hand weapons.
* x1.5 reloading speed and equipment speed with big weapons (minigun, flamer, gatling laser)
* Immunity to Radiation and +30% poison resistance.

Con's
* -6 to max INT (V87 super mutant = dumb dumb by even Tabithas dumb dumb's standards.)
* -4 to max CHA
* Due to super mutants hostility towards humans a lot of them will kill SM's on sight and the rest will be very suspicious of you.
* Cannot use smaller weapons. (SMG's, pistols, revolvers, sawn off shotguns et cetera.)
* Has veeeeeery few armors in the game.
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Fam Mughal
 
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Post » Tue May 17, 2011 12:01 pm



Broken Steel made ghouls have no body heat? :o What the hell?

I have one thing aswell, and that would be race-specific traits. Like when you create a Super Mutant character, you chould pick the "V87 Strain" trait, which will give you more Strength at the cost of Intelligence (it will also make your skin yellowish), or you could pick a "Nightkin" trait that will give you a bonus to StealthBoys and Agility but.... err.... make you paranoid? Having a bigger Charisma penalty? Making people scared of your mental state when talking to you (kinda like Terrifying Presence but more fleshed-out, adapted to a paranoid brain and... actually useful (you could rarely use that perk)). The perk would also make your skin bluish. If you don't pick any of these traits, your skin color will be the normal green-grayish color.

Maybe there could be branches like this for all races? Like if you pick human, traits could be like "Prime Normal" and "Skag" (or Slag, which are those people in Fallout 2 that were very similar to Van Burens Troglodytes). If you don't pick any of those traits, you'd be a normal Wastelander.

Then for Ghouls, I can just think of "Glowing One" as another race branch. You'd heal much better than a normal ghoul from radiation, and a critical hit in close combat would emit a radiation cloud towards your enemy. Downside here is that you'd constantly emit radiation, which will make conversation with humans even trickier, and you'd get a penalty to sneaking since you glow.
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Trevor Bostwick
 
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Post » Tue May 17, 2011 9:34 am

So first the bases:

Ghoul
Human
Super Mutant
Android

Then picking the sub race (if any).

Ghoul
-Standard
-Glowing One

Human
-Wastelander
-Prime Normal
-Skag

Trog

Super mutant
-V87 strain
-Nightkin

Android

I dunno, sounds easy at first but a Nighkin is very different from a V87, and a skag is basically an overhaul to what a wastelander is.
I do think that each of them should have race-specific traits but Idunno about making this sub-races.
Like, let's think about the game interface:
Say you get the whole list of them to pick from: Super Mutant - Ghoul - Skag - Android - Wastelander - Prime Normal - Nightkin - Trog
It would be very easy to see what races are available and which ones are not.
But having a list of Ghoul - Wastelander - Super Mutant - Android - Trog means that you will have to select super mutant then select the Nightkin sub-race to see it's info.
Just think that when looking over the races and deciding which one you want it's easier to see everyone from the get go without having to select base race, select subrace, read, de-select subrace, select subrace, read, deselect subrace, deselect base race, select base race et cetera.

It's just my opinion of course but I'd find it easier to review each race if I could see them all at the "select race window" instead of going through a couple of pages to review them all.

Each race could still have race-traits specifically designed for their race to pick from.
Maybe get to pick 2 normal traits (for every race) and then 1 race trait. (optional of course)
Total number of available traits=3.
The race traits could also be a little more fleshed out with it's info to give a certain form of "origin" for your character. (Nothing game-changing, just like "You used to be part of Masters Army and due to your specific training you get +2 blabla and +1 bla but at the cost of -2 blablabla.")
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carly mcdonough
 
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Post » Tue May 17, 2011 12:10 pm

I'd say there would be like this:

+ Human
- Wastelander
- Prime Normal
- Slag/Trog (skip the Skag, merge some of it with wastelander perhaps)

+ Super Mutant
- Mariposa strain
- Nightkin (which is of Mariposa strain)
- V87 strain

+ Ghoul
- your normal zombie
- Glowing One
- meat jerky surprise?

+ Android (no idea)
- Model A?
- Model B?
- Model C?
I'd still say the android would be an unlockable race.


Edit:
But mainly I was thinking that choosing a sub-race would just be like a trait. When you pick, say, Super Mutant, and then you get to pick traits, you get to pick two or three. Either you pick three normal ones, or you pick two normal ones and one race-specific trait. You can't pick two of those. They also wouldn't change TOO much, and they'd act like traits do. You pick "V87 Strain" trait, and you get say +3 Strength and -3 Intelligence, and a different skin color. Not that big. Glowing One as a Ghoul, pros would be that you shine (don't need a flashlight) and that you emit radiation (not good for enemies) and probably a little better healing from radiation, and the negative side would be the same, that you shine (enemies spot you easier) and you emit radiation (not good for friendlies either).

Also, draw a little inspiration from http://fallout.wikia.com/wiki/Fallout_Tactics_races, especially their minimum and maximum SPECIAL.
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Arrogant SId
 
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Post » Tue May 17, 2011 8:52 am

I'd say there would be like this:

+ Human
- Wastelander
- Prime Normal
- Slag/Trog (skip the Skag, merge some of it with wastelander perhaps)

+ Super Mutant
- Mariposa strain
- Nightkin (which is of Mariposa strain)
- V87 strain

+ Ghoul
- your normal zombie
- Glowing One
- meat jerky surprise?

+ Android (no idea)
- Model A?
- Model B?
- Model C?
I'd still say the android would be an unlockable race.

Sure Skag is very minimal with limited presence but I think it would be a unique variation to expand the selection of races.
With the right balancing it could be a pretty fun and unique race to Fallout lore and gameplay.

I don't think that a Trog should be in the human section, while not as extremely different in appearance like Super Mutants and Ghoul they are a different mutation.

Several models for Android?
Seems kinda unnecessary to be honest.
Like, say A has +2 STR and +1 PER then B has +1 STR and + 2 PER.
Just seems like unnecessary variations to me.

On the sub-race part, I'm gonna do a quick image in microsoft paint to illustrate why I'm against it, brb.

[edit]

Done!

http://img218.imageshack.us/img218/6939/whynot.jpg
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Robert Jr
 
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Post » Tue May 17, 2011 1:44 pm

It's just me, but I wouldn't do the subclasses. Not yet at least. It's far easier to come up with substantially different and worthwhile gameplayexperiences with fewer options than instantly start meddling with 10+ possibilities (like with the supermutants, having a vault 87 strain seems a bit useless since, they have no other use than combat and nightkins as elites are already better in every possible way, and besides lowering NK's int to 3 or lower would already kinda change them into dummies waving guns). So, I'd say start simple: human, ghoul, sm, android - the big differences between them, benefits, drawbacks, abilities over each other, etc - then start thinking about how to split them in subclasses if it still feels worthwhile with a balanced set of four main classes. Just a thought.
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Stephanie Valentine
 
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Post » Mon May 16, 2011 11:10 pm

Come across a faction of humans that treat ghouls and other mutations as second class people, then go and inform the Mutant Liberation Army! :gun:
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Steve Smith
 
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Post » Tue May 17, 2011 12:35 pm

Yeah, I know Undecaf. But there came so many different races, I would just do with Human, Ghoul and Super Mutant and scrap the rest, but to adapt to all these other ideas, which are basically just altered versions, and trying to work a good solution instead of ignoring it, I made them race traits instead (not subclasses). Basically, you pick them from the trait list along with traits like Night Person and Foureyes, and these specific traits only show up when you pick one of these three races. I admit the V87 trait is a bit dumb, I didn't think it through, but something to do with them being stupid brutes versus the more intelligent west coast ones. Doesn't even have to change skin color. It can just be a perk that turns you into Harry. But yeah, they are Traits since they affect so little, but race-specific since they only show up when you pick the race they are connected with.
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Cody Banks
 
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Post » Tue May 17, 2011 9:40 am

It's just me, but I wouldn't do the subclasses. Not yet at least. It's far easier to come up with substantially different and worthwhile gameplayexperiences with fewer options than instantly start meddling with 10+ possibilities (like with the supermutants, having a vault 87 strain seems a bit useless since, they have no other use than combat and nightkins as elites are already better in every possible way, and besides lowering NK's int to 3 or lower would already kinda change them into dummies waving guns). So, I'd say start simple: human, ghoul, sm, android - the big differences between them, benefits, drawbacks, abilities over each other, etc - then start thinking about how to split them in subclasses if it still feels worthwhile with a balanced set of four main classes. Just a thought.

So cut down to:
* Wastelander
* Android
* Ghoul
* Super Mutant (But which one? Nightkin? V87? 1st gen Mariposa? 2nd gen? A new source?)
* Trog. (I will not let this go I want the [censored] Trogs to finally make a damn appearance in a game and The Pitt can [censored] off IMO stealing their name like that... /rage )

Savage:
And I'd rather not have these race traits.
Why is because if we can select Prime Normal as a race trait then it will most likely "always be a race trait, it will never be a base race.
And since these races all differ from each other very heavily I don't think that a race trait that gives a small change will do the actual race justice.
I want other race traits, but not for a Wastelander to be able to pick Skag, Prime or Slag.
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I’m my own
 
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Post » Tue May 17, 2011 4:31 am

So cut down to:
* Wastelander
* Android
* Ghoul
* Super Mutant (But which one? Nightkin? V87? 1st gen Mariposa? 2nd gen? A new source?)
* Trog. (I will not let this go I want the [censored] Trogs to finally make a damn appearance in a game and The Pitt can [censored] off IMO stealing their name like that... /rage )


The easiest way, I think, to move from there would be to set the "wastelander" (aka, human) as the very basic of the races (like in many other RPGs), with no major inherent bonuses or drawbacks or limitations (like Arcanums human:
Spoiler
"Humans
Humans are the most common race in the world of Arcanum. They make up the majority of the population in the cities. Humans seem to be able to do well at both technology and magick.
Statistics: Humans have no statistical bonuses or penalties"
up to a point).
In effect, setting the average, and deriving the others from that.
SM's would, imo, be most usefull if it offered something akin to Marcus, with the capability of reasoning so it can offer a wider scale of gameplaypossibilities.
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Casey
 
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Post » Tue May 17, 2011 2:51 am

SM's would, imo, be most usefull if it offered something akin to Marcus, with the capability of reasoning so it can offer a wider scale of gameplaypossibilities.

Then unless Bethesda plans to contradict their own canon I don't think we can be SM's in FO4 if it's on the east coast (which it will likely be.)
I mean, how do you change the mutants to be civilized when they in 2277 were completely savage and even ate humans?
If given like "Well they got a new leader and he taught them bla bla bla bla bla" then FO4 would get one of those looooong time skips again and bring us into 2330 something.
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Emily Martell
 
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Post » Tue May 17, 2011 2:03 am

The easiest way, I think, to move from there would be to set the "wastelander" (aka, human) as the very basic of the races (like in many other RPGs), with no major inherent bonuses or drawbacks or limitations (like Arcanums human:
Spoiler
"Humans
Humans are the most common race in the world of Arcanum. They make up the majority of the population in the cities. Humans seem to be able to do well at both technology and magick.
Statistics: Humans have no statistical bonuses or penalties"
up to a point).
In effect, setting the average, and deriving the others from that.
SM's would, imo, be most usefull if it offered something akin to Marcus, with the capability of reasoning so it can offer a wider scale of gameplaypossibilities.


To be honest, I think having wastelanders completely without bonuses would be boring. There is another way, in that you use them for basic stats, but not set them to be 0. Normal can still have a value greater than 0 attached to it. It would also keep some values from going negative.
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Kevin S
 
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Post » Tue May 17, 2011 7:52 am

Then unless Bethesda plans to contradict their own canon I don't think we can be SM's in FO4 if it's on the east coast (which it will likely be.)
I mean, how do you change the mutants to be civilized when they in 2277 were completely savage and even ate humans?
If given like "Well they got a new leader and he taught them bla bla bla bla bla" then FO4 would get one of those looooong time skips again and bring us into 2330 something.


There was Fawkes. Not the shiniest lamp, but more intelligent anyway than the others there. Anyways, I don't really care all that much about the "canon" Beth has set in Fallout 3 (for obvious reasons), so braking that a bit in favor for a better future product wouldn't in my mind cause any major distresses. Explaining a camp of remnants of the Masters army or Broken Hills refugees at a far point of the map should be easy enough. And if they'd use the nodemap (which they, no doubt, won't, but if) they could set the starting point of the game "close enough" the originals' and NV's locations to justify an intelligent SM for the player.

To be honest, I think having wastelanders completely without bonuses would be boring. There is another way, in that you use them for basic stats, but not set them to be 0. Normal can still have a value greater than 0 attached to it. It would also keep some values from going negative.


But no inherent bonuses already comes with a bonus of "no caveats". Every bonus should have a downside. Now, I'm not saying a wastelander shouldn't have bonuses and penalties, but there is two reaosn for my support of this, 1. Not all player want them, they may not consider them worthwhile, and 2. It is easier to for a base for the other classes when there is a solid middle ground between them.

I don't quite get where the zeros are coming from (don't blame me, too little coffee) in this case. The base average of special is 5 on all stats, the skills have a base line based on those fivers. The bonuses and penalties come on top of that.
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Mashystar
 
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Post » Tue May 17, 2011 1:01 am

I think Humans should be the standard race. They suffer no penalties to statistics (Min: 1, Max: 10) and are allowed all perks and traits, but they also don't get anything extra. A Super Mutant on the other hand, maybe wouldn't be allowed to take the Small Frame trait, and might have a minimum Strength of 5 and maximum of 12, while a ghoul, who probably would not be able to take the Heavy Handed trait, would have a minimum Strength of 1 and a maximum of 8.

Only thing humans do better is interacting with other humans. I bet many humans won't like talking too much to Ghouls, or evel less with muties. But a ghoul or a mutie might have it easier with the the ghoul and mutie communities than humans would. Still, there are more human communites.

You could say that Super Mutants are the Offensive race - big muscles and big guns and big clubs.
Ghouls would maybe be a passive race - weak bodies, but maybe sharp minds and they'd be better at passive skills like medicine and repair.
Humans would of course be good all around, but maybe not excel as fast in a certain area like mauling someone to death like a mutie, or being a doctor like a ghoul. Humans would be better at speech, bartering, sneaking and sniping.
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Louise
 
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Post » Tue May 17, 2011 3:55 am

nightkin are way better at sneaking than a human
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Eve Booker
 
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Post » Tue May 17, 2011 1:56 pm

http://www.gamesas.com/index.php?/topic/1174239-the-capital/page__pid__17338522__st__20#entry17338522
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vanuza
 
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Post » Tue May 17, 2011 3:28 am

What I wanna know is why people believe that just because Fallout 3 takes place on the East Coast it makes it non-cannon. And if that is not the reason then why do a lot of people on this site say Fallout 3 broke cannon. Now the First Fallout Game I played was Fallout 3 so please explain.

Also In Fallout 4 they should add in a quest or event that can turn you into a Ghoul
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Budgie
 
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Post » Tue May 17, 2011 3:16 am

What I wanna know is why people believe that just because Fallout 3 takes place on the East Coast it makes it non-cannon. And if that is not the reason then why do a lot of people on this site say Fallout 3 broke cannon. Now the First Fallout Game I played was Fallout 3 so please explain.

Also In Fallout 4 they should add in a quest or event that can turn you into a Ghoul


Those people are called "dinosaurs". Basically, if Fallout 3 had turned out to be the borderline religious experience they expected it to be, they'd still hate the balls out of it simply because it's something to do. Oh, and most of them wanted that crappy "Van Buren" game instead, so that's also a big part of it.

And a "Ghoulification" quest would be pretty awesome, though from what little lore I've seen on them the process seems to take a long time. Could be wrong though.
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Eire Charlotta
 
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Post » Tue May 17, 2011 2:22 am

Those people are called "dinosaurs".
1. Basically, if Fallout 3 had turned out to be the borderline religious experience they expected it to be, they'd still hate the balls out of it simply because it's something to do.

2. Oh, and most of them wanted that crappy "Van Buren" game instead, so that's also a big part of it.

3. And a "Ghoulification" quest would be pretty awesome, though from what little lore I've seen on them the process seems to take a long time. Could be wrong though.


1. Sorry but what the hell are you talking about?

2. Van Buren had far better lore and stayed more true to the originals gameplay, so I don't see how that's "crappy".

3. Excluding Moira it takes a long time to become a ghoul, so a ghoulification quest would be breaking the lore.
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Janette Segura
 
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Post » Tue May 17, 2011 2:52 pm

But no inherent bonuses already comes with a bonus of "no caveats". Every bonus should have a downside. Now, I'm not saying a wastelander shouldn't have bonuses and penalties, but there is two reaosn for my support of this, 1. Not all player want them, they may not consider them worthwhile, and 2. It is easier to for a base for the other classes when there is a solid middle ground between them.

I don't quite get where the zeros are coming from (don't blame me, too little coffee) in this case. The base average of special is 5 on all stats, the skills have a base line based on those fivers. The bonuses and penalties come on top of that.


I think (could be wrong though) we currently have a system where you start out with no base DT/DR. However I think that if you use wastelander as a neutral setting, they should have a base DT/DR, and with that you create the drawback for others to have none or a lower base DT/DR. I think some players may consider a base DT/DR to be a bonus by itself once they spot it.

You can present races in 2 different ways,

You can name the differences from the neutral race, like
[insert race name here]
+skill points
-health
+DR vs x/y/z
-DR vs a/b/c
and so on

Or you can name the base stats of said race, like
[insert race name here]
x skill points
x health
x DR vs a/b/c/x/y/z
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stevie critchley
 
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Post » Tue May 17, 2011 1:08 pm

Don't like the idea of character races. Nope.

Not to sound dinosaurish (I'm a mammal, myself), but Fallout is about humanity. Ghouls, mutants, androids (except in a Commonwealth scenario) and such are part of the terrain. It's about our reaction to them, not becoming one.

There are practical reasons, too. Can you imagine the scripting hoops the devs would have to jump through? All the extra dialogue they'd have to record? It sounds impractical to me.

A spin-off game or DLC designed for the player to play one of the above would be okay, though.

And shoot me now, but it all sounds rather Elder Scrollish. Sorry!
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Jeff Tingler
 
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Post » Tue May 17, 2011 11:14 am

Don't like the idea of character races. Nope.

Not to sound dinosaurish (I'm a mammal, myself), but Fallout is about humanity. Ghouls, mutants, androids (except in a Commonwealth scenario) and such are part of the terrain. It's about our reaction to them, not becoming one.

There are practical reasons, too. Can you imagine the scripting hoops the devs would have to jump through? All the extra dialogue they'd have to record? It sounds impractical to me.

A spin-off game or DLC designed for the player to play one of the above would be okay, though.

And shoot me now, but it all sounds rather Elder Scrollish. Sorry!


Oh, I agree. In general, the PC should remain human for the reasons you stated. But I also can't shake the image of VtMB style classes (think about the gameplaydifferences and possibilities between Malkavians, Nosferatu and... say, Toreador) and how much they could add to the current gameplay, out of my head. With Beth, FO4 is bound to be exploration heavy and story lite/world heavy and writing lite/action heavy and RPG lite, so here's just trying to make something goodish out of the situation. If they equalize their worldbuilding and writing efforts (which would be highly preferable, since so far it seems the writing department isn't doing too well), it - being human and having/causing these reactions - might matter more, but with the current direction, I see well made races more as pathching up the dull gameplay. And I, for one, don't want TES style races/classes, because in TES (at least in the ones I played) it didn't really matter what you picked.

And anyways, in a way, it's fun to tinker around with ideas like these. A good pause in all the ramblings and raging. :P
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Saul C
 
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Post » Tue May 17, 2011 2:54 pm

And anyways, in a way, it's fun to tinker around with ideas like these. A good pause in all the ramblings and raging. :P


Totally understand. Reading the thread, I kept mentally revising everyone's ideas. I don't expect it to be implemented. I wasn't trying to be a pill; I've been enjoying it.

Now where's my playable Securitron, dammit?
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TWITTER.COM
 
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Post » Tue May 17, 2011 4:52 am

What I wanna know is why people believe that just because Fallout 3 takes place on the East Coast it makes it non-cannon. And if that is not the reason then why do a lot of people on this site say Fallout 3 broke cannon. Now the First Fallout Game I played was Fallout 3 so please explain.

Also In Fallout 4 they should add in a quest or event that can turn you into a Ghoul

Perhaps you know try playing the previous games so you know like whats going on?
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Melly Angelic
 
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Post » Tue May 17, 2011 3:31 am

It would be nice if we could use rocks as a weapon...
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Harry Leon
 
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