Fallout 4 Speculations, Suggestions and Ideas

Post » Tue May 17, 2011 7:11 am

Some ideas for music for Fallout 4

I'm No Communist by Carson Robison

Advice to Joe by Roy Acuff

Crawl Out Through The Fallout by Sheldon Allman

My Radiation Baby by George McKelvey

Radioactive Mama by Sheldon Allman (Ghoul theme song? :nod: )

Uranium by The Commodores

Tic, Tic, Tic by Doris Day

Watch World War Three by The Crown City Four

When You See Those Flying Saucers by The Buchanan Brothers (could be useful for the iconic crashed UFO)

IMO Bethesda should seriously consider all of these for Fallout 4.


May I add http://www.youtube.com/watch?v=aHKCPorcBvk&feature=related by Guy Lombardo and The Royal Canadians and http://www.youtube.com/watch?v=TnIpQhDn4Zg#t=0m52s by Russ Conway?




and because I'm slightly mad http://www.youtube.com/watch?v=wioh5qUj7fM
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Siobhan Thompson
 
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Post » Tue May 17, 2011 2:24 pm

May I add http://www.youtube.com/watch?v=aHKCPorcBvk&feature=related by Guy Lombardo and The Royal Canadians and http://www.youtube.com/watch?v=TnIpQhDn4Zg#t=0m52s by Russ Conway?




and because I'm slightly mad http://www.youtube.com/watch?v=wioh5qUj7fM


If they fit the lore, sure!
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Avril Louise
 
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Post » Tue May 17, 2011 6:21 am

Well? Do they fit?





(Well I guess I shouldn't be surprised that the the FBI is being obtuse.)
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Sheila Reyes
 
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Post » Tue May 17, 2011 1:46 pm

Well? Do they fit?





(Well I guess I shouldn't be surprised that the the FBI is being obtuse.)


Don't know about Hoot Mon but the first two are a yes.
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GRAEME
 
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Post » Tue May 17, 2011 9:02 am

Dunno if this has been said but I'm too lazy right now to read through the stuff (so sue me. :P ) but what about:
* If you explode the enemies head then their headgear is destroyed.
* If you shoot off an arm, leg or explode the entire body then the armor is destroyed too.
* If an enemies armor reaches 0 CND then it becomes broken beyond repair, so even if you don't chop off a limb the armor might still be unlootable.

This means that it's best to go for headshots and try to get as little "splatter" as possible.


Makes sense, although maybe some parts could still be used (unless the entire body exploded). To add, ash and goo piles don't wear armor, I've seen armor on them several times in NV. I don't think the piles should have anything on them (except maybe quest items). Maybe armor repair kits could be included. Repair kits can be used on unequipped items as well. Furthermore, in some cases you should still be able to wear destroyed armor. The armor wouldn't protect you, but it still keeps you from walking around naked. You should also be able to craft some armor, like leather.

Some ideas for music for Fallout 4
snip


Would it not be better if you could create your own radio station, using music from your HD?
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Madeleine Rose Walsh
 
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Post » Tue May 17, 2011 6:13 am

Would it not be better if you could create your own radio station, using music from your HD?


You could just put music on outside of the game. I suppose they could include this feature if it takes minimal effort, having a "personal music radio" option in the options menu that will add the signal if you have it ticked. Wouldn't use it personally though.
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Jessica Nash
 
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Post » Tue May 17, 2011 11:04 am

-It should continue the story from Fallout: New Vegas
-There shouldn't be perks every level like in F3. It should be every 3 levels
-200% skill cap should be reimplemented. This ensures you can't be proficient in many skills, but only in a select few. You know, hence the "role-playing" aspect
-No bobbleheads or anything that permanently increases skills by a lot. Books are fine, but should be scarce like in Fallout: New Vegas
-Reuse songs from previous Fallout games like in Fallout: New Vegas
-Bring back the Highwayman, or at least a car to drive
-Ammo should be a lot more scarce
-There shouldn't be so many Vaults in such a small area
-Make V.A.T.S. less overpowered. New Vegas had the right idea, but ideally you should take almost 100% of the damage you would normally take in V.A.T.S.
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Darrell Fawcett
 
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Post » Tue May 17, 2011 4:17 am

Dunno if this has been said but I'm too lazy right now to read through the stuff (so sue me. :P ) but what about:
* If you explode the enemies head then their headgear is destroyed.
* If you shoot off an arm, leg or explode the entire body then the armor is destroyed too.
* If an enemies armor reaches 0 CND then it becomes broken beyond repair, so even if you don't chop off a limb the armor might still be unlootable.

This means that it's best to go for headshots and try to get as little "splatter" as possible.


Good ideas. The same would apply to ash/goo piles as well. If they remain in the game, they must be completely unlootable.
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Rachie Stout
 
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Post » Tue May 17, 2011 8:16 am

What you guys think about slightly ditching fast travle but instead having other forms of "fast" transport like being able to get a ride with a caravan(for a fee, obviously) or on a stray brahmin. How about with a faction group.
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Kim Kay
 
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Post » Tue May 17, 2011 3:46 am

What you guys think about slightly ditching fast travle but instead having other forms of "fast" transport like being able to get a ride with a caravan(for a fee, obviously) or on a stray brahmin. How about with a faction group.


Riding with a caravan sounds good. Not sure about the idea of riding a stray brahmin though. :)

Expanding your idea a bit, lets call them 'Fast Travel checkpoints'. Fast travel is prohibited from any other point - only at these designated checkpoints. They would just be normal map markers that you discover on your travels. I'm thinking about places like the Riverboat Landing, Cottonwood Cove, the abandoned train tunnel to The Pitt etc. But for the purposes of F4, they are only locations that you can use fast travel to any other place in the map.

I think something like this could provide a balance between fast travel being too safe (which it is), and having to trudge the entire length of the map on foot.

But I think it all depends on how the quests are designed. Fallout 3 could have worked with the above system, I think. However, New Vegas would have been unplayable like this, simply because of the nature of the quests.
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Emma louise Wendelk
 
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Post » Tue May 17, 2011 1:10 pm

And another idea - Inventory Management. :thumbsup:

Any hardcoe mode must have a realistic carry limit, both for weapons (is it really possible to carry a Gatling Laser, Minigun and five types of rifle?) and general misc items. Its a post apocalyptic warzone, things should be dangerous, so being able to call upon any weapon for any situation just breaks immersion, for me anyway. Its an RPG, you should carry only weapons that fit your character, not have a Minigun in your back pocket in case of emergencies. Also, earn your caps through quests/stealing/gambling etc, not by lugging three suits of power armour back to a vendor and selling them.

I personally like the grid style inventory management system, like in Resident Evil 4. Here, we are not just concerned about the weight of the item, but also its size. Here's an example - http://www.google.co.uk/imgres?imgurl=http://xbox360media.ign.com/xbox360/image/article/963/963623/re4-inventory_1237334370.jpg&imgrefurl=http://pc.ign.com/articles/963/963687p2.html&usg=__EPRms44cCVCP7kL_66e_LoTyM2o=&h=300&w=400&sz=31&hl=en&start=25&zoom=1&tbnid=i-kei_5PbyoFBM:&tbnh=93&tbnw=124&ei=4V57Tb6pEcyAhQfewbDiBg&prev=/images%3Fq%3Dresident%2Bevil%2B4%2Binventory%26start%3D20%26um%3D1%26hl%3Den%26sa%3DN%26tbs%3Disch:1%26prmd%3Divns&um=1&itbs=1 its about 2/3 of the way down the page.
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Marnesia Steele
 
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Post » Tue May 17, 2011 12:32 am

I personally like the grid style inventory management system, like in Resident Evil 4. Here, we are not just concerned about the weight of the item, but also its size. Here's an example - http://www.google.co.uk/imgres?imgurl=http://xbox360media.ign.com/xbox360/image/article/963/963623/re4-inventory_1237334370.jpg&imgrefurl=http://pc.ign.com/articles/963/963687p2.html&usg=__EPRms44cCVCP7kL_66e_LoTyM2o=&h=300&w=400&sz=31&hl=en&start=25&zoom=1&tbnid=i-kei_5PbyoFBM:&tbnh=93&tbnw=124&ei=4V57Tb6pEcyAhQfewbDiBg&prev=/images%3Fq%3Dresident%2Bevil%2B4%2Binventory%26start%3D20%26um%3D1%26hl%3Den%26sa%3DN%26tbs%3Disch:1%26prmd%3Divns&um=1&itbs=1 its about 2/3 of the way down the page.

Only reason I say "hell no" is because that system was tedious at the PS2.
Don't mind if they change it but if they do it should be better than the current one, not worse.
RE4's system was okay but it's more annoying.
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sara OMAR
 
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Post » Tue May 17, 2011 4:55 am

I'd like to be able to really join factions, and have it actually mean something other than "okay you're with us now go on your merry way", and there is nothing more to it. I want to have the freedom to, for example, start out working for the NCR, then get recruited and enroll as a Trooper, then go onto 1st Recon, then eventually graduate as a Ranger. This means having quests specific to the faction you decided to join, and the unit within the faction that you're with. You could still have the "you can work for us" mercenary type quests, but keep them separate from the faction member quests which would be more of a permanent decision. Could work for any faction. BoS, Talon, Slavers etc.

Add more things like caravan escort missions, body guard details, more defensive quests (raiders that actually raid), definitely way more limited resources to make it a real challenge - it should be extremely difficult to get rich. More NPC's fighting with each other, as individuals and factions. Like randomly have an NPC steal from another and they fight, or an NPC try to steal from you. Things should feel more desperate. Have way more NPC's that can hand you your ass in combat - you can interact with them at low levels but they will own you unless you are a very high level. In the originals there were a lot more people you did not mess with or you were dead, at least until you're ready to handle them, and even when you thought you were there was always a risk. Being at the right level with the right equipment meant something. You shouldn't be able to wipe out a town at level one. I'd like to see a way to knock people out without killing them, stun grenades, sleeping pills, tranquilizer darts. Fast travel randoms is a must. Mods to weapons, armor etc, and not all of them are solely positive. For example, adding a scope to a rifle adds weight.
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NIloufar Emporio
 
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Post » Tue May 17, 2011 7:03 am

Only reason I say "hell no" is because that system was tedious at the PS2.
Don't mind if they change it but if they do it should be better than the current one, not worse.
RE4's system was okay but it's more annoying.


Annoying how? Admittedly you had to swap item places a few times like a jigsaw so that everything you wanted to carry would fit together, but its easy to get used to. Anyway, other than that, I thought the RE4 inventory was quite intuitive. For me, it makes more sense to do it like this, rather than four independent lists for weapons, armour, aid and misc items. But its the sheer amount that you can carry that I would like to see reduced, at least in hardcoe mode. So, RE4's system determines each item by its physical size, rather than the weight value assigned to it.
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Cheryl Rice
 
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Post » Tue May 17, 2011 12:40 pm

Annoying how? Admittedly you had to swap item places a few times like a jigsaw so that everything you wanted to carry would fit together, but its easy to get used to. Anyway, other than that, I thought the RE4 inventory was quite intuitive. For me, it makes more sense to do it like this, rather than four independent lists for weapons, armour, aid and misc items. But its the sheer amount that you can carry that I would like to see reduced, at least in hardcoe mode. So, RE4's system determines each item by its physical size, rather than the weight value assigned to it.

Adding it to Fallout would mean a veeeeery big inventory screen which would be tedious to scroll through, or it would be very small and not have enough space for stuff.
I don't think it's a good system for a Fallout game.
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Sammie LM
 
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Post » Tue May 17, 2011 2:30 am

What you guys think about slightly ditching fast travle but instead having other forms of "fast" transport like being able to get a ride with a caravan(for a fee, obviously) or on a stray brahmin. How about with a faction group.


Fast travel is optional, so no need to get rid of it; your idea of slightly ditching it with alternate methods would be cool.
And to repeat myself, there should be random encounters to discourage over-use.
Also, it might be sort of cool to have a world map, Indiana Jones-style travel line showing our progress.
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Johnny
 
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Post » Mon May 16, 2011 10:57 pm

Adding it to Fallout would mean a veeeeery big inventory screen which would be tedious to scroll through, or it would be very small and not have enough space for stuff.
I don't think it's a good system for a Fallout game.


I think that with the direction Fallout has taken, gridbased and spacelimited (both weight and actual space limits) inventory would be more than a good addition to the game (not necessarily the Resident Evil 4 system, but similiar to Deus Ex and STALKER). It would greatly help the economy of the game in addition to adding a most welcome amount of tension to exploring and general looting. Not to say it couldn't be expandable, though (a perk, for example, or "buying a bigger backpack" from a vendor), but I think it could actually make the game better.
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Mylizards Dot com
 
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Post » Mon May 16, 2011 11:24 pm

Adding it to Fallout would mean a veeeeery big inventory screen which would be tedious to scroll through, or it would be very small and not have enough space for stuff.
I don't think it's a good system for a Fallout game.


That's the whole point, it wouldn't mean a very big inventory screen at all. Its just less space to carry things, but there would be less things to pick up in any case, rather than finding goodies in every metal box and unlooted file cabinet. :thumbsup:

I think that with the direction Fallout has taken, gridbased and spacelimited (both weight and actual space limits) inventory would be more than a good addition to the game (not necessarily the Resident Evil 4 system, but similiar to Deus Ex and STALKER). It would greatly help the economy of the game in addition to adding a most welcome amount of tension to exploring and general looting. Not to say it couldn't be expandable, though (a perk, for example, or "buying a bigger backpack" from a vendor), but I think it could actually make the game better.


Yeah, exactly. I like this idea a lot. I think that exploring the wastes should be dangerous and that you should only carry a reasonable amount for the specific quest you are on. It just doesn't feel right to single handedly carry more military firepower than three Talon mercs combined. :shrug:
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Claire Jackson
 
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Post » Tue May 17, 2011 9:34 am

I think that with the direction Fallout has taken, gridbased and spacelimited (both weight and actual space limits) inventory would be more than a good addition to the game (not necessarily the Resident Evil 4 system, but similiar to Deus Ex and STALKER). It would greatly help the economy of the game in addition to adding a most welcome amount of tension to exploring and general looting. Not to say it couldn't be expandable, though (a perk, for example, or "buying a bigger backpack" from a vendor), but I think it could actually make the game better.

Exactly. I like it. I'd like to buy different backpacks to fit even more, the biggest maybe having an agility penalty. So having 10 Strength you can of course carry alot, but how much can you fit? Just as much as if you had 1 Strength, with the standard inventory. I think it makes sense, because I find out that when I get overweighted, I discover I've picked up loads of weapons and armors. Where can I fit all that? Sure, I can be strong enough to carry 6 weapons that I frequently use + 8 others that I don't + 3 sets of extra armor + 7 outfits used to repair the one I wear + loads of other random items.
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Quick Draw III
 
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Post » Tue May 17, 2011 10:13 am

Yeah, exactly. I like this idea a lot. I think that exploring the wastes should be dangerous and that you should only carry a reasonable amount for the specific quest you are on. It just doesn't feel right to single handedly carry more military firepower than three Talon mercs combined. :shrug:
Exactly. I like it. I'd like to buy different backpacks to fit even more, the biggest maybe having an agility penalty. So having 10 Strength you can of course carry alot, but how much can you fit? Just as much as if you had 1 Strength, with the standard inventory. I think it makes sense, because I find out that when I get overweighted, I discover I've picked up loads of weapons and armors. Where can I fit all that? Sure, I can be strong enough to carry 6 weapons that I frequently use + 8 others that I don't + 3 sets of extra armor + 7 outfits used to repair the one I wear + loads of other random items.


Yeah. Make the player think his trips in advance and also think about what to pick up and what to drop if something that's found doesn't fit in ones inventory. It would be kinda cool to notice at some point, that I have my pockets full of "phat l00t" and then I find a power armor which I can't yet wear and which takes the majority of my inventoryspace (which I'm yet to expanded in any way)... Should I drop (and lose for good) my other stuff in order to get this thing or not? What's more valuable to my style of playing and my character?

Now, I do think there could be a size and condition based stacking ability (so and so amount of certain ammo/small items and from there upwards with ever dimishing stacks the bigger the item is, like 1-5 pistols and similiar items, 1-3 rifles etc, 1 PA or any "big" item - and stuff along those lines) within reasonable limits.
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Jeff Tingler
 
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Post » Tue May 17, 2011 7:03 am

why is there no zoo in fallout

does any one know
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Robert Jackson
 
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Post » Tue May 17, 2011 2:08 pm

Fast travel is optional, so no need to get rid of it; your idea of slightly ditching it with alternate methods would be cool.
And to repeat myself, there should be random encounters to discourage over-use.
Also, it might be sort of cool to have a world map, Indiana Jones-style travel line showing our progress.


(Hey, there is an idea, Good one! :yes: Random Encounters while Fast Traveling, that would be good, and make sure they are level scaled as well, so you do not get a Rad Roach when your level 25. Makes Sandbox maps all that more appealing to me, Thanks Al D.) :thumbsup:
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James Smart
 
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Post » Tue May 17, 2011 3:52 am

(Hey, there is an idea, Good one! :yes: Random Encounters while Fast Traveling, that would be good, and make sure they are level scaled as well, so you do not get a Rad Roach when your level 25. Makes Sandbox maps all that more appealing to me, Thanks Al D.) :thumbsup:

Nodes did it better :whistling:
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Kat Stewart
 
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Post » Tue May 17, 2011 6:59 am

i like the idea of not being able to carry a bunch of weapons for me i would like to only have 1 combat knife 1 pistol like 9mm and assault rifle or carbin and 5 grenades and possible a small shootgun like the lever action shootgun a back pack to carry a few 100 rounds for each weapon. and im tyierd of shooting a guy in the haed 3 times in the head with a pistol cuz im prity sure that one shoot to the head means YOUR DEAD and also i like the idea of actually becoming a trooper in the NCR and fighting battles and i think they should be included
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Tom Flanagan
 
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Post » Tue May 17, 2011 12:32 pm

Nodes did it better :whistling:


(That's your opinion. Besides, i saw that comparison map, and IMHO call Bogus on it. For one, The sandbox maps were not proportioned to actual miles and distance in real life or scaled to a map of the actual areas. Two, we have no comparison of Southern California and Northern California/Nevada In Sandbox mode to compare to to make the same interpretation, so comparing the nodes of FO and FO2 to the Sandboxes of FO3 and FO:NV is Biased as there is no Node maps of DC and The Mojave. Three, fitting a Sandbox map into a node map will result in unequal distances obviously because see point one and and point two, not to mention the technology used in the Node Maps compared was eleven to twelve years old vs two years old, not to say any of the games cannot stand on their own, or are obsolete.

My point is, debating about Node maps is nice and dandy, but seriously, i would like a compromise, but i doubt it will happen, so i have to go with Sandboxes, Nodes worked in FO and FO2, but they will not work anymore, i wish they could, but it's not possible in this day and age in the world of FPS/RPG's. Wishing for Talon Company, this Knight Sergeant(yes, i got my first star, so i feel i deserve a promotion) will support you to hell and back, but when it comes to map nodes, unless there the next game is going to be offered as a optional system, and i mean optional, then i am on the Sandbox side, as i like exploration and random wandering encounters like that, it means a lot more to me in the end.)
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jess hughes
 
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