Fallout 4 Speculations, Suggestions and Ideas

Post » Tue May 17, 2011 7:12 am

Fallout 4: Speculation & Suggestions
Thread #16
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/
http://www.gamesas.com/index.php?/topic/1164088-fallout-4-speculations-and-suggestions/
http://www.gamesas.com/index.php?/topic/1167677-fallout-4-speculations-and-suggestions/
http://www.gamesas.com/index.php?/topic/1170927-fallout-4-speculations-and-suggestions/
User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Tue May 17, 2011 8:05 am

:shifty:

Spoiler
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 (Only if gambling minigames are removed)
14. Chemistry (Primarily crafting but has other uses too.)
15. Mechanics (cosmetic change from Repair (Includes some aspect of Science as well))

16. Pilot (Only if Vehicles are present.)
17. Electronics
18. Medicine

19. Survival
20. Outdoorsman (Only if a map node system is in place with world travel)
21. Hacking
22. Lockpicking

23. Steal (Only if they expand on the amount of items to be stolen so it can finally be viable to steal something.)
24. Sneak
25. Traps (Only if there is a good amount of traps and we can craft and use our own.)

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. Spears go in this skill too, they function completely different but again, the skill list is already long, better to just throw them in here. Thrown spears on the other hand are governed by the Throwing skill.

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. )

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.
Collected the info

Another use for Electronics is of course quest specifics.
Example, you want to infiltrate an okay tech base of a faction, with electronics you know how to work the wires and can cut the power, disabling all equipment in there that is supported by electricity. (Computers, turrets, electronic locks, et cetera)
You can of course turn the power back on after you're done.

Another example.
There is a pretty awesome mounted gun (Think Howitzer Cannon but more high tech) that a faction has, by rewiring the cables you can make this thing stop working, you can set up a trap and make it so that this thing overloads in power and blows up, or you can use it as an alternative to firing the thing.

Yknow, quest specifics.

And as other have said: Crafting energy ammo, electronic lockpicks and other electricity powered items.


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.


If Lyons Brotherhood is in FO4 then rename them to something "other" than BOS, like Lyons Brotherhood or The Guardians or whatever. Cause they are NOT the Brotherhood anymore, they're a rouge faction that's helping people in PA, no reason to slap a BOS stick on them again.
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. No raider should just be there for the sake of just being there.
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.

Start out with:
* Wastelander > Prime Normal (race trait)
* Super Mutant > Nightkin (race trait)
* Android
* Ghoul
* Trog

Android (UnDeCafIndeed + Gabriel)
Pro's
- Base HP (before endurance effect) x1.5
- Double effects from endurance
- +1 to Str, End and Per (changed my mind with the perception)
- +5 initial DT
- Does not require SLP/FOD/H2O
- +2 to detecting enemies on radar (10 real PER = 12 PER for the detecting enemies)
- Unique perks exclusive to Androids
- Immune to radiation and poison

Con's
- Base skillpoint gain halved (if the formula is 10+(intx0.5), it would be 5+(intx0.5) for androids)
- Perks one level later than others (if normal rate is 1:2, for android it'd be 1:3)
- -2 to max int and cha
- When lit on fire, it lasts twice aslong as with others, though fire does not do more damage than normally
- Does require ENRG and SYN
- Pulse or Tesla or Shock weapons inflict twice as much damage on Androids.
- Harder to heal oneself due to very expensive mechanics NPC's and expensive healing items.
- Harder to find healing supplies, those one does find (scrap metal/electronics) does very little to heal oneself
- Very reliant on Electronics and Mechanics which means Android players might have a slightly/heavily limited amount of skills.



Wastelander
Pro's
* Bonus to initial reaction from humans.

Con's
* Initial reaction from mutants and ghouls halved.

Wastelanders have no greater pro's nor con's over the other races, they are the default race, basically, they are the SPECIAL 5.5.5.5.5.5.5.
The race with the most freedom but also with the least bonuses and penalties.

Prime Normal trait tweaks:
Pro's
* +1 INT
* +1 CHA
* Persuasion, Deception, Barter, Electronics, Mechanics and hacking gain x1.5 (This meanas that with this race trait and the normal trait Good Natured you can get a massive head start on support skills with the extreme drawback to combat skills.)

Con's
* Endurance effects with +% to rad and poison resistance is halved.
* All combat skills are decreased by x1.5



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.
* +10% damage resistance against laser, explosives, bullets and fire.

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.

Nightkin trait tweaks: (Sebor13 + Gabriel)
Pro's
* Stealthboys last twice as long and can be used two times before depletion. (Perk later on can allow to recharge depleted stealthboys.)
* Have a greater chance to find stealthboys in random container spawns.
* x2.0 sneak. (If base sneak with tagged is 30 then it becomes 60)
* +1 min AGI

Con's
* health is x1.5
* +3 to min STR
* -2 CHA for super mutant NPC's. (Due to the schizophrenia.)
* You occasionally hear whispers and enemy voices and can see random red dots pop up on the compass while there is nothing there. (Craziness.)
* Friendly NPC's can also show up as hostile dots on the radar.



Ghoul (UnDeCafIndeed + Gabriel)
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.)
* 100% radiation resistance.
* Radiation heals over time (slowly). (Both health and crippled limbs.)
* 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).
* Bonus to initial reaction for non-feral ghouls, neutral/friendly SM's and human ghoulsympathisers (excluding characters with set mindsets).

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. )
* -2 to max Endurance.
* 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.



Troglodyte
Pro's
* +7 DT (due to their thick skin
* Sees better in dark areas
* x1.5 to Traps, Survival skills
* x1.5 to base health
* +2 to min END
* x3.0 to END effects. (Radiation and poison resistance.)
* Gain no penalties to any races initial reactions, Trogs are neutral with all other races. (Ferals and krazies can still attack them but are not "as" likely to do so.)

Con's
* Takes longer time to adjust to bright areas when leaving a dark area
* -2 to max ITN
* -2 to max CHA
* -2 to max AGI
* Gains no bonuses to initial reactions.




For Fallout 4 and hopefully future games, have more animals, I'm not talking about mirelurks or deathclaws but actual animals.
Like, we know Horses and Cats went bye bye, but sheep? Snakes? Squirrels? Hen?
Please include more of that if not for lore then at least for flavor.
They don't "have" to have a horrid mutation to them.


More faction quests, not just one long quest for a faction, have several quests for different members at different areas, and have patrols of each faction spawn in tons of areas.
There should be more ways to gain +rep or -rep.
Like, say there is a Talon Company squad fighting a gang of Hill Watchmen, if you interfere the battle and help Talon Company out then you'll earn some +rep while earning some -rep for the Hill Watchmen.


You know how human characters have their sliders to personify each character?
Even if we can't use it I really hope that Ghouls, both normal and feral, Super Mutants, Trogs, Skags and other human mutations all have their own sliders and that every time we meet a generic one of those their slider settings are randomized.
I'm really annoyed about all mutants looking the same, especially super mutants and feral ghouls.
So instead of set models have their own slider system which is randomized for each generic mutant.
Named mutants should have pre-set face's which are built "outside" of the slider system, like Rotface or Marcus were in New Vegas.
And have normal ghouls look like actual ghouls and not burn victims.


Three of the most major things with FO4:

* Writing

Make sure that characters are well written and feel like real people with realistic dialogue that isn't forced and give them all some kind of uniqueness to them, be it a tattoo or a different hair type to unique voice or skin tone.
Make sure that the dialogue has more than just good response, neutral response, and evil response.
Would also be nice to have more options in dialogue like sarcastic remarks or respectful dialogue, just dialogue bits that further allow us to define the characters role.
Make damn sure that you don't do another [censored] Tenpenny Tower, make settlements, towns, cities, outposts and camps have coherent writing, have them make sense.
Follow the damn lore this time, don't make silly exceptions, try to maybe "bend" the lore a tiny bit but NEVER break it completely.

Write a functioning economy that is understandable without plot holes.
Some major points:
If there is drugs in the game then I wanna know where they come from.
If there is food in the game then I wanna know where it comes from.
If there is ammo in the game then I wanna know where it comes from.
If there is high tech crap in the game then I wanna know where it comes from.
Make damn sure to explain these points, I'm not asking for a book of text, but just a note in a shop that has a inventory manifest and one that explains that they trade X for Y with Z.

Just don't make the same mistake you did with FO3.
And if you can't do this writing for some reason then ask some of Obsidians staff to work alongside you.

* Exploration

Map node system with exploration please.
Crude example of how I mean: http://img231.imageshack.us/img231/4297/falloutmap.jpg

I would sincerely love to have a map node system but I'm not going to hold my breath.
At least make settlements, towns, cities, outposts and camps have realistic sizes and have the citizens all have some kind of work to do.
I hated how in Megaton there is like 20 people who just sit around all day picking their nose.
Have a good amount of dungeons but not too many, don't force us to attack something every damn 30 meters like in FO3.
Have lots of hidden goodies around the wasteland but remember to keep it balanced.
When in a dungeon allow us to use our skills more instead of just the usual combat skill and sneak skill.
Have a room where there's water on the floor with some enemies on it, and with a good electronics skill you can shift the power to another direction, frying everyone who is in the water.
Stuff like that.

* Balance

More skills, not less, more, less is not more, more is more, and have them all be balanced.
Follow a 1:1 2:1 3:1 skill distribution with a cap at 200%.
No hard skill requirements, the 200% cap does not mean you "have to" have 200% in order to use it to the maximum.
You can unlock VH locks just fine with 120%, the rest just increases the proficiency with it, so at 200% you can force lock VH locks at 90%.
Actually, get rid of the lockpick minigame and have it work with dicerolls.
For an avarage build, do not let us max out more than around 4 to 6 skills. (200% = maxed out)
That way, if one wants to they could go for 9 skills and have them all at 110%, but that means jack of most trades, master of none.
High level perks should require 130%+ for skills.
Tagged skills follow 1:2 1:1 2:1 skill distribution.
If the level cap is at 50 or 60 then it should be a perk every third level. (And bring back the damn Skilled trait!)

Ah, that's it for now.


User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Tue May 17, 2011 12:27 am

Well [censored]... It's been 3 threads already. :P

Do not open:
Spoiler

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.

Skillcap would remain at 100, but the cost to raise them would rise as follows: 1-50 1:1, 51-75 2:1, 76-100 3:1, the point being, the better you get the more difficult it is to get even better - this would make a maxed skill equal to skillcap of 175. Also, the gaps between skills would be raised:

How it is now (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level):
Spoiler
z=n+(y+150)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 350 - 550
4 - 500 - 1,050
5 - 650 - 1,700
6 - 800 - 2,500
7 - 950 - 3,450
8 - 1100 - 4,550
9 - 1250 - 5,800
10 - 1400 - 7,200
11 - 1550 - 8,750
12 - 1700 - 10,450
13 - 1850 - 12,300
14 - 2000 - 14,300
15 - 2150 - 16,450
16 - 2300 - 18,750
17 - 2450 - 21,200
18 - 2600 - 23,800
19 - 2750 - 26,550
20 - 2900 - 29,450
21 - 3050 - 32,500
22 - 3200 - 35,700
23 - 3350 - 39,050
24 - 3500 - 42,550
25 - 3650 - 46,200
26 - 3800 - 50,000
27 - 3950 - 53,950
28 - 4100 - 58,050
29 - 4250 - 62,300
30 - 4400 - 66,700


How it should be (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level) for example:
Spoiler
z=n+(y+200)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 400 - 600
4 - 600 - 1,200
5 - 800 - 2,000
6 - 1000 - 3,000
7 - 1200 - 4,200
8 - 1400 - 5,600
9 - 1600 - 7,200
10 - 1800 - 9,000
11 - 2000 - 11,000
12 - 2200 - 13,200
13 - 2400 - 15,600
14 - 2600 - 18,200
15 - 2800 - 21,000
16 - 3000 - 24,000
17 - 3200 - 27,200
18 - 3400 - 30,600
19 - 3600 - 34,200
20 - 3800 - 38,000
21 - 4000 - 42,000
22 - 4200 - 46,200
23 - 4400 - 50,600
24 - 4600 - 55,200
25 - 4800 - 60,000
26 - 5000 - 65,000
27 - 5200 - 70,200
28 - 5400 - 75,400
29 - 5600 - 81,000
30 - 5800 - 86,800
31 - 6000 - 92,800
...and so on up to, say 50

The formula I made may not be correct, but the point remains.


Map and Travelling:


A return to the classic worldmap system (with some tweaks to make it look more... erm, "modern"). The actual FPP/TPP playground area would be roughly about 2x 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).


TL;DR?

Make the game lean less towards the TES style of gameplay - find a better middleground in between - to create a greater diversity between the two franchises.

User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Tue May 17, 2011 6:43 am

on my PS3 it wont let me open the spoiler thing so could you tell me what it is
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Rachyroo
 
Posts: 3415
Joined: Tue Jun 20, 2006 11:23 pm

Post » Tue May 17, 2011 7:37 am

I would suggest stuff, but by now I feel its redundant, in fact, it will be redundant to say these threads are redundant by the time thread 17 rolls round seeing how I would have pointed it out twice...

http://www.weirduniverse.net/blog/permalink/albert_bacon_pratts_helmet_gun/.
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Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Tue May 17, 2011 8:53 am

I would like Talon Company to be in Fallout 4, but not like they were in Fallout 3, I want it to be like the factions of New Vegas, with interaction and reputation. My logic is that, in a post-nuclear world like Fallout, an entity like the Talon Company would flourish into tremendous presence, even more so in areas where no large factions had developed to create order. I mean, the Talon Company is a perfect example of the perfect post-apocolyptic business model, a moderatly sized, well-equiped paramilitary force that would be deployed at the word and monetary expense of wealthy people or groups to vy for power. I dont understand how there are no other factions like them, the Talon Company should be in Fallout 4, it fits well in the setting and, frankly, the poor usage of a faction with such potential in Fallout 3 left a bad taste in my mouth, and, seeing how very well Obsidian did with factions in Fallout: New Vegas, really fleshing them out with backgrounds and interactions, I have no doubt that, if Bethesda takes some pointers from New Vegas's handling of factions, they could be a great faction in Fallout 4.

Talon Company

Talon Company is an equal opportunity employer. Talon Company is a mercenary group who has almost no restrictions on contracts, making it one of the most effective, and therefore wealthiest and best equipped, mercenary group known to exist in the wasteland, it's Regional HQ's are usually pre-war military installations, and the technical department of Talon Company is known for achieving great technological discoveries, such as the activation of Highwater Trousers. The basic Talon Mercenary is equipped with a suit of Talon Company Combat Armor, a 5.56mm R91 Urban Assault Rifle, and a Combat Knife or Police Baton, mercenaries are allowed to use their pay to purchase other weapons from any Talon Company Armory, weapons available range from the 5.56mm Type-87 Chinese Assault Rifle to the AER9 Laser Rifle to the feared Missile Launcher.

Mercenaries that prove their mettle in battle stand a chance to be promoted to Squad Leader rank and given Reinforced Talon Company Combat Armor Mk. 1 and will be in charge of a squad of 5 basic Talon Mercenaries. Another great charactaristic of the Talon Company is its orginazation, 5 Mercs and a Squad Leader make up a squad, 5 squads are led by a Talon Company Veteran Mercenary, whom wear Reinforced Talon Company Combat Armor Mk. 2 with a stylish duster, and all Veteran Mercenaries report to their respective Regional Commander. An added benefit of being a part of the Talon Company is that the Company will pay off any bounty (up to 10000 caps) for a mercenary that proves that they are loyal and can pass the recruitment tests. The training process is specially administered to weed out the weak and instill loyalty in the strong, bringing out the best in your character, defeating the worst of it. Many rumors float about, saying that the Company is "evil" or "full of maniacs", this is simply not the case, the Talon Company just doesn't pass moral judgment on those who would wish to emply Talon Mercenaries, and who needs to bog down good business with morals in the wasteland? Dispite the rumors, Talon Company does in no way practice sixual discrimination, mercenary applicants are accepted from all walks of life if they can prove themselves.

Thanks to the BoS-Enclave War, Talon Company has come into possession of a large amount of Enclave equipment and have captured some researchers, you can bet we shot those fascists! But other than the killing of those that wanted to kill all of your friends and family, the experience has also created a new rank in the Talon Company, an alternative to becoming a Squad Leader, the Talon Company Shocktrooper wears specially customized Talon Company Advanced Power Armor Mk. 2 and comes equipped with a Minigun, Gatling Laser, or Heavy Incinerator!

The Talon Company has from then gained strength, called for an end to hostilities with the BoS, and is focusing on fighting the Super Mutants, once again fighting those who would kill your friends, pets, neighbors, and all of your family.

Join Talon Company, it's exciting, worthwhile, enriching (both in experience and monetarily), and the best way to truly broaden your horizon!

Any person who wishes to join Talon Company only has to speak to your local Talon Company representative, from them you can negotiate on the purchase of mercenary contracts, or speak to them about joining Talon Company.

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Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Tue May 17, 2011 7:54 am

Have armor not lootable on death. The reason behind this is to make armor more valuable, powerful, and not wreck game balance or item progression.

Also, give armor both DT and DR, and have them vary for different damage types. For instance:

Leather Armor

Normal: DT 4 DR %20
Laser: DT 0 DR %0
Plasma: DT 0 DR %0

T51-b Power Armor

Normal: DT 8 DR %50
Laser: DT 6 DR %70
Plasma: DT 6 DR %40

And so on.

Also, get rid of the %80 damage absorbed if the damage is lower than DT.
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Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Tue May 17, 2011 10:24 am

Have armor not lootable on death. The reason behind this is to make armor more valuable, powerful, and not wreck game balance or item progression.

Also, give armor both DT and DR, and have them vary for different damage types. For instance:

Leather Armor

Normal: DT 4 DR %20
Laser: DT 0 DR %0
Plasma: DT 0 DR %0

T51-b Power Armor

Normal: DT 8 DR %50
Laser: DT 6 DR %70
Plasma: DT 6 DR %40

And so on.

Also, get rid of the %80 damage absorbed if the damage is lower than DT.

Actually, in the originals, there was a chance that armor would be lootable, this was more likely with armor like Leather Jackets and impossible with armor like Power Armor.
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Cartoon
 
Posts: 3350
Joined: Mon Jun 25, 2007 4:31 pm

Post » Tue May 17, 2011 1:46 pm

Have armor not lootable on death. The reason behind this is to make armor more valuable, powerful, and not wreck game balance or item progression.

Also, give armor both DT and DR, and have them vary for different damage types. For instance:

Leather Armor

Normal: DT 4 DR %20
Laser: DT 0 DR %0
Plasma: DT 0 DR %0

T51-b Power Armor

Normal: DT 8 DR %50
Laser: DT 6 DR %70
Plasma: DT 6 DR %40

And so on.

Also, get rid of the %80 damage absorbed if the damage is lower than DT.


I think thats a pretty cool idea maybe you can make armour combinations that has hidden status boost or weapon damage recievers .
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Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Tue May 17, 2011 7:05 am

Actually, in the originals, there was a chance that armor would be lootable, this was more likely with armor like Leather Jackets and impossible with armor like Power Armor.


That was only in Fallout, Fallout 2 didn't have lootable armor anymore.

And I agree with Shadowhuntt60. With DT/DR addition (infact, I'd try to even figure out how to implement AC to the game so that it'd be worthwhile and sensible in RT gameplay --which the next Fallout will be--), and that armor should be nonlootable to make it more valuable and rewrding element in the game.
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Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Tue May 17, 2011 4:24 am

(I thought i would repeat myself as well, though Gabriel and i were having a good discussion on the need for Karma and what skills we need....

Now that i had some time to think on this, I think i can say as a Fan who has played all four of the major games.......That nothing major should be changed really, except for bigger sandbox exploration maps like in Fallout 3 that are actually post apocalyptic, keep the modded weapons and variety of weapons and armor like in New Vegas, keep working on the AI's of the Companions, make all the companions enjoyable instead of this 50 percent enjoyable 50 percent i want to leave them alone, Work on the Story more, not so linear in the beginning like in Vegas, but not as Singular as Fallout 3. Have in Factions like the Brotherhood of Steel(it is time for them to have a major appearance again, last game was minor) Talon company, or other colorful factions such as so, the Karma scale as that is very enjoyable, S.P.E.C.I.A.L., V.A.T.S., the same set of skills as in Vegas if not tweaked out more if possible, Real time combat was fun as it kept my reflexes up and relieved a lot of stress for me, and in a environment that is NOT the west coast or anywhere west of Texas, Oklahoma, Kansas, Nebraska, or the Dakotas, as i am sick of having games in those areas(but Hawaii and Alaska are fine). Add crafted weapons similar to what was in Fallout 3 because i miss the Poison dart gun(needed tweaking), Steam Railroad spike gun, and others, but at the same time, i like the reload and crafting benches in New Vegas as well.

If i have more to add, i will add it, but that is good enough for now.


i'll add more later, when i get some caffeine into my system.)
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Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Tue May 17, 2011 11:28 am

Game Mechanics:

I'll leave game mechanics to those better inclined, except to call for a more meaningful application of the PC's Skill/SPECIAL/Perk/Trait set to real time situations and VATS/TB. In other words, a first level character with a 20 in Guns really shouldn't hit a charging enemy as often as they do in real time, nor should they have a 95% chance at a head shot. Not calling for a removal of Player skill, just a mild nudge toward greater compliance with the Character Sheet.

The Toon:

I'd like to see more care taken with the character animation. Actual climbing, running, taking cover, etc, should be more dynamic in 3rd person view. Most of the game will be spent outside of combat -- exploring, crafting, holding conversations, etc. The character we see on the screen should move and behave less stiffly then we have seen so far.

I would like to hear what my character is saying. Yes, it would be a monstrous job for a voice artist and may not be technically feasible. But a choice of two or three male or female voices (and an option for none) would add entertainment to the game. Some of the courier's responses are funny; wouldn't it be cool to hear them?

The Environment:

The game should not shy away from environmental dangers when appropriate.

A weather system would be welcome. Excessive heat and cold should have negative effects (negated by perks, clothing, chems).

Old buildings, tunnels and other explorable areas should should be dangerous -- radiation, gas leaks, structural decay and exposed power sources should present the character with an additional level of challenge. Perks and Skills (Urban Survival?) should be used to regulate and negate the dangers.

More care should be taken with the placement and disposition of loot. The developers should ask themselves whether treasure is untouched prewar goodies or a cache of recently manufactured items; the effectiveness and condition of items should reflect this. Examples: A prewar weapon sitting for 200 years should be in very bad condition; 200 year old ammo can be broken down for lead and casings but otherwise useless; 200 year old chems should have reduced, random or no effects. A raider cache may contain chems, weapons, etc of recent manufacture and be immediately useful. An explanation of why a very old item is useful (maybe those first aid and ammo boxes use some preservative technology?) would be welcome.

In general, the last two games have been excessively generous with loot. Chems, ammo, weapons and armor should be rare and won at a price. At higher levels, to reflect player accomplishment, items will be more available through crafting, barter (would you sell your Stims?) and the greater ability to penetrate previously locked or dangerous areas. Loot level could be an option, perhaps, like combat difficulty.

Fast Travel is too safe. There should be a chance of random encounters.

That's enough for now.
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Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm

Post » Tue May 17, 2011 8:59 am

Fast Travel is too safe. There should be a chance of random encounters.


I agree.
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GPMG
 
Posts: 3507
Joined: Sat Sep 15, 2007 10:55 am

Post » Tue May 17, 2011 2:41 am

That was only in Fallout, Fallout 2 didn't have lootable armor anymore.

And I agree with Shadowhuntt60. With DT/DR addition (infact, I'd try to even figure out how to implement AC to the game so that it'd be worthwhile and sensible in RT gameplay --which the next Fallout will be--), and that armor should be nonlootable to make it more valuable and rewrding element in the game.


I'm not so sure about making armor completely non-lootable. The fact is that it still degrades, something it didn't do in the originals. It could be much rarer though and in very bad condition (you probably destroyed a large part of the armor in your attempt to kill the guy inside). DT and DR together would be an improvement, and weapons should do no damage if they can't penetrate the armor (so get rid of the 20% always goes through). To balance this out, some weapons may need a higher dam, and DT values should be lower than they were in New Vegas (reinforced leather armor DT 10 vs gatling laser DMG 7, than again the minigun does 12 DMG). As far as DR goes, you just shouldn't be able to reach 100% (the actual number being a lot lower) regardless of what you do.

@Al D
I think weather would be more appropriate if included in HC mode. I also don't want to turn Fallout into a dungeon crawler, so at least make them optional. And, I just hate irradiated dungeons to the point I just skip them unless there's something in there that I really want (no main quest items though).

Apart from that, if the variety of guns goes up (especially including foreign designs), I don't want to see even more ammo types. This can be solved by renaming the ammo to more general names, like an intermediate cartridge (5.56) and a full power cartridge (7.62). A similar approach can be used for revolvers/cowboy rifles and for pistols/smgs, using large medium and small sized ammo. Weapons using a full power cartridge would have a substantially higher DMG, but also require a lot more skill and strength to use properly. The penalties for not having the required skill would have to be much higher than the bonus you'd get from having surplus skill.
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Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Tue May 17, 2011 6:39 am

I was thinking about the tribes idea, so I had this idea in mind, now I am not sure if people will agree with me or not lol.
but here it is:
How about you let the player to make his own tribe, own village, and people join it?
When the player have his own tribe, he can start to build it, of course building it means people come in and settling in it. By the you can start your own shops, you can improve the village to become better than others.
After forming the village you can start forming soldiers, the player decides weather he wants to be good or bad (example, you can form an alliance with the Caesar or the NCR or both if you are smart enough to do it.)
You can later on invade other villages and capture them or raze them.

thats my idea I am not sure if it is actually a good one or a bad one XD
but when playing fallout, I feel like the characters cant really be a real hero, I mean he becomes popular and all, but I still dont feel the.... power? of the player, he stays a simple man with nearly the same gun for most of the game XD
so awaiting replies from you guys about this :)

thanks.
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Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

Post » Tue May 17, 2011 9:55 am

It's basically create a town except replace town with tribe.
I don't like it, but that's just me I guess.
I just don't think it will be fleshed out enough to be worth the time of the developers.
Besides, I think Fallout is about a mysterious stranger from out of town coming in to help or screw people over.
Wouldn't make much sense for that formula if the character could plant roots and play regular life with people.
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leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Tue May 17, 2011 9:55 am

It's basically create a town except replace town with tribe.
I don't like it, but that's just me I guess.
I just don't think it will be fleshed out enough to be worth the time of the developers.
Besides, I think Fallout is about a mysterious stranger from out of town coming in to help or screw people over.
Wouldn't make much sense for that formula if the character could plant roots and play regular life with people.


It's not just you, and while I'd like to own a farm, a town/tribe would be too much for me. At least as far as the RPG games go. It would be possible in a Stronghold/CivCity like setting. They're both mostly castle/city builders, with some military action involved. Not sure if Firefly has anything going after Stronghold 3.
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Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Tue May 17, 2011 12:21 pm

I was thinking about the tribes idea, so I had this idea in mind, now I am not sure if people will agree with me or not lol.
but here it is:
How about you let the player to make his own tribe, own village, and people join it?
When the player have his own tribe, he can start to build it, of course building it means people come in and settling in it. By the you can start your own shops, you can improve the village to become better than others.
After forming the village you can start forming soldiers, the player decides weather he wants to be good or bad (example, you can form an alliance with the Caesar or the NCR or both if you are smart enough to do it.)
You can later on invade other villages and capture them or raze them.

thats my idea I am not sure if it is actually a good one or a bad one XD
but when playing fallout, I feel like the characters cant really be a real hero, I mean he becomes popular and all, but I still dont feel the.... power? of the player, he stays a simple man with nearly the same gun for most of the game XD
so awaiting replies from you guys about this :)

thanks.


Did you read my thread? It was posted before you posted this idea.

http://www.gamesas.com/index.php?/topic/1172817-fallout-factions/


Future version of Fallout.

I was playing Fallout New Vegas the other day, and was thinking of the factions that were addded to the game.
I know it's nothing new, but for new players it is, such as myslef with being introduced to the series from Fallout 3.
[(Off Topic) One of the things I don't get was Rex, or ED-E would not store faction armor, because it was of a faction. But Rex was at one time
a Legion Dog, based on the markings it has, and the comments it gets around Legion. I only bring this up because I could reverse pick pocket
faction armor on NPC's, and they will wear it without consequence.]
(On Topic) Maybe in the next Fallout game you could have a new faction based on the player (Lone wander, Couier, Etc.) itself. Where we had the option of
helping other factions, or we could go independent (not Yes man independent). The player could start recruting NPC's to our side, and can claim territory for our own.
The thing is other factions will take notice, and will press you by killing people who support you (In your towns of course), and if you are not there to defend you have a chance
you can lose that territory for not defending it when attacked. You have to run the town, city (not micro manging) by supply weapons, armor, money (caps) to help in the defence, and
offensive aspect. I am not saying you have to be there everytime it gets attacked, but if you are there your chance of holding on the area are improved, and you have a perk that helps
out the NPC's in fighting by being there. I would also like to see these town/city/territoires have benifits, such as overtaking a town that does well in science gives you a bonus to science, but the town
lacks military might, so you would have to be there to protect them more often, then a town that deals with explosives. If you claim an explosive (grenades, landmines) they give a bonus to explosives, and they
can pretty much defend themsleves when attacked, but claming the town might not be easy to claim it in the first place. Now while you can do all this, your not forced to claim any towns, and you could always help another
faction that has your ideals, maybe even if you did go your own route, you could still win the support of other factions by helping them, and in turn they leave your towns alone. I know it will
require more thought to get the mechanics of it to work right, and mainly the people attacking will be raiders, or fiends, etc.. But I think it would add a new eganing feature aspect to the game.

While I very much enjoyed the story of Fallout 3, being raised in the vault, leaving the vault to find your dad, there was a sence of being the character at hand, you got some of the back story of being born Rivet City, left the area
being escorted by the Brotherhood, to Megaton, and from there entered the vault. We got a little back drop on the character, being able to play a little of the teen years, before we had to go out into the world, and see what the world has
become. I think that was what made me love Fallout 3 so much. While Fallout New Vegas is still entertaing, and fun to play, I feel it's missing something, and I think it has to do with not knowing the past of my character. You pretty much
just pick up after he gets shot in the head, and gets fixed up, to find who it was that did it, yes I know that I am or was a couier, but that about it, was he always a couier, or maybe a bounty hunter. I know it's not the most important part of the game, but
that were I feel Fallout 3 out does Fallout:NV. Another thing is why are the vast majority of the people of the waste pretty dumb. I know the war destroyed a lot of our tech, and books have been burned, but you never see a city of realy smart people (Other then the Common Wealth as mentioned in Fallout 3 by Dr. Zimmer)
Will we ever get to see places like this? I was always intriuged by the mention of the common wealth, or anyother place that is just there for purely science. I know there are NPC's out in the world that are smart, but they are always alone, instead of putting all there collective resources together
for the common good of man, or their society (Botherhood/Enclave).

Other then that, I hope you guys bring back the perk at every level, not ever even level like in Falout:NV.
I know it was pretty easy in Fallout 3 to raise all your skills to 100 with out using a perk that raises any skill, but I thought that it was cool. It's not like you got to that state with in the first hour of game play, it was
pretty much towards the end, if you stayed on course doing the quest. WHile I will say maybe tone down the experience points to make it a little harder to level up so fast. I guess
if someone from the development team reads this, you take my idea of a custom faction and somehow implement it into the next game. The more I think of it the more ideas I get. Such as creating a custom faction
is like an extra trait, in which your new faction adds a bonus to a skill such as if your faction wants to deal in trading (Gun Runners, Van Graffs, Caravan Mechants) you get a bonus in Barter, or if you want your faction to
specialize in be sneaking, you get a bonus in Sneak, etc. Or just like the traits, you don't have to tie your faction down to anything, and can go as your built character.

Well no lets see what others have to say about my idea, likes, dislikes, or improvements it all good.
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dav
 
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Post » Tue May 17, 2011 2:37 pm

Only skimmed through your post, it was very long and I don't have too much time to spend reading one big post.
Anyway, again, I don't think that custom factions work out, might seem like a cool idea at first but on paper anything can look good, it's in practice where it needs to hold it's own weight.
And custom factions IMO will only be some poorly fleshed out feature that is either broken, tedious, unbalanced or just plain pointless.

On FO3's beginning: It was awful IMO, way too much backstory is forced on the player, the protagonist has always been some random guy/gal that you just start as, the game don't need a big ass backstory tacked onto it.

On perks being 1:1: God no, I'd rather have less perks that are far more powerful than more perks that are crap or that unbalance the character.

/opinion. ;)
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Kanaoka
 
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Post » Tue May 17, 2011 5:47 am

I'm not so sure about making armor completely non-lootable. The fact is that it still degrades, something it didn't do in the originals. It could be much rarer though and in very bad condition (you probably destroyed a large part of the armor in your attempt to kill the guy inside). DT and DR together would be an improvement, and weapons should do no damage if they can't penetrate the armor (so get rid of the 20% always goes through). To balance this out, some weapons may need a higher dam, and DT values should be lower than they were in New Vegas (reinforced leather armor DT 10 vs gatling laser DMG 7, than again the minigun does 12 DMG). As far as DR goes, you just shouldn't be able to reach 100% (the actual number being a lot lower) regardless of what you do.


It's a personal preference, of course, but - to give an example - when I played Risen for the first time (an open world fantasyRPG with nonlootable armor) I went through the whole first chapter and a bit of the second too wihtout any armor because I couldn't find any and traders didn't sell any at that point. The game was punishingly difficult (in a good way) and when I finally found some puny seamans clothing from a chest I barely could sneak upon... well, I don't remember when was the last time a game made me feel so thankful for something so small, and that's what I'd like to experience again (I could go on about RIsens awesomeness, but enough off topic). Was about the same thing with the originals, especially Fallout 2, everytime I found a trader with better armor than what I had, I really needed it - that's something sorely missing from the newer installations to the series (less so with NV and its DT system, but nonetheless). The armors and their effects now feel more, well, indifferent.

Making the armors much rarer - a chance based looting, and only for some lower to medium tier armors - and much more expensive (with much higher impact from the baterskill in general) and economics that encourage saving your money and make all loot feel more worth picking, I think it could work fine.
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Flesh Tunnel
 
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Post » Mon May 16, 2011 11:55 pm

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.
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lucile
 
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Post » Tue May 17, 2011 2:44 am

More original songs. Like the ones the J.E. Sawyer did, they were actually very good. It's annoying that "Begin Again" in Dead Money seems to be the only song we have heard that proves that they even bothered making music between the 60s and the war. For the new game's radio, it would be cool to hear a mix of wasteland originals, pre-war originals, and pre-war oldies.
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Trish
 
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Post » Tue May 17, 2011 11:38 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.


well I guess this is not a very bad idea :)
it is more into programming though XD
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:)Colleenn
 
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Post » Mon May 16, 2011 11:02 pm

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.
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roxanna matoorah
 
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Post » Tue May 17, 2011 12:18 pm

whats one thing that holds tones of animals that is not once mentioned in the games that sould of been in 3 being that you pass the area where it sould be 50 times

zoos
A zoo would make the game kick but

How would the animals survive so long?
Robots that take care of the animals and grow there food

what would they look like?
the lions would probaly be 2 headed or have horns





who else wants a zoo
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Jesus Duran
 
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