Fallout 4 Speculations, Suggestions & Ideas, #26

Post » Sat Jul 09, 2011 3:46 pm

Fallout 4: Speculation, Suggestions and Ideas

Thread #24

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/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/
http://www.gamesas.com/index.php?/topic/1172666-fallout-4-speculations-suggestions-and-ideas/
http://www.gamesas.com/index.php?/topic/1175207-fallout-4-speculations-suggestions-and-ideas/
http://www.gamesas.com/index.php?/topic/1178163-fallout-4-speculations-suggestions-and-ideas/
http://www.gamesas.com/index.php?/topic/1184923-fallout-4-speculations-suggestions-and-ideas/
http://www.gamesas.com/index.php?/topic/1194408-fallout-4-speculations-suggestions-and-ideas-20/
http://www.gamesas.com/index.php?/topic/1198327-fallout-4-speculations-suggestions-and-ideas-21/
http://www.gamesas.com/index.php?/topic/1202938-fallout-4-speculations-suggestions-and-ideas-22/
http://www.gamesas.com/index.php?/topic/1205578-fallout-4-speculations-suggestions-ideas-23/
http://www.gamesas.com/index.php?/topic/1206720-fallout-4-speculations-suggestions-ideas-24/
http://www.gamesas.com/index.php?/topic/1207575-fallout-4-speculations-suggestions-ideas-25/
User avatar
Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am

Post » Sat Jul 09, 2011 12:45 pm

This repost is a repost of a repost of a repost of a repost of a repost of a repost of a repost of a repost.


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-93 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.






Mako Vlazkov
Talon Company Veteran Mercenary and acting New England Regional Commander
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Sat Jul 09, 2011 11:28 am

Change in SPECIAL:

Strength:
  • Each point in strength raises carry weight.
  • It increases Blade, Blunt and HtH damage too. Say a weapon has 5 in STR requirement, that means that it's damage presented will be the norm, now, if you have 6 in STR you get a 0.10x bonus in damage, meaning a weapon that requires 3 in STR req gets a whopping bonus of 0.70x in damage.
    It also works the other way, so if a weapon has 5 in STR req and you have 4 then you get -0.15x in damage.
  • Strength also affects the chance at which you can be knocked down, and also decides how much recoil a weapon will have if you meet the soft requirement for the weapon or above.




Perception:
  • Perception affects your accurcy, the less you have the worse you'll shoot, the more you have the more of a bonus you'll get towards accurcy.
  • Perception also allows you to see traps better, meaning that if you don't meet the PER requirement to see the trap or don't have a sufficient Traps skill then the trap will be invisible to you until something trips it. (same with mines.)
  • At gas areas where the gas can be ignited will only show it's blurryness if you have 4> in PER.
  • PER allows you to notice of a food or drink item has been tampered with. (Survival also affects that.) ((This is mostly for certain quests.))
  • It decides at what distance enemies will show up.
  • If you have 2 or less in PER then everything from 70 meters away will be somewhat blurry. (If you have 1 or 2 in PER then glasses give x2 PER.)




Endurance:
  • How much your health will be through the entire game. (Base health is 50, each END give +15 HP) ((You no longer get any more HP from leveling up, the END you have will this time around actually be important.))
  • How fast action points generate
  • How much stamina you have for sprinting.
  • Poison and radiation resistance.
  • Chem addiction resistance.




Charisma:
  • Charisma affects Nerve stat for companions which determines how much they will follow orders and how strong they are.
  • It also affects the number of companions you can hire.
  • NPC's in the game follow a "personal rep" meter this time around, meaning that if you for example help that rancher guy in Novac to find out what is killing his brahmins and solve the quest then you get +20 personal rep with him and +10 with everyone else in the town.
    The personal rep will decide the NPC's attitude towards you, how big the reward will be, how much of a discount you'll get and of course; When a NPC will give you a quest. (Boone for example would not give you his personal quest until your rep is at 50 with him, meaning you have to solve other quests in the town before his open up.)
    But here is where charisma comes in. CHA decides the base personal rep with NPC's, 5 is neutral, 6 means +5 and 10 means +20 in initial person rep with all NPC's in the game, while 4 means -10 and 1 means -40.
    Personal rep is also affected by other things like what faction you've helped or messed with, how much you buy items from stores (not sell, but buy), if you're female or male, if you have six appeal, black widow, lady killer, confirmed bachelor and cherchez le femme. (Might also count towards other perks, like Tribal Wisdom will inherently give +5 personal rep with any and all tribals in the game upon selecting it.)
    Personal rep is a very cranky thing, you can be loved by the entire town but because you accidentally made a joke about the bartenders late wife he'll still hate you.
    So NPC's will remember things, not everything is in the collective factions anymore but their personal opinions about you. (Though Faction reputation will still exist and still have a large importance.)
    So Charisma helps out with giving you a nice boost to this.
    And with a mid-high level CHA perk you only get half as much negative personal rep from people when you do them ill.




Intelligence:
  • Intelligence affects how many skill points you receive from skill books.
  • It affects how much of a bonus you will receive from skill magazines and how long it will be.
  • It affects a lot more dialogue options.
  • It determines how many skill points you'll receive.
  • It also have effect on how whether other highly intelligent characters in the game will think of you. (Personal rep) If you have a low INT they will consider you a savage and won't bother discussing things with you.




Agility:
Affects:
  • jumping height
  • jumping length
  • fall damage
  • reload speed
  • close combat attack speed
  • Total amount of action points.




Luck
  • Determines how often/seldom you will receive critical failures: getting knocked down, getting twice as long poison length, accidentally dropping a weapon, getting blocked despite high Blunt and STR, receiving critical hits et cetera.
  • Determines your luck on the gambling table.
  • Determines how successful you'll be when you try to smuggle something in without a high Deception skill.
  • Determines how lucky/unlucky you'll be at the operating table. (quest wise when NPC's can be healed Luck will affect your performance despite your skill, so with Luck 1 you might accidentally kill Caesar even with 100 Medicine. (Luck overpowers any skill your character may have, cause no matter how skilled she/he is Luck is cosmic, it doesn't care how skilled you are, you have bad luck then bad things will happen to you.)
  • 1 Luck means you have a 0.1% chance to choke on an edible item and die.
  • Luck affects how successful your sneak attempt will be. (With a bad luck the logical conclusion is that a top ninja could still mess up despite his training.)
  • Just a veeeery little thing but: it affects how often NPC's will accidentally give you a bit more in quest reward due to them counting wrong. (High luck) Might just be 6 stimpacks when you were suppose to only get 5, or it might be 50 caps extra because the quest giver overlooked how much money he actually had at hand.


Overall it means that with a bad luck the game will curbstomp you, and with good luck it will pleasure you. (Does not mean it's insta-win by any means, just means you'll be more lucky here and there.)
User avatar
dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Sat Jul 09, 2011 5:54 am

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

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

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

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

The wrist pipboy would be scrapped and replaced by a more handheld PDI like contraption, which would offer a more userfriendly inventorysystem (something like mix of what Morrowind or S.T.A.L.K.E.R. had, for example) with less scrolling while still holding the tabs to sort items by their nature, a one page charactersheet much akin to the original games. Opening inventory wouldn't pause the game (could be tied to difficulty - normal and beyond: No inventorypause, for example).

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

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

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


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

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

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

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

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

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

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

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

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


Repairing:

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

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

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

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

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

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

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

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


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 spread. Movement would also give a hit to accuracy -- the faster you move, the bigger the waivering with ironsights and spread with hipfiring. Recoil would work dynamically based on the gun used, and would throw the aim off a bit with each shot (while bursting, the amount of recoil per shot would stack up eventually leading to firing straight up -- with hipfire, the "offaim" would be a bit smaller, but the spread would increase).

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

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

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

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

Lockpicking:

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

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

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

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

This system would also be fit for hacking.


Difficulty settings:


The difficulty setting would affect the following: 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.

The END...
User avatar
DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Sat Jul 09, 2011 8:52 pm

This is a repost

Fallout 4 featuring Philidelphia

Obviuosly located in Philidelphia, now called Philly

A few reasons it should be considered
-5th most populated city in the U.S.
-Home to some historical sites
-Home to historical monuments
-Next to a river

Plot-Lyon's BoS, now lead by Maxson's ancestor (he was a squire in Fallout 3), are expanding ever so slowly as it is roughly 20 years from Fallout 3. They reach Philidelphia to find many problems just like the Capital Wasteland. Maxson (insert correct number here) decides to help reorganize the communities. The neighboring factions don't want to ally with the Brother hood or the others, making the protagnoist side with one and destroy the others.

Factions

Lyons BoS - They will obviously play a major role. They have discovered T-51b power armor in facilities in Baltimore while they were traveling to Philly. Only some Paladins wear it though. After hearing how Philidelphia has large amounts of technology and a good amount of people they decide to investigate. They are met by three other factions trying to capture Philly for themselves. The PC can decide to side with them or get rid of their presence or destroy them.

Red coats - They do not take after the British redcoats, but their oppsing faction has used the name and it has influenced their armor.. They seek to control Philly just for the sole fact to not let their opposing faction have control of it. They use conventional weapons ranging from R91 assault rifles to swords. There main quests are to destroy the Revolutionairy's and to get rid of the presence of the Brotherhood of Steel and get rid of the presence of Pitt slavers. They only control Philidelphia

Revolutionairy's - A faction that takes after the American rebels in the 1770's. They wear crude armor and clothing and use weapons that can be easily scavenged. They want to control Philly for reasons to expand their army substantially. They basically created the redcoats and who they are today. They also want to destroy the redcoats. Their quests have you destroy the redcoats and get rid of the presence oof BoS and Pitt Raiders, in more barbaric way than the redcoats.

Pitt Raiders/Slavers - Sent out by Ashur from the Piit. In search of more resources and to gain more land to make the Pitt look more menacing. Though that is their mission they have set up an HQ that enslaves people, and they tend to wreak havoc on the surrounding land. The PC when sided with will have the moest challenging quests to destroy all three other opposing factions in complete barbaric means.

Talon Company - Their HQ is based NW of Philly. Not a major faction but has a lot of quests. As of 2298 their main purpose is being hired by the redcoats to sabotage and slaughter Pitt Raiders/Slavers. Most quests involve sabotaging the Pitt Raiders/Slavers. The rest of the wasteland views them as saviors, but the BoS and revolutionairy's want to have no part to do with them, resulting in if you side with BoS or Rev's they are hostile.

Red Foxes - (Raiders) After over 200 years of living in hostile tribes, one group lead by "The Fox" is determined to unite all the raider tribes into one large group. They are a less violent group of raiders that pillages shacks and towns for their own fate and survival. "The Fox" though still enjoys the thoughts of senseless killing, and doesn't want to leave it all behind, you can either help him, or remove him from power.
Fort Washington - Only large community of people that is not conquered by other large factions. They are a main target of the Revolutionary's. They continuously fail because they cannot get through the defenses. The locals have found a secret underground facility equip with prototype laser technology and prototype power armor which is larger than taditional and has less DR/DT.

Locations

Philly - the Main city that the main factions are fighting for Owned by the redcoats. It is equiped with amazing technology and structual buildings that can support a larger population, at least a fallout population.
Washington Castle - (not to be mistaken with Fort Washington) The ravolutionairy'e place of Operations located in present day New Jersey.
Talon Company HQ- HQ of the Talon Company
Large faction bases - spread out throughout the wasteland. Rev's East, BoS South, Pitt West.
Fort Washington - largest free city in the Wastes, it is based in the North. Present day Fort Washington
Vault 76 - West of Philly, unknown
Vault 83 - North of Philly, unknown
Vault 95 - Southeast - unknown, was going to be in FO 3
Vault 100 South - unknown, was going to be in FO 3
Military Industrial Supply - Red coats own this, it still has years worth of supplies stocked inside, enough to feed a whole city.
Fox River - A portion of the Delaware river that the red foxes call their own.
Stealers HQ - Pitt Raiders HQ and a nice play on words.

That's about all I got for now, will probally add on later. I am also working on a map, the first will only have places of importance.
User avatar
^_^
 
Posts: 3394
Joined: Thu May 31, 2007 12:01 am

Post » Sat Jul 09, 2011 1:36 pm

I have sat and thought about this for a long while. Have you considered Seattle as a central area. Half the city flooded with new forms of sea life and a pressurized tunnel network below? Mt. St. Helens a spewing mountain maker of a volcano. With The new super mutants the Redkin Hoard a hive mind super mutant with some nasty boss in charge. The Canadian Army Trying to keep you from entering the last safe land in the Western Hemisphere. and to the south the ever expanding NCR and the Brotherhood to the east of the volcano. Your life was a simple one as a helmsman from the super sub Patriot. Where the remainder of the Vault tec scientist went when all hell broke loose. A Utopia gone mad in a place where there is no escape till the sub runs aground in Seattle.

I would love to hear what you think about this.
User avatar
Tyrel
 
Posts: 3304
Joined: Tue Oct 30, 2007 4:52 am

Post » Sat Jul 09, 2011 2:21 pm

The first few sentences sounded nice, but then you listed the groups... The NCR is about the only one that makes since. When you said Canadian army that really through me off cause it sounded really weird. Technically though they would be the Canadian National Guard as Canada was a United States state before the Great war. Also how did these new super mutants come to be and what was the difference between their human forms that made them different?
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Sat Jul 09, 2011 6:29 am

When you said Canadian army that really through me off cause it sounded really weird. Technically though they would be the Canadian National Guard as Canada was a United States state before the Great war.


I think the canadian army has a point. Well, not an army per say, but a faction consisting of nationalist decendants of canadians (annexation is never a happening fully approved by the people being annexed) wanting - since it is over 200 years after the war and there are no distinct generally approved nationality anymore for them - to become something the NCR and Legion are, and what the Enclave were -- and even more, as they want to build a nation. That'd be fresh take on the setting for once -- if handled with care, that is.
User avatar
RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm

Post » Sat Jul 09, 2011 3:50 pm

I think the canadian army has a point. Well, not an army per say, but a faction consisting of nationalist decendants of canadians (annexation is never a happening fully approved by the people being annexed) wanting - since it is over 200 years after the war and there are no distinct generally approved nationality anymore for them - to become something the NCR and Legion are, and what the Enclave were -- and even more, as they want to build a nation. That'd be fresh take on the setting for once -- if handled with care, that is.


See now that you put it that way it makes more sense, how I saw it I though, that sounds funny.
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Sat Jul 09, 2011 7:00 am

I like :spotted owl:.

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

Note: I shortened it down to 23 skills instead, and since I doubt they'll make gambling dice based, a map node system to be put in place and for use to have vehicles I think that Gambling, Outdoorsman and Pilot are likely to not make it.
Still, this means that there could be 20 skill in Fallout, a nice amount of skills; 7 combat and 13 support.

01. Blade
02. Blunt
03. Hand to Hand

04. Guns
05. Chemical Weapons

06. Explosives
07. Energy Weapons

08. Persuasion
09. Deception
10. Barter

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

14. Pilot (Only if Vehicles are present.)
15. Electronics
16. Medicine

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

21. Steal
22. Sneak
23. 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. 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.
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, mainly for getting around undetected and to silently kill things.

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.


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


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.


[edited post below]
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.



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.




Unlootable armor/clothing:
* 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.


More insect enemies and more poisonous enemies.
I'm thinking of a giant centipede that's called an Antworm (due to the ignorance of wastelanders).
Has around 20 DT, 300 HP is half-fast, like, not Yao Guai or Cazador Speed, more like vicious dog speed.
When it attacks you you have have a certain % chance from your END stat to avoid the poisonous effect, 1 END = 2% 10 END = 20% (Perk later on gives x3 the current amount so END1=6 while END10=60% Rank 2 gives another 3x but the max effect is 90%, can't go above that.).
If your poison resistance fails in resisting the poison then you have 10 seconds to use an anti-venom or you're paralyzed for 30 seconds.
If you fail to use an anti-venom or have crap poison resistance then you are sure to die from an encounter with them.
Antworms hunt in packs of 2 to 7 always.

I know this might sound overpowered but I really don't give a damn, in the old games the tough enemies were to be feared, Centaurs and Deathclaws were brutal in their encounters and in the newer games they aren't as dangerous anymore, sure, if you charge into a deathclaw zone in NV then you're gonna die but still, not as many enemies to fear.
So I want these to be incredibly powerful, because this would make the poison resistance worth a damn, it would make anti-venom worth a damn and we would have an enemy that is truly fearsome to meet.

There are so many insects that you could just give gigantism to to make for new fearsome enemies, use them.



Here's a wild idea, how about having fixed player health?
No +hp per level.
The only way to get an increase in health is by taking Intense Training>Endurance, Lifegiver or getting an Endurance implant.
If they balance the enemies health, damage and armor around this fixed health then it could produce a more balanced combat.

So it's base health + ENDx#.
Say that base health is 50 and each END gives +5, this means that top health for a lvl 1 player is 100.
By getting Lifegiver we get +15 more health and by taking rank two we get +15 more.
The max amount of health is then 130 for the player character.

This means that armor is far more important than it was before and if balanced right then even regular small time raiders could become a challenge if the player isn't careful.
Right now I feel that END is pointless, it used to give more health per level the higher it was, now all it does is increase base health, so if it's gonna stay that way then remove the +hp per level and balance the game's combat around it.

(All weapon stats will of course have to be changed.)

Why I would like this is because I feel that humans should be humans, this doesn't necessarily mean realistic combat (headshot=instakill) but the player character should not be able to walk around like a god because he/she has 500% more health than the average human in the game.
So the player character can get better in his/her skills and get perks and traits (which a large amount of NPC's should have as well.) but we don't magically become a bullet sponge.

It's just that, how come we can walk around with a ridiculous amount of health while the NPC's don't get to?
I understand that with better Endurance we can withstand more damage, but how do we magically get this +health increase per level?
We should not be any better with health than other humans are.
Why should we? Cause we're the player character? Yeah, we've seen how balanced that turned out in FO3 and FONV.
It all depends on your and enemies END stat.
If an NPC has 8 END and a metal armor MK II it means that it's a tough son of a [censored].
If he wields a minigun then we should fear for out lives.

So say we find 5 raiders, three of them have END 6 while two have END 3.
Their health is: 80+80+80+65+65.
Your character has END 8, it's 90.
Total amount of health is 370 versus 90.
Depending on your equipment and theirs they can present a tremendous challenge.
The strength is in numbers, the more enemies you face the harder they will become.
Cause while facing one of them is reasonable since you both have the same amount of health facing 5 means their health tops yours.

Make combat more exciting by making all humans equal, all depending on what armor and END stat we/they have.

Only problem I see for this is those that "want" demi-god characters.
But yknow what?
If you want a demi-god then turn the difficulty down to Very Easy AKA Cakewalk.

Note: I know I can nerf myself, thing is, I shouldn't have to, the game should be balanced towards making a challenge to the player.
Extra Note: I know that this might seem unorthodox(Is this the right word?) for an RPG but what harm comes out of it? We can still improve our health if we wish to it's just that we don't get such an absurd health over other humans.
Third Note: Players are given health every tenth level. ENDx0.5hp. At level 40 the total amount of a 10 END character is +20hp. (if cap is at 50 then the total health a player can earn is 155. (Which is well over any human character. Still less than super mutants, trogs, deathclaws or giant radscorpions though.)


Add Disadvantages to the character creation.
Disadvantages are strictly negative features for those of us who want to roleplay or gimp our characters permanently.
So if we think that we are too powerful then at our next character we can pick the Bad Health disadvantage which lowers our base health by half.
Or we could pick the Barely Stabilized disadvantage which removes any health given by level ups.
Giving enough variations of Disadvantages we can optimize the game more for our preference and us who want it to be harder can make it so by permanent gimps.
Those who does not wish to use these don't have to.
You can pick as many Disadvantages as you want.
Examples:
* Enemies give twice as much damage.
* Poisons are twice as lethal. Rank 2: Trice as lethal. Rank 3: Four times as lethal.
* Limbs have 50% less maximum health.
* Permanently cripple [limb]. 6 ranks.
* Enemies reload 20% faster. Rank 2: 40%.
* Enemies run 10% faster. Rank 2: 20%. Rank 3: 30%.
* Enemies attack 10% faster. Rank 2: 20%. Rank 3: 30%. Rank 4: 40%. Rank 5: 50%.
* Stimpacks heal slower on hardcoe Mode.
* Food Items no longer give health.
* Water no longer give health.
* Radiation intake it doubled. Rank 2: Trippled. Rank 3: quadrupled. (Base rad 2rads/1sec, rank 1: 4rads/1sec, rank 2: 6rads/sec, rank 3: 8rads/sec.)
* Healing items are more expensive to buy.
* Radaways are rarer to buy.
* Critical failure is more likely to happen. Rank 2: likelier (This is a real word?).

By giving us this new self imposed permanent gimp feature we can create our own balance in the game and tweak it the way we want to.
Sure, we're suppose to play the game according to the game's set rules, but if you as developers fail to create good rules to follow that are balanced then we who are on consoles are [censored] all out of luck, cause at least PC users can get mods to tweak their balance.
This new mechanic is needed for us who want to create our own balance on consoles and maybe even PC, for us who feels that the game isn't hard enough and want to make it harder.
Sure, I can choose to, in Vegas and FO3, to avoid buying the radaways, but it feels like I'm locking myself out of the games content.
I cannot play the game as I want to play it.
If I find radaways I want to be able to buy them without worrying about breaking the balance.
So how are these permanent gimps different?
Well, they're permanent, for us who are weak willed and are bad at imposing limitations on ourselves this is a great solution.
Cause once we create the character then the damage is done, no matter how much I want to find 200 radaways I simply won't be able to.
It's like a bandaid, imposing limitations on ourselves as it currently stand can be like pulling it off very slowly and then placing it back on the skin and slowly pulling it off again, it's annoying and slightly painful.
But these disadvantages are like pulling it clean off, once you've checked the ones you want and finish character creation then the changes has been made.
I for one am bad at imposing limitations on myself, when I find a new great weapon I want to be able to use it without having to worry about enemies becoming too easy to kill, so with Disadvantages I can check the box to make them have more health or DT or maybe lower my own damage by 10 to 50%.

I see no reason why this shouldn't be included.
Might take some coding and scripting to fix but once done it can really help people like me.
And if you don't like it, then you don't have to use it.
Win win in my eyes.

"But isn't like that now? If you don't want it to be unbalanced then don't use the good stuff?"
Yup, it is, but why shouldn't I be able to use the good stuff?
By including this new feature I can use the good stuff and still have it balanced.
I can choose to use any high level items, perks, armors, weapons, meds and chems I want to.
And if I checked a lot of Disadvantages at the start of the game then even though I use these high level stuff I can still have it balanced.

"But won't they have to balance the game towards these?"
No, they won't. The reason for these is to simply make it harder in a vast variety of ways for the player.
It's only there for us who think the base game is not balanced.
So they only have to focus on balancing the Vanilla in their own way and leave it up to us to balance it out in our way with Disadvantages later if we feel that it isn't balanced.

And I don't think that too much time and resources will be spent on this.
They're basically like perks, just the other way around.
Can't be too hard to design, code, script, blabla for professional developers right?

[edit]

You get to relocate your disadvantages at lvl 10, 20 and 30 (every 10 levels).
Cause in case one disadvantage didn't turn out the way you expected you can still relocate it later on.
Would be kinda bad if you gimp yourself on a couple of things then at lvl 13 figure out it did not turn out the way you intended it to and are now stuck with that character or have to restart your entire character.
So you will be able to respec Disadvantages but you won't be able to do it any time you want to, you get 4 chances, one at creation and 3 more at each 10 levels.


User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Sat Jul 09, 2011 9:17 pm

See now that you put it that way it makes more sense, how I saw it I though, that sounds funny.


I have no idea if itisspencer meant it that way, but that's something I've given some thought every now and then since before Fallout 3.


@Gabe

That's getting quite lengthy. :laugh:
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Sat Jul 09, 2011 4:53 pm

@ Gabriel

Are you talking about trogs from Van Buren or trogs from the Pitt, even though I'm pretty sure it is Van Buren.
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Sat Jul 09, 2011 8:06 am

Van Buren.

At least that's what she said when it was last discussed, IIRC.
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Sat Jul 09, 2011 12:18 pm

@Gabe

That's getting quite lengthy. :laugh:

I actually cut parts. :/

@ Gabriel

Are you talking about trogs from Van Buren or trogs from the Pitt, even though I'm pretty sure it is Van Buren.

Van Buren. ;)

Since Super Mutants ARE dying out (Hear that Bethesdian!? They ARE dying out! Can't keep stringing them along forever, at some point they need to go bye bye.) a new race should be implemented sooner rather than later to "sort of" take that spot.
Trogs are balanced enough to not be OP in lore, can mix along with humans just fine, don't require FEV to procreate and hell, they're fertile! ;D
User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Sat Jul 09, 2011 6:05 am

I actually cut parts. :/


You mean the overruled parts? Or did you actually take stuff off?

Nonetheless, it still does seem to have grown from the last time. Mine not so much, I just added the pacing options for fast traveling -- thinking about scetching a story outline too (that'd double - if not even triple - the length and further ensure no-one bothers to read it :laugh:) and adding some specific skill/SPECIAL stuff.
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Sat Jul 09, 2011 10:47 am

I edited it down a little, removed some parts. (Removed some more now.)
User avatar
IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Sat Jul 09, 2011 7:32 pm

You mean the overruled parts? Or did you actually take stuff off?

Nonetheless, it still does seem to have grown from the last time. Mine not so much, I just added the pacing options for fast traveling -- thinking about scetching a story outline too (that'd double - if not even triple - the length and further ensure no-one bothers to read it :laugh:) and adding some specific skill/SPECIAL stuff.


The overuled stuff that is relevant to the other ideas, such as the skills are just crossed out. Not to sure about stuff that is just insignificant if there was any.
User avatar
Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Sat Jul 09, 2011 2:43 pm

I edited it down a little, removed some parts. (Removed some more now.)


That's the way to go. Rethink as you get feedback and as you notice stuff yourself. But never totally toss away things, some of what you think wouldn't have worked the way you thought before, might well work in other features you may come up with (even if as rethought versions). :thumbsup:

Btw. As you seem to have some insight, so care to comment on my suggestions?
[/shameless selfpromotion :D]
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Sat Jul 09, 2011 6:08 pm

Fallout: Houston

Location
-Houston

Reason for location
-The largest city in Texas
-The 4th largest city in the U.S.
-One of America's largest and most important ports
-Home to the worlds largest concentration of Healthcare Facilities
-Home to more Fortune 500 companies then any city but New York
-Home to NASA's Johnson Space Center, where the Mission Control Center is located


Plot
-A G.E.C.K. located in Vault 52 is mutated buy a member of X faction due to his/her belief that since humanity destroyed the world, nature should have the right to reclaim it, and that humanity should become a part of it.

-Vault 52, a Vault that was designed to see if the most stupid of America's people could survive a prolonged period of time inside of a Vault, as a extension of the Vault's test any and all information databases were removed to keep the average intelligence down, the end result what that the Vault citizens let the smartest person in the Vault, a complete and total idiot by our standers, lead.

-When the member of X faction find Vault 52 he/she finds that the people of Vault 52 still live and quickly and VERY easily outsmarts the current leader, becoming the new leader of the Vault, and his/her knowledge of biology, and the various pre-war Enclave medical centers around Houston to mutate both the people of the Vault and the G.E.C.K.

-The people of Vault 52 are mutated into half plant monsters, becoming similar to spore carriers but smart enough to know how to use guns and doors, the people's half-mutant plant nature allows them to walk the ruins of Houston where the mutant forest grows without fear of harm.

-The player Character is a citizen of The Tower, a city that was built into a large sky scrapper. Due to the mutant forest, travel on the ground has become impossible, and the vines have been slowly destroying the city and the bridges across the sky scrappers, severely limiting their ability to trade with the outside. The player character is sent to find help for The Tower and eventually find and destroy the source of the mutant forest.


Factions
-The BoS will be present however as a twist a small group from the Core Region BoS, The Capital Wasteland BoS and the Midwestern BoS have all arrived at around the same time after hearing reports of the mutant forest, and to explore the remains of the Fallout equivalent of the fortune 500 companies. there was hostility at first but after seeing the threat the forest presents they decided on a uneasy truce for the time being. As part of a series of quests the PC can either destroy the combined BoS group, Leave them alone, Help them come together, or help one faction dominate the other two making that factions ideals the ruling ones.

-Super Mutants, the super mutants in Texas would be a combination of Core Region Super Mutants who fled when The Master was defeated and Mutants from the Midwest who fled the MWBoS. They live in a small community far away form most people, and are generally non aggressive unless provoked. Normal quests such as making peace with the humans and stopping raids against their town.

-Raiders, there would be several groups of raiders each coming from a destroyed tower city in Houston, These raiders would occasionally attack the few remaining towns, the BoS, and the super Mutants for food and other items. They would have a neutral base camp and the PC can help them either take over towns, help them get supplies from the various factions so they don't have to go out and murder people, or In a very difficult series of quests help them reclaim their towns from the ever expanding jungle.

-The Tower Cities, these are cities built into the remaining tall buildings in Houston, there would be several of them each with their own beliefs and customs. As of the start of the game they are generally uncommunicative with each other and are trying separately, but failing miserably, to fight back the vines of the jungle. They are all connected by bridges spanning Houston. The PC can help them come together or help one city become dominant over the other.

-New Springs, The largest city in the area outside of Houston. While they have a large population they are generally all poor, the city itself is barley held together, and its people are hated by the tower City people. The PC can help destroy it or build the city up into the prosperous and powerful city in the south

-The Freed, These are human/plant hybrids and other creatures affected by the mutant jungles growth that have become peaceful instead of violent like most others, They live in one of the old Houston medical centers near the outskirts of the jungle, and generally keep to themselves. They are preyed upon by both the mad mutants of the Jungle and normal people who see them as being no better then the vines that destroy their cities. The PC can as always either convince them to rejoin the jungle horde, help them make peace with the normal humans or outright destroy them.


Locations

-Vault 52, The end game location and source of the Mutant Jungle
-Vault 53, Mentioned in the Fallout bible, A Vault that constantly breaks down but is repairable, creating a group of highly technology savvy people, should the PC choose to help them permanently fix their vault they will offer to help the various Tower Cities make defenses against the jungle, can be killed or have their Vault destroyed.
-Vault 55, Mentioned in the Fallout Bible, had all entertainment tapes removed, a Vault that failed and is now lootable
-Vault 56, Mentioned in the Fallout Bible, had all entertainment tapes removed except those of a particular bad comedic actor. This vault was predicted to fail long before Vault 55, however defying odds it survived longer, and now the entire culture revolves around making TERRIBLE and unfunny jokes that the PC must pass random and increasingly hard speech checks in order to prevent offending them and turning the Vault hostile.
-Vault 57, A failed Vault, purpose currently unknown
-Vault 58, Another failed Vault, purpose unknown
-Various Tower Cities in the ruins of tall buildings in Houston connected to each other by bridges
-Faction bases for the BoS, Raiders, and Super Mutants located out the surrounding wasteland of the city
-Medical Research facility on the border of the city, home to The Freed. various other medical facilities, each holds one of the keys to stopping the mutant jungle threat.
-NASA Launch Center, re-purposed before the end of the Great War into a missile launching facility, contains several working bombs and the means to launch them.
-Remains of various pre-war company sky scrappers, full of PHAT LUTE.
-New Springs, a post war city, and the largest inhabited city, north of Houston. continuously suffering hard times.
User avatar
neen
 
Posts: 3517
Joined: Sun Nov 26, 2006 1:19 pm

Post » Sat Jul 09, 2011 10:34 am

One question for starters: How does a GECK mutate, and how does that work? As established in the first games, GECK is nothing but a suitcase of ingredients and formula (please don't use the Fallout 3 geck as an example, as the retcon it offered was both unnecessary and stupid).
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Sat Jul 09, 2011 10:01 pm

One question for starters: How does a GECK mutate, and how does that work? As established in the first games, GECK is nothing but a suitcase of ingredients and formula (please don't use the Fallout 3 geck as an example, as the retcon it offered was both unnecessary and stupid).

http://fallout.wikia.com/wiki/Spore_carrier
User avatar
..xX Vin Xx..
 
Posts: 3531
Joined: Sun Jun 18, 2006 6:33 pm

Post » Sat Jul 09, 2011 8:45 pm

I'm back!

Here are my ideas for a game I think should be named Fallout 4: Chicago.

Spoiler

From my forum that got closed:

Note that these ideas are for a game that ALSO features Detroit and St. Louis, Chicago is just the focus.

I have been playing around with some faction ideas for a Chicago game but they keep getting buried in the suggestions thread.

The Syndicate-
After the Great War dozens of gangs took control of Chicago and in 2254 the Enclave Chicago outpost managed to unite them under the Treaty of Chicago, forming the Syndicate. They had decided there symbol would be a crow rising into the air. The Syndicate is one of the most rich and powerful groups in the MW, they are never attacked or challenged by any other faction. That is except the Radiation...

The Radiation-
When the Brotherhood (The name of exBoS members in Van Buren, I thought it would suit the MWBoS) began killing mutants (Barnaky Ending) a large number of ghouls band together to form the Radiation. There symbol is the symbol for radiation. They believe that the Great War was humanities next step in evolution and ghouls were meant to take over the planet. The Radiation also has managed to make born ghouls (also from Van Buren) and they use captured humans as slaves. They have one major base in a lab near Chicago called the Reservation (I know it’s copied from Van Buren), and another in the ruins of the Wright and Patterson Air Force Base.

The Mutant Liberation Army-
A group of mutants who banded together to fight the fascist Brotherhood. Over the years they have grown from a resistance to a powerful faction. They are based out of St. Louis where an actual government is being formed.

The Brotherhood-
The MWBoS after the Barnaky Ending, they would have had absolute control over the MW if the MLA and the Radiation hadn't been formed. They once had such large numbers that they could regularly patrol most of their territory but now almost all of their troops are pinned down in bunkers and settelments. Their symbol is a steel ring with two BoS symbol swords through it in an X formation.

Talon Company-
With Talon Company gaining very negative reputation from their gruesome work in the Capital Wasteland (Known by Talon Company as the Capital Incident) they decided to spread west. Along the way they became rivals with the Red Hands, a large mercenary group from the MidWest similar to Talon Company. Although they still fight from time to time they have decided to make Chicago mark the borders of their turf.


(EDIT)- Adding in others ideas.

Caesar's Legion- (Meghan and I)
They wouldn't have a large presence in the game, only having outposts in the southwest corner of the map but everybody is becoming more and more worried about a full scale invasion.

Sons of Odin- (Mercman)
A large raider group that originated in the Great Lake Area, but their sites are now set on Chicago.


RMS Tribe- (Gabriel177dan)
The RMS tribe is a modern-esque slaver/tribal band of women.
They enslave men and force them to work in their mines and on their fields to gather as much materials as possible which they sell to other settlements in exchange for weapons.
No one really knows about their slavery.
The most outsiders know is that men are not allowed into their lands, and the women which enter always join them.
The name comes from a robot they worship, named Robotic Memories Storage, but it's acronym is what they took their name as.
The robot has the memories of a very influential writer in pre-war politics, though he did have great plans for how to exploit resources to their full potential he was a... Erm... Well.. Man [censored]... A true sixist which considers women nothing more but [censored] toys.
But he isn't stupid, he knows that his charm and wits can win over any woman just like in the old world.
He uses these women for his own pleasure and for his grander goal: To tap out any and all resources.
They will be a fairly large faction (size-wise) and have a great deal of land.
They will use mid-high tier weapons, come in good numbers and have great tactics.
They mostly use their own customized leather armors. (Several variations)

If you're male, you will be enslaved and get a quest to get out.
If you're female, you can join up with them.

They are not the opposite of Caesar's Legion, those are the Daughters Of Hecate.

Vault 98
Due to Chicago's high crime rate. this vault was made up of strict cops, reformed criminals, "good" cops and violent criminals. after some time the violent criminals started a war with the strict cops and after the battle reformed crooks and good cops made a deal to never take sides no matter how good they are. they are also a successful trading town, think of polis from metro 2033.

Bound by Strength
No one knows how they were formed. But they do know they are deadly, their code 'survival of the fittest' means a lot to them they usually attack factions, towns, merchants anybody but if they win the battle instead of the BBS they leave them alone and even try to befriend them. How do they do all this you ask? They found one of the few working factories and made a power armor type armor just without the tech(Agi -2) and use only unarmed type weapons.

The Hooded Foxes
Formed by Canadians and Americans they fought as a terrorist group or freedom fighters depending on who you ask before the great war. they survived by their hideout before the great war payed for by a wealthy Canadian before the annexation. Now they fight any would-be dictator,raider or slaver to make sure people have the choice to be independent.They are a stealthy group mostly with light armor some with medium armor. p.s. they look like badasses think of desert rangers.


The Red Hand- (Niceman Candy and I)
An elite outfit of organized and well-equipped mercenaries who follow the strict orders of an omnipresent leader. Even as far as mercenaries go, they are the most vicious and merciless mercenary group known to exist in the Midwest.

The Red Hand and Talon Company are rivals, with Talon Company controlling almost every contract east of Chicago and the Red Hand controlling everything west. But both factions strike fear into both their targets and employers.


Vault 71 had been composed of 500 happily married couples between the ages of 28-32. Each Vault Dweller was required to take the Standard Vault Citizen Test (SVCT) every year after they reached the age of eighteen (and they were also required to take it before entering the Vault) and they had to receive the Standard Vault Citizen Disease Vaccine, which prevented that person from catching most diseases. At least that was all the Vault Dwellers were told, for 10% of the first generation of them that was completely true but the other 90%s was tampered with so it sterilized them. On the SVCT one question asked whether or not they planned to have two children, only people who answered yes to that and the question of whether or not they were happily married were allowed within the Vault. So everybody who could have a child had two, their annual vaccine was given the chemical that sterilizes them after their second child was born.

So the second generation was only made up of 100 people, the Overseers (Ten people who worked for Vault-Tec's brains were put into robots who ruled the Vault) said this was a state of emergency and claimed to come up with (it was actually all planned, the following was in their instructions) Spouse Week, when the youngest person of that generation turned 18 they all had one week to find a spouse, those who didn't would've been kicked out of the Vault in a time where they were still told it was too dangerous (everybody foudn a spouse), then they were all required to have three children before they turned 32. Nobody could have more or less than four children; everybody was sterilized after the birth of their fourth child.

So the third generation was made up of 200 people, given the same rules. Everybody was in their early forties or late thirties when the Vault was open (it was required to stay shut for 100 years) and they had children that were about ten years old. Their Vault was directly below the townhall of a town near Chicago called Wheaton, after those one-hundred years the front signs W and N faded so (starting as a joke among caravans) they came to be known as HEATO (also because the sign had the name in all capital letters).

They had been given a G.E.C.K. which they used on the large farm next to their town, farming wheat and corn and selling those to caravans for weapons and other needs. For one-hundred and fifteen years it was like that until the Radiation (a large group of ghouls who felt that they have inherited the planet and any humans they find should be punished for their ancestors destroying the planet (dropping the bombs) through slavery) enslaved the entire town.

I was thinking that F4 should have you being a former resident of that town, starting with you being kidnapped by the Radiation and then your escape to a MWBoS controlled town that is soon attacked by the MLA. Then you can chose what you want to do, try and free the citizens of HEATO (which would be a very long quest), help the MWBoS fight the MLA and the Radiation (which gives you the chance to attack the Radiation base with the help of the MWBoS) help the MLA (which also ends up giving you the chance to attack the Radiation), or you can help ghoul activist groups throughout the wasteland and can become an Honorary Ghoul and be allied with the Radiation (that you can chose to exploit and free the people of your town, or not).

By the way, I think the character should be called the Escaped Slave


OK, here's some background information on the locations I put (link to the map is in my sig.)

The Crater-
Use to be the city Madison, it was directly hit by four nuclear bombs. After the Great War all that was left of it was eight blocks to the west, two blocks to the east, three blocks to the north, and four blocks to the south. Everything else is just rubble (but after the war it was brimming with good loot, now only the well hidden stuff is left).

The Ruined City-
Used to be the city of Cincinnati, three nuclear bombs were set to fall on it but one's timer was off and it detonated in the center of the city 150 stories up. The bomber was killed in the explosion, the second and the third bomber's planes crashed in the middle of the countryside. The second's detonated with him in it but the third bomb was a dud and the occupant survived. He became a ghoul, living in small camps, moving every three days and scavenging (finding a dictionary and teaching himself English). When the heavily populated Vault 69 opened (as part of the pun of what it was made for anyway) The Bomber became a legend. He is still around in 2284 (when I hope the game takes place) and you can meet him. He has a special Chinese Pistol that has been modified to cause more damage than the average hunting rifle, but it only holds six shots. There are four ways to get it, convince the Radiation to allow the Bomber to live out his days among them, convince the people of the Ruined City to allow him to live there, kill him, or steal it from him.

As said in the first sentence (I got a little off track) the bomb exploded 150 stories up, destroying everything at that height and above. The people who lived there had decided to call it the Ruined City because of how creepy almost all of the buildings in the downtown area where the same height or shorter. It is the third most populated settlement (behind Chicago and Detroit).

Old World Borders-
Before the Great War 60% of all science labs in the MW moved to a new bunker placed right on the border between West Virginia, Ohio, and Kentucky, it was called the Three Borders Facility (now referred to as Old World Borders). Most of them were very devoted to their work and had agreed to having their brains put into robots so they could continue researching long after they were supposed to die. In the year 2284 they are still working, develpoing newer technologies. Soon after the Great War they had realized the dangers of the waste and most of them had spent 20 years researching newer and better weapons (such as turrets) to improve the facilities protection. If you manage to get inside you will find a ton of powerful technology, but that is nearly impossible.

Vendetta-
The MWBoS had been defeating the MLA, pushing close to their capital (St. Louis) and had made a large camp where thousands of mutants were executed. Within three years the MLA pushed them back and had decided to make the camp a base they called Vendetta, to symbolize their need to avenge those who were murdered there.

Brahmin City-
The main base of caravans trading among one another, named for all of the pack brahmin parked around it. You are more likely to find a good deal here than anywhere else in the wasteland.

Edgeland-
The northern edge of known life. The MWBoS has scouted far north of there and has not found a single settlement or even a living creature. Everything north of their is called the Deadland.

Chicago-
A city completely controlled by the Syndicate, a large number of tribe gangs that are (unknowingly) united under the former members of the Enclave Outpost.

St. Louis-
The capital for the MLA, well protected and where many mutants are trying to form a government.


I was thinking, maybe there could be a place that worships a Vault that has not opened.

The reason for the Vault not opening could be that the had a teacher that taught them suicide is the way to heaven. And sixteen years after learning that the last of the second generation of Vault Dwellers committed suicide. The first generation was to old to have kids so they all just died, and this cult is worshipping the Vault that would never open (but you can gain access to it and tell them that everybody's dead.

I was thinking that could be Pana on my map (in my sig.).


I had an idea a while ago of the Enclave Remnants in Chicago (who rule the Syndicate) have been testing FEV and are starting to make other monstrous soldiers like Frank Horrigan (which they named them after) but field testing went wrong 80% of the time due to the Enclave trying to make Horrigans so you might come across monstrous supermutants in PA labeled Horrigan MK1, Horrigan MK2, and Horrigan MK3. However towards the end of the game (no matter who you decide to help) The Enclave will have mastered creating them and will have an army of fifty Horrigan MK4s.


User avatar
helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

Post » Sat Jul 09, 2011 10:39 am

Goddamng [censored] [censored]! They adopted the [censored] Fallout 3 [censored]?

Ah, well....
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Sat Jul 09, 2011 9:51 am

Goddamng [censored] [censored]! They adopted the [censored] Fallout 3 [censored]?

Ah, well....

Hm? Oh the Spore Carriers? No that has nothing to do with a GECK really.

Just saying that if some fungus and radiation along with airborn FEV can produce Spore Carriers it wouldn't surprise me if a broken GECK with some airborn FEV + radiation could brood something nasty.

Doesn't have to mean that Geck is some magic case, just means that the seeds it had got mutated by either the airborn FEV and radiation or by "maybe" some sort of new fungus which amplified the growth of the mutation in the seeds causing hysterical mutations.
Though how a GECK is suppose to be broken on impact of the Great War to allow such a specific formula to be created is not something I know of. Vaults were after all meant to be secure, so unless a nuke landed directly on the vault door I don't see how it's possible.
User avatar
Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Sat Jul 09, 2011 3:00 pm

http://fallout.wikia.com/wiki/Spore_carrier


Ok, in view of your recent post..... (almost failed in with the spore carriers... remember, I haven't learnt the lore of the DLCs)

But no. That does not do an excuse for for anything...
User avatar
lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm

Next

Return to Fallout Series Discussion