Fallout 4: Speculations & Suggestions,

Post » Thu Dec 02, 2010 12:28 am

#1 make specific junk you find in the wasteland
have the ability to repair your guns (scrap metal etc..)

#2 more clothing options, and make them have more special abilities,
, because i really like the vault security armor in fallout 3, it has such
cool look, but after a while its useles... if only it had some special abilities
that whould make it worth it

#3 i would like a more safe house, not a house thats
on a rusty tower or on some sticks, but a ''house'' safe
underground, not safe in space! XD

#4 submachine guns that isnt hold like a pistol or look like a pistol


#5 risk of diseases once in a while

#6 more of the wonderful hidden humor thats every where in fallout 3
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Tasha Clifford
 
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Post » Wed Dec 01, 2010 10:42 pm

I'd like to see a return of the Geckos all the types seen in F2 and to be able to skin them as well. Wanamingo, Floater and the 2 headed Centaur. I would like to see just the Old super Mutants no Behemoths or any other Super Duper Mutants of F3.
Glowing ghouls are fine and normal ghouls are also find. Reaver ghouls I would like not to see again.
A Main quest that is not tied into most of the characters and place of the game.
A wider variety of quests.
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Christine Pane
 
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Post » Wed Dec 01, 2010 10:33 pm

and the 2 headed Centaur.


yes.

personally, after seeing the Fallout 3 centaur, i think that centaurs should come in many forms...as in, have different models or perhaps even classes/ranks

after all, they are the result of tossing random people and animals into FEV right? imagine 3 centaurs headed towards you... one resembling the F3 centaur using its ranged attack, another resembling the two-headed type from previous games and perhaps a third resembling something like a dreugh (morrowind) or land dreugh (oblivion). just a thought
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Sophie Morrell
 
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Post » Thu Dec 02, 2010 1:36 am

I just thought of a New Perk or Skill that they could add to Fallout 4. I call it the taxidermy Skill/perk. It gives you the skill of being an expert taxidermist, allowing you the ability to Take the heads of your kills: animal, Mutant or Human and Mount them on your wall. It could also give you the ability to have them stuffed and Mounted in your place.
................................................................................

I would like to have more places in fallout 4 to call home like the one in Megaton or Tenpenny tower. Alot bigger then those ones would be great. I would like to be able to make things to go in it. To have a Still and be able to grow plants like potted punga fruit from point lookout.
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Kill Bill
 
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Post » Thu Dec 02, 2010 1:08 am

Maybe have 1000 RADS turn you into a Ghoul instead of killing you. After all, Ghouls are just regular people that were exposed to "ungodly amounts of radiation." Along with that idea, once you become a Ghoul, the Karmic meter should shift from Very Good and Very Bad to Human and Feral. If you're on the Human side of the Karmic balance, people will treat you normally, but if you're on the Feral side of the scale, people would shoot at you on sight.

That idea would probably need some reworking, but I'm sure Beth could pull it off.
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electro_fantics
 
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Post » Wed Dec 01, 2010 10:41 pm

Maybe have 1000 RADS turn you into a Ghoul instead of killing you. After all, Ghouls are just regular people that were exposed to "ungodly amounts of radiation." Along with that idea, once you become a Ghoul, the Karmic meter should shift from Very Good and Very Bad to Human and Feral. If you're on the Human side of the Karmic balance, people will treat you normally, but if you're on the Feral side of the scale, people would shoot at you on sight.

That idea would probably need some reworking, but I'm sure Beth could pull it off.


Ghouls were not created immediately after the Great War in 2077. The process took months or years. (so just being hit with a 1000 rads or more would kill you, not make you an instant ghoul, you would have to click wait for months not just hours.)
Specifically, the neurotransmitters affected in a ghoul's mutation are those responsible for cardiac and respiratory function in a healthy human being. These transmitters are continually regenerated at a greatly accelerated rate after the mutation sets in, carrying sufficient oxygen to sustain the life of the subject while being insufficient to retain dermal elasticity and avoid the resulting necrosis (much like what happens during the course of the disease once called leprosy), the result of which is the decaying, corpse-like appearance of post-mutation humans.

Ghouls are generally as intelligent as normal humans. However, their physical repulsiveness makes the life of a ghoul difficult at best - only the most tolerant human communities accept them as anything more than monsters.

What Wiki does not say is that ghouls are also very weak and can not carry more then 80 pounds at best. The ghouls in F3 don't look like ghouls of past games they don't look decaying and corpse like. Ghouls of the past had body parts falling off them, some had thousands of flies living in them and would be buzzing around them all day. Others had to "Mr.Potato head' their ears on. Playing a Ghoul would be very hard. If you still want to play a ghoul after all that info, then power to you.

I would like to see ghouls the way they used to be, weak, decaying and corpse like! No darn Reaver Ghouls ever again!
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Cheville Thompson
 
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Post » Wed Dec 01, 2010 11:29 am

I hope fallout 4 will be alot like fallout 3
but ofc with new quests items and such,
and maby more of the home-made weapons,
like i think grenades are underpowered,why
not make it possible to take all the explosive
material of 2 grenades and put them in a big
tin can and make a grenade 2 times stronger!?
or even 4 times stronger!? that way i would have
use for the millions of frag grenades in my megaton
house... and it'd be cool if you could find more funny
stories on terminals, maby like secret experiments
that the goverment did and how they ended up etc...
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Barbequtie
 
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Post » Thu Dec 02, 2010 2:25 am

I've herd and read that Fallout 4 was going to be a prequel dunno how true but I hope not anyone els here this?


Depends on the prequel. Is it a prequel to Fallout 3? Or is it a Prequel to F1? what year was this "Prequel" to take place? If it takes place between F2 and F3 then I would be ok with it because each game keeps going further away from the great war. If Van Burnen was made we would have seen the West coast of the USA Have trains and stuff things were getting better. If we keep getting further away from 2077 and things are still a wasteland it's not really realistic. A prequal to F1 would also be neat to see if they handle it right and don't hack away at the Fallout Universe like they did with so much of F3. I can see a prequal to F1 be really awesome or a big pile of steaming CRAP!.

I want to see Gambling, six and other human vices like there was in past Fallouts. Bethesda needs to have Gambling, six and other human vices in there games like just like the way Black Isle fallouts had it. If Fallout 4 does not have that I will be crazy mad with Bethesda. Bethesda can have six the way the other fallouts had it! Please look at the last fallouts, better yet Play the other fallouts and see!
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Schel[Anne]FTL
 
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Post » Wed Dec 01, 2010 10:46 am

I want to see Gambling, six and other human vices like there was in past Fallouts. Bethesda needs to have Gambling, six and other human vices in there games like just like the way Black Isle fallouts had it. If Fallout 4 does not have that I will be crazy mad with Bethesda. Bethesda can have six the way the other fallouts had it! Please look at the last fallouts, better yet Play the other fallouts and see!


Oh nos, can't have you crazy mad with Bethesda. I'm fairly certain you aren't the only one who played the first Fallouts. IMO, the six was minimal and the gambling close to pointless. That's not to say I wouldn't like to see that stuff in FO4, but rather it's just not that important to me. I'd place them way down on my list of proposed improvements.

As for the rest of it, seems to me that the closer to the war, the more chaos there would be, and the better it would be for evil characters. The further away, the more likely some established social structure would be in place...better for lawful characters. I always thought a game set shortly after the war, or even right at the start would be awesome. Imagine the scramble to get to your vault, and you (are forced to) do everything you have to to get there in time, and you don't quite make it. What do you do now?
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Anna Beattie
 
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Post » Wed Dec 01, 2010 4:01 pm

The "I want to be able to be turned in a Ghoul" thing is something I've noticed pop up around these threads a number of times now. I'm still not sure just how well something like that would work out, though - and if the payoff would really be worth the amount of work needed to pull it off well.

For starters, if this is something that could happen to you during regular gameplay, then there's going to be a lot of players who find themselves frustrated because they didn't really want to end up playing the rest of the game as a Ghoul. (And unless there's a rather large quest to find a cure for Ghouls - and that would be a pretty big deal in the Fallout Universe, something that would almost deserve to be a part of the Main Quest - then we're talking about playing the rest of the game as a Ghoul, here.) So something like a game mechanic where anytime you accumulate so many Rads (which isn't exactly supported in the game fiction as an actual cause of Ghouls, either,) would have to come with an "opt-out" where you could choose not to be a Ghoul. (And therefore, sort of throw out the whole point of having a game mechanic that would make that possible...)

My big worry with ideas like this (and for being able to play as a Supermutant, etc) is the added time necessary to make a background like that meaningful. It's already a ton of work (I'd imagine) putting together all the dialogue trees to encompass all of the types of characters already available in Fallout 3 (meaning someone from a Vault with differing Karma values, reputations, responses, etc.) For playing as a Ghoul to actually "mean" anything, you'd really need to make sure all the NPCs were responding appropriately, as well.

And I think that'd be the big hurdle for an idea like that. I probably wouldn't play Fallout 4 as a Ghoul (assuming I were given the choice,) but if I did, I'd be very disappointed to find that it really amounted to nothing more than some Stat modifiers, and everyone talked to me as if my face wasn't in the process of decomposing right before their eyes.
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Kathryn Medows
 
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Post » Wed Dec 01, 2010 6:49 pm

My big worry with ideas like this (and for being able to play as a Supermutant, etc) is the added time necessary to make a background like that meaningful. It's already a ton of work (I'd imagine) putting together all the dialogue trees to encompass all of the types of characters already available in Fallout 3 (meaning someone from a Vault with differing Karma values, reputations, responses, etc.) For playing as a Ghoul to actually "mean" anything, you'd really need to make sure all the NPCs were responding appropriately, as well.


The traditional way to do it would be something like the way DA:O uses starting areas. Separate starts, but all end up in the same place very early in game. The problem, then, is to ensure that each race has impact throughout the game in a meaningful kind of way.

Back to DA:O for a bit. What I really enjoyed about it was that later in the game, you ended up back among your own people, and you faced significant RP flavor based on the type of character you are playing. Additionally, I enjoyed the way all the starting stories meshed with the main story, which, for me, added substantial replayability.

This sort of thing could be done in the next FO if we are talking about humans with different backgrounds. When we start talkinga bout different races in the FO universe, I don't think it would work that well.
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CxvIII
 
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Post » Wed Dec 01, 2010 8:37 pm

How about better AI. I hate raiders coming up to get themselves killed.
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Katy Hogben
 
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Post » Wed Dec 01, 2010 2:44 pm

1: Character Customization like this :
http://www.youtube.com/watch?v=icR3LtEMvZI&feature=rec-fresh+div-r-6-HM

2: A California setting, and a Giant map (way bigger than FO3)

3: The Enclave, BoS, and NCR all in a war.

4: Ability to choose who you side with (Enclave FTW :D)


Ohh, And I have one question, why does everyone say that the Enclave is "dead"? Just because they had their HQ blown up does not mean they are deystroyed. They must have had many bases simulare to the one in D.C. all around the USA. Just because two bases (Navarro and Raven Rock) where deystroyed does not mean they are dead.

They are by far the coolest faction in the Fallout series.

Cheers
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Syaza Ramali
 
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Post » Wed Dec 01, 2010 7:23 pm

They did not really have any major bases all around the USA. They had the Oil Rig as the main base of operations, which they did not even leave until after Fallout 1, then Navarro as the only major inland base, as well as some other, minor outposts. Then, when the Oil Rig was destroyed, John Henry Eden used it to claim presidency and order all remaining Enclave forces to the East Coast. Where they were defeated again. After FO2, FO3 and Broken Steel, they should not really exist as a major force, although there are still likely some broken remnants of the Enclave here and there.

And even if we were to assume that they still exist, they should not be used as main antagonists in future games. Using them twice, with basically the same plan, was enough.
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Noraima Vega
 
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Post » Thu Dec 02, 2010 3:46 am

In Fallout 4, I'd like to see a sort of government start to form on the east coast. Not the Enclave or BoS, but something "small" like the NCR. If Fallout 4 takes places in The Commonwealth, then I'd like it to be a place with an actual government. I know it's supposed to take place in a post-apocalyptic wasteland, but 300 years later it's about time the East Coast caught up with the west.

Also, I'd like androids to have some sort of feature with which they can be easily spotted if you look hard enough. Nothing obvious, but maybe, for example, they all have blue eyes. I know there was something weird with their eyes in Fallout 3 but imo that wasn't obvious enough, and I'm not even sure it was intentional.
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Yonah
 
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Post » Thu Dec 02, 2010 12:48 am

I originally posted this in the TESV Ideas and Suggestions thread, but it applies to Fallout 4 as well:

You know what annoys me? The fact that I can say the same thing to an NPC over and over again, and still get the same response. For example, say I'm asking them where they're from for the first time, and they tell me City A. Okay, that's fine, but what if I ask again? They'll just tell me the same thing. I can keep asking an infinite amount of times and they'll never give a different answer. This is especially annoying with meaner characters, who you wouldn't expect to be fine with repeating an answer for you multiple times.

What I'd like to see is that the first time you ask a question, you get a normal answer. The second time, the NPC remarks on how they already told you, but tells you again. The third time they do it in an angry tone, and the 4th time and after they refuse to tell you. Like how a person in real life would act. Something like this:

Me: Where are you from?

NPC: Oh, I'm from City A. Quite a lovely place, if you ignore the rats.

Me: Where are you from?

NPC: I already told you, City A.

Me: Where are you from?

NPC: Are you deaf? I said City A!

Me: Where are you from?

NPC: Get out of my sight, fool!


It might be a hassle to make the extra dialogue, but it's worth it imo. The way it's set up now is just ridiculous.
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Claire Jackson
 
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Post » Wed Dec 01, 2010 8:21 pm

Request- stop dumping specular maps in the normal maps alpha channel. Just make a new slot for them in the texture set and set the lighting/shaders accordingly- This will allow artists to use combined color/level specular maps. instead of just the specular level maps currently in use. This could save mem if used right. And allow normal maps to be uncompressed, even at half resolution it most often beats larger compressed maps in visual quality, at same cost of texture mem. And then the specular maps can be compressed without a big impact to the final asset, or if te asset allows, even as a smaller map for further maximization.
As it is, artists are forced to use big or uncompressed speculars, basically the same settings and resolution as the normal. It would be nice to have them independant or the normal maps. And have color too.
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Juan Suarez
 
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Post » Wed Dec 01, 2010 3:59 pm

Suggestion to the developers:

Increase engine performance so that it can handle rendering and dealing-with more objects. With the current Havok and Rendering engines I find myself greatly constrained in how much I can add to my cells due to the limitations of the engine (which with great admiration, is better than Oblivion's engine was for this). If I had my wish, I would wish for twice the current object capacity in a cell. :)

Your probably going to ask me if I want Fries with that (hehe), I know its a big request and something you all will be doing anyway, but I wanted to put a request in the books!

Thanks. :)
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josie treuberg
 
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Post » Wed Dec 01, 2010 9:38 pm

Your probably going to ask me if I want Fries with that (hehe), I know its a big request and something you all will be doing anyway, but I wanted to put a request in the books!


What kind of shake would you like?
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Adam Baumgartner
 
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Post » Wed Dec 01, 2010 10:08 pm

What kind of shake would you like?

I'll do the honors of saying: Zing!
--------------------------------
I don't really have a suggestion for Fallout 4, to be honest this is my first visit to this thread. I guess we'll need something to make up for the lack of magic, VATS only helps marginally.
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Kevin S
 
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Post » Thu Dec 02, 2010 3:24 am

What kind of shake would you like?


Hehehe I know I deserved it. :)

I had to ask! Really! (lol) :embarrass:
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Max Van Morrison
 
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Post » Wed Dec 01, 2010 10:22 pm

1: Character Customization like this :
http://www.youtube.com/watch?v=icR3LtEMvZI&feature=rec-fresh+div-r-6-HM


That's really neet.
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D LOpez
 
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Post » Wed Dec 01, 2010 4:54 pm

The 4 title in the series would be Fallout New Vegas coming late this year!
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Justin Hankins
 
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Post » Wed Dec 01, 2010 12:34 pm

So what was the robobrain looking for in the rubble and why was a guy in an Enclave officer's gas mask holding an NCR flag? Too many riddles, must have the game!

Things I'd like to see in FONV:
-Increased dependence and withdrawal from drugs. How could popping Rad-X all the time not give you thyroid trouble or just lose effect over time, they've got to be Iodine tablets.
-More concrete choice/consequence trees.
-SPECIAL and skill trees like in FO 1 and 2, where what you choose actually helps/hurts your character. Also helps create sub-classes of characters and more replay value.
-Take away the Educated perk, made FO3 way too easy to exploit.
-Less skillbooks or exhorbitantly priced ones at hard to find merchants.
-Smaller inventory space to make choosing your stuff more valuable.
-More creative weapons like Nuka Grenades, God help me I love them so.
-Smarter follower AI.
-Smarter enemy AI, i.e. adaptive cover, flushing with grenades, covering fire, etc.
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Monika Krzyzak
 
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Post » Wed Dec 01, 2010 7:17 pm

What I'd like to see on the subject of item degradation and repair is something along the following lines (a harsh example):

Slower degradation in general, but scaled so that the lower the CND, the faster the weapon/armor wears down. I also would like to see a more drastic effects on conditon changes.

Repairing would happen with repairkits, that repair around 10 points/use; or by gunsmiths in towns/caravans. The kits would have 5 to 10 uses each and their weight would be dependant on how much uses they have left. Amount of repairing is dependant on repairskill and current condition. They (kits) would not be too common or cheap.

One would now be able to repair guns and armor beyond his/her skill, but after the guns/armors condition is above the skill, the amount going above is turned into percentages that is taken away from the amount of repair. IE: skill = 30 and rifles condition = 80. Condition - skill = 50. 50% of repairkits potential (10) is 5. So trying to repair a weapon in condition of 80 with a repairskill of 30 would lower the amount of repair to 5.

So now you no longer need a duplicate to repair, but you would be able to attempt to sacrifice a duplicate (skill - CND = chance of success, for example) in order to boost the amount of repairing a bit if you wanted to, but of course you would loose the gun and the money it is worth.


The fast travel improvement I would like to see is getting back to the exact same place you traveled from. For instance if the traveld from anywhere to Megaton when you went back to where you initially traveled from you would end up in the exact place you left.
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Quick Draw III
 
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